TΩ96 S ^l u   ̪٪     (?EVg x ͫ  ۬)4;p"!ӭ(r$ #Ei2JƯN`q #!°%8I&[A)X!z1J $^?;ڳA5/K9{$7ڴ" 1!>`wA00P&k "'ֶ/.)N/x/>طB˸/+>"j6Ĺ"0)73aE=ۺKIe<5!"#DQhQM ;Z:>ѽ+(<1e'Ѿ.ǿ3*3G1\)19$$I)^(53'G)o95>$5c#M; 8G796 )Q4@A('jJ.-+2Y9] $ /;BJSkt{%2! K1 }    '* 3>-T    & 1= CMVY a lx ~    / 3H]r''<K T^ t     +@ U` ft   ;4O     "(: cm!   4E X c pz%%% =:*x $   '2 8 ESi       & 2<LT]v 102B6` AKP\  $*Oi    ! 2='R%z  +5N Vc v      (6Jb!     & 0:< BLRX^v!8@@)W<8&AE`E*}8.P agk<6G7Z#N=]((+:ITg!(F>(75Y`v)c[e\C=. '"  .'Ow#%2'XN2212d&.T+cE.2:a1   PU Y d !$     %FLR ao# / AO_r /15!,WE86~j& 3G,{   # > LW7h,DJS [hox    , 9G^z   - ;G Ze   )8 Ub tO    2 @)Mw    G *6 IV i v01/(*Sj (*QC. /$> c$m 1.{7.C_>{;+1"0T34    !1 S -a         ( 6 K e q ~        ) ,C p         % 2 M n          # 5 1M          , B Y g w #   c 7 H T ` n          - B Y v         * C a v         ) = J ] n      & 3 > N ] r   "    3 G [ i        % n;  1 H 6C #z  " N +( .T   # A  5 N n  ! "   "2 U !a 6     0 P $p  # ' , 4' %\ >     #: *^ +  - ( %( -N $| 2   0 @ &S bz *  "& I 8_   '   / ?N #  ) V E _ y - - &  T* -        # 2 C X t \ 2  # ' "6 Y h v $        + = 3N     . 0 $ 2 E V ] g z          . + H d ~       * 4 :H   %       ' )2 X\ v C! BV! `! '! G"" j" F|" " " M" 58# n# )# '# 0# $ 51$ g$ -$ +$ "$ $ % % 4& #& e& %@' gf' .' K' 3I( 4}( .( %( C) 3K) /) :) 3) '* OF* F* $* 9+ <+ \+ Nu+ )+ R+ *A, !l, ., , ", &, 5#- QY- 0- $- 8. 2:. im. 5. N / M\/ // //  0 '$0 /L0 &|0 G0 <0 I(1 +r1 1 )1 1 %2 -2 @2 JX2 2 2 -2 33 53 F3 Y3 k3 +3 3 23 3 _ 4 ,i4 @4 .4 5 -$5 R5 c5 %y5 05 65 6 G6 La6 a6 7 #7 ":7 "]7 "7 !7 =7 S8 +W8 Q8 8 8 !9 ;59 q9 M9 9 (9 : F2: y: -: ,: : ; )'; VQ; $; ; ; ; M< 5d< < T< W= Uh= #= = J> HM> *> > 8> ? 64? 5k? `? /@ #2@ V@ 2r@ !@ '@ @ 3 A $>A %cA 7A #A A _A _B 3B C C RC "D BD `D /D 1D 0D E +E 4JE "E /E NE !F @F YF ,zF F F F F #G #'G 7KG ,G IG G H H 0H HH YH vH H "H H H H ;H ?6I vI nI 0I 0!J RJ cJ :J J +J :J 9K GK \K yK K PK  L #$L AHL L 5L L L M M 9M GOM 9M M M & N 1N CN VN qN HN HN <$O aO |O -O (O +O P '7P _P |P $P !P P !P " Q 1CQ /uQ $Q )Q Q R &,R *SR +~R %R 'R 5R *.S 'YS $S S S >S $T #%T 0IT 8zT $T T 0U 3U V =V 2]V V 0V HV RW DgW -W W ?W %;X >aX aX dY 'gY 1Y NY 5Z [FZ lZ [ +[ <[ G[ CV[ [ [ "[ #[ 2\ A\ _\ <x\ 7\ \  ] ?] 1_] ] '] ] #] ^ ^ 4^ G^ S^ #m^ ^ ^ ^ ^ V^ "_ +_ ;_ G_ !U_ =w_ ?_ _  ` &` I-` w` ` )` '` .` a ?a O'b &wb Nb #b c 32c 2fc 6c hc "9d P\d d 'd Ed #;e _e he ze e 1Ff xf Bf f f f f g "g 7g KSg (g g 3g h 3h #Th ,xh .h 3h >i ,Gi ti Li @i !j 69j pj =j $j cj "Ok 2rk Pk )k * l 'Kl #sl &l 'l .l #m 9m Um pm (m 'm m m n Gn #n #o Co Lo bo 7ro Ho o o p p p +p ;p Gp Wp gp ~p p p p p 'p =p 0:q kq q )q $q q r ,"r Or Cdr 8r Er "'s Js es s s s s s # t ).t %Xt ~t t $t t $t u Hu 4u "v 8>v Lwv v Ev )w 2w Cw Rw Yw _w kw yw w w w w w w *x .x 9 y `Cy (y y y y y y y >z ,Zz z z z z z ?z { { { .7{ $f{ ,{ { G{ s!| +| | | | | | } } 2} ?} U} c} v} } } } } } } 9} &!~ $H~ Pm~ N~    ) > #F /j <  . 5 ;Q 8 ƀ !Ԁ ' < .[ #  (ǁ    8 %N t Ղ B 39 m ! . ߃ ` .Z : BĄ + ,3 ` w    ƅ !ԅ  = BT P     * 9 U _ n 'z - %Ї   & 3 D N c o   Ĉ ш ܈     ) < G P Z Tj ˉ ԉ ߉  - , 6 M W j v   Ŋ Ԋ    ! . @ M ] i   ' .  I- w   )    ' 5  @ M F e 7|  2Ə 9 =3 Bq <  & ]6 .W    Ӓ  a o V} Rԓ o' e !  : 1V # 1 Yޕ W8 7 ZȖ 1# U p ' @> ( 6 <ߘ D /a 9 ˙ O P< J (ؚ   9 S n   ɛ    @ \ x  # 0ל P +Y - A ; -1 J_ J 8 8. .g v u ~ } q  . < G T ^ k v    ¢ բ (  ($ (M @v 7 D 4 c; % Ť ] /> n - 2 6 L ^ {  !  Ѧ ֦ ;ۦ  8& 8_ @ ٧ V\ % '٨ ; = F M e ~ G A 7% #] . % ֪  U ] ty  s   Ȭ Ԭ   " . 9 F /S + ) A٭  (7 ` 1s h q  b  5 J "\ + % )Ѱ & (" &K 1r  ! ۱ I 0F w   / L k 0 ] , G ` 7 \ E >\ 0 7̵ 8 (= 0f 5 &Ͷ ( + 2I %| & ɷ ' # %. %T z % 1 D 70 6h ) Dɹ ! 0 K +e 4 Tƺ L %h 2 , " * ,< 'i    ټ W LN 9 !ս 5 )- W o * $+ OP  " ( + +5 &a " $ ' ' - ,N '{ 0 ) - z, C 2 4 5S   ( ( G MW *     - K Ib #  2 2" *U = Y > {W ) !  4 AU 7 7 ; ,C Pp . 4 i% Q J G, t @ M L Pj JH      % 4 = F J P \ h y    * (J 7s & : 8 R g { G     0 # % 0; 0l ( 3      ' ? 2` & + ,q /   * ) 2 E W k u         # 2 C [ m      " 0, &]     H ; #N r  >   & 1 7 E P i z     %   4 'D l  - / + 0L }  o  - : > !G i K !   1 0 7 K ] % <3 p C *@ !k ! 3 <  ? I dW  # ? B GY =  9 5. +d + ! + 1 G< m 3 O& 6v 5    & D V a k z        % 3A 0u  ( ! E =P ;  9 ' <A .~ & * L NL `  M D: F F I 3W ^ R R= 7   X AZ (     ,* W #  )1 [ ={ J ( ;- 9i ] " _$ : < ? +< )h  # R + LE = T % YF < 7 O e O 2 0 6 m 5 n +9 *e + $ ~ &` S - -  47 _l H 2 =H $ : N M5 i   !$ (F %o F & 3 R7 @ W # 3 +) dU P e 7q 5 X 38 Dl   Z 0 4 C U ` k x  < -  + = H T i u ' 1 #  B! d o 6u ; #    # 1 B T a n ( 6 9  3 B V g "w     0 X q  8 "  * J !a        '  %1 W ] m z   + - Z my    f Lf    7   # , 5 G M ^ 5l                 0 H T g x     5 P  \ 1v  "  ) (. W is  (  7# -[   G    6 O n . & 7 ( |D 6 % 7 |V 0 & 2+ 7^      9 7 : D N W H_ : # K S %p  # $  ! '! 4! R! +h! &! ! ! /! " !" .;" )j" j" P" P# 1# * $ 0K$ |$ $ $ F$ $ % % -% =% L% [% n% % % % % 6% 4& <& -X& R& @& F' &a' +' ' ' ' ( 4( J( a( ( ( ( ( ( P( J) U) Wj) ) ) ) ) ) * * ** :* F* [* o* ~* * * * * * + + Y+ s+ {+ + + + + + + + + , , , +, @, 8V, , , , , , ,  - - (- ;- Q- b- q- |- - - - - - - - . ". 1. =. G. Z. i. u. . . . . (. . . / / 0 #0 80 H0 DY0 0 0 0 0 0 0  1 "1 .1 ;1 S1 ]1 s1 1 1 1 1 1 1 ?1 &2 32 I2 b2 n2 x2 2 2 2 2 2 B3 +3 T4 ,X4 X4 94 65 &O5 v5 95 05 y6 {6 O6 6 J7 B7 38 2P8 K8 [8 K+9 w9 L': Ht: P: V; 8e; H; .; w< -< << [< 1U= O= B= $> 7?> 5w> E> '> Y? 5u? :? 2? A@ S[@ i@ A <A `A D?B &B %B @B )C #AL "L 'L qL n=M %M M M N N 5N RN pN N N !N N N N O .O 0O 7O NO eO wO O O O O O O P  P P P (P ,P 1P 8P 8@P !yP P P P P P P P P P P  Q Q 'Q 7Q EQ UQ jQ rQ Q Q Q Q Q Q Q Q R R !0R !RR !tR "R R R R R S S -S FS KS XS aS wS S S S S S S S  T T >1T pT xT T .T T T T 3T &U >U JU TU aU oU zU U U %U U U U V H%V $nV $V wV @0W qW "W W W W "X G(X pX )X 1X -X  Y (Y ,DY $qY Y )Y )Y  Z Z '.Z VZ "Z .[ @B[ [ [ V\ c\ \ ]\ I\ 9] @F] ] ] D] ,] $^ % _ &2_ Y_ !z_ _ _ _ Q_ ,'` T` m` }` ` ` ` 2` ` Aa Ba =]a /a a a a b (b 8b b zc c c c c c c c c c d !d &d +d 6d Dd Sd cd vd d d d d Jd ) e ,7e -de 4e e e :e B$f gf qf 5f f !f 4g !8g "Zg f}g 0g (h ,>h kh -h h >h i 2i Gi Mi Zi ki qi i i i i i *i j j $j 2j >j Ej Nj Uj bj qj j j j j j j j k C$k 4hk Rk Rk Cl Il Yl -^l )l l 7l 3m "6m Ym am om }m m m m m m n n n ,2n _n n n n n n n n n n n n " o 6/o *fo o Jo Bo -$p =Rp p p 1p p p p p p q $q :q (?q hq tq ,|q q q q )q 0 r .| +F| r| ~| | | | | | | | | } } ,} =} !I} k} z} } *} 3} } -~ D~ /c~ 0~ H~ *  E8 1~ )    - "L o   * 8 *H s   CЂ = 'R z    !Ń     ) 3 = H V a h '  6τ  " ? 3 &$ K "l !  u 6 @ E P Z e s ~  % Ň ԇ  ) * 0 9 ? J V a m   J  - 5 S c     Ӊ '   / ; V g p ~  B    # / 9 G X k {   Ë ԋ ދ    ! ": O] / )݌ 6 2> aq Ӎ 4 2 P 0o  y 46 (k % + #   #3 W r < 7ΐ 9 #@ d { * :đ v v ~ $P <u x %+ Q ] g z   ǔ Ք    % 7 E .a & % 2ݕ  / < C U .b    ǖ ֖  H 1 8 H V b w  2 ޗ ) $ )@ $j ) $ ޘ  : * 5 > M _ p     Й   * : A O \ ` t ~  + # C Y _ q }  8 1ڛ   3 O b q    0   ĝ   9 I ] k   = D J i r y !  Р   / &O v  ͡  # / H e !  Ģ  $ " %C $i   £    8 "V y  H    " - < M X j {    ҥ    3 ? L Z e p ~  "ʦ !   & 2 > J d v   ҧ ާ   # . C O [ q   ƨ ը   $ / > Q \ Fp  4ɩ I JH 3 0Ǫ   % @ L [ v K ٫ 3 , 4 ; K W _ f q u {   ͬ     C0 =t I < H9 < H < HE 5    4= r    0 % !9 [ z  7 ձ ܱ    & > G X Rf O   # 1 6 [F   Ƴ ճ    # 2 J f ! ) ״     & 4 H W $g F 'ӵ     ' !8 Z %v    ֶ   $ / > U ` j w   -ҷ  ) B CM d D ; U 'b (  ˹ o V ^ c r ~ ? #˺    7 G &Y  # 8 @ ;: v  G , ++ W *u : /۽ @ UL  & ( 9 )I )s 7 ?տ Q Jg G - 8( ba 2 ` XX H \ .W 2 @ - -( LV > ,  d"    2   ! - : G R ] j v &     6 D P h v          5 C O a -m     $ "" E c | (  IN     W =N 2 ) . 8 Q $X 1}  E  s* p r 8 ( = -" $P 4u  { YF   . . : X $x (  % " (/ ,X 1 = & * "G j I I % E * U *a ( 4 % R *c ' (  2 8' *` g W #K o    , G \ #x  / { 1a I ' , +2 K^  ? Y D`  +   "/ cR | A3 Du - E !. P j : = 1 $. %S Cy = / )+ CU + 2 ; 54 j  ; 5 #4 AX  9 J 4= r    $ % )& 8P    ( 'E 'm  4 0  * 1K 4} + . . /< 0l 1 $ # J *c . , #  5# 6Y  ; &  70 3h  R . 2 R f O *   1, +^ V  * +& *R .} 7 D [) ! % / /? /o 2 + / #O s " *  ) ) ;? 0{ 1 ! , - 1N 0 ! &   4, +a d 4 +' S _ T~ * O TN [ H >T @ 7u  A  + j ?& )f     / </ l         , E ] j x           , : H -g ?      , A F U q v   h &X Q       - %: .` -  /   W# 5{ 2 : 4 5T 3 2 3 4% 2Z 8 5 1 5. 8d 8 G 4 4S 6 1 3 % . 5 G Y f t   I       - 4 ; V f v   0    . ;: v ? >  ' / : F Z i o {    /  ' H Q a h 5v > 3  & : F Y x  O & 7 >L ?     7( ` (p 6 $ 0 -& &T {    " ( ' *2 ] u / ' 4 6! 7X C 6 "  3. :b ; L )& EP    !  # *6 $a / ) $ ( 0. '_ )  *  B W u ' [  5 CS I 0 W Cj 8 5 @ W^ L % J) !t  G K 3F z  / + " ]4  ' D 0 )J &t  - C & A I :Z I *    -+ Y g |   / " 5! 0P! ! ! ! ! "! $" )" 9" H" Z" Ck" " " " " " " # !# q7# ,# # # *$ <$ D$ U$ b$ n$ ~$ $ $ :$ >% ;B% ~% % % % % % % % % & & & +& 56& l& >& 0& & & ' ' C1' 'u' ' ' /( E( Z( /o( $( $( ( 8) :;) /v) 8) $) )* [.* b* *  + 1#+ /U+ x+ !+ ? , '`, +, ?, 0, %- S0- - - - /- - - - . . -. 5. 3>. ,r. . . . . . . . . / / #/ 8/ O/ X/ l/ w/ / / -/ G/ g#0 ,0 0 Y0 B01 s1 o1 D2 H2 5h2 P2 2 3 03 N3 W3 _3 e3 p3 'x3 3 3 3 3 13 + 4 84 Q4 k4 Kq4 =4 4 5 5 '5 85 C5 U5 j5 5 5 85 5 F5 .6 *:6 e6 w6 6 6 6 6 6 6 6 6 7 7 %7 57 @7 L7 Y7 6q7 !7 7 -7 /8 4B8 -w8 >8 18 9 -9 +K9 "w9 ?9 9 W9 JN: J: D: ); 5D; z; 0; 5; .< /< 4N< < !< $< &< = .)= X= 5w= = A= 2> 6> T> k> %> <> "> ? 0"? S? Bj? *? C? C@ `@ (z@ #@ @ @ @ A 5A QA BjA A A A )A (B -=B CkB 3B .B C *C 1C &7C #^C %C C C >C (&D 0OD D D D D D D D D D D D D E E E 'E 2E .AE pE 7zE :E E F QF 9eF ?F #F #G 'G :G MG VG fG zG G G +G G G G G H H H 5H IH cH }H H H H H H H H H K I UI iI I I I I I I I I I J J (J 8J LJ jJ yJ J J J !J "J K K  K 9K GK RK aK oK ~K YK cK ML (eL 0L L 'L MM 'OM wM ~M M M M M M M M M M 7N 9N (JN sN wN ~N N N N N N N %N %N %"O %HO %nO O 8O O O O ;O 8P GP .XP 0P (P P 9Q WQ 4R ~QR R R R FR *?S %jS &S S S S S  T  T 2T MT ^T nT T T T T T T U #U 5U HU ^U rU >U 3U "U V W.V V V !V V V +W ;W F[W "W "W *W X j0X X X X X Y !Y :Y UY iY $Y Y Y Y Z !Z 6Z OZ $kZ !Z Z Z Z [ J[ a[ [ [ [ [ [ !\ 8\ P\ p\ ,\ \ \ \ ] %] &=] d] ] ] "] ] ] ^ >3^ r^ ^ !^ ^ 7^ '_ !;_ ]_ |_ _ _ _ _ (_ $` B` a` |` ` !` ,` ` a +a @a Za 4sa .a a #a b 8b Lb db }b b b b b c c $5c )Zc #c c c c c d 9d 2Od !d !d d d d e 1e Qe pe 7e ce  f ;f Vf ,kf ;f #f f g 46g kg g g g g g #h (h Gh dh 4yh h h #h h /i .Ji yi i &i i i  j !j #@j 1dj Wj <j "+k )Nk xk k k k k k l -l 5Il ,l ?l Dl -1m _m mm ym :m *m 0m 'n 9n Cn Xn nn n n n n 3n n  o +!o Mo F`o 3o o o o o o p p p "p *p 4p  6n # !ɑ ( ( d= , Aϒ A ]S # Փ ޓ c _ [q ͔ Dܔ 5! W k {    tϕ D L S k    ǖ   )& 1P * - 'ۗ b bf ;ɘ ' /- R] ' Vؙ &/ &V }   Ԛ  3 P? * Lܛ ) 1 ; K Z e o {    ؜   - ? ` t    "    # / A \ r & _  5 O a | 6 ǟ " V, 35 Li 5 S A@    ' @Ң   . @ N 5a  ˣ     &3 >Z , Ƥ )Ԥ J Kj - 6 * F Od J  " ; Y j } 4 JS L '   ) )B l      ǩ ש  H M *j % , . # ; 4L   I  , 88 q # F   $ 8 I (Z +   ԭ  A F? $ 2 ;ޮ " <= z '  ̯  / P q 8 $˰ 6 )3 1]   ı ݱ  ( / H ` w 7 Ų .߲ C [R ! г !  H$ (m ! ´ _˴ + 3 O W j x  M "  !5 W u + ,    F * 2 J pZ M˸  ! * 9  - = J X o ~  G m (T .} K L 3E y % N W .Z & ' %ؽ  ( A $`  1 Ӿ  6 7C P{ R̿ `   " S /K {      C C?  E m L 7 )! (K $t A ) ' - % $ o %m # ! & $! "F !i f ' % # " + )A 'k & ^ - ?G f    + G O h  3 1  0/ (` D / 0 U: * 3 /  !> 9` 5  T |B S - TA "   D > )Z P l BB $  N " <   ; Z y  3 O (\ 8  F H h    4 "7 Z z   Y L f r {   A A < 'H p  9; 9u  > ! = ^ { $  % ! \ @w  $ i   * ;4 p   (   + 7 JA 7 =   ) 4 J 5X      O D %c ! / ( *% P (q 8  ( ( #> 9b Q L L; ] \ (C ;l j , D@   % " ( ! AA 9 ( % " %/ 8U  4 3 @ 5J 7  O 1" &T {  "  + # #B f  , . , 9& 2` @ < - ? E * .4 %c 7  S 5 $U ,z @ w u` U , hL  K 3 7R 1 3 ( 3 2M 2     $ A [ x  X E N _ l +{ * 9 < ;I ) u $% +J v ) 4 9 @ M _ n {        + < P \ j y        ( # ?/ (o  !      ;    L PU H L < W 9q Q  R %l A    " 1< 5n A 2 * D V\ #  ) P dm N ! B #b % \ W  &a  < 5  70 ;h [   >9 %x   6 $  !0 "R u 5 D x W Q !2 T m : 1 , B# f >y  ! T O c b}    ' *C $n ) e # = W 6r # 7  =  ^ d n {     D    % ? L Y i     4 1 0 J R Y 1c      V ,< i   4     C1 u : F   4$ 1Y   T i | @ ? F "[ !~  # ' >  #I 3m 8 "  # 6 \R _ [ 9k 4 S _. ` 1 <! )^  @ C 7! :Y J %     I Eh +  F 34 Jh , 7 C 4\ 4  ( L eS    )! 2! 8I! 8! ?! :! >6" 5u" " 7" '# *# F# Y# Hv# D# F$ 0K$ )|$ C$ $ 0% 02% (c% h% I% I?& ]& ?& 2'' #Z' ~' ' 5' ' ( +( 0D( .u( G( E( 12) 7d) $) ) %) )* 1** 7\* * * * *  + '+ >+ 1V+ /+ 7+ !+ *, X=, ', %, , - - "7- JZ- C- 6- d . J. O.  / "3 <4 &L4 3s4 '4 24 &5 K)5 1u5 65 85 ;6 pS6 +6 ,6 .7 3L7 ,7 07 E7 &$8 :K8 ;8 48 18 ;)9 Fe9 9 W9 : L4: Q: : &: 6 ; C; 0a; $; =; 3; S)< 2}< 5< 4< &= HB= %= 6= = = n= hh> > > > > ? 9? L? (b? a? ? ? @ @ )@ >@ P@ b@ u@ @ @ @ @ @ @ @ @ =@ A A -A >A OA ZA iA {A A A A A A %A A B B & B GB [B bB gB BuB B B B B B B B C C -C ;C OC cC M|C C C C C  D #+D $OD &tD !D )D <D /$E /TE 6E GE 7F X;F LF $F -G 54G <jG <G G -G -H ?H #WH "{H H H H H H  I ,I GI NI ^I kI {I I I I I I I I I  J 6J .SJ 1J %J J J J K K #K ?K DPK K K K K K K K K L L -L ;L VL iL zL L L L L L L L L L  M M "0M SM nM {M M M M M M M M M M  N N *N :N (HN qN zN N N N N N N N N O O %O .O 9O EO PO `O mO zO O O O O O O O O P P $P 6P KP XP cP pP P P P P P P P P Q Q Q %Q 89Q rQ 2Q *Q &Q  R R ;R /TR R R R R R S !S 4:S _oS 0S T #T @T )OT %yT %T T T T T T U >U _U ~U *U (U ,U 4V PV YV wV "V 5V V V V W W $W =W MW [W jW W W W W W W W W W X X -X HX 8TX X X X X X Y 'Y %>Y dY sY JY 1Y Z *!Z LZ HmZ Z Z Z )Z [ 1[ 8[ L[ _[ o[ [ ?[ [ [ [ \ \ -'\ U\ b\ s\ \ +\ \ \ \ \ \ ] ] $] 3] G] U] f] ] ] ] ] ] ] ] ] ] ^ ^ )(^ R^ _^ u^ ^ ^ ^ ^ ^ ^ _ _ '*_ 4R_ 5_ _ _ _ M` G^` +` $` /` 'a 9a Na .\a a a .a a !a b -%b XSb 'b 1b c c c +c 7c >c !]c 7c +c c Gc >5d td d d .d d ,e 61e +he e e He Ge 3 6r / ٣   % #> "b  ' Ť !ޤ 0 1 0I z ) ! ݥ   (+ 4T    ަ ( " 7@ =x  ѧ &  -3 a w % G. 0v 1 !٪ !  3 L _ t  ) 1 < - 5 O e    ˬ $ $ 7 6V 1  ߭   0 )N x ! ! Ү   +$ P %l    ֯   " A b z " ް    # : V b m }  5 ñ α ӱ ٱ   C W f ; F9 $ U    ) : I Z q    4   ֶ     , = OL  J   1 R j 3z  5ɸ P (P (y     ι ݹ   # ; Z 1m   ,Ⱥ % @' !h  ( л ݻ . # 3 =G 1  ϼ B *( (S 0| @ν H 5X / 6 9 // @_  ! ? =! /_ : J   '9 a {     " & 5. "d        , C T *a $ 6 ) : M Y Tf ( P c5 ; = 1 :E + C 7 4( ]  0 P 1= go / L ,T D 3I F} F : T e q  5  B  * 3 = H Q _ 2n " &   ! .7 f n ~  $ " 8 C L W \ g v 4 6^       # 1 @ O ` t  5    ! s    & ! ! A M T d q  -  F G. av  4 (* 'S *{ )     1' (Y # S ' " #8 I\  # 4 @ -[ % " - - 1. -` 1 & $  ) ? Y p   ^ "  d ) 3 'B j )  ` * 5 ? E ]M     ; = Z w   "   # (6 3_ !   !   M7 !E Hg   n 8V < C e tv + u     / - .4 1c . . . #" "F (i - - % *B *m * # # # / 97 q | 1 % '    ' 0 @ R g y   2 ! . 12 -d *      90 <j  = 7 D3 Dx H : A I [ u    7 8 2 ? R l          * 8 S j w        ( >E >     ' 6 H Y g {        ( 5 E Y s ~  O - ! A U e q       # 3 C Y f y <    ( 7 H U c r  M 7  '7 8_ 9  + 2 "J `m " > )0 FZ G A + ? S e y t 1 93 Gm ! + * >. &m 3     * 5C ,y 7 . 1 ? 8_ 4 l : -[ 1 I O U @r ' . )  4 P k I~   y  +  )  "? b   $  " # 9 $U =z B B :> :y " " !  4: o ! > 3Z A  & ' 12 +d + ( )  . L i { .5 ,d G < 8 .O 9~ 6 6 >& e    * - , )I ,s 9 ; + DB & 2 6  &4 ?[ < % = P< R  1 6- /d ' , C .- \ =} . "   "* PM : 2 9  F a w  ] W +Y  + 8   3* @^ 0 K ! J>   $ " 1 9 (R &{ 8 - 2  F< R   $ : 1V  *    ) H (h  , & . % 7A y & G , ) @ V p     0 > = [ -j ) ' ) R g X ( .! 41! f! o! ! ! ! ! ! ! ! ! !" 7#" H[" 6" " ," )# B# Ya# # # # _$ s$ $ %$ 4$ 3 % =% R% :g% ;% @% 0& -P& ~& & & & 3& 6.' e' B~' <' +' )*( &T( ({( ,( B( 3) H) Y) l) 1) ) 0) 1* 25* h* #{* L* .* + `9+ 4+ 4+ 2, 57, 5m, , , , , , , , ,  - '- ,F- %s- - - - - . . ,>. /k. ). <. i/ l/ y/ / / / / / / / / / ,0 D00 Du0 #0 ~0 V]1 .1 =1 D!2 f2 p2 2 2 2 %2 2 82 =53 4s3 <3 )3 ?4 FO4 94 )4 )4 )$5 ZN5 5 66 S6 2m6 6 \6 h7 7 j7 M 8 #Y8 }8 8 %E9 k9 )9 ^9 Y: 5o: %: : 4: :; Y; r; ; ; /; "; *< H< O< Y< !d< ,< 9< $< = (= .= G= N= \= l= x= 3= = %= = > %4> Z> >e> > B> '? #)? &M? ,t? ? ? ? !? ? F@ 8X@ @ S@ @ A "2A CUA A A A #A 3 B %AB ,gB &B !B B B !B  C 4C IC XC fC jC sC C C C C C C C C C C "D 7'D _D rD D D D D D D JD #E &>E 9eE 5E 'E E -F #@F dF F ,F &F F G T'G |G G BG G G G G  H H %H 8H LH aH mH /H /H -H I $I ;;I FwI 4I 4I (J 3J )HJ rJ 'J ,J J J *K [:K 8K K K K !L 0L $ML !rL $L L L %L 2M AKM AM ?M N N 0N 6N >N LN YN =^N (N =N O  O O +O ;O BO aO oO }O ;O <O P '&P NP ZP oP wP P P P P P P #P !Q #Q &7Q '^Q Q Q %Q Q Q Q DQ Q9R R R R R R R R R R  S $S :S JS ^S pS S KS S S T T &T BT VT fT xT T T T T T T U U '$U LU PZU BU U 6V ?V 2XV (V V V V V + W E5W 4{W ?W BW 23X DfX 'X !X ;X &1Y XY &qY :Y AY Z '0Z <XZ !Z +Z LZ @0[ q[ [ M[ [ %\ D\ 3_\ .\ >\ ,] H.] w] ] ] ] @] ^ ?^ ]^ ~^ ^ j^ T$_ y_ 7` J` P` X` d` v` ` ` ` ` ` ` ` $a 7o vo -o /o Go '8p %`p 5p 3p (p q )q &Hq 8oq &q #q !q r 3r =Pr r "r r Qr ?s #Ms 'qs 's 's $s 3t )Bt lt '}t )t t t t u u u "u /u Ou %\u %u u u u u 3u $ v 1v Pv 3Xv v v v v v v v w w )$w %Nw 4tw w w w w w Kx 8[x x x x x px Wy ey ny ~y y y y y 'y y #z $'z \Lz &z Sz ${ ,{ :{ B{ 8P{ 7{ V{ | #1| =U| | | | | | | | | >| 9} G} iU} } } } } }  ~ +"~ N~ ^~ m~ r~ &|~ ~ ~ J Kd   /     3 F Q c s   (ˀ   r a} ߁   0# .T  - "ł  Z .\ 1  '҃  + F \  8 G _ t l o pd fՆ B< / . އ  1 )N +x * )ψ $ * (I Hr 9 A )7 ha Lʊ & &> &e   Ȍ E - N 0h  - A # '8 (` +  aʎ , Ï ׏ " " "8 [ 'v  7  * 9 T (r . "ʑ 7 7% ;] . Ȓ   > H !_ : 2 + ; AW ; Ք  " $ "< _ "w   ϕ   2) -\ - + . / C -_   $ 5 5 &R y 5  'ؘ  4 J  2 , =H  - IЛ * E ^ x   . } *f  0   - ' + 8 E U ] h r  0 ٞ     # . 9 D M BX % * D 1 _F Yt Ρ    4 A R [ n  ; >ޢ  X$ }  ) ӣ d ]H / iڥ ID   # 7Ȧ ' W( / 0 ! 6 6: q ~     Ҩ   ! + ? P ` r    ̩ ֩    % < U l ~    Ϊ ު  % 9 A G R [ j %y ) *ɫ   0) Z )`   ˬ  + ' F g 9{   ٭    # / < J h  * 4ʮ   ? 5_ 7 1ͯ   -+ %Y  4 F ( %+ $Q "v Y   -% $S @x % ߲   ; B F \ g y    س    ' G6 ~   "ʹ " " "6 "Y "| & ,Ƶ    * < 6O o   - H> 8 ? 8 '9 :a ) =Ƹ  &$ 4K     'ù     , ? N d \w KԺ +, 7X   ( 5 < T \ o |   *  - $ 5 J $] ? ½ ܽ   ' FB G Ѿ    .6 e o y  S M I8 ; =  7 J Y l s x @  8  ,1 !^  - : J L f (v       ' (F &o       ' 4B w  D + 2 > F S d r  4    % : (U ~ B 6   '> +f   '  1 , : Q j  %     -- $[ d j P h  $       7/ g ?y    R T d q   ,    4 AJ   z ; 3W u   O& v -    W l j E  (  $ #< !` % * * = < *U ' 3  U i % * 7I 9 2 *  * 2 F +T - L S O   0 B) 8l  ' - , #7 I[ B A ;* f = P ) \<  /   K (k   ! , % @ n` P !A %c ; $ & ) ); e n~ D H2 ){ o # 9 )X " ! 5 " 6 sW  C 8+ %d &    " 8! 0Z ! I  L + H )S }         => ,| "   F K c t 8  < # 0D u J  4 #( L ^ u [ 1R        ! 6 4U        . : K )Y  % L   . < I \ n    H O/ T . 3 57 m (u 5  ; ! - @ /S           * = S a p  ;    < Z %{   + 0 F5 !| % M Z 4m   P B P Z s ~      2   . K ?a n  ?& *f     ! ? )F +p F    9 *W 1   " # * 93 m  -  S 47:CKR\)!  $ 1E%w     % 1;M] lx       6 DO ^k   +A Xeu!  ) 8ETp"7F V a k yJ#<PVpM #\ & , S  ( 6  =  I W i {    !        0  ;  H  S  ^  j  x     U 4! .V .  U }* % M 9W w%'+GY*s*##Y)+&%$T22G]!m    1/F[ q }  G a ]Hi:X:^"$;A_0x33K R,`K  #$?d/~--" L-Tz6$$'Iq#+2 @[zu! 2/bDy"*<#Q&u[< Ji;} @2 N  ]  k u ~         ! ! $! 2! ?!wL!@!="wC">"*"%#A#J# P#W\#6#C#/$3$ 7$ A$&O$v$ {$$$$ $$ $ $9 %`E% %%%J%('&&P& w&&&&& &&& & ''+'',S''N''''( (( "( 0(=(M(\( k( y("(7(6(4)'N)/v)2)/)< *F*Y*`*f*u*z*** * ***+++ ;+ H+T+f+++(+ +++ ,, ', 1, <,G,Y,i,,,, , ,,,2,2-N-l-------..).?.R.c.x.&.9../ /&,/)S/&}/*/2/00$50 Z0 h0r000 00"0j0b11115122B$2g2{2222 222202&!3H3 b3p3y3$3$333 3 33 4&4 64 A4 L4 V4 b4 l4 y44 4 4 4 444 5$535Q5n55-55"56!/6#Q6)u6666$6#67?7:7,:8-g88<88 9+$9 P9]9c9h9 o9 z99999999 9::*:F:Y:p: : :: : :: : : : ; ;;,; H; U;c; w;; ; ; ; ;-; ;< < 4< B<O<j<<<!<<<<=(=+<=h=,=2=/=>">4> G>U>/h>>> >>.>?G??f??@@.@@Y@PA aA nA |AA,A+AAvB,BBBBB B B B4B32CKfC@CCDFDEXDD'D_D:E\EBFHaF;FIFb0G GG5GG G HH H+H 1H=H OH[HmH)HHAHEI1TI5I=II9J7PJJJ J$J, K+8KdK}KK K5KL,&L,SLLLL LLLLM%M;MQM UM _M jMuM~M(MM$M%MN%N>N?VNN N NN 3OAOGO WO cOoO~OOOOO O O O OP P P"P2P8P JP2VPPP P P PPPPPP Q[QkQ}QRQ!Q# R)/RYR pR~RR R RR R R RRR S S S $S 1S ;S IS SSaSqSxS"S-S:S TT +T6TNTdTTT\T5U&:U$aUEUUUUVK1VW}VPV&W 5W BW PWX\WdWX2X:XLX.UXEX X(XY Y&Y6Y LY YYeY{Y YYYYYY ZZ)Z<FZZ ZZZZZZZ"Z&[F[*[[[4[[[[ [[ [ \ \ \)\/\ @\ N\Y\t\\\ \\\\2\]8]K]Ce]\].^5^);^e^ i^t^^^^ ^ ^^@^ __ _)_8_ M_ X_ e_ r___ _<_#_` ` `"` 7` D` R`^` u`` `` ``8`*a3a r Ur br pr |r rr rr!r r s s*s%Asgsttlt u*u(JuOsuCu.v-6vdvI~vSv(w/Ew0uwwwCx&x xy y?y!]y!y yyyyyyJz#Szwz({B{ J{W{wl{[{@|BG|||6||| } }-!}|O}}E}'~-~ 6~ D~0Q~~ ~~ ~~~ ~ ~ ~    + 9 F T`s  !   ',9f .'Հ/#E#i<=$[D('ɂ&$8ʃ#6'^ wH4J6a7IЅ"==Y+) 'E LV es) Ƈ Ӈ +7R$d ĈԈ ) >H(b(1Ӊ 3CVexŠՊ4 -Bp؋, ?I_~a $I1%{ʍ?(CJPb gs ƎՎ  # - 7 B NZRk !ȏ ##,>k q} Ɛѐ ֐  S#w  + ɑՑ9&:5p   X   ΓKޓ* 3>O `l} ÔՔ -B U cq ĕѕ "3B_o ̖ٖ %-Six Η ݗ    # 1 ?L^n~ Ϙ   -;L[q  ƙ ә #+1A2W%+ 1"=_`ț $9IQd(u*;ɜ4K=@ʝ۝ ('=.e  ƞӞF`<% m!!ѠB):FBġݡg,_a/,;1hH1)?U_*av`lץCD&9-AYt,H(X1+#!ڨ.$+eP/<W#B{P5E-bLnݫcLB& ή#*->l,'֯GJFHDڰ9SY.1ܱ)F8Q5Ѳ.ij;߳a}$3´-$(>Jgf(,B1o/$Ѷ##!>4`!3)3-I7w ϸ"3B-R,"й ."QQ6)ںB+G_sRӻ &1$BgU̼"A JX߽, BPds ݾ''<L`s ɿ1ܿ-]<^4'.8V84-'+&Sz:5%e?+/(*Sh8{2) ' 5Vg v?">5EKRtY,#')G)q- % 5@-Q% 2;EQ'89A2't"*2pR%+ : HDS  '3GY j vEB!&2H{93 1 Rfe!L>;\z'l6*n8w!    "2iD      B 9C7^,(&./ ^ k x 7A;-Ai;   05  *:5Cy  M)w 002%Xp!""-"> EQYhx     *FYo  !";^u /Lj?0FZo +Gcx""*)G9q(.79f8? $L q  7 = K"Y |         - =HXj"|)(35& \i          2@BS>''OXRh  ad6    $ 0 : E P]mv=/3 '(5(^s 7E a6nL468 >J[z~(   (6L^p    (;E4  !/A[d v   7EZ3m"" W+`0? (  2?GXhy B W\ a l# 2<L e pz      '2 I Ua r  #7I[ q} ; EY ^5iO( $#H M Ycj| '  *<C 4B?0/2EX`pkuE /:7I   %*DD     .,:I -1**+U\s+l%-5D&zA$++,*-WU /0G3_        1 >A_6$)/'W_q" %9H&X&')(! ,< i K       & 5  =  G  T  _ l q   \ OA 5 !          ! 5/ 0e 0 3    <!>^9C&K6r!(8#-2Q71B3-v=2)5=_*22+.Z0q/?(ARj'A%'M(e5@A-G4u3'.9K2#+4%=,c6)=X/3S7:HG29;8.t*<F !RKt%)&(7H`4KX*UMk',&'X Rh 0 & M!+a!1!'!!.";1"4m"A"",#1.#`#|#<#C#J$'d$4$7$($&"%6I%<%'%0%j&;&#&&^' `'5'''*w( (4()(!")/D):t))5)1*+2*^* x*8***/*+-+"Y+|+F+4+$,%8,T^,, ,),2-.3-*b-4-J-1 .?. C. O.Z.*c. .Z../%/4/I/ N/Y/m// /////#0h&0000 00 01 11 !1 -1:1B1J1^1g1 p1 {1 1 1 11 111 111 222*222:2B2S2g2y2 222 2 2 2222 2 23 3 3&3 .3 83 D3 Q3 ^3 l3y3 3 3 33 3 3 3 3 33 34 4 4 4(4;4 J4T4 ]4 h4t4}4 4444 44444 4 55 "5-5@5 R5_5!h555>5&5I&6,p66 6666667&,7S7 [7h7 p7|77777(778 8 /8;82M8'8888>8Y 9 g9_q9I9:: (:4:C: F: Q:_:q:::: : ::: : : : ;; ; (; 2; ?;L; [; f; p; };;0;;;<'< +<5<L<T< \< j< v<< < < << << < <<<*!=1L="~= =9==u=+p>}>i?y?.?--@([@ @!@Y@!A:A(QAzA,A3AHAT@B_BPB^FCCIbDTD)E=+EiE F"F>G3WGfGGH+IIJ{K?L,#M3PMMNM<M&NeNCO<VPPq.QkQ_ RlRaRhTScSu!TTN3UAUPU6VFLVbVVWXYZ7[A[9 \;E\<\:\O\I]6%^$\^D^:^`_b_i_______ _``>'`1f`*`N`a)a~a=@b!~b\bBb=@c ~c'c c c ccccdd #d 0d>dMd\d kd yd d d d d d dddde#e5eHe\eneee e e e e ee e ee f!f 1f lyl,l"(m"Kmnmm mm&mKm<@n:}n\n o o.1o=`ooo9o=o+8pdp(p,p"p)p"q 9qEqUqjqqq qCq r/rOr_rfr/vr#r&r7r&)s7Ps's>sBs 2t :_iI/e.HĒ: RH8:ԓ65F4|75:8Z48ȕ:4<Hq8;5/9e77ח65F |?" ;!)]0$ʙ/V4  Ě,К$7K]c w/ ěћS7 FT'e'1/ 3:TKp О%,2DwΟ$ *&,Q*~"̠;>%dC!ġ0h#31.7*f-g 3=9\,7Q+ED8$èz'cKש"'6=U !֪&:M`sˬ@۬+HP2.JaJiPaٯ)/Ldi:ΰ  !g/  ñֱL&Ov Ȳղg  %/BR"f;4898r5-!1-N(|:,+ +9Reҷ" "%.hTF  .%<IbS-3 ;I Zh|'ܺ$>D U b my  .  , ; F R _ j u *ռ*&+%R"x7%(=UW&>Ծ91M !ؿ'(",Kx1'+C%\'  Z"5}> !!+:/f.my30;<WW:?}*<z2`pG<z2p/-m]GG5[bncvl -2/`/,+|$EA'CkVan_nT=V#%#IPfUu -5Rd?  )HQau!  /AQf v  3-Ft  '#% 9 G&R)yWD>@F<D@H    '5Dd#~ h !4E2X :NH3[L-*2X"MF4C#x4  (1 AK Zen,888!Zl~)0(Z//+(.RWED 5? T`0sj ew r,q, 0($F#k% 064* _mD!Mfa2+@^'5GEL*B Q[j(  C$h z$9(ev~ &+SZn*CH[- (9"b%$A+>/V 2-0=K      1? Q _m$/6!4X    '= L Xew  -#Im  #4P Yg p~ $,-$?d(|#CSm46,;c= 68o '!7%;Qg}-I.!!Pr3&&.U*k,)-,G4t#2Lc!%( %-C"q)0  )43;2o%-, G Q \iy     (7FWgp     % 6@R m{        #-=Obj~ !""*8c(G    11cu}/ ) % )F ?p  b 1 D K j  o {  % E   #1 U u {  S : ) E  ] ]g  $ $   "  ' 3  F S 3p 2      3 CO_b-09!/[,,, 1 < H R` s}   g,K#x(PP+&|,  ,@4T"' (Gdz)* 5FK] lv       - : DR c p |      ,,NAP869p&#5$aD8/;.j(=(Xjt4{</=E[S%(0D(u>=;/WM<@ ,S A 7 B K=!!!! !=!###%# ,# :# E# O#Z#l# ## ###p# -$%:$8`$I$1$% -% :%F% ]% ~%(%6%%' &'1& Y&f&(&!' 3'>'G' M' Z'g'' '' '''''(%(6(F(\(n(B((@(/)M) ])g) x)))+)-) )** #* 1*<*L*?\*`*%* #+/+1?+q++)+)++",$@,e,%v, ,,,, ,,3,"-;-J- b- l-w- -- -----. .$. ).c3...7..Y/,q/2/!////0 0A01^0.0 0 0 0 00, 191Y1t1y11111 11 1 1)1#2 A2&K2 r2|222%2223 33 .393W3u3#333O3O:444:4 45 55#5>45s555 55%515.6#46 X6 d6p6 6 6$6 6 6 6 6 6 6 7 7%7 57 @7M7`7t7777 77/ 8 <8"G8Pj8+888999)9#=9,a9(9*9&9$ :.:B:.\::-: : : ::1:;&; .;:;Q;m;r; {;;;;; ;;;;W< n<y< }<<<< < <<<6=E;=E=)=== > >!> 1> =>K>c>&|> >1>>$>?!1?S?h??1?J?F@Bb@2@6@'A$7A&\A#A'A$A&A#B'?B$gB&B#BBB0B`-C+C#CCC D%DBD2]DDDD DDD DDE5EKE.iEHEE4xF<F=F=(G,fG]GG G H H,H>DHH%H&H)H'I7I>INI II#I;JXJnJJ K4K,OKs|K KKL#L9LJL'eLLLL LLL6M*GM!rMQMM<M9NaN<(O9eO8OOOO-P4P 9PCPTPoPxP3PP PPP P P PQ Q+Q @QLQ ]Q jQ tQ Q Q Q Q QQ Q Q QQ R RR,R >R KRYR iR wR RR RRR R R R SS #S/S#BS3fSSS SSSS T#T6TITZT jT uT T!T%TTgT9NU:UUJU(%V/NV;~VKV@WYGW.W6W3X4;XpX yXXX X4X XX%X$YCY2LY YY Y YY"Y1Y4Z SZ aZkZtZZZZZZZZZ [ ![ ,[9[H[ b[ n[y[[ [[[[[#[<["<\"_\^\(\" ]&-]1T]]]]I^ `^ ^ ^,^^ _*_bG_!_ _!_ `!0` R`!s`*`-`%`%aF:a6a,aKar1bOb^b,Sc+c.c3c2dBdKd`dxdd%dddde1e9eb@e eeeeee ef ;f Ff Qf\fmf}fff f f f ff f f g gg 1g ?g Ig Vgag{gggggg hh(h l#m#9m]mlm9m&mmDm18njnrn xn nnnnnnnn oo*ozCz.bz z1zzp{s{{{{{{{{{ |)&|P|b|||'|b||}}}}w}7]~.~,~3~%;:S  '9 H Ua  VR3V7u(8 aRnʂނ ( : E P[#y փ57-&e 5Ʉ7&74^D$؅V(T)},ԆB C&dF.҇ "!@b-}   Ĉ Ј ܈ +: O Yd y    ԉ  & 1?Xs    ъ܊    '2B'YNQЋ"(6_+v#1ƌL E%R<xOM*S*~'Nю0 0Q&ȏ#׏0F,s0+)5 Ef'  8ETcu231 " 0:Qm t   ēғؓ\ܓ 9RC##ϔ.e"  ˕ ֕   , 1<LD7,ɖ    & 1 <GVf'z9ܗ".( W!x  Ԙ" (?F/>?H5~   G   . 9 FR ft  қ@-5%c5jp*=)<g3؞!!8Z!yV"E)o̠*!'I N \ ft á١ 4 <FU<Z  Ģ ΢ۢ    !/C T ` ky  £ ѣݣ  ,:Q c o |    Ѥ F=^6ǥ#&"I,f+Q" 4 ?L [gpy~   Ƨjѧ!< ^   %3ۨ0-@@n&%֩5&2*Y")ƪ;F,KsA3#5[YU0 D<.?:H+;t.K߮C+oDƯdȰް(3.&b% 2&%'='e/GF'C@";C^_ݴ5=s7,v%ɶ"ܶ5<5]r.з8J8$<(*19*kG,޹* 6YMW4S;oMFD@=ü2-ELc'v R3K&( *4_f y   '"(Js?jrZ\` is    RR Fs P6,-c7?' ]1#a1PG/9iI/ " 0 > K.U   ;#$,Hu   + JfUat%+ : FSbr(#"26MU3h3     + 7 B O+Y       ,? Tay    * CN+`**42(J-s';-&3Z%jU '/ >._s/ 2>X0u-)  ,FL^ cm      (5I Y f/q,' k+*5,V%,|%%#4I+~*3- $7\qz    "2Odtka Uv  $ 2@Xm #6 N\k }O.613h%% %8!^ $*!;;w!/0) @L ^h}    n(4/"d      1 ? I V co x     & 1=Sm |       %@ ISc t   * +5Da !vr {%  59 Lm8~  *9 V%`! %! 78<ZuRD#)h!9:A|-c*I#t9SYk*L(='f&M;-?6mCxHa>#+K^"w(>+H.Rw*AQT5U^2"LADCF FE7{}4^.5`E$Cj76DCbb3 ;=$y#@]a.2,a2#-DXi*'Rg`$#8;NP)z' & $0Ev|    (')4Q r ~7  )DLbry!       - 7  H  S  a k |           # - = N ]  p  }      ) $ D "c     U}   H #5 3Y ( '   )4Dy +73k77T/k'%+0+)\Vl#  - 7 D Q\ p |       % 6@ PZk         ".@ O [ gr           &0BU h!u\I>E LZ j w        $.A U `j }    'E Xf {  ;!\]+5 FB?%91)@[).D!_ (.  4H ao% . 8CWi"   5 % /  8 +E q  -     ! ! !!+!4!H! W!e!k!! !F"-M"&{""""""" ""##?C#(#2#&#*$1$,K$-x$*$.$-%&.%2U%2%%!%-%**&U&(r&&4&"&'..'=]'='/'@ (J(#h(#(("((I )@W)-)")H)w2*/*(*L+)P+z+.+-+$+9,(P,-y,C,3,3-<S-6-1--.6.a=. .L. . // -/7/>/V/f/z// / // ////00 0 0 00 0 0 0 0 0 1 1 1&1 81F1N1 W1c1 l1z111 1111112 2 &2!32.U2o2223%"3H3344 44545 545C58T5 5555 5556 +6%56![6 }6%6!6 6t68N77!777978382l8K8Q88=9#v959(9;985:n:::#:":>;AE;A;X;"<6<c=>g=;==,>#>/>T?Dh?`?0@P?@@F@ @@&A&9A`A A4A AAA B B*B9BBBJBQB eB qB }BBB BBaB*C;C DCPCYCkCCCCCCC>C DA4D(vDDDD D-E<KE<EEEEE3F.IF.xFlF0G5EG{G"H3HBH KH lH!HHH H HKH,IHIXI qI~III!I III8J7;J sJJJJ&JJJK K'K6K ;K$EKjK pK|K KK K K K KKKK K L LL 'L,2L _L+jLLFL%L$ M1M>FMMM MM M MM2M'N ,N6N,RN N0N`N2OKO)aO)OOOOOP1P*PPQ{PPP PPPQ Q Q/Q ?QKQ2ZQ1Q Q+Q R R)Rp\p&vp%p`p$q.Cq4rq)q,q6q,5r'br)r,r'r0 s.:sis-s+ss's''t&Ot.vtt3+u _u+mu"u%uuu v v -v;vWvnv4vvv+vw:&w@awwwwwwwx1x5Qx1x,xx<x,y 2y=yOy`ypy$y yy y y y yy zz3z Jzkz z-zzz.z '{ 2{>{Y{m{{{A{|(%|"N|q|!||| ||}!}2}A}V}f}~}}}}}}}}~~7'~$_~ ~~~B~  $-4 Q ]i} 4$   !9M!6L d q |$́܁ (<M^*m=#ւ:~5);ރ72 ju6"Dž6P!.r/+ц!d?Q K[jz ĉ ԉ߉.#A(R5{J7"4W&v%*+ I9L]._>$͎(; Wx(GP5b0ɐِ 0/(`  '.8I+\ ˒ (.3EV is /Փ1)X= 1͔  J' r|s(W> "ĖӖ1&BU[p  ss # ʘ ٘& ;%ZЙ:>QY!͚ߚ-Eb.}nԝ. J5k48֞EHUL,+*;Bf֠Q<Sr4a%CiiNӢ "C b(-ţcc{cߤ=Cťڥ+,Ii""٦.0&_,Чex"˨Yݨ,7?d,:ѩ ;+g5z0k*M x ƫ׫ ݫ  -?Xap?2Ĭ 0@Scs ԭ,@TdxîʮѮخ߮  '09 AMV^fow 'ϯT,\' аݰ *DXi 7I Q"_+-Ȳ+*",M.z11۳3 *A-l+.ƴ #%IXhxZ+)8K!^4׶߶ 6"  4EN n{   ¸ ̸ ׸   5 &Cj869'V7~" ٺ   ! + 7 A KV hrN#,!L$nX; )F<pǽؽ-*CTfx  ξ ؾ $%-S%7OWf!|(3 '<Q Zgp   ?<9 I3V / 2,?l.uvH3|+#))*H,s+U%{+#3Dbw$ ;AYP2B)_F,$4E%\?*)>N[i-" -J=b.,,$;`u%8L+^+]72;jA@Ww5#()Lv "3V*p& .K#)o  6';L^~ !-CUgy ,0OB+3Nk'",=Ri|"-&%&Le<2Kbv".,C7_ ;92P !* 5Sg"{!  =KW*@X7h"' %?"Ps(" -?,X*.Ggz$.%"*(@5i(=&T-{JH4b3+ !!CZy"%  *6 K X d o{         ';ToN    )Z@'*&#(J%s00,-(-V"2E$[$98WOp6": Z!{"2 0@ H R] o|    .=Qfw.>Vl%4G ] ~  "/N^q  $6L \ iw "3CVew   5CWn  ,;L [io~     ) 6 B M Xf v=6<<3HpKO%OuO4Tj%  la w LPl q-;/2/bt       +9L ] i w  <#+ 0 ; I S_p!ba3i-%-YbyD%!,GRt .T0,      7&P w"/!1S$h/:9P2  $ A %X 4~    2 && +M y %     t  e '  & A G O a r    #   $ !7 <H Zd kx+ ):K`fs[=6#t,+Q6al/%5'[9<8*K(v%'* A5Cw'1J7`&6S,JwX9>":a'0#C4`xa8;Ht364k1"F0P(`B':K/{!BC07t:)x(+,% 2xp9 0 . ' !2!4Q!,!*!(!'")/")Y""0"-","#+#O#0a#0#0#)#i$1$*$;$"!%1D%!v%F%S%(3&1\&2&L&6'?E'<'W'-(%H(-n((!(F(a%))))C)9 *1F*6x*"*_*42+0g+,+-+G+H;,U,1,, -19-5k-6-6-#.\3.0.-.!.=/=O/,/6//* 0/60"f0K000.1?>1~1/1.1.1.2%K2%q2 22223432304 24=4U4n4+~4!4*4!455 5#5&5-555<55X5 5"55 5 55 6 66 06=6M6 b6 p6{66 6 66]6(37 \7:}777/7&8BB8D8D8)9#998]999(9&90 :"Q:!t:'::::: ;;; /; ;;I;Y; k;x;;; ;;;;< < &< 2< >< L< Z< g<s<<<<< << <<= +=9=J=]= l= x= === = === => >(> <>F> W>d>t>}>>>>>&>8? 9?BF?"??? ?/?%@8@EO@'@"@@@A+A9FASA-A+B.B<JBUBB"B1C3JC~CCC$CC"D+DSIDD;D DDE E>EVEBrE(E6E#F9FSF+cFF#F&FiF%dGxGH H9H`PHaHI$+I9PI!I*I I,I/%J*UJJ\J\J[WK\K^LZoL[L:&M;aM9M;M<N8PN9N-N&NO!.O1POO&O%OUO,EP rP!P P P&P+QJQ$gQ2Q7QdQ)\RIRYR *S%4SIZSSSSFS/!T!QTdsTT%UUUHUAV,\V=VVVVVWWWC0W tW~WWWWW W WW WWWX X'X:XCXXXoXXX X XXXXX X YY $Y 2Y @Y NY\YrY Y YYY Y YYY-Y0ZNZ^Z$vZZZOZ[-2[8`[[H[[\G]\/\M\#] 4](U],~]#].]*]")^L^*^z_=}_%_9_`-`(B`k``|``ta_aX^bb<b cC#c2gc8c"c6c4-d$bd8d"d$d5e2>eqe8e!e e"eKfiff fff ffff]fg4g)Pg)zgg"ggggghhh/hCh Th;_hh hhXh;'icii i ii i ii,i, jW:jRj*j3k$Dkik kkk kk k!k!l 'l 4l@lRlel tl lll lllll l m "m0mDm[msmmm$mm m nn##n#Gn#kn!nFnn% o?0o<po%ooNoB@p9p<p#p@q&_q,q,q&q'r7/r(gr6r7rr)s+Bs:ns1ss sbt1ztt6t8u9;u5uuu<u-v(3v/\v*vdvLw:iw4wwwBxSDx;x6x@ yCLy*yUy<zNz'nz8zzbz4M{-{,{&{'|),|V|;v|!|7| }((}&Q}Cx}}S}"+~N~q:kk"842F-^(0ǁA8,&NS5&0._]݄F3D+x0*Յ!,"<O-R& 4!PUr5ȇ.(56^%ψ +!K5m19Չ/?T6j(!ʊ      +7 T ^jY" T,#(ތ6(QzP!#,*,W.[*: V aImʏ+ݏ 2"U ky(ѐ(Ց/).PX  ’ܒ ,BYy3 Гݓ. CM*\%!'ϔ11) [$fʕ $=]yΖ % $1Vt##͗ .Jdx(֘ "@&cՙ&+#Hlƚ$ښ0K_z› ڛ+=&U|"(ќ 1E!b%՝2,Kx"̞!!&D%\%ȟ+4R#l'à#*:L!jơޡ "=VuҢ $$:_sˣ(Caz¤֤! .E\s"ɥ4Skզ!*@W!oا"$8]x˨-C]w"Щ#<Q)m-3Ū-Eb!Ы'D*X!#׬%!=Xvǭ!7Wrî!֮%5[oï$%EYs%ϰ!!8Jj}DZ" ">!^!"Ų߲!=Yv% γ)9He(t$´״ !'9 an̵& !3Lc}Ͷ&ݶ &Gc}$ڷ,F b$۸'A ]jùڹ$1<n'ͺ (#Dh!0C YgԼ %#I\m ˽ 7RpȾ $+@Xj%ſܿ  =Uo/2$<Rk"#%# $0(U~  ##G_o !)8GVl"3 Jk  # ?Mey  %<Wi{*?_{+?Wl}&& 4P!f%1Pl$15Oo ";Q#i&)!.Pp"#6&Z!" "0Sl$""<%_ +A_}!2Kg|!8Xt'"<[ x 6Kk"&?Wm>Tq &<Rd)#2H [!|$  9Qo+Ih'/Li":Yk **#*N"y5N#m (%$'=e% $+-/]u !8Wk"*' Rs"+% &3Zy "!)+Kw" #A#Tx&.Jb|& 2#Sw)#8Wu.)< Vd}" :Tp!$BY ly <Yr"2Ni.5,d-!*#Cg}  !&Ha|$ ?`z "4#K#o"=W#t-%<Tn 5Kc =Wu,C]|!!9Yr$<Up  %9_#x  2Jc%~":V q# &4 KYm+( >_&r? =(f"y1/'&B"`"-&Fm$"%'$?d}"#1Pp   %@Ui!,CWn "5Ibq$ $) N h   %   !  B c v      # , B  _      $   ; \ %y       ( $< a       #<Tk%. Gh# $D[$r!*$='W$' )@j/$0!Km&3I ]k~%*Do  %<Oo   5HXq %A`s (% BPd }2Rl'#Dhy#+CYv"#  1DYl!!"  %<Uf%) =Kh ~  ,  M #n "  " ! !&2!$Y!&~!!!%!#!#"5"%P"v"""" "" #%#;#R#e#}###!#### $+$I$d$}$$$$$%%-%C%[%{%%%%%%&.&A&X&q&&&&&&' "'%C'i''''''('(;(O(e((((((-($)8) W)$x)))))**$)*N*b***!***+%+B+R+r++*+"+++,3,C,-_,+,,,,,"-"9-\-z-----..-.B.S.(k."..)../&+/R/l/////*/080P0e0000001151R1k1111112292T2l2%2"22223+3 ;3I3\3w333333 4)4 D4R4f4444445 5=5$Y5 ~55(556616 H6#i666666"7+7>7V7j7~7777 777 8+8A8 U8c8z8 8888+88"949 N9\9p99999999: $:%2:!X:z::::!:";(;=;Y;p;;;;;;;<,<?<R< g<u<)<&<!<=#$= H=i=======( >5>N>j>>>>>">??9?K?g?|? ?????@@;@R@q@@@@@@@A$$A5IAAAAAABB.BJBjBBBBBBBC2CEC!YC{CCC CCC DD7DSDmDDDD"D!DE3E%ME sEE$EEEF FI OI]IyIII III I"J =J&KJ,rJJJJJK*KAK_K!{KKKKKKL"5LXLtLLLLLL MM4MOMhM|MMMMMMN#N?N!WNyNNNNNNO*OEOaO yOOOOOPP *PKPcPPPPPPPQ3Q'HQpQQQQQ%Q$R9RYRsRR RRRRRS"6SYSpSS SSSS$S"T:T#PT,tT$TTT T#U%VUVpVVVVVVWW'W;WRWeW!WWWWWW XX#5XYXoXX XXXX$XY2YMYkYYYYYYYZ"Z:ZTZsZZZZZZ[1[N[b[[ [[ [[[\$\7\T\r\\\\!\\ ]&]:]S]s]]]]]]]^1^A^*R^&}^ ^^#^_(_#H_,l_9_$_"_!`=` Z` h``````` aa;aKaeaaaaaaab1bEb\b|bbbbbbc!cAcXcoc$cccc!c d'd?d[dsdd ddd dd e"e9e!Meoe eeeeeef&1fXfsf!ffff fg g=gYgmg gg$g&g"g#h':hbhthhhhhhii-iEiWipiiiiiijj6jMjcjzjj#jjj k &k4kCkVk tkk!kkkkll:l Llmlllll lllm"m2mEm#_mmmm)mmn8nRnkn|n#n+nnno7oTonooo"o oo pp4pLp]prpp$pppq!!qCqZqrqqqqq"q r&r7rFrUr nrrrrrrrs(s@sXsvs(ssssst*t:tNt!kt&tttt$u)u Cuduuu#uuuv)/v)Yv(vv'vvww"V"sħߧ1Kh$"Ȩ  #5GYpѩ!?W"q%֪" ,"?"b#«۫  8!P!r#Ӭ &$Kkح&"$Inٮ 9Lfz#ί ':Sl°4Sl α %E`xò޲'>Qjͳ 4F_xʴ2Rqֵ'@Up϶1Pm 1 IWtƸָ 'B_uϹ4Lj$ &4[z '$%8!P!r)ɼ! 6Pbzܽ*J`z; 4CWtÿٿ &D%b238$H$m4 "@"U#x##$>\u #7L_y/K_{-  &; Zh~' #6La#v;#X|)4Id{  ';Rl!*@_{!  -> Vc%r"9"Ux!-Om 8Sr /E\y !=Qgy,5Pg**AXs!" " 7Xr :Z j .,%L"r"' 1$Q'v !3S$p '4\!l) *7b !!C[n 'AZw#&/D$["8#Os"   -C"^#&  ( <J ]"k#6FVh~G0Cx  "0 DRct4SV#l L! 82YkYHFh  /?WkQ[-!EF=iScC~b@.8-g5A-!O,W!+  & 1 > I T am*!"$8!Jlrz' %881qn  '2 9"Gdj"!?R[ kw &/E,Z%}(J1s  ? +>+Q} Yc>l (%$:_ev     " *8IZ k"y$,! ';BK]f v      )+U>+@B89LA/'$Q'8yM <Xw#+)I)s3*W$l8]5(}^uRvQY`yQ "%<b t8 5+"$,Gt03 g(           " C T  \  i v    2 *   7 N m     -    & : J *Y .       ! !5 W h |    I _S{:$ #/uS<="D2g!1  "55 k u  0Pc{;0 (<.e,-)B87{ !*+-? CN_t        -22`3.('SG(* ( =H[b t )-$4'\x}    2 N Y d q 24'TE -E*)=*g#E ,7F U _m u) -$7 ;EN Waqx) !  ./ ^ I}      !! "! -!9! J!W!r!!D!'! ""6"Q"i"p" x" """ """"""$"# !#/#%@# f#+q#L#I#C4$#x$>$I$%%)>%"h% %%0& 7& C&P&_&u&&;&& & & ' ' ' 0'>'p]'#'#'6( M([(t(0@)q)*))&) )))*)%*HO**;**V*<+L+ [+i+ {+++ ++++,,$,7,I,h,z,,+,,, , ,--1-@-U-$l---%-?-F3.z../;// /80!?0.a000)00#1,1A1#Z1(~11 11112232M2e2|2222223!3A3X3o33333344)4 A4K4]4p474*44<5,?5l5{5555*55 5 5 5I6P6i6 6666+6P6@7 H7T7UZ7 7 777<7-/8 ]81~8d8"9893V959>9$9$:AC:A:2:":?;(];); ;b;Y!<b{<<)<(#=L=Cf=>=D=;.>%j>0>,>>?(?A?kR???!?-?-@/G@Dw@/@ @@ A AA /A=A FASAgA |A A A A AA A A'AB:B MBnBBB<B.B)#CGMC3C5C:C;:D"vD_D<D!6EXEkE~EEE0E@E/-F)]FF$FF%FF#G >GKG\GtG)GG!GGHH"/H5RH<HHHGHMAII;I3IJ-=JkJ J JJ J J J/JJJ KK)K 9K GK TK3aK#K$KKKL L L"&LIL.ML|LLL,L/L) M 4M ?M IMWMoM9MM3MN N!N>3N*rN=N NN-OKFO$O&O?OPc4P+P-PiP7\QQ.}R7R;R SU8SS SSSSSSTT&'TANT0T@TU "U /U;U UU`UpU UUU4U'U?VJUV;V V4VW0WPWWW\WbW qW~W&WWWWXX,3X1`X?X`X3Y;Y NY8[YY Y Y)Y%Y:Z>Z TZ_ZhZqZZ ZWZZd [q[-u[[ [[ [[ [ [[ \ \ "\0\A\3R\\\ \\ \ \ \\0\" ]"C]f]]3]]]]+]^ ^&^ 7^ E^ R^^^f^n^6^%^4^_6_1Q_!_<_/_1`6D`({`` ` ````` aa (a 5a@aSaea xa!aaaaaaab&cud2dddDd?+eke }e e ee e$eAeB0f&sf2f8f(g6/gAfgTgsg qh }h hhh hhh hh h h i i i+i Ai MiYili i ii i7ij6+jbjjj rj}j jjj jj,j/j=k9Zkkkkk kk5k)lElblilrl9l6l5m7m Qm#rmm mmmmmm mm m nn /n vJvavvvvvvvvv vww"w2wOw`w&ow,wwww ww x-x?@x5xx#xxxGx 2yGȨF@W33̩%.&U gq  ĪЪ " 26?vZ5 %I0z ϬJ߬J*^u(ԭAD?77  +-Y2q.-ӯ#>*Z-ɰҰ  9 R`"q)3ֱ& 014bw">س 8Q>n#3ѴF&Ls 70!J9lض201c&%  *K7S7;ø 6`AGG<2Ho λ.ݻ #)@Rbt  % $!%(N ] gs-xƽ., < Hin w3=BS6 ¿տ(+6< s)+Ca=|&2 3>C T ` ku'' #$Hgd  8-f }IR+o8Q 9^;E,4 CN`u&* #! E P^ nz1-, *79 K Y gu"y  FF R&b  '&,--Z)(i1f/),3EZk15((;O W cq       , 7 A)Ku:T?:Y; )1?6qJ1 5?'u;<4H [$|!nha'PWC/  ( : GTcu      . ?Ki y  ,$+-&Y=--)=S.e ~=Ws!#3  '1ETdw= A/b$5/e7}) (C<V"!# ' -H)v%   .NSr`p[94 `Uf5,S/  4?5 u    _,4MB Ydw:!\{  $0#)T>~$%!<&X-HT-nX+=!9_A5"/4.d5= h%*9/ 3=%q<(:1MCo3RqDyD:+>Rj-2-81fbv }MZE     P#)t  $q[rO ". = IjsxT=?D/Y 'Wl9~W=6DRDO,8 ( ; HVf y*=gi% 2@ We)w,D`Ht@ @0qT Vau $2 =>S8  $5FUg y  9 "+<h: ""7@P5g VE3 Fy E > FE _ > E+ Cq K d f <       !/  Q ]  t  ~          )9V iw "+5,Zb0% $ 1< K U`h y (+! >J4i'4R[3 !T v  ,9r/j   n0ca u.0 %52 hv ((&Q9x1& 7E)T)~9*4 $B(g XH 2S"7) *K-^,v0wH2]1N3&Zx!p4Y  $ )  '!;A!}!S!4!$%"]J"'"9"- #%8#^#(x#)#$##3$:5$p$$$$$k$ `%%%%%@%5&$D&Oi&&&&& 'E'9a'#'''M'F(W(m(H(-(*(2()([)5)')()& *=2*p*2*)*,*+1'+4Y+ +<+%+!,4,5Q,-,0,0,B-Z--y-X-..K/.,{.M.%.&/1C/'u/#/!/#/#0+0 K0?l00&0%01$,19Q1B1712,#26P2A2<273>3[3z333333404%L4(r44+4B4(5/5 B5P5l5<{5$55!56;6+U6=6666&6 7&7 ;7E7 T7a7 s77 7"7 77 777828K8g8888888 9 929F9\9u999999 : :(: >:L: [:i: :#: ::: ::;; (;6;E; Y;e; ~; ;; ; ;;; <<!< 4< @<rM<n<:/=j=~=d=B>4D>y>>>>S>H4?D}?>?P@FR@#@T@3AJFA/A.AA+uB7B9BPC|dCCtDD&DDDE E&PEwE9EEEE%F#-F,QF~F0F9F-F+-G+YG-GZG+H5:HpH6HyH`2I6I1II)J CJNJaJjJ)|J JJYJKK,KVzVV,V-VKW PW]WtW{WW WW0W!WXXO X pX }XXXX:XY#Y7YcHY6YY&ZZU[y[)l\)\)\8\#]6]"G];j]7]R]1^N:^'^^-^+^/!_.Q_ _1_?_``/`8`G`V` f`t`z`` ` ` ` ``a)a8Ca |a aa=a+a5bDbOZb9bbc7c-Rcnccd9dRd7ed dtd3eHe2geee4e fq+f>f@fDg/bgggggbhVqh3h0h1-i!_i.i/i-i3j4Bj1wj8j1j)k>k:Fk8k kk k kk4l)OlylSl"l"m!$m"Fm!im$m)m mmm nn0n An Nn[n on |n nn+n!n#n<"o:_o$o3oXoLp"p q q q *q 6qDq Sq!_q q qq qq6qrA5r'wrrr0rRrKsTsisys ss7s.s5t4Lt5tXt,ug=u4u*uv(v8Ev+~v5v2v<w"Pwxsww6px3x@x"y=?y#}yy yy y:y4%z Zzdzyzzzzz zz z?z-{ K{V{Qh{H{%|)|f|9}_N}3},}$~J4~9~(~+~>-M{5(#2?Q`.)!#KZo\ʁP'-x*т6V+1^-A\1]G`ׅE8V~=Ն)B=63"Px_3؈; =H=?ĉ6V;/.Šf@X@?ڋ\w~6̌67:"r1NǍ,>$Z$#Ž+9L i%!ҏ ڏ  "*3^t , Ð^C=^*ǑБIבM!o  ɒܒ K?H_g m w ɓ/.Gv#XҔ +6Lgy92$, QO[Ėז +<L^ s    ȗӗٗ"AZ ^2i *( ! 3>M^ f p|   46ܙ  !!B"d -Ě  & 1? NXg 5$Za~  Μ " 3A]|-ԝ!"D_}". +EJ&/2,:*g+)ڠ' ,pM.*'@V)g,: $F1=x&uݣ?S ʤ٤ 1?Ts ֥    A!cvT ڦ+(<ey3#ӧ )"2LD-2F` Tթ-*.Xê$ڪJj ȫ Ϋ ۫   .Bk\Ȭ ج AH6 !?ĭ1hQ1.+BYa q#{1  $+;JqP °ΰް *??\+ȱ .4MOS\m} ²ز p ~   !*߳! 0,$] ; ̴״:1;Q,  ǵ`ӵb4#Ѷ& 2 > KX l z   ÷ Ϸ ݷ  - 9E [i~ EH =R;)̹V!Mjoں H"Jk ջ m$^$-F_'~1ƽ(#!ETkξ ."@'c ˿$ܿ $ )5 D O \f wM  /b*K&"6Y/r:> &Hoo50E Q)g{'3 ?l]-S-L0z-Q+&Ho,%5 -8 AObs 8EJdh)      $1Jbk{    /- ]ks@ :L_r&05*4`320QJS* ,1M)22! 1&<Uc! 8'9(aJ7%$D i+"=Ql '3#! Bq^5*!L@l(:,+X42(Qz  %?Z!+#M$q ,7`>!FT]e//',7TO@`fz   :3  ?L] o}   "   # 1>O a mx    U3UP&2H[o;[{_ /5A5w544FM1o3F%z+'$)8bv    ;Xk&  5PV epw     ;[p##.5 d o#y *? \j ~ !0(L1u   "2 D Q \ g=s1&NFNA@&5gJ>='?e# * B'Fj26>Z8w!6- 77o #D5:z)1& GgO *K$iB9:#Wd{ +:Kjs$J.D_ |      5 GT iw,   /=)Nx         "0E T ` my&)@Q p/ ? 1+<]>?& @a};"34"hu9 ;,\2-9L$Fq/9987r,%"H+d.L0 /=m) 688Az4/3/OG./ ? 7O %  ; + ) &C 2j 1 6 6 8= *v - @  ,$ .Q :   "  1 N n - & = = %^/ %28>kFF[8/'*)AA2,;#=9a*5(D3a8N!8?5x((:";>^=BB8aD>>L]!2#T7x'89AJ{2* $#E"i-,-$@:>{=)$Fk'15"%5$['6847Cl*3J(]*("$$" GG  ( . F!K!#e!!!!!!)!%#"hI""9"##V2#%#&#+#F$$I$&n$,$4$*$9"%\%q%<%:%+%;)&!e&$&#&!&!&<'Q'e'!''Q')((<(e(@w(&(8(;):T)=)*))*M-*{*/* *.*3+%J+)p+-+(+=+/,#E,#i,q,>,;>-:z-5---.$/.'T.(|..7.:.!0/^R//,/7/$.0S0i040"1B10_1111@1)"2-L2z2 2222222 33+3G3[3o3 ~33Z3^3Y4 i4_w44 4455851H5z5555$5 556"6066g6w6 666O67+7?A7"7a7/868IM88888* 9389-l9699!9:z:5: ::::; ;/;>; P;^;r;;;;;;;<<5<M<be<7<&=#'=.K=!z=="=!==>-'>%U>U{>#>$>?5?O?j???4?6?N,@8{@)@@$@A-A =A IAWAfAxAA A AA=AB'6B ^B lB yBB B B B*B BBBCC'C6CJC_CqCC CCCC C(CD"D87D1pDD*D,D1E+GEKsE>E EF/F5F >FKF_FyFFF FF FFFGG1GEGXGhG{GGGG GGGH H H .H {s{){5{:{%|>|)X|/|/|||}M)}8w}}&}};~M=~)~;~n~0`& 5H?X7*ЀEZA(fŁ,%5#[ .ς 3 9>3x7E%B>h„*݄:&$a"'!х<S/n5(ԆA>?!~$/Ň4**0U?*ƈ ( :DK \ g tF~ʼn ̉։ ݉ 0 ?K`s ! ϊ܊ ,)=g~   ËՋ&5 E R` u njߌ  0A Q ^j{!  !1A \jDƎގ*"*C \jp ͏': P[ p }7$ /-M {J9ё >\x*<# 13NBΓ  +'=et ] 'A>          -9N^v)./ ) /: JWkqЗؗ#C.Zr)  4?4R2 7Ǚ%%Dj|2!"7L dp ޛ# .8H ͜&ߜ <N ^ it  ם' ?L fr ʞԞ /F[ s ~ "$͟   # 4 ?Mj }   ̠  ' 5 Q \h{ ȡ ҡߡ  4G Xcz  âܢ 7Jgw   2  0 CPas$ ٤   ,: MWfw  Υ 2GZo ¦Ϧ  &>Qd u  "ѧ& 8"Eh.~ Ҩި -AX gq    թ  #3 CO c o}.7ت3 D NX n{ «ի %58n"}>ì    $ 0 :G \ is íE+C=o-/ۮ- \9&W11I{,":Wh6186=t2Ƴ2B;-~)ִ3G ` m{1EM4 /ֶ?%3(Y Է35 S `/"?9"Ru#!۹ &&-M${̺*ݺ.!?"a'&(ӻ=9 w "ȼh%Tz*@ѽ+"=!`#:$++<Ihǿ߿: KX5u!313P.l@&O4S)#%&Ip!Y*F%_%(=f:x#1 3? Qr+$F8 I;W^""; ^>l&)I"g#%!!"6$Y~#'4(\*"$%:,O,|)*-=,$j-Z;@T*&,(4&]$($3DKx-%)&B*i)20 $<!a&W//&_+5$ =*K1v U( *It) !5Wt{   8(#1LD~e0)-Z@a,+!X8z=> 0>Na-s Nmu }      .EZ+v+ #01K Zgou { &3 FQ?f@A@)jogvaO@    I,5Lb&?M dq65DVf%.)-DWcu5:),d I  '2CTf~9Lax ,<Q,o     3 C O \i%~'$/5-eG*K:i5F! ( 5 A K Y eov}9m5+:X0o$-..5]7,,>OJgI.+IgM/1*'8r'P4bH+ +4&<c h v       & 0[>)3;)4J^#2%BQ_EIA EQZ_e u# # ;3G{#"; B MX mz*$# 5A Q[!o5  ]"6 -3HK #   % ;G`q:   * 4BRo F 0DT c q~        #1IaBy\-2$` '6 5Lc'r HW J / *  F R m  ) 8 /  6 +D p  ( . # ? 1Y 2 5 - $" /G ?w   H  >(!g  * >I ["|6+0!54W+"    ( 7 C PZu #  -EVt((D['s*H 1F1`:3(&G(n+42,+]X--./A*q8 .>S9f - - ANk~ , Mc}$&=-S  /+[ u 6 3 F S^ nz+   ' 4AJ\ am =J\P972 Sj        !! !&! :! D!P! d!Hq!G!<"<?"A|"#"""(#3.#b####3#C#=C$>$<$"$ %!%$%+$& P&Z&m&u& {& & & &&& & & & & & ''=?'%}'#''''/( 0( <(G(N(_(f(u(((( (((( ) )) /);) J) V)b).v)r)y*r*u+ {+G+.++,Y%,Y,+,--#2-1V-M-O-M&.Rt..2./ / (/3/9/ K/Y/q/// / /////00.0 @0K0[0p0,000D0%1"C1f11 1!111"26*2a2j2z2293A3V3g3.x3=3344(24 [4i4n4 4 4 4 444 44/4,5 @5K5T5tg505M 6<[6N667r?88xG949W9TM:?:-:5;%F;l;;-<@<,=0=>F=K=O==!>-_>[>M>M7?/?I?:?@:@={@5@5@2%AIXA!A;A%B-&B'TB.|B$B,BB%C\AC=C3C(D59DoDxDD DDDDDDD E E3EEEdEE E EEEE E EELF\F-kFFF;FG /G;G BGPG&aGG GGGGFGH`1HHHHH;HH III 1I >IHI ]I jIxIIII II'I J *J6J>JFJ LJXJ[rJJJ J J K K K4K OK [K gK sK K KK K K-K%KBL\LMtL?L.M?1M0qM/M8M$ NQ0NCNDN O)O$DO)iO2O O4O&P6CP/zP7P8P>Q:ZQ<Q$QAQ9R%OR(uR1RCR1S,FS-sS0S+S/S(.T WTxT T^TWTPMU U UU UUU UU V@V>TVV V V$V VVVW#W:WLWaWtWW W W W WW W0WCX.]X3XXXXXXYY #Y1YCY UYaYqY YY YY YY YY ZZ Z,ZNKZZZZZZ ZZ[[+[ :[ F[ T[a[s[[[[2[A[-\F\ _\ m\ {\ \\ \\ \ \ \ \\ \ ]] .]:] O]Z]c]&v]]]]]] ]]] ^^+^ ;^ H^!T^v^2^ ^^^^_ _"_1_G_X_ i_ v_ ___'_'__`47`0l`e`,a0aaab]bc/cHc[WcUcH d!Rdtd dd1d ddd e7#e [ed|e"eff3fFf Lf Yf-eff1ffZfSWg g g g3g hh h !h.hMhUh[h chqh h h hhhhh h i i i-i!Ki:mi"i iiAi=j CjMj\j cjmjj3j j j j j jjk ,k,8kekkkkkk kk k l#l/3l cl ml1yll"ll"l!m"9m\mbmmmmmm,m( nEInnnnnnnndn PoN^oo#oDoDp?cpp%pppqq+Hr*trrras3s#/taSt1t<tD$uiu&*v%Qv+wv@vov8TwwQDxcx`xL[yey1z@zHVzSz"z{{ .{A;{L}{ {{ { {,|3| :|G| V| d| q|!~| |||| | } }}'}7}I}]}-m}}}!}}~.~`G~~~~e%&V ^hp    ƀ.Ѐ>>X49́!8(?ho  Ղ ("Dgou Ã܃    : J U ` n y  Ƅ!ք') .JKy$Ņ%)*1T.%*EaO|-̇.+)U\ c q  Ĉψ   ->Yt    ʼn ҉މ'#K^fUx;Ί ;9M ! ͋׋   D$i$ Ō ˌ ، &8!Rt(Ӎڍ ލ   , 6 A NXk{_Ŏ&%4L7!ۏ1&!BMd ѐ-AB^,ߑ  pђH9 Г):Phz( 7E0TI>̖ 3,P}5җ/Ss(< @KS W a ky     ™ ˙ٙ4 ERZlC;2.at ϛ 0??W̜ݜ $ 1<R.a"9Ν6(?h()$۞;<IP &9Ο"9+UeU> PPqG¡  *8OXj~  Ƣ ֢1#7+V'$#ϣ]#Q'u Ӥ   , ??KSDߥ*$O$i@7Ϧ#%8I  #/ B%Ms|    ɨ ը   %5D W*e '%ƩQ,QT~DӪ(7HWk{ ƫͫݫ .9?y;Ȭ2ͬ819 k x    ǭح $4C(G!p   Ȯ1Ү16; @ NZ:`&T¯966p$d̰?1q   ɱ ݱ;B&i)òٲ   9Rd  5BRg մ>> U al } 1µ"(7 ` $"Ƕ,+.Zz+ ӷ*1 %>,d$$ "%:`?"%B Lk72 %3< NX myɻݻ-05-f Sʼm;7* )3GYbi̾Ծ +)6,`$ ׿ ܿ     #1 :G Xdz         , 7CTh q|        *5H"e ;'$);<e5<&394m  !&1%X9~%FA% g.u +: JVeu    "3BZm  + @ MZ l y ,CV*q   -@Sct#0?@:,{(C;Y </3%;Y<''Ogv"X48m3MI4L%i++wXqx9YR4,.'V:s:9$^89+e,@-\47J`)*$/%*!P5re;.\jx:@<{1O*:%e)!)9lZ<7U>2MMRfV}_52$[?I%)#/0_`.1+!,M-z+-%(;'T6|.7/4J)UVV[`5;7 -%*S~MMO2A N'nla+eI8<1=?o!<&#GJ/5<@5DvJ/?61v:1*,@@m~+-,Yzs A6[x41 4;/p<77<MMN5'E]F9{Q e)T&~p;4R;%EF/EvMJ(7s* GV*u*30!Gi.&%#,'ThJ|7_%1H M# Q3   2 I ; [ :  % ( rB  1 ARFIB&l>-)*"-M#{!.-G>."C17i;4-pbIKLiW+]:s %*/P06FG/.w'E2BGBU-#Q4l+ .3[Q)5F RTPf-~'{j! { z!!)!*!!"p#qI$($<$!%?%~%0|&K&3&5-'2c'P':'"();((e(8(4(.(/+)5[)/)c)[%*9*>*(*Y#+H}++8+',-A, o,(,!,!,',#%-%I-$o-%-1---.`/.\.[.mI/e/#09A0U{0;0T 18b1J1 1!2{)232,2 3A'3+i35373<4 @4wa44=l5c56/-6\]6U6=7!N7p7/778728.K89z88:99.9I:d_:4:#::;X; v;w;<x< =#,="P=#s=E===S>Mo>O>W ?Ze?,??( @c3@!@*@.@7A'KA'sAAjA6&B"]B;BB7YC8CCz_DvDQEEuF,F>F-Fz-GG/G3G6,H3cH,H;HI3 I}TIITJ$pJ6JJ)JK KIK L0)M1ZMKMMM&N!N3N&OF+O.rO3O0O0P#7P,[P7P!PPP'3Q[QS{QHQ.RCGRR+RRR'SCS!YSL{S7S6TX7TDT,TU'U,U&V'8V.`V*VVV5WZX`XiX XJ YUY!YZZZ,Z[T[*["\N*\/y\P\-\0(]0Y]0],]#]8 ^E^Ie^u^0%_.V_!_-_F_`;,`Ch`+`&`%`(%aNaQa,2bE_b,b"bbc .c?Oc'c-c#c d?ddowe(e(f 9f9ZfQf5fh[hUiUeizi56j;lj.j#jj kk3k3l0PlAlJl m*/m5Zm(m+mim2OnDn.nYnVPoYoQpPSpJp5p5%q2[q;q;qHr,Or4|r4rtr[[s6s:sF)tptt$tItXu<ru>u'u-vDv3av5v1v3vg1ww"wwwwxx )x7xHx[xnx xxxxxxx y y!y3yDyVy hyvyyy%yyy z12z"dz$zzz"z* {8{!W{#y{#{({!{" |/|!O|&q|"|!|"|}#}*C}$n}&}}}@} ~('~#P~*t~~-~!~I4P   .BQat.670,h/݁ *#ICm!ӂ+w  ă؃A=?}.9B-0k^Jʅ%/;+k9އkG&*nAIۉ@%_fƊۊ7 *KiZ)c$k3#R/vJJ<5Y'** '-,U<7O"Gbj.͐E;BJ~-ɑ*s"5>̒( A4(v!ޓ  8 @/J,z!5ɔ+]+{"(<eDj3<  +8= M Y eov} Θ٘ߘ5: M[biy*ǙΙәܙ      6BK Ze u  #!ך'2!GTGKۜ o3w$;H`3Þ39+e"%̟ ҟ    !*9HQ`q-,  &/AHP U ` lvQgIϢԢ      & 3 ? M Y gr ţʣϣԣۣ     %1BR cmv }     ŤҤ   !+> O[c@jAt | H2 '2F Va7sӧ  ! 7EYk-1ŨH&@g,|.é#"3)VD4Ū' ";.j{4«ث$J5&L6;+=gҭ,H0d)ͮ<-!j*!$ٯ"!9;N$&ܰ%8@y'!̱9#:*^.RH T1m. γ'سn o{ ǴԴ۴U6VRdƵ+ 0 ; G Q ^ hr &_ݶ"=` huR $ -7R V` h u  θ ظ&!>&`!&!й  &1:M_r  T  ""> a'n?л6$Glu ++$3X_gv1|   ƽ ҽ߽ *DT2d;.A4)v07/ 6P!$  5Vv }5*#2 ;IYj| /5F | !!0RJi$'*/C6s4 Q?U,?.!n1!r!ob"v 2EUfu!3EU2r*=4 PU%/(-#V:z)%-=3Gq47 &1@ZEnO6%;9a 2:D/@t\a t  * = I8Uwe%l=B>=R' ):U*h -C[o :b Vbs8L ]g<E?;X{b87;phQg,  )3IM V a oz  OM N Yew P"= O Y c mx I0'=e/n    =n%,&$: 0Hy!1& %35Y,Y4.bcM  ;s%$-2 /<l1@:7<r4-.2%a#:C6*CaE0 .=Tl(,?*W 67."fQ_x)!*KnvVn<+4> K P [f/    (0Hiy"3J^ d1n"0H7_     07*bhm  '"!7Pb>% $5 Z {, !#rC>.+$P ky .- Lm +4 %G9T$p#+&%#3I:} FK7e1#8Xq3$* Fg*# 0- /:*Cn u   /.BVj!~'# 4Kg %@[v'G[r2H\q !7Mbx$9Ncy! 8 V t        : W t    "   6 O n   $ ' + %5 [ r        " C c     #Cc~""6Tt" "-"Ps *Hf#>Yt.G[w2Jf+?Wo"<Tn 4K_z %B^|#';jO H2*Ict6:JNS*+  \2G053>+r   (0D M Wet {  $         *  > H O  X  b o w           ! !!I#!%m!!%!)!""*1"&\"" "'"""5" &#2G#,z#### ####$$'$/C$s$+$e$B"%e%8% & @&QK&.&J&%'='/Z'.'+')'-(U=(#(/((S(6P))+)');)++*W*s****!**'+,C+p+p++1,"F,i,,!,,,2,$+-P-"j--"-'-$-.19.2k.'....* / 6//W///&/// 0+00J0+{000*0+ 181T1Il1V1 2J%2gp212 3 3!3(3 /393R3h3Nw33 333 44$454 :4 G4S4e4 v4 414 44l4Y5(n5 5&545I5G6^6)|6"6Z6 $7.7>7U7q77777 77 7!7 8(8)?8i88 88 8:8789%96 :SW:G:: ;!;7;*L;w;;7;;M;F<K< ]< h<r<< <<<< <<< == ,=8=G= V= a=m=|== == == = = => > ">0> @>K>[> k>v>> > > >> > >> ??+?F? W? a? o?}? ???? ? ? ??f@/g@-@4@-@+(A2TAAA"AAAAA(A!B7BRBmB B$BBB%BC C#+COCmCSC@C& DGGDDD=DD*D)EVBE-E'EFE6F2MF(F4FFFFF-GHGOG mG9yG.G(G$ H10HbH sHH>HHH I %I0IMI3hII2II$I #J0J?J TJ uJJJJJJJK(K3CKwK K K KKKEKJL*YLhLLLLMMM0M @MNMdM7uMMNM8NOLN=N\Na7OHO!OXP=]P)P8PPt QTQFQHR gRIR:RM S=[SHSKS.TfTU.UAUIU*`ULU/U7V:@V8{VV9CW}WKW W WW W X X !X/XCX WXeXyX XX-X%X5Yk9YqYZ=ZZ! [+[!J[l[![V[ \\%\+\/\@\pS\H\B ].P]] ].]]%]+^EF^F^ ^^^$ _2_G_ Z_d_v_'_ __ _:_`%`8`G`?W`` ``````a+a,Baoaa&aa aaa a b b$b$?b0dbbbbb b bb cc)c;cLc]cuccc'cccc dd+/d [d6iddddd d dd e e !e/e*Ce ne{e9e e e e e eff f 5fCfRfHiffhfZ#gQ~gggg hh#h5h>h Rh ]hih5h1hh+h+i$4i Yigi&viiii#ijj #j-j(?j hj sj}j,j-jjjk k)k9k BkLk `kmkkkkkkk kk k lll /l~?~I3}$07/$g)?"0Bρ,3?:s.5݂7AK97ރ,^C„Bل &(*+Vr$̆ކ? :'[K*χH"a9PSE^GC@T|MESC*݌Q4p*3Ѝ75<5rEȎ-9<*v?$!&)Hjr8ݐ$;6R<7Ƒ'&HF$4ŒTm.EA.6Me%є)"!9D~(91 ;?+{.F֖H6(0^BIJט&.+`ZD)*A`rPDݚ%"7H566+$&PwBU̜E" h".9۝2,#_>+Ҟ|4{18?'[[ߠ#P$g&!С qW++ (8at7ã1KHa%$Ф1.`7y49# -D)r*Ǧ ",,$Y*~'&ѧ)*"XMh [u45I'=Xe ߫0%.0T/W" )0Z:#U^e+F7[!?ѯ"(4!]<$\.0j+L4xU* .O!m# (Գ" 1:!l+ִ))UضU.C9ȷ=,lj+׸UY!s4ZRI,%$1J|T-,&Ip!Ǽ߼%'4#\$'$ͽW1*7)*A _7FȿL;\""1*5)`&"#+/D&t)>F0K$|''O^Ah "+ecG-UJ//z.dB>)B">1ap%O<f"K401e4eE2-xD<m(I) `9K,C3;wu.)4X&0D(u,/;RSITVE$%5Q1o%DD<DDD DP'<"3.IFx@%&&MmIMhH>)&:*aF6" --,[FgE7@}@@"@c"'$J+:Bf,"e?v,1 $6[$y##Jj@/8&G_:F.)*XYIG@"7B$z's6Y;D0._3+7+4`p*';Tjn- "&6U]L`  / :Gcr      )@)^/9-3 9 CTPK@*k"    "+.L T` w  !"$8LP VdtDdw~       R'EcN~,$z5z$+ P\q|'(5^~) ]=YxwFIW* #*3E1y g>z%1K?]N?,4;D`&{8 <9S%.   & 2 ?M d p|  8"54j  ")I=  />N^nB~"+)4B4w  !!;']#     &3K `m|%?Se~ ,Ee! ' A [ q   $      & *#  N [ j y            / E ]  x           3 3B 1v   . 4 2@7s@!@72x+)&2(<[@B22e ##B%f &B ^kz 4ENV6%%.>$m#)@C)m~  7A"$d4&6<0[5   )9c 13F Wa g s      - ; E Q \'g   O7 F R\ lx         " .3;o$ ))Sf{ 4!!CS0q( 7! 5 S m : F ,!22!e!!!! !! ! ! !! " " &" 3" @" L" W" d" q" " " " " " "+""" # #,# ;# H# T# a# m# y#### # ##4# +$5$>$N$ e$r$$$$$$$%!%6%G%Y%i%{%%%% %%%&)&"A&!d&&&&&,& '!' '' 4'B'K'^'r''^'' ((((o;(O( ())()8)N)^)t))) ))) ))')*+* 2*>*X* p*~***!*** ++ )+'J+r+M++++ ,,', 7,E, Z, g, u,,,, , ,,, --$- 3-;A-}-- --- -- - ..5.D. T. b. o. {.... .... // 4/?/ S/`/%}/ ////// 0050N0%j000'0*011m1{2E22.23=3X3&v3/333 334I4a4q44h45555556646;6 R6\6 b6o66 6 626$6'7 ,7:78A7z7 |77 77777717`7/;8zk88849B99|9999 99#9:: :Y':::: :>:M;6O;L;;S;_0<2<A<-=f3=== = = =[=+>K>Q>V> e>p>>>>>> > ? ? $? /? d Xd>yddEd:e:Xe(eme%*f%Pf3vfff4fg?1g-qg>gg+g'h =h^h=uh6hh$i"&i7Ii'iii"ij!j">j6aj7jj<j<&kuck_k)9l"clbl%l/m%?mem7m&m+m n-0n&^n1n n"n)n+%o7Qo6o@op8!pZp'yp(p,p$pq$9q!^qq+q%q1q5#r/Yrr rr rr r r)rs%%sKs \shs os }s s sss s ssAsU3tTt"t/u.1u7`u,uNu(v=vOOv;vvv!v4 wBwFw Kw Wwew zwwwww ww wMw:x Uxbxxx"x-x8xC y4dy?y2y= z<JzGz/z:z1:{<l{,{7{/|:>|9y|D|.|9'}1a}<},}7},5~7b~-~8~1<3<pG9D/7tB5@%8fC2=,T7/:;$F`1<ك0;G0;/: 1[<4ʅ?-?8m+6҆0 ;:3v>2=#Z.~ +Έ1<,2i==ډH7aB-܊8 &C1j'2ċ"-!H,j0;Ȍ,71,i7,΍703;d0;ю1 <?2|=.9.V9.91(<Z-8ő-8,0e;-Ғ819<k/:ؓ5@I1<1<+1h<&ו1)04Z(3!,%;0a!, "?U+r ʘ!)"K(n͙+J h (Ӛ  -Nk#1 QrҜ!&0D)u".۝- 8"X{Ҟ%8Vu4ß".G"b!Ǡ*@Uu& &١"+#$O/t+6Т)41,f7ˣ%#*!Np"ޤ(%#%I'o((! ,'@2h+6Ǧ)4()]4*5*5H/~:+6*L5w/:ݩ2=K1<*5#Yu".ܫ- 9"Y|Ь"5!H&jŭܭ!!9Oj#}"ˮ!0Jc}گ#6#Q.u&1˰%0#T)s%#ñ 2I7c 52 I"jҳ "#-F t+"-"-5!c,&1ٵ) 45(j3!Ƕ,&=[!x$ӷ.KbŸ!5J&_#.¹(3+N6z*5ܺ"-5c!#Ż ٻ  9Le̼&# "1Tt! ν  #,!Pr" Ӿ%Dax))п##"B e"34#6T#q#%=!UwO3Ld#! 6#Uy$! ;Pe1e2DB 5Ur       * 5 @JZk~     ((:Qj~  3GYq  ' #C-q       S&KzA'a" ,+ &&G(n     "23If2 %(D*U99&BW9s9;;7s#   (.4=FO W bm u   !"0S!\~  #EG993; "G!j*  .@ S t  & 3$=X   ),>EV\ d ny       & -;!Z"|93-;a U(H Z)d )  45 0C:t;4 "*9KRd u        &A!`(0E5G{P3 6)@ j)t S -CN4     (4 = G T_ nzBR23?f0-<>S] )?T.]@) 9EXo~9   #+3 ;$I%n&      #0G]v}  !( 7CJg         * -8KP X b n { $   $ 8 DNQ&V}1- +2;.Bqw0C\<z$ #* 0 =FH#(At )1;m  "(?  )>Pe#|#!   % 7$D is(.'Go4:#o +AE\T36;(X 9~0$%I4{~[ V1w 7J1>=p1D\t|p. :5v26`$i%LODHm 7/M)}*N@P4@D 7L @ ; Q /S C E G OU 2 e y> G HdI:*H=]Ka+x2L9upqwlnKS4R2'?ZS$ B2Lu-<!0^I{@U(:L)G&qQNX9=/T]UUf /prr Y x pY!W! ""0"";"( #G5#l}#l#KW$8$$sb%s%@J&Q&& '''''<'( (-(3=( q( (\(C(@.)o)) ****3;* o*}**** ** * ** + +%&+9L+++H+,0",?S,4,, ,,, ,- -$- '-1-F- V-d- s-- --- -- --8-&.B.^.z...../"/K=/0/0//000'090H0Q0b0u00000001(1D1`1o1111%1111 2 )232NO2A222 3 313B3R3 d3n3q33,373 4404%H40n44 44'4$4!5?5&T5{55 5555O53B63v6,66+q7-7 7,788.8@8I8X8i8|88888%889 99'19Y9 s999 999 9919':+<:h:B:J:S;5e;^; ;,<H<X<t<<<d<[,==> '>"2>5U>&>$>(>(?)?B?0J?{? ???? ??0? @ @C<@7@@lA tAA AAAAA AAA BB/BBB VBcBlB BB BBB B+C1CDCUC0hCCCCCCC#CD2DODQD WDaDgDmD sDDD1DlDhE"E: FnGFgF2GQGeGi8HHH>IOIH$JmJJJUKIKBL;`L!LLL"LGMMMuMObNNN0OX2O~O P0P PhQ6QTQTR{fRR?jSS*T~T(+UnTUOU V4VDVO^V<V)VEW*XXX;X"XY_YdyYdYiCZLZSZ1N["[5[}[W\]][]9x]d]@^X^^^){^^/^^x_|_3_____`(`````` a)aEaTaZauaaaaaaa(b&7b^b)xbbbb(b.cMc%gccJcLcf>d?dHdr.fMff9gHg2hAhShihh hhh8h ii8iUMi3ii!i/ j|;j jjj jjjk2k 4k@k Ukakwkkk kk kkk l #l -l 9l Cl Nl Xlbl tl l l lllll"lmm/m MmWm fm rm}mm mmmm mmnnn!n&n o#o=o<Qo"oooo.p3pSpWfpp!pp& q0qDq ]qP~qMq]rN{r)r.r(#s1Ls)~s)ss0sOtetct`u&{u%uNu-vEv.Zv(vAv>v 3wAwwx]*x0xBx2x-/y[]yyE{E{T(|<}|L|}}#5}"Y},|}>}%}e~+t~"~3~+~6#:Z /!@b$~P5/*Z'q$!>O)o(9‚ ;%Y:?' "+C7o9#7>Bv +څ& -N0nN !11'c,9#.(E9n, Ո)4 DU)!ĉ Š$5(>7g܋2$+#P&t'2&7:/r,ύ39 Z*y;7";1V,#7ُ+-Y&t) Ő, +4`y "֑0*P){ %"-+2Y"79A*a,.Ӕ.,1$^40*5FJ1*Ö&=S"Cwf ޘjrjCݙ<!=^D%Rj8"TknEڜ0 3Q0EIJF<4ΞBF>a[8D5Iz=Ġ/<2Fo);DQa\P|a<ޣ6GRNHV2qJqFR[ eg_ͧu-@I.%=ԩ?6A3(u[7=2?p26;oV<ƭ*Q.4$0YFPѯ["J~ɰ߰V` αٱ-4&Ls/#b*0@G!;Ҵ &/Vj ߵ9(0 YzWUX$s!ٷ  ,Aavȸ9-(K-t˹ڹ )I@DkϺ;U0m! ջ !I4x~ $ֽl[7n4c5$ZfyRB3Hv>B0AVr(N@A5(7T7:BZG8_^T?VJT6RNZ-MKi"`0_8~%tNRzM;jJ*.;KRkHF3\X yC(kl|EUL)<RO3Q]pP "qH"< =*^# /OLL"#)CKmm)EoH?/H]r>CZo[kW,F=?3+Q$vvDi2)25S/$eN,3{]A DOS8!^<3 #T4x@iTX(nrEo-(9VruJy.W!KUmF L-4P;<B' X48GY>h${HW-,o)3G<{VOG_<F^+=C >*5<0;m$' B4ZsGfK %$2>.q 4"37UR5IRK6*7Z!@5bW&,5%b@s)=,glGII6'$.qSS33MB)3 -=ki?Y35DIHH;O1g:KB 9c ? H s& T @ 60 7g * V 3! ?U q O FW 5 W 4,#aSB5/BelFb\ca#&kG `PlG^AD=e4*U_M*Al\C 5G}$=&b-2I04)e9;<%BnhU<-Aj8) (<e-8  "7 Z   !"!59!go![!$3"-X" "" #+#'F#=n#Q###"%g%$&|3&2&1&_'Ju'Y'(,(m()m)9)l)>*Z*n***d+,i6,, ,,(,-&.-1U-\-D-4).S^.).4.P/Rb/W/[ 0i0X0.E1ht1k1'I2?q2$2f2'=3e303O-4p}4?4@.58o515*5B60H6=y6'6*66 7JA7K7"778z90{949 99":a+::;(;%;; a;n;;;;;);'</<G<`<p<X<<h}=1=&><?>:|>E>M>VK?/?v?WI@f@?A)HA-rA0A6A5B5>B(tB$B,B(B+C!DC2fC$C4CCjDW&EA~EvE7F6FsFgG{GGGGGGGGHH+HJH#iHVH=HY"Jz|J5J-K LK YK fKsK+KuK9%L _LkLL(L,LuLgM'}MDMIM.4N4cN+NfN+OGOPGP*aPP&PPPQ'QFQ\Q|Q!QQ*Q&Q#R>RjQR@RJRHSSjTT6TT3TlUTU(UYVUaVxV`0W!WEW@Wq:XQXKX"JY6mYY'YY$Y8"Z/[Z"Z"Z"ZnZIc[;[4[E\+d\\6,]Xc]j]4'^A\^*^^!^* _/6_f_B~_1_\_jP`r`..a ]akaaa+a aab.bAFbFbbb b;c>c^c/ucc0c c>dTdmdddd"dd e!!eCe&_e"eeeeef"ffff+fe%gg0gg-gh;hShphh hhh&hi5i/Mi }ii%ii!ij0+j*\jPjQjX*k7kk4@l<ul/lEl'(m<Pm>m$mam5So,pTpv q5q,qkq(QrRzrhr{6szsd-t7tGtuu`vw(w z@il%S;1"T{n6"!%D%j1/…#,C9`'.†! 1.'`ABʇs D@ƈW^_>zI MSABi  ɏߏ +=Xoː1ߐ'G98IEVJ 8\0{ƓCB=.Ke[$ߖ  pq pZZZY j v1/% !YO2R3Kp4.Ԟ!+֟  ȠϠ     5DUiFQڡH,Zu8Т=  G5h3xR"4385l/8Ҧ2 1>8p/"m<)"ө84m* (5'^SiګjDMCFAC.̭?Z;+#®3;5V-!/ܯ3 +@0lF@FDeI>;NzAɲ "(EK3ųg\(Ĵ1;2[K=ڵ8QpcD?(3+Eq:B,}_0 B;@~ML ?ZE6?=W=AӼ??U8:ν aC`=L& ,3,`ssPu$ ) AbMv,%dC|?v}wXN3(5^.}I8QA_FNRutx}&a 8tO'+=Oe${    9HZ s&GW337M4Ez<Wp O%&@7[@]]2MN-6;N jw8bKB3F< TbyE   # DQ$i )"'Jat<') 4,Iv/4M FZ@/'+S@3 Mmn    :HX x'% >6T!744I4~  BYgi% 347l<< y H ##*,WuquNc7AT,@+ lv*(Sg)(mZaXST)d+7o8IhOwY !(,Ui/#=+] "  ,C/Y?^(5GC}cOX+ `8AU@1?r3m=?1OH>mj8qg%7 m E ) 5 ) f G `    O - <K$5#gwo;e#gEwx dGN36?ekWpiJ%xn7+(wTELe_5^># = : ?+!,k!!O?"s"X#G\#S##t$N$sL%3%;%o0(|()*)5*@G*K*6*F +,R+=+y+7,,pZ-C.C/S//y0T0UQ11;02ul22)2 3333 3 3344k34 4[45(5$F5k55+5#55F6L6Th6I6!7c)777k7m828 88 8 8889 9 9/$9iT9h9)':Q:k:::3::) ; 6;W;]u;;$Z<.<{<=*=5h=>=.=> >K>'\>'>%> >;>?5,?1b??'???%?,@KF@M@@A @BJB cBqBsBpC CClCD-D DD PD\D |D D0DWD1EGE^EtE,EEEEF' G#5G#YG)}G"GG!GH!H=HRHiHH#HBH_H^IBJ[DJ7J9J9KELKLK)K L!LOM RMS]MKM M Nt*N!N(N-N0O:IO;ONOBPERP7PPEQ2QTRnRNNS@SXSa7TT+TT+T#UR5UU UU U UaU\/V2VnV,.W1[W1W@W@X*AXlXX*X$X<X0 YQY lY@YY1YGZWZZZ[ 2\=S]I]S]/^?^ U^ic^-^^$_8_L___-r____&_`G-`Uu`*`J`yAaYahb=~bEb0c.3c7bc0cc'c1d+Edqd d)d1dg e qe%ee 3f=fMflf ff fff#g,gAgVg.sg9g,g: h Dh Qh ]hhh h h i%(iNimiii"iijj+j&Bj!ijkjj$k#,kPk.ok#kkk#k)#l$Mlrll)l.l!m!&mHmcm$m*m-mnn6n&Vn}nnnnnno?2orowo$q4&q[q&uqq*qwq+Wr$rr-r5r*&s*Qs|ss4ss.s(t@t`tyt%t,t1txuu"u&uu v% vFv_v'xvv8vdwJ]x{xI$ynySyQMz^z0zk/{:{ {+| }^}o~DfDB=3vqpY[~uVPل@*kR 9`Q'yN6W`Iv96}Ue^:HUcK=Y`4D;yn3$3Xf9|Uiؑ!92l~ *ϒ*GB_,:3R=Ĕ<dAP40SARYi ×@)=LgLLYNB" ,3Mb w#7 Ubs Л  4=:F.0Ϝ@AV]t[ҝ,.=[R06=t&*,,?"\7ԡ  / 17?7w)+٢ +&/R<ڣ *<U@A0)r ̥ ѥ ޥ$6 HUq Ǧ٦    $ 0=Qd>v;1*#,N-{ר*I0z45!;P.e""$ڪ\;ūB߫"5JUh;.Lf|$/̭%6"3Y"H>Gϯm'L"k8,DZ<~1DʲI;YI[߳q;r] t~}U> UJ]Kh/$Ժmjػg S$tE f=<7=t<1!05fI=Wr1S4|F)QtB $ 0C<w 1=%X~ 4 AK Tb~" 0iELHME`"Q'ly"P *q0Z6(B_[4AQ<$Sae 9`C *..Ap"):"= L Yem v!! %#:#^(eY}ku_g |>:K!NmC  -1_%{= - )>6Z6 '@Tp7eCV k|o| ~>D]v? KTmU&%/"dR]`]vFIFe wA1s  &  + 5 CM ^ k%v/  )@ ]h}ol!$=b\v0J8;QaK/ktO'jw;Ut&e F   &4: o#) 0 >,Jw&S\ yBB@ NaqL"joQM,%z(05;06l 7- .8gj`Z< 6 Va e oy )C`7Xu:h:Tn3_0E3QyE) "9Pp6>)8bR  !9DM x-2G`8.%(#Nr)$: !?'Qy %$   &+ R p          % F U j ? /  P B V dq  $ T V 0aI!D55I5C  :;5v+QO*Qz:#6+LbQ G<Gd(  &/,\ a mx.R<j=T$:_sNNSdm| EKdv]<HSEHE+HqE i  (9 5 V n  %    2  0!6.Mu.3.=.@5/>v/;/+/10FO0B0>0A1(Z1+1Q132/52@e292;2%3B3mY33 3 33 4 4+4 >4J4 \4 }4 4 4 44 4444455/5 45@5Q5`5f5z5 5 5 55,525&6,6=6D6I6O6 `6m6 u66 6666 6 66 7 7 7 ?7L7e7l7#7#777"8)8(F8o88888"89&39#Z9~9"9\9$:^6:l:x;]{;Y;=3<"q<7<<:<2&=,Y=P===V > `> l>w>> > >>> >?>>+?>j?>? ? @+%@-Q@@fAuvAeAtRBeBo-CeCtD6xD[DM E]YEcEF%F FF# G:/GGjGHG2G%.HTH"eHHQH HH II%=IcI IIIsIi/JJJJJJoK$uKKKKK KL/L?EL-L0L L.M 4M&>MeM(MMMMMM N N06NggNGNOOOB&O<iO3O)O=PVBPPPP9P.Q"LQ!oQ)QQ#QQ$R.CR(rR-RR$RRS(5S9^SZS4SV(TTyTU`U' V&HVGoVVVOWI^WWX XXXXuY?Y Y YY2Z7Z&NZ8uZ/Z>Z\[z[8[D3\?x\h\H!]4j]4]H]^^R|^t^D_)_J_&>``e`8`7`d7aXaauvbgbBTcfc{c4zddp{e`eMfJfSgrgAg@4hfuhJh7'i_ixi*jGj]jxjjFj jjk k k k )k3k Okkk7k!k l81w\lT^L}<|Z7dIkʜY6>,ϝ0s-e2u:;wdW1Z03#UCkBbHU-'̣0L%DrF@;?d{N"/IRJVX>PJa3Pa;HG̩FRH</Orox5[mD7Dh|] CmdOҮ?"JbYI"&D@>)²]JJLBP%vn1o4<ֵIP]amY~DطAD_E47ZW;kDZ_UTU:p?Vpn:vE*&"cIScۿf? ;zK~p|;,XQ 4\ov@p_9msO31/e<4bHj!3 3K[/n:84;G4  )($R w  % #(Li,*\7Tfv.'  )H a!n"&$Mz#m "K&:rD+O n {w515MgMORSHRPBHW]4QOV4WGdN_N[O  +Gd|`iz- 0(A(Y9U-I9f9==wX ( 3 AOf 1#)I!hC2: </Gw:Z66 m'y"" r,:_S:RP2VSJSD/U[8z%(..D3s<. %JF17E>AYA5URPIICKvP0c-<<E\F`AJA?aKpA7D6!{c5277jk0-?zm^EGetmnib5k#n'u<0=m,*LFP$"B*ef78/9h9e<T$Yy!k  T" w P&"@NcS$+*1'\9=)GTa 7 # ;? #{  T * & V7        * X8 ^ ]  N Z c  y   .   -HW[u%n8f h>T j N/ D;5iA Ob\/E?/BJ&q/E7B}?SGT| ,7TJl " '3_9@   %=Xs&% )5N'c&Hhxc-1aM.`| 0 l!l{!>!1'"0Y" " "" " "," "")# D#eP#E#3#)0$Z$k$\$X%w%%%%,%*&,2& _&j&m}&&t'z'T'&'((/(@( Q(r(*(-((( )) ,)8)J)!Y)e{)A)1#*EU*I*U*Q;+^+Q++>, j,4,3,^,4S--S).d}.T.17/Yi/*/A/S00=0&0U0=?1J}1>1T2,\2L2B2:3T3qp3N3-14#_4F4=4J5+S5&5T556<6K6d&7797$7)8$28,W808,8$89*9#9-9G:$\:F:_:J(;Ps;; ; ;4;02<Kc<1</<m=G=L= >>0>J>`> z> >>>>?*?E?`?!}???V?!@Q;@j@>@7APAkAzABAB6B15C(gC CCC&C%CD@6D wDDDDD(D!$E%FE6lECE*EF -F:FJFaF({F F.FqF"RG$uGGG#G GGH!H ?HKHcH"HHH&HII 2ISInI(I&I&I I,J/J HJiJ"JJJJkK- LU9LFL+LHM|KM;MN N N(NCN$SN xN"NN NNdNEO:aOO OO(O O P#,PPP)eP*P*P*P*Q*;Q fQ@pQQQ QWQ3RDRUYRGRMRESnCTTAFUU/V?VEVXV@V5#W<YW'WWWW X,X8GX XXX,XY&"YIY^YuY0YYYZ,"ZOZJ_ZEZ3Z'$[tL[&[[*\5,\3b\=\5\o ]0z]1]>]$^A^&^+^+_J_/i_+_)__B`9G`C`.`3`!(aJaea.aIa/a/+b&[b(b%b\b..c']c,c-c c.d;0d&ld,d/dKd&io7o4op14p7fp9p;p$qV9q4q1q1q()r&Rr$yr-r-r$riss.,t-[t"tEt[t7Nu*u1uXu((] Ȇ݆-AQ&q ԇ*> T uĈ݈)'Qjz É҉Dl?3K*,AW6^Ћ&/]VE,'DG8$ō7"+V&_,%sُM k 0)ސI6R0,'+2;TnxÒF<!6,ܓ5 \?L)"6V.u':̕-!5'WNSΖ4"!Wy'0.=BV,!Ƙ,27H11&7 &C@j ,SAsH3 2;=1yH13Ge5^D+I.f-4ßjc7'̠LKAe-b@3ע.`,@;Wm      ť ҥ ߥ''W<CAئ/QJ8է~|jm&U2|  Щ1/#)S2}14/7 gqw} ѫܫ *2BRbrz¬Ҭ  )4>s  ʭ ֭ x gsjM0sI/ϰNBNK-KyDŲc Cn=65']G^Fe P  ȷ߷zad[y ǹ ͺ ٺ%4J$b!л9+Ie791!SڽSe<F=5ʿj7k@?2D*wR` 0m5h = JXv   1  ->RBr D-?V+hD%*$;!`+1g_/U.8z"hEe?7owO!7 Yc r;}T9TlG   & )1.[?_Gc0*g[Yn9!g$r  -2I|^nl3$5.TF-  .Le(\4"0WIINBkR&Fdc)WVJ/9     ?A"dx&Oa,FO1EMw.**1*\*222cK: JCBJ%(A 'b">?,,+Y5W,H@i8.(0CK&, S` + " /Pc}:M3392*M]M3- 0=$P]uJ6Nsj~A   %Fb,z<aDhuT3\RnWE@T<5I,RN.F<D1Hhzea%&&4M:}N;',"/"'RxzM d ;@ A| 6 d AZ C  ; 6  < > 7? 1w 2 4 , '> f P 8 : 2P - < > 6- 1d G" [j P -c  *  ' , 4 aU   R 1 aR B   > I ! > N U4 6 : ] qZ ,   E N 3 < #3 #W { D GB  + j OV C r @] E 8 8 8V 8 8 8 C: R~  Rd n 1& qX y D "! 8" R" l" ?|" (" ." :# O# l# # # vv$ $ $ % % $% <% jU% m% .& <:& )w& & (' I' E"( %h( ( P( 6( 1.) 1`) ) 8) () L* 9b* {* f+ ++ :+ + , - - @- a- ,<. &i. . . . I. &/ G/ f/ ~/ / w0 w0 1 (1 B1 %V1 |1 X1 1 "2 *2 62 B2 N2 a2 =?3 >}3 D3 J4 ?L4 F4 64 = 5 VH5 +5 E5 D6 PV6 C6 n6 wZ7 w7 J8 8 9f9 R9 |9 Gp: b: 0; (L; Mu; N; N< Ha< < q:= S= M> JN> :> ?> !? r6? a? p @ Z|@ b@ -:A {hA >A B#B "fB 8B FB < C TFC 6C @C :D <ND QD LD 5*E I`E UE gF bhF PF G ]G 7OH QH /H J I -TI I %J >*J RiJ }J :K L vL -4M |bM %M lN ErN PN B O MLO 5O KO CP C`P 'P (P 'P 'Q (EQ 'nQ 'Q (Q 'Q R ~R # S DS [S 9zS 7S eS {RT T ESU U SV [V 8W FW /X LX RX ^X wX X X X X X (X #Y BY \Y fY {Y Y Y Y Y Y Z Z &Z AZ FZ ]Z sZ #Z ,Z 1Z [ Z'[ F[ [ 5[ \ .\ F\ X\ <l\ \ ] ] ] ] ] f] oV^ i^ o0_ +_ )_ ^_ zU` )` ` <a Ua 'b 'Cb #kb 'b Eb Nb Lc Uc <;d !xd d N#e 6re Le e zf Ig 2g 1g A.h 9ph h 1i +i "i ^j Unj j ^j Ck k ,l %l ml =Em ,m m Hm Cn MWn An 4n go to o p hQq <q -q +%r PQr Dr Nr c6s s cs 9t *Wt t u 8u yVu u u )v );v >ev Gv Jv 7w #w #x !3x ZUx 7x jx &Sy Qzy y y y z z !-z Oz fz ooz z /z { -2{ `{ { ({ ({ ){ (| >| T| rq| r| 9W} } } } b} ' ~ H~ a~ ~~ ~ ~ E@ )  ) L )A %k # ր !Z F| ZÁ  6 OT L  % : X Uu L˄ Y 1r / %ԅ ? a: h E UK 4* ,_ - ( w ` k ei ϋ P G S, R Ӎ p bd Kǎ ] gq Eُ  w6 2 / d nv = $# mH C h Mc v j( _ P "D \g ~Ė C * #4 8X B Ԙ P SD T Y rG O ) N4 6 &  - n/ f k Lq = s 1p o h 9{ z@ W  ` X 4m & &ɢ R ,C p < <ƣ < e@ { G" Sj : ) .# HR X ? *4 '_ - ) /ߧ  &0 8W ; Ų 0" 6S w D <G . * 4ު : gN l D# h 1: Bl + ۮ < C6 z { ew ݰ 2q 9 pޱ 1O L Lβ @ Q\ f1 I ` d X jڵ $E Ij V B ON F V S< E `ָ L7 ;* <f < ? B Dc 7- ye O߼ O/ L W̽ S$ &x 5K r | q C Z =% ;c 2 f Y9 X @y L ; {C 5 H > K ` "    ! Y7  7 "    ' ,$ "Q 3t 6 +    % $; )`  Z   ' 5 @ O ^ k y   5  R h   [  ' B N n -    * #4 (X k   # B )[ ! L R ;G L V D' Jl c f ^ s L <@ T} Y v, & @  #$ :H : * ' ! 3 B *b )      9 .U  ,    P Rl M 6 D e p "~  <  y        - 8 D U u       & 8 M c /|     , = Q b u  <   / #G 'k 9  $  "* (M v      A U v #  $ + )- W !t +    . = &Z  #  "  8 #V z ) ] & o@ \ W 'e 6 ) J 49 8n 7 - H LV - @  K . CA  O 1 3$ #X "| #  ; 3 6O + ' X V3 [ X ? 6S 0 3 k [ ` o v  (        , < +G s y ' 3 2  X(  H 5 = "[ 7~ * L #. R fn D ? RZ 8 (z % # J 8 H 'U }    %x  $   ? = Y q & 8    3 O g }    )  3 L c *  '    6 R 7n  , ( * .A (p "    9 :? Mz R ! (= 9f }  W 9 A3!"u!1!!S!$6![!um!!9!#5!FY!{!@!M]!! !!! !.!J*!`u!I! !n+!z!8!#N!4r!W!4!a4!d!I!E!Y!Qo!Z! !G/ !#w ! ! ! ! !7 !7 !gW !+ !@ !B, !,o !$ !4 !1 !3( !5\ !m !n !3o !/ !. !!5!9J!#!(!$!3!-*!)X! !!$!!H!&D!k!A!5!2!)6!3`!-!)!$!$!&6!#]! !!!$!!!G!-P!A~!F! !!*!QC!!?!!!!K!4!F! X!f!H{!?!!(! H! V!d!z!!!!!!!!)!9!+N!z!)!!)!!)%!<O!! !! !! !!!!.!3H!|!!+! !!!!#!9!U!n!!!!1!!!!!7%!>]!#!C!)!.!A!%^!!<!D!<"!]_!1!?!/ !B !Z !z ! ! !AZ!!7!!U!!>*"!Ni"!@"!2"!X,#!B#!a#!C*$!n$!r]%!%!%!%!%! &!\&!7o&!D&! &!&! '!'!'!1*'!6\'!%'!'!r'!L(!l(!!)! 3)!=)!)!T*!?s*!#*!!*!$*!A+!}`+!+!d,!1,!-!8-!P-! j-!x-!-!-! -!-!-!.!C4.!!x.!R.!.!'m/!/!*/!/!/! 0!)0!I0!a0!y0!)0!$0!0!0!1! .1! O1!3p1!+1!p1!8A2!;z2!\2!X3!l3!N3!f3!f94!f4!(5!?06!*p6!C6!#6!7!I7!s7!=j8!38!Z8!}79!z9!`0:! :!m:!e ;!s;!L;!H!0>!L>!?!?!hC@!@!LxA!-A!EA!9B!NB!LC!weC!C!RD!D!SE!dF!F!G!hrH!H!rI!bZK!K!M!nN!+O!'P!C6P!#zP!P! P!NP! Q!4Q!OQ! cQ!qQ!Q!2Q!Q!Q!* R!:4R!oR!R!R!4R!JR!LFS!FS!ES!x T!T![0U!>U!MU!lV!EV!QV!NW! mW!{W!W!0W!IW!*X! BX!qPX!rX!Z5Y!Y! Z!+Z!G;Z!.Z!Z! Z!$Z!UZ!=[!#B[! f[!t[![![![![![!'[!\!/\!I\! f\!s\!!\!\!\! \!\! ]!E']!\m]!K]!M^! d^!$^!8^!^!^!_!*`!Ba!xa!GBb!2b!mb!L+c!3xc!qc!\d!{d!Pe!ge!Ke!He!=f!~Xf!;f!(g!,v!$w!x!9!y!j[y!By!> z!'Hz!7pz!,z!z!z!{!/{!@{!ER{!<{!V{! ,|!'9|!,a|!3|!4|!,|!"$}!"G}!j}!1|}!8}!6}!U~!Mt~!+~!,~!-!6I!5!9!%!4!;K!<!EĀ!8 !8C!:|!<!(!5!$S!&x!-!2͂!A!@B!+!:!6!5!!<W! !!!Ą!݄!! !!.!=!^L! ! ! Ņ! Ѕ!ޅ!$!!!އ!m! !Q!h!/M!}!/!?! R!#`!!!%!ߋ! !!*:!te! ڌ!@! '!H!b!%y!!!ӎ!!!t!$!u!4 !U!,o!-!>ʐ!_ ! i! v!p!!Dt!o!)!U! ! !!C!%!!+!UM!G!/!(!tD!B!L!aI!?!Z!{F!iš!9,!Sf!G!S!SV!6!4!j!J!L̝!R!ol! ܞ!&!B!/S!!!!ş!! !!"!J8!7!c!@! `!k!&!&!С!!!&!9!I!([!)!!Ǣ!Oޢ!;.!Xj!Fã!^ !i! x!h!4!#!!ZF!\!R!^Q!;!!X|!Fը!6!S!TW!!M-!{!EL!q!E![J!!c!^!_I! !R!& ! 1!?! S!@`!%!pDZ!8!T!Z!`!v!!!!y²!5Y!<! !!! !!3!|H!{! A!Hb!G!S!SG!\!e! ^!k!+!#!!!!#!h6!o!!#!6!+O!{!! !(!!!(!@!R!q!!2!!!' !'3![!t!!*!!!)!(8!Ha!L!!!&-!+T!!!!!!!!'7!!_!!!!.!-!+!J!\!n!!,!0!! !!/!a!4!Q!q!&!!!!!.!J!h!!!!!!!&#!J!d!!!\!) !7!*G!r!!!!!!!%!;!E!1'!CY!^!i!"f!B!Z!O'!w!)!lC!D!x!qn!]!>!,\!&!$!!!]!{!v!*!:1!Pl!!JI!g!&!-#!%Q!&w!&!O!G"[]"B"R"8O"^"V">"6";3"Vo"j"1"("k"AN"J"S"8/",h"""~"<7"t"&b")"N"- "<0 "2m "K "T "/A "+q "2 "8 "< "&F "$m "O "b "^E "^ "h "hl "J "6 "8W"@"V"("*C",n"R"Y",H"=u"G"S"PO"N"="R-"-"@"4"&$"%K"Nq"C""Y"r"VS"m"Q"Pj"q"3-".a"#"#"Q"U*"E"E"P "[]"h"S""rv"G"L1"Y~","G"iM"t"F,"bs"w"sN "/ "i "T\!"[!"4 ""DB""""V#"5_#"`#"6#"5-$"0c$"F$"$"tj%"E%"X%&"&~&"#&"3&"5&"|3'"x'"4)("0^("3("N("-)"W@)"Q)"K)"6*"8*"p*"=h+"'+"?+"<,"lK,">,"=,",5-"bb-"O-"A."iW."u."F7/"@~/"</"=/"E:0"60"@0"$0"A1"2_1":1"L1"V2"q2":2"@2"V 3"<b3"X3" 3"F4"`4"j4"(X5",5"#5"5"5"5"6":.6"Oi6"o6"0)7"Z7"<q7"@7"B7"428"g8"(8"k9"X}9"d9"I;:":" :":":":";" ;"9;"U;"s;"7;"[;"v <"h<"-="J.="y="="="+[>"">"1>"^>"!;?"%]?"5?"a?"R@""n@"#@"L@"OA"rRA"DA"7 B"=BB"=B"4B"4B"T(C"Z}C"#C"nC"SkD"GD"@E"@HE"@E"9E"F"GF"F"$F"!G"?0G"7pG":G"JG"W.H"$H"@H"xH"HeI"*I"I"gJ"PJ"rBK"gK"IL" gL"uL"!L"L"L" L"L" M"M"=0M"anM"1M"9N")"uҕ",H"5u""1ʖ"H"mE"D""$~"&"ʘ""V" I"yT"<Ι"A "'M"u"\"5"" <" G"U"$g"="ʝ"""'"6;"'r"!"E"5"S8"p" " "j""" "Π"("5"JJ"-"*á"."}"P""m"H"L"`"="VE"#" "̦"ݦ"" """"""'"E"`"q"" """ʨ""" "'"9"K"'k""""ʩ"&"")"&8"$_""""ê""" ")"@"Y"l"" "" «"""+"@"X"Un"3Ĭ"": "E"b"!"SA"&"q"y."""Hٯ"5""4X"""'"ڰ"";"*1"\"{"!""MԱ"T""3w""_Ȳ"T(" }""""س"" "!&"H"Z"y""7"""&""I"Y["j"B "Jc"k"5"jP"T"s">"Iø"r "h"O"9"HQ"6"eѺ"57"1m"@"5"2"hI"5":"6#"gZ"½"7ٽ"@"jR"K"V "a`"b¿"%"@B">""3"0"?"!R" t""5""D"<""_"s"""S"\"";""" q"7~","!""%"A"T"r"B"9"Q"U"n"#"" "v"Rb""""#"#""" ""8"["%s"")"E" )"A6"Nx""Sd"" E"Q" g"s"E"v"L"E"D)"Tn"*"" " ""3"9"I"^""" " """"""9 "F" `" k" v"G">"  ""o6""&"W"6"U"2t"8"2""&$"K"_"~""1""I"="Y"_""#"4""O)"^y""T"IE"0"v"^7"t" "'#"K"`"7p"""2"L"]"|"1"""O""d"N="K"L"+%"<Q"A"C"F"@["4"A"="oQ"T"v"L"""9"9P"9"""-"J""7","-"$J"Co"{""/">R">"A"$"7"""#"C#"Cg"C"""z"W"K"1"G"Rb"("""3"H5"*~"L"I"I@"H"*""-"pH"*"8"X"[v"5"W"`"Y":"*U"/"*"7"*"7>"+v"6"5"5"5E"h{"E"Y*"Q"Q"Z(""Y"""*("PS"T"-"'"q7""M"3"UC"k"s#Qy#V#T"#6w#:#m#<W#W###) #5#"U#Px##@##R#V#_#Mt#######4#J#>]#$#N##&#%C#i####### #9 #N #` #'z # #ZO # #B* #-m #, #' # #-# <#J# e### #w#k(# ##)4#^#?z#####.7#f#v#5##&#;#k##O##Sw#I#L#gb#e#0#B#1S#'###*#/#/@#7p####%# #+#3J#-~#*###%# $# /#:# M#!W#&y#(## #! #+#!;#]#bx## ###$# ,#8# K#X#o#6#C#D# E#.Q##@# #)# #!) # K #U #o #p #' #4'!#!\!#d~!# !#)!#"#*"#H"#%W"#*}"#"#"#"#>"#4&##-[##A##s##G?$#8$#4$#r$#|h%#h%#+N&#(z&#_&#3'#7'#I>'#v'#H'#TH(#5(#Q(#%)#)#=)#I%*#3o*#k*#,+# <+# H+#S+#jn+#+#+# +#,#2$,#W,#$p,#",#,#,#,#,#-# -#x$-#0-#%-#-#- .#-:.#-h.#-.#-.#-.#7 /#;X/#/#/##/#/#0#K#0#o0#1#11#FB1#a1#c1#hO2#_2#Q3#cj3#I3#t4#94#14#N4#H5#^5#v5#5#;5#.5##6#56#G6#Y6#u6#6#6#6#is7# 7#67#s"8# 8#8#8#n8#ID9#Q9# 9##9#:#1:#H:#%c:#+:#3:#J:#%4;#Z;#$x;#6;#e;#$:<#&_<#&<#%<#-<#=#=#) >#.4>#c>#9>#2># ># ># ?#?#q(?#s?#m@#d|@#g@##IA#bmA#A#%A# B#B#B#j;B# B#WB#1 C#Wv# v#?v#L2w#Gw#0w#w#x#Q0y#9y#Cy#jz#0kz#@z#Wz#85{#n{#E|#!}#O}#S$~#Qx~#~#E#;#P;#+#L#h#Pn#i#)#H#jL#b#7#9R####҄##9#_>#W#<#p3##(#:#^Lj# &#?4#t####Ɖ####,#F#`#H~#lNJ#U4#I#&ԋ#1#-#$#ӌ#+#Q#>k#?#*#7#+M#}y##I#9[##,#ۏ#x#kY#'ő## #)#&E##l#%#'#'ޒ#4#9;#@u#!#)ؓ#)#,#*L#w## #@## #@"##c#G#bϕ#2# H#R#i##*#Ɩ####88#,q###sΗ#dB#b#D #eO#G# #8 #mD#"#w՚# M#Y#v#C# Л# ܛ###,# A#O#j#)##Ϝ##&#.#D#&X#8#[#0#>E#3#7#<#@-#/n#$#Rß#N#me#9Ӡ#? #{M#ɡ#qQ#â#&ޢ#>#D#֣##*#+#!=#_# x## ##Yʤ#$#A#)]#2#|#7#*Ϧ#u#Xp#%ɧ#!##1.#8`##`#T#dԩ#'9#/a#8#6ʪ#T#bV###1ݫ#B#FR##V#5#&7#^#fu#ܭ##r#u#x####B7#3z##¯#!կ# ## ,#78#4p#K#6#((#Q#g##,###Ҳ## ## #&$#K#\#!o##"#!ѳ## ##)#9#V#t####!Ǵ####'#:#%V#|###̵####>#U#i## #ö#ض###1#CG###(#ط##8 #$C#h#%~#1#(ָ#<#/<#5l#>#0#/#B#_#q# ### ##ں###,#g## <#(G#-p##8#>#.-#q\#ξ# ##!#1#J#c#|###6ӿ# #!#6#I#f#########12#d#(|##DC#6#C##|"##@h##.:#5i#5#6#2 #1?#q###_##&5#.\#2#$#(# #)#0#D#4#36#,j#@#?#(#A##k# #=?#A}#### ###/?#]o# ##1 #7<#:t#!####%#<###~#|#c#;y##DQ#I#A#t"#f#8#;7#ds#G#, #VM# ##_#/#>#C#D>#C#+#P#FD#F#O#t"#~#W#Hn#3#D#60#?g#-#V#S,#H#L#H#_#,M#Cz#J#, #6#-# #8 #XD#"#6#4#,#$#{#Hu#+#p#<[#P#D#.#C#]# r#~###2###"#9#W#n#######~#e/##YB#F#(# ## "#c0#V#b# N#[#^# n#8|#####$#!#'#G#^#Ou##S#=k# #{#=2#*p## ####"##.#'H#p####F#:# :#vG#'#### .#18#j##4#####9.#Rh#R#K#7Z#=#Z#I+#au#"# ### 1#);#*e#####+# #''#O#`#u#&#4##)#F0#w##### ###!#?#-V##+# ####-##<Q#.#.## # ## *# 5#@#G#W#s####6#6#d#{#2##C#?(#Bh#A#I#;7#;s#>#"##0 #Q#!n##0#K#'#8#8#<4$5q$q$,$F$]$!$%$ *$ 5$&C$j$'z$($$R$;-$i$*$$5$C$8B$ {$!$$ $)$ $$1$K$]$$x$$$$$$$7$DU$$*$$;$#'$7K$#$$$B$.$1>$<p$<$/$] $x $ $ $7 $Z $e $Rj $W $= $XS $ $l $I8 $$ $9 $ $ $ $$ $ $ *$ 5$!A$c$:$$"$$#$8$4L$!$'$$$$$-$@$]$y$!$$$$$.$?$V$!i$$$ $$$$E$$T$y$9$$$.$/3$ c$5$,$$$$6$CU$K$($I$aX$Y$$'0$&X$$$G$$$'$B$%Y$E$$w$iW$$$$9$ "$.$-$$$#$<$JR$;$($$E$$ $)$A$W$f$|$t$Y $Wf$q$0 $F $yd $ $b!$<!$!$?"$#$r#$f $$Jt$$m$$-%$%$ &$9&$(J&$s&$&$&$ &$&$!&$&$'$%#'$JI'$;'$ '$a'$bS($D($Z($HV)$0)$V)$c'*$8*$@*$>+$>D+$J+$;+$( ,$,3,$/`,$/,$?,$9-$O:-$^-$--$.$7.$T.$!k.$.$.$.$.$.$ /$/$,/$E/$Z/$u/$C/$./$./$>.0$!m0$/0$20$n0$ a1$m1$1$1$ d2$ 2$2$2$2$2$2$83$DH3$ 3$3$3$3$3$3$ 4$ 4$$4$=4$U4$![4$ }4$I4$4$!4$4$5$.5$5E5$ {5$ 5$5$5$=6$$T6$ y6$6$:07$Bk7$H7$"7$8$'78$ _8$l8$ 8$8$ 8$8$8$8$ 9$9$+9$ D9$P9$k9$9$9$9$ 9$9$9$C:$NF:$X:$:$ ;$';$-B;$-p;$A;$;$;$<$l<$*=$*9=$ed=$=$+=$+>$(;>$d>$>$?$@$:@$K@$]@$w@$@$1A$ A$A$ A$E B$rPB$&B$.B$ C$%C$8C$LC$eC$wC$C$#C$C$:C$D$?D$&XD$D$D$D$&D${D$nE$E$ E$E$E$ E$E$*E$2'F$ ZF${F$6F$ F$GF$G$;G$SG$nG$G$G$G$ G$G$ G$G$ H$I$6iI$NI$)I$;J$.UJ$|J$K$K$ EL$aRL$ L$L$L$L$L$M$M$&=M$#dM$cM$ M$ M$N$N$ 5N$VN$oN$N$N$ N$N$N$d O$7qO$ O$O$O$!O$O$P$-P$%FP$/lP$P$P$!P$P$(P$^(Q$ Q$ Q$6Q$_Q$B4R$?wR$*R$R$$R$@"S$XcS$RS$wT$#T$nT$=U$XU$ _U$mU$U$U$U$U$0U$!V$)(V$~RV$.V$AW$9BW$|W$W$W$ W$W$ W$"W$ X$*(X$&SX$!zX$-X$'X$+X$'Y$rFY$Y$zZ$][$Rp[$h[$[,\$\$JF]$%]$]$Iy^$^$C`$Na$]b$nb$Pdc${c$1e$$e$g$hg$V h$dh$&i$j j$uj$k$k$t!l$l$m$#m$"6m$Ym$%om$m$m$m$m$m$"m$n$+n$(Fn$ on$n$n$1n$Xn$Fo$6)p$`p$7q$/q$-r$6Mr$r$_s$Vps$Cs$- t$c9t$~t$Mu$Rju$?u$u$(v$>w$9x$Wx$Cfx$/x$4x$@y$6Py$5y$ y$y$y$.z$31z$jez$9z$ {$>|$?|$Q|$'j|$|$e}$ }$^}$}$ }$A~$(I~$*r~$ ~$~$6~$~$!$$ _$k$z$$T$#$$+$D$+\$$$$с$$$$)$@$\$t$&$"$Ԃ$'$$/$!E$3g$$$΃$<$A"$2d$4$7̄$8$/=$Nm$?$G$7D$L|$QɆ$7$S$7$2$$?W$$)i$P$($U $"c$*${$[-$}$_$Xg$g$@($-i$Y$/$D!$7f$1$&Ў$ $ $$#$7$%P$Bv$$ʏ$ڏ$$G $UU$$BȐ$ $$'$36$'j$-$)$#$!$0$!B$ d$Fr$/$$]$S\$$ē$ԓ$$$$)$$G$$l$$$$є$$$d$Uw$͕$&$.$B$ H$T$s$0$$ ۖ$$)$2&$Y$y$$$h2$@$ܘ$$$. $X9$/$™$ș$љ$$$ $+$?$\$l${$$$$$֚$$$$ 0$:$K$\$n$$ $1'$Y$2h$=$Mٜ$'$0$?$W$l$$ $ $$ ֝$-$$&($nO$($$$_$v$-$gß$+$J$Ԡ$ $ $ $%$$$ġ$$$9$$ $!$2$M$Σ$ף$ $ $ $ $$*$ G$ S$ _$k$~$$ $ $Ƥ$ޤ$$$ $ $#$$<$a$h$x$$$$ Х$ܥ$ $ $ $ $($>$V$^$ n$ |$ $$.$ ئ$ $ $$ $$*$ F$ T$ `$l$$ $$$$$ $ ȧ$ ӧ$ ާ$$ $$$"$ &$1$8$M$\$ x$$$ $ $ Ǩ$Ҩ$ ٨$$$@$I$]$m$$$$O$ $$$$($;$'W$y$ $$$ =$H$N$l$$$ $ $ݬ$2$T,$j$$1$ 1$<$Xܮ$5$P$ n$$$$1ޯ$6$G$ e$)s$$$dx$]ݱ$?;$${$$ $)׳$$$d&$-$l$H&$%o$+$$Ht$$Bi$/$8ܷ$]$is$Nݸ$R,$;$$B=$-$$G$ $o$=($Zf$L$m$2|$/$P߾$_0$=$mο$?<$'|$,$C$&$z<$V$T$c$c$pX$4$+$1*$d\$$t$R$Z$$$-!$KO$6$A$E$WZ$"$R$!($CJ$a$V$G$d$f0$$NH$2$,$o$~g$\$C$<*$"g$V$$=|$N$O $RY$$<$$$7$JF$M$U$95$1o$:$1$I$.X$T$N$\+$R$\$8$K$k$$$&$$$$c$[|$C$$0;$%l$'$d$s$d$?$a8$H$$vf$ $$:$M4$!$ $($$$?$ $ $$ $$$$3$R$!j$$ $$$$ $,$I$_$3u$$$$$ $/$G$#_$$$A$<$2$|$@2$1s$@$:$@!$Ab$1$:$$e+$b$$A$U$7$U&$|$ $9$$$ $A2$*t$E$_$E$&[$$$$.$c$;e$b$ $ $ $($;$5$=,$Dj$/$-$F $ T$`$o$~$$$$$$$Q4$$$B$1$? $T`$o$9%$K_$s$~$D$*$-$%<$Kb$J$+$ %$(0$ Y$9e$-$ $ $$$ $i$$ $$$$$$$.$F$d$u$$$$$ $ $ $e$j$0$G$0g$U$^$&M$7t$#$$/T$$p$u$4$I$h$D$7A%Gy%%I_%2% % %%+%!1%!S%u%%%% v%%%%%%%%%-%a%K3%%I% %M%^C%%%%%%!.%WP%%|.%%5 % % % % % % % %" %2 %!D %f %/l % % % %m % E % P %[ %"v % % % % % % %5 %O % % % %%-%FM%F%`%=<%-z%&%)%)%H#% l%7x% % % %%%) %*7% b%p%y%'%%/%1%3%M%(b%.%&%+% %)%E%[%%u%%1%%"%!#%.E%.t%.%.%A%,C%Yp%%4%"%1B% t%%%"%,%)%)H%r%2%/%0%1#%U%$u%9%/%4%%9%*_%0%?%b%"^%(% %M%'%5A%Dw%!%1%R%ac%2%/%%(%N%$c% % % %%%#%% % % #%D%Y%`%i%r%%%%&%$ % /%):%d%*l%(%$%+%2 %#D %4h %" %3 %P %BE!%Z!%!%nh"%."%H#%@O#%##%#%#%#%#%#%$%$% ($% 3$%>$%N$%g$%$%$%_$%-%%!5%%$W%%X|%%>%% &% &%;&%&%&% &%&%'%5'%M'%%(%N;(%#(%(%(%'(%)%!)%?)%S)%m)%)%)%)%)%#)% *%u<*%N*%i+%#k+%B+%n+%A,%,%%,%-%&-%>-%$P-%u-% -%-%`-%C.% X.%d.%j.%y.%#.%0.% .%s.%`/%d/%Hh/%/% /%/% /%)/%0%.0%J0%/i0%.0%20%70%31%K1%e1%u1%1%1%&1%:1%'2%KB2%j2%Z2%3T3% 3% 3%/3% 3% 3% 3%3%4%4% 54% V4%b4%x4%4% 4%$4%4%+5%05%E5%"V5%(y5%5%/5%.5%i!6%46%36%16%&7%<7%P7%aC8%8%+8%8% 8%9%9%29%5G9%}9%"9%i9%:%0:%:%:%/:% ;%;% $;%1;%H;%b;%6};%;%;% ;%;%;%<%;,<%h<%|<%&<%<%<%<%<%=%=%==%*O=%z=%=%=%=%"=% =%=%=%>%">%>>%U>%i>%>% >%>%>%$>%?%2?%A?%a?%6r?%?%&?%!?%$ @%0@%)B@%l@%{@%!@%P@%+A%/A%8A%`HA%oA%FB%`B%BoB%B%B% B% B%B%B%C%'0C%>XC%'C%C% C%C%!C%&C% $D%"1D% TD%r`D%E%iE%%WF%`}F%KF%1*G%'\G%G%G% G%G% G%G%H%GH% H%I%S I%tI% }I%%I% I%I% I%;I%@J%@TJ%SJ%J%#mK%K%K%(K%K%L%&L%b=L%XL%eL%_M%(yM%MM%&M%N%o6N%SN%RN%/MO%}O% P%cP%&T%HT%U U%XbU%RU%QV%`V%2 W% ?W%K`W%+W%3W% X%X% X%'X%X% X%X%Y%Y%!*Y%%LY%rY%Y%+Y%Y%JXZ%0Z%@Z%F[% \[%g[%[%![%![%![%&[%-$\%R\%l\%\%\%\%S\%J]%Pb]%S]%N^%$V^%<{^%^%x^%O_%"c_% _%_%_%7_% _% _%#`%"'`%J`%i`%o`%qa%b%yb%c%Ic%Kc% 4d%@d% Zd%fd% kd%ud%zd%d%Td%Pd%RJe%We%e% e%f%C#f%Pgf%f%$f%f%g%g%5h%OTh%-h%Jh%Ei%*ci%pi%Vi%*Vj% j%j%.j%Kj%u k%Sk%Hk%5l%VUl%3l%cl%;Dm%Im%Pm%Yn%un%Hn%Bn%o%,1o%g^o%5o%|o%7yp%_p%9q%)Kq%Nuq%Uq%r%|r%Bs%QZs%Gs%Ds%9t%%Mt%Rst%Jt%0u%0Bu%jsu%Bu%N!v%hpv%>v%Zw%sw%>x%rZx%Px%<y%_[y%Wy%Rz%Pfz%Fz%Fz%AE{%b{%,{%q|%E|%9|%a }%Fk}%a}%C~%gX~%~%U%~%W%4%2%%3X%%{-%P%W%tR%Bǃ%\ %Bg%!%>̄%m %<y%:%%K%J\%0%3؆% %w%X%@]%F%X%c>%M%C%e4%D%Eߊ%%%Dԋ%(%EB%%6!%UX%4%E%?)%6i%b%?%=C%A%OÐ%1%fE%4%P%2%FR%P%<%Y'%`%1%*%?%M%>%@M%%3Q%%b%J%JL%S%T%}@%g% &%1%D%b%5y%%ƙ%#N%'r%%%% ۚ%%<%5%N%i%%%$ě%'%C%U%%%"%"A%d%%% %% Ν% ڝ%%%%% !% -%9%U%d%s%%% %%ž% ֞%% %%.% L%Y% `%m%}%%%% ğ%П% ֟% % %%%%2%E%`%r%% % % % Ġ%Р% % %%%% !%+%?%O%U% [%e%}% %%%% %ǡ%١%% % %%%% 9% D%P% l% w%% % %%Ţ% ע%%%%)%F% ^%8k%]%j%4m%{%e%@%ť%ե%%%!%'%,F%<s%%"%%%% %$!%F%N%7b%%"%ۧ%% %s#%E%!ݨ% % %\%t% %x%ex%ު%%%"%5%L%!_% %% %ͫ% %% (% 6%@%Z% k%v%%%% %Ƭ%լ%%% %%%%8%EJ%$%$%$ڭ%%!%7%S%[%c%%0%Ʈ%֮%&%%4%&M%'t%%%vׯ%XN%_%+% 3%K@%$%%-_%%:%%Iδ%K%9d%.%1͵%r%r%%)%7׶%a%sq%s%Y%%%%^%t%n%P%bQ%%\%<%Y2%%%%%3%Z%E%J`%K%d%^\%*%~%Ve%%%=%xQ%5%%%w%|%/%%G%%b%b1%h%%L%j%A%%I%fA%|%6%%`\%%bA%^%`%[d%%r\%]%8-%kf%c%6%%$%%%*3%.^%%%%%%[ %Mg%<%q%d%9%Q%o%,%%U?%N% %1%"%:%R%j%%%%%%%%7%Q%k%%%%%%%%3%P%m%%%%%%%$;% `%l%p% y% % %%%%% % % % % %)% 2%=% U%_% |%%%%% %%% % %%%,%-/%>]%]% % %%#.%R%'j%%%2%%%,%G%Z% q%}% %,%%%%)%%G%Cm%% %%% %#% ;%G% Y%z%%% %D%P%!p%'%V%O%ca%%*%)%99%es%$%I%jH%%5%@%4 %+>%"j%%/%Q%f-%M%R%5%%&%k%@e%%7%%b%H%>0&-o&1&G&X& p&&&'&7&6& Q& r&V&&A &"L& o&{&[&>&G.&Sv&6&L&GN&Z&b&T&e&|&& &2&&&-&$>&4c&t& &&&C&<U&+&&&@&/ &'A &-i &0 &3 & &% &< & N &o & &cy &7 &G &] &/o &4 &9 &? &N &6&6H&h&m&=V&]&G&G:&]&3&+&2@&Qs&(&8&y'&&&+&'& &&,W&U&&&M&c&>&F&9&VK&6&9&&.&>C&,&#&&&&& &D & & &^ & Y!& z!&!&!&!&!&!&k"&#&#&f$&r$&u_%&%&&&g&&'&'& 2'&='& C'& Q'&#['&4'&!'&'&'&(&$(&*@(&#k(&(&Sa)&S)&2 *&H<*&2*&?*&@*&9+&V+&P5,&F,&,&2-&D-&O@.&^.&?.&>//&on/&&/&.0&40&O0&d1&Si1&D1&<2&V?2&b2&2&`3&_3&WD4&^4&4&]5&L5&\C6&6&DO7&O7&T7&98&+8&}8&^y9&]9&i6:&g:&;&R;&m;&UJ<&U<&K<&QB=&T=&T=&[>>&T>&R>&_B?&K?&m?&L\@&Y@&MA&RQA&JA&TA&RDB&SB& B&B&$ C&[.C&1C&C&sC&QMD&YD&D&BE&WE&)nE&UE&E&F&+#F& OF&Q[F&*F&NF&&'G&NG& nG&yG&G&G&0G&G& H&h4H&H&H&!H&.H&0%I&EVI&@I&1I&4J&YDJ&"J&,J&jK&#YL&>}L&DL&IM&fKM&6M&=M&7'N&5_N&<N&;N&IO&QXO&PO&6O&72P&wjP&zP&K]Q&fQ&-R&Z>R&R&%6S&I\S&RS&SS&)MT&EwT&.T&T&Z V&-fV&OV&+V&5W&|FW&qW&n5X&TY&Y&P[&>R[&[&Z\&M\&5(]&^]&PH^&r^&# _&30_&3d_&._&L_&.`&HC`&,`&a&$b&b&c&"c&.@c&oc&%c&!c&c&ac&1Md& d&vd&Wf&Yf&ef&Cg&h& h&,h&'h&Gh&<@i&/}i&i&ij& j&k&k&)k&k& k&k&l&&0l&%Wl&}l&2l&$0m&Um& sm& m&m&m&n&o&o&o&o&o&p&(p&2Bp&3up&Qp&)p&X%q&^~q&fq&^Dr&>r&+r&%s&:4s&2os&Vs&@s&L:t&Ft&vt& Eu&/Pu&Bu&'u&Nu& :v&:Ev&{v&gv& dw&!pw&w&w&gw&q'x&ux& y&Cy& ay&oy&y&y&/y&y&z&D z&#ez&Iz&z&)z&{&4{&P{&g{&{&{&{&${&{&{&4|&C|& \|& h|& v|&!|&|&%|&|& |&}&}&)}&:}&V}&o}&+}&4}&1}&=~&>\~&4~&-~&&~&P%&av&W&(0&Y&5߀&z&:&:ˁ&-&34&*h&5&Yɂ&=#&Ia&%&Rу&>$&Cc&g&<&KL&"& &Dž&̅&҅&&1&%3&Y&C&S3& &5&ˇ&o&WR&J&&&ki&`Պ&`6&&KP&S&&K&&7&&X&T &O^&&:S&&7'&_&}&|l&f&|P&͔&e&{&&&͕&}&B&Hؖ&C!&5e&4&З&8&{՘&cQ&=&0&1$&]V&}&~2&w&n)&m&#&D*&3o& &!&Н&t&.U&0&&-˞& &F&#L&1p&&+&+&\&v&&8& ۠&,&"&-8&!f&6&1&&0 &-=&k&&& &-&& &#&3&M&j&&&&>ң&&1&Q&/Ӥ&/&3& K&X& n&G&?ץ&&3&H&PZ&Z&&n&y&p&&}& & & & & &Ϊ&&& &-&@&(W&&&%&&ӫ&A& <&H& &&&#&o7&&&MЭ&&j5&&2&&* &g4&.&=˯&Y &7c&{&r&V&.&T&e& x&&4&̲&ݲ&&& & & &X6&L&Jܳ&X'&&Z& &B&3R&&8&:׵&*&O=&D& Ҷ&[&O&Fk&E&f&_&q&YY&&ι& &&6 &D&b&y&&&&^&&&&@Ǽ&@&@I&;&>ƽ&7&?=&:}& &S¾&X&Vo& ƿ&п& & &(&@&W&j&}& &q&d&s&|&H &^R&9&^&\J&&m&4& /& :&E&$a&N&& && &'&+9&[e&& &@&V&7s&&0&#B&f&&"&;&\&\&&,{&&-&+&0!&oR&)&& &O&b&KL&=&<&9&tM&$&*&S&7f&c&*&-&GL&2&z&%B&h&x&&&&&&&2&+R&~&&&&$&* &*7&(b&<&D&j &Rx&&&& &'&+>&j&&&&& &)&8&$U&$z&,&&&&+&/B&(r&*&9&<&#=&a&&&&8&&*.&%Y&"&"&1&& &"&4&%M&s&&#&(&F&U2&Q&1&B &O&2k&&4&\&)J&9t&'&U&,&,H&(u&0&f&g6&`&!&0!&8R&5&B&&> &@_&=&b&A&#]&&#&&#&F&uH&<&J&,F&As&$&&1&<'&<d& &O&!&34&Gh&@&>&E0&Mv&)&I&$8&#]&C&'&&C&L&:l&W&Q&.Q&:&T&G&6X&@&Z&+&&;&b&{&p&[&"W&4z&&:&&1&A&V&k&(}&&&&&& & 6&C&[&y&&& &0&&"&%=& c&m&&&&&&&&& &''&O&)^&&&&1&& &*& :&H&Z&p&&& &&&&& && 4& U&v&&&%&&&V&!\&/~&?&H&;7&cs&& h&u&&&%&P&(.& W&a&(y&L& &B&.?&Fn&Y&&<&&Q&g&v& &&&&=&y*&*&'&H&?@&&&&&sZ&!&& &}&&7&*&&&&$&?&Z&4o&K&J& ;'E' `'k''&'''' 'M'^'Vv'5' '''''O'Pc'I'''+';'P'$i''''-''" '.'B'^'np'A'H!'[j','{'zo'K'Y6'' ''''' '# 'A 'FZ '@ '1 'C '7X ': '4 '4 ''5 '/] 'B '# '8 ' - '9 '< '? 'B 'E '&H ' o 'y ' ' ' ' ' ' ' ' '!0 '2R ' ' ' ' ' ' ''!'@'W' p'{'' '''-' ''m4'#'!'m'yV'B'C']W''3'='7@'Rx'E'~'@'J'?'_\'Y'&'/='7m''*a''SY'`'<'QK'Y''@{'F'y'<}'~'\9'L'9'm'h'f'6['c'k'yb'}'Z '"x ' ' '0 '$"'##')#'/#'"8#'[#' n#'y#'#'#' #'#'$#'#'"$':$'$'B$'=8%'v%'a &'.n&'&'&',&'(&'#''a5''~''=('aT('N('#)'))'X*' w*'#*' *' *'*'*'^ +' j+' v+'+' +'+',+'%+'*!,' L,'m,',',',','k,'/Y-'p-'A-'<.'U.'(f.' .'.'!.'D.'K/' k/'"v/' /'/' /'/' /'o/'a0'20' 1'#1'J>1'"1'#1'F1'D2'@\2'62';2' 3'@13'r3'3'+3'3'3'3'F 4'T4'q4'44' 4' 4'4' 4'4'5' '5'45'"M5'p5'&5'5' 5'5'5'6'6'P6'&7'87'?7'T8'<d8'8'8' 8'(8'8'a9'Pe9'J9':':'*:';:'"L:'0o:'#:'!:' :'(:';'4;' R;'$^;' ;' ;';';'I;'1 <' =<'@I<'<'<'*<''<'K<'G='[='l='o=')v='='-='8='8>'>S>',>'/>'>'b~?'(?'4 @'[?@'@' @'@' @'!@' A'%A'6A'<A'+B' =B'NJB'mB' C'?C'TC'gC'|C'C'C'LC' D'#D';D'RD''kD'D'D'D'D'D'E',,E'#YE'.}E'E'+E'#E'BF'F\F'DF'F'=F'8G'LG' H'&H'AH' VH'cH'}H';H'HH'@!I'BbI'OI'7I')-J'FWJ'2J' J'OJ'+K'GK'`K'}K'_K' K' K'K',L'@L'_L' eL'qL'L'L'L' L'L'L'M'5,M'bM' M'M'N'N'1N'#@N' dN'pN'N'N'TN'rO'uzO'EO' 6P'CP'\P'sP'!P'P'"P'EP'*-Q'8XQ'Q'aQ'0R'P9R''R'7R'$R')S'&9S'H`S'S'+T'^T'F!U'RhU'>U'3U'@.V'=oV'>V'3V'; W'=\W'>W'3W'; X'HIX'X'X'TX' Y'3Y'4Y'Z'24Z'2gZ'&Z'*Z'MZ'7:[' r[' ~['['"['[' ['['\'_!\'1\'Q\'e]'k]'O^'J^'I_'Qf_'*_'y_' ]`'i`' `'`'1`'a`'=a'-Ta'3a';a'1a'$b'Bb'Ub' ]c' ic'Xuc'Fc')d'?d'Be'#]e'Ne'Je'f'f'f'%f'!g'@g'%\g'=g'1g'g'9h'Hh'$dh'$h'fh'Ci'+Yi'i''j'wBj'j'k'JEl'Rl'l'cm'm' m'Dm' m' m' n'%!n' Gn'Tn'dtn'n' n'n'o' o' -o':o'>o'[o'do'uo'{o'o'o' o' o'o'o' o' o'o'o' p' p'p' 8p' Dp'Qp'gp'p'%p'!p'!p'q'q'#%q'Iq'1`q'q'q'q'q'q'r'Շ'?'>T'?'>ӈ'?'`R'`'2'<G't'_'=Y'l'''4'>Í'='Y@'P'N':''M'(u' ''=ߏ'3'3Q'3'%' ߐ' ''ّ'''#'A':['5'(̒' ' '')'I' h' ' ''ȓ'ٓ' '' ''7'H'#h''''Ԕ'+'6'8R'%'':̕'2':'U'+u'''O˖'$'5@'-v'X''\''s'0':̘']'.e'8'I͙''1'C'Z'"r' ',',К'='<;'x'''ƛ'<ߛ''8'=R'''ʜ'''$'"<'_'u''A'k'P'8h'''j؞'/C's'q'e'f''''/' '@'$8' ]')~'('ѡ' '& ''2'Z'lt''$',&'$S''x','3ͣ''J!'&l'X'C'0'eK';';'U)'e'1'X'!p'!'!' ֧' '(' A'M'c'{''8'W'A'V'Un'Gĩ'P '_]'N' '' 'YĬ' ',',D'q'&w''%'ݭ''U'R\'S'l'tp''&'# ')D'Dn'G'!'5'1S'^';' '.̲'>':','@'@)'ej'д'' '%"'@H''D'`Ե'>5'it'>޶''ݷ'~'n''&''ɸ''''8'@W' 'D''='N'';'5?'u''Kl'H'I'SK'3''Ӿ'}'%y''' '˿'''"'?'Y't'''';''''='Z'w']['_''3''3' '''''('9'!R' t' ' '%'2'$'3'J'Oi'R'$ '-1'&_'M'W'$,'UQ'l'4'{I'B'0'69'p''j';'KR't':' N'\'0q'7'#'B' A' L'V'\'|''' ''''"'?'Q'i'' '''':''!4'V'2g'#' '''''"':'J' \'$j'!''''''' ' '(':'O'>m'~'+'!'L'+ '\L'T'u't' 'A'YX'x'q+'8';'8'[K']'S'IY'7','4'@='~'%']5'=':'e '#r''By'&''' ')' A'_b'V'I'c'$x'-'+' '''/'F'%_'('''r'+'@'*'>'88'Oq''''"' ' ' '' '' 3'?'[' v'' 'k'D '6O' '''''#''*'C' _' 'O'y'9V''1' 'P'=8'6v' '#''7'-'EF''''='j'Cp'V'p 'z|'' ' '''6'^'xp'''$' 3'A'U'!d''!'!''!'!&'H'!e''E'8Y'I'''|'j['c'I*'6t'8';'8 ';Y'8''$l'G'q'1K' }'''$'$'$ '/1'0a' '' '"'"'','0'4'8'<')@'j''~'''''''' '' '3*' ^' h'0t''x'%':'R' e's''''' ''''3' F'S'g' z''!''' '!'4'H'Y'p'''' ''' ''*'?'W't''"''r'g[''!'H'+C'/o'.'>'4 'B'G'(&(8( R(_(h(q(*w(.(((( (G(9("-("P(s((A(X(M>(A(f(F5(6|(S(:(PB(L(E(e&((((MX(Q(=(6 ( (3k (j (I (RT (W (w (Sw (J (v (h (( (}((&(&( ("("@(c(y(C(W(w+(u((S2(I(B(G(P[((Ow((l_(z(G(4((:(D(~ (a(>(7@(^x((N(8(?(3Z(@(|(L(I(g4(T(E(R7(K(G(M(Ml(w(P2 (A ( ( (c!(9!(W#"(!{"(I"("(Lg#(k#(P $(>q$($(3$(%(%( &(>&(0'(^1'( '('(/(( H((VR((((7)(B)(I*( d*(p*(%*((*(*(*(+(!*+(L+(f+((+(A+(6+(:#,(C^,(i,( -(-(x.( N/(X/(g/(${/(/(/(/(/(/( 0( 0(r,0(x0(s1(+1(1([2(N2(-3(d3(O4(vk4(F4(y)5(R5(b5(Y6(CI7($7({7(U.8()8( 8(8(8(8( 8(D9(K9(T9(d9(v9(9( 9(9(9(Z9(U$:(Qz:(:( ;(;(;(<(A0<(r<(<(2@=(8s=(0=(=(?>(A>(7?(L9?( ?(#?(!?(?(?(@(@(6@(P@(cn@(@@(9A(MA(\lA(,A(A(,B(d4B(YB(B(C( C( C(9C(HC(`C( fC(#qC(C(C(C(}C()fD(D(D(D(&D((E(.E('GE(oE(&E((E(-E(0 F(=F(XF(qF(F(F(2F('F(G(#8G(\G(%tG(0G(0G(G("H(ZW(KX(MaX(QX(EY(aGY([Y(AZ(#GZ(kZ(Z( Z( Z(Z( Z(Z(Z( Z(Z(Z([( [()[( D[( P[([[([(;\((\( \( ]( ;](\](|](.](](&](!^( 2^(S^(%s^(#^(5^(*^(_($=_(b_('_('_(!_(!_(!`(!5`(W`(v`(`(/`(`('`(~a(Pa(-a(`b(`|b(Cb(C!c(ec(&c(#c(4c(7d(=:d(,xd(8d(d(Ad(.>e(/me(se(0f(<Bf(of(Jf(C:g(~g(g(g($g(g(g( h(" h(/h(Nh(eh(*h(h(h(h(i(i(@j(4j(/k(Dk(#Vk(zk(k("k(k( k(k(k((l(-m(7Sm(m(m(m(m($m(n((n(Cn(Yn("qn('n((n(n(n(o(#o(=o(%Ro(xo(o(!o(o(o(o(p(E+p(qp(p(p(p(p(Ep(9q(Nq(bq(Uxq(%q(q(r(!r(L6r(Sr( r(Fr((s(E~(C~(\~(MH(A(?(c(`|(?݀(R(hp(ف((v'(*(*Ƀ( ($(#:(9^(P(D(,.(^[(s(A.(3p(E((\((~(,(YK([(Y(^[(-(c(LL((Jt((IT((s=(S(Q(CW(b(L(K(Bΐ(K(<](G([(>("’(6(6(NS($(Kǔ(j(~(/(˕(9(і(Q(;((R ((^(((W((b(=b((.((/(:)(*d(C( ӛ( ޛ('((+(E(_(w(((( ٜ(:(>(L^(G( ((n( (((1( ( ((("0(S(\(q( (((^ՠ(4( C($P(u((((ҡ( ('( "(/(E(!W(-y(((!Ԣ(!()('B()j( ( ((£(ܣ((2(J(a(((&(9ؤ(&(H9(>(>(<(=(W(q((((*(zG(9¨(b(<_(?(ܩ( ( (V>(i('('(-F(5t(&(Qѫ(1#(]U((W(B(;S(e(;(L1(B~(W(_(Ay( (ɰ((5˱( ($( 4(+U(&( ((β(( (( ( #( /( :( F(Q( e( q( }(( (($(( ((((,(C(Y(*s( (((ʴ( ߴ((( ( ((+(F( M(Z( b(o((( (( (ɵ(ٵ( ( ( ((#(>( U(b(r(((<ö((q((#(3( M(n((?((("(>(Y(&t(8(Թ(( (%(4(S( r(((!ʺ(( ((( D(&e(+(#(-ܻ( (6 ( W(#x(7(#Լ(((3!("U(x(.(Ž(-߽(# (N1((;(&X(0(h(k(k(V(hH(E(u(m('(@(+(N (Eo(7(?(?-(:m(k((,(`L(,(#(@(!?(0a( (5(((1(:M(((0(( ( #(1(;@(|((( ((f( E( Q(](5c(((R($!(5F(|((( (((( ()(/( ((K(PP(J((( ((((H(W(0q(7(B(T(jr(=(>(&Z(J(A(H(WW(@(5(@&(Ig(=(@(E0(Sv('(7(&*(bQ(&(6(P(Sc(^(O(]f(2(?(87(,p(0(-(|(gy(A(?#(Mc((Oc(I((I(+(P(HW(;(a(L>(F(t(LG(b(g(e_(^(D$(;i((f( (c(( (( ((&(('( 6( B(P(o( ~((((L(( ((&( /( ;(I(_(,}((((( (3$(X(q(("(((9(4(D(8T(((( (( (J (W(Ip(T((()( (:(F$(mk((((6&(L](%(7((#(E>(((((<(("6(Y((t((3(2((3$(2X((o(V (+b(0(,(+(U(xn(s(s[(|(kL(6([(AK(](d(.P($(((A(=(HM(y(I(Z(((G$(l(p(Od(3(:((#(ML((n ((YJ(i((T'(|(3(>(7(=@(.~(J( ())4)J)[) t)))0)#))$))3)1]),),))()).))+;)2g),)-)=).3)b)))S&)z)=)?L)?)?)8 )\E)e)e)%n)%)%)1)b )Iu )I ) )U )o ) )L )- ) )M/ )M} )C )1) A) K)U)gf)'))$);)[)t)))%)))P)Oi) ))))3)2:) m)%) )) ))E):)A)X)v) )))) )))))) 8)C)^)~)N))=)7)dO)A)<)/3)wc)5)5)G) ^)h)))n) ").)EG)@)4)O)S))) )96)Tp)#)))6)3J),~)6)I)~,))))!))) #) /) <)H)O)g`)g)A0)br) )))'/)!W)y)X)G)c9)P)B)e1 )^ ). )*%!)BP!);!).!)d!)>c")")")7z#)*#)M#)Z+$)Z$)"$)8%)R=%)C%)%)c%)OM&)G&).&)A')TV')n')U()Up() ()&()()))(6))!_))))E))3))*)98*)?r*)*)%4+),Z+)T+)Y+)<6,)cs,)S,)+-)`-)V.) g.)iu.).).) .) /)4/)5M/)6/)//)B/)-0)`L0)!0) 0)0)/0)41)CS1)Y1) 1)1) 2)62)<2) Q2))]2)2)S3) d3)*3)3)3)3)@4)-E4)'s4)/4)_4)F+5)r5)5)5)5)[5)>>6)i}6)S6)#;8)&_8) 8)8)+8)8)8)8) 9)'9)A9) V9) w9) 9)%9)[9) :)z:)$:)8:)]:) V;) b;););););) ;);)9<)DK<)9<)&<))<)=)>)?)?)E@)?F@)>@)D@)> A)?IA)9A)7A)<A)98B):rB)<B)B)"C)5(C)&^C)5C)&C)1C)'D)8bJ)GJ)J)HK)EL)CKL)(L)*L)\L)Q@M)8M)?M); N)6GN)`~N)7N)PO)'hO)sO)rP)MwP)P)J_Q):Q)GQ)C-R)8qR)6R)5R)NS)GfS)S).FT)9uT)^T)CU)JRU)ZU)JU)OCV)EV)SV)N-W)?|W)tW),1X)A^X)<X)2X)=Y)CNY)2Y)1Y)Y)NZ)[)U/[)6[);[)[)\)4\)L\)d\)0\)&\)#\)]]))^]))]);])%])n^)X^)^)!^)_)2_)$O_)t_)_)T_)U_)>T`)>`)`)d`)Ha) Ma) Za)&{a)a)%a)<a) !b).b)Ab)Pb)_b)sb)'b) b)$b)b)?b).5c)dc)Iyc)c))c)` d)nd) }d)2d)d)'d)+d)-+e)bYe).e)>e):*f),ef):f)*f)$f) g)*g)Jg) ^g) kg)xg) g)g) g)g) g) g)g) g)h) h) $h)/h)R?h)/h)h)%h)5i)[8i)i) i) i)i)i)i)Ri)Rj)bj)3rj)j)j)Tj)V)k)k)k)k)k)k)k),m)2m) Mm)nm)m) m)$m)m)m)m)m)n)"n)?n)Qn)cn)un)Gn)fn)=3o)fqo)o)=p)Op)9q)QUq) q)q)Sws)2s)gs)uft);t)9u):Ru)2u)7u)u)v)w)w) -w)9w)"x) y)y)/y)*?y)jy)zy) y)y)y)y)Iy)+$z)Pz)'gz)Mz)rz)@P{),{)${):{)*|).I|)9x|);|)^|)M})2~)d))k)Qs).ŀ)1)I&) p))!)ł)%ւ)^)E[))3)))9)[9)B)؄)C)0)K)>h);)C)')3<)ap)҆)))) 2)'S) {)))=)*) )=)#S)w))) );ƈ)")%)=4)r)t))9%)L_) )#)^ڊ) 9)C)R)q)L)a)) )<%)b)O)Aҍ)2)%G)m),s),)͎))))y))9)ϐ)))6):)TN)E))$ )%.)#T) x)o)$ )}.)D)))O )tp),)G)Z)}ܖ)Z)7x)*)ۘ)#))":))])().)Uߙ)^5)J)pߚ)rP)xÛ)><){))-)zٜ)T)m))z))<?).|)2)Lޞ)+)1Ɵ))v)-)*3)+^)3)#)7))/)D))~)R)n)$))Ȥ)))/)2I)2|) )-Х))#)4@)%u)))FŦ)/ )S<):)˧)ڧ)))Ш)2) )2)B)r)Ch)_)- )^:)")\)5)O)D) A)"L)"o))")ĭ)߭)))) ) )')D)#Y)}))%)dˮ)C0)t))')) )ǯ) ͯ)ٯ) ) ))))')<)R)%i)))#)߰)"))#)*)0)6)<)B)H)N)T)Z)`)f)n) ) ) ) ) ) )ű)ֱ))) ))4)Q)m)s));)Ӳ) v)?)3ó)))!)&5))\)))%)(ٴ))%)7)L)i)!x)_)) )Y )z)8) ϶)D)D5)Gz)J·)J )OX)J)J)Z>)L)L)E3)Iy)ú)Һ) ֺ))>)0) 9) F) S)`)Q)Y6))))'Ҽ)))H)d)k)) ))z))T)7)4):)1K)0}))0))) ))?)H)Z)s)))))))C)NK)!)&)')S )_)Gz)F)< )WF)=)) )))")@)X)j))))&))')9)Q)bn)$)))))32)@f)7))w)d4)t)9)-H),v)e)c )m))#))')))2)E)Z)n)))K)H)Q)GI)1),))>)&C)@j)Q)d)b))")4)&)),)L)`)~)):)))_) ))Y)8x)/))2)*-)IX)$)F))T)t)Gs))Ff)V)4)Y9)\)?)[0)X)F)V,)I)G)k)4)7)1)A )1b)P)B)5().^)E)4)9)PB)P)8),)6J)%)i)))5Z)Q)L),/)F\)^))~)52)Gh)3)/)A)VV)q)A)Ya)+)b):J)R))5)Z)I)Hh)<)q)!`)j)f)ZT)D)4)))X)C\)0)4)V)@])J))w)|):z)5)*)=)vT)+);)*3)=^)i)4)8;)t)<)A) )1)BO)A))B)C+)Eo)Z)F)CW)!)a)S)as))Rv))4)L)M_)5).)0)+C)Fo)R) )()/G)5w)B)3)D$)7i)7)B)3)9P) )4)c)/0);`)1)))cs)?)>)OV)6));a*=**M*(:*=c*I***4*K*)f*,*c*[!*H}*H*7*YG*f*7*$@*6e*5*6*6 **@*k*7*M*/*DA*+*B*B*78*dp*%*G*9C *r} *x *Si *+ *G *91 *Kk *A *X *LR *4 */ *K *XP *0 * *J *2F*:y*?***'*=*0 *=;*Fy*1*1*.$*dS*6*(*-*^F*:*(*L *KV*a*X*/]*=*L*/*4H*S}*X*M**Ux*/**9*,S*O*/***B+*Vn*R*D*<]*W*u*/h*9*:*5 *(C*>l*,*9*[*On*6*J*7@*x*< *pH*t**.*VY*6*?*2' *=Z *9 *6 *' !*G1!*Xy!*!*!*!*$"*'"*$@"*e"*~"* "* "* "*"*"*'"*#*'#* >#*L#*a#**v#*#*#* #*#*#*$*0'$* X$*dy$* $* $*$*%*%*0/%*`%*#%*("&*1K&*)}&*E&**&*)'*IB'*D'*D'*N(*6e(*"(*(*(*5(*M&)*%t)*%)*+)*')*@**6U**R**J**j*+*+*7,*CQ,*1,*0,*#,*)-*=F-*4-*Q-* .*0.*N.* e.* o.*z.*|.*.*.*.*.* .*.*.* .*.*.* .*.*/*/*(/*8/*A/* J/*V/*f/*j/*|/* /* /*/*/*/* /* /*/*/*/* 0*#0*C0*,V0*0* 0* 0* 0* 0*0* 0* 0* 1* 1*1*/1*N1*g1*m1* 1* 1* 1*1*1* 1* 1* 1*1* 2* 2* %2*02* 62*C2*L2* R2*^2* s2*}2* 2* 2*2* 2*2*2* 2* 2* 2*2*2* 3*3*+3* ;3* E3*$P3*u3* {3*3*3*3* 3*3*+3*4* 4*#4* 24* ?4*J4*S4*[4* j4*%u4* 4*4* 4*4*4*4*-4* &5*+G5*s5*{5*5*5*5*5**5*6*(6*@6* X6*f6*}6*6*6*I6*]7*Ob7*H7*b7*+^8*d8*l8*l\9*l9*$6:*2[:*5:*8:*0;*.=*>B=*=*=*=*+J>*v>*>*E>*>*6e?*q?* @*@* *@*\K@*^@*LA*PTA*'A*A*A*A*B*%B*AB*YB*"tB*#B*B*B*#B*) C*6C*-OC*}C*C*C*C*C*D*VD*vD*>kE*<E*E*GF*LF*'aF*F*F*F*F*"F*%G*U*G*G*H*QH*LI*<hI*>I*I*J*6K*CK*VK*VL*L*"L*?"M*0bM*M* %N*J3N*~N*N* N* N*N* N*N* N* N*N*(O*-/O*M]O*#O*<O*> P*%KP*-qP*MP*/P*,Q*=JQ*MQ*2Q*[ R*[eR*{R*=S*1T*#CT*EgT*LT*T*2U*"JU*lmU*KU*K&V*KrV*BV*9W*;W*NW*cW*wW*=X*FX*HY* KY*MUY*Y*Y*UY* Z*4$Z*"YZ*|Z*Z*7Z*(Z*[*?+[*k[*[*;[*,[*[*\*\*)\*)E\* o\*?\*\*\*\* ]* ]* ]*!*]*L]*j]*^*S^*9_*3:_*,n_*?_*g_*IC`*`*Q9a*1a*Ha*Xb*S_b*b*<b*? c*+Jc*vc*+c**c*Dc*f,d*gd*7d*-3e*mae*Je*@f*<[f*f*7g*6Vg*yg*Uh*U]h*Kh*3h*D3i*.xi*/i*\i*4j*j*Mik*Rk*$ l*/l**Il*]tl*[l*.m*MLm*6m*fm*H8n*n*;n*@n*;o*PKo*wo*%p*:p*1Lp*A~p*Np*Tq*Rdq*Vq*Lr*[r*. s*3Os*4s*0s*s*t*u*]v*5v*$%w*Jw*@iw*8w*;w*(x*%Hx*-nx*%x*-x*Fx*N7y*Cy**y*y*6z*6Fz*6}z*1z*z*K~{*;{*O|*CV|*R|*3|*a!}*}*G~*;d~*A~*^~*>A*i*f*Q*Qр*D#*5h*$*&Á*S*>*ɂ*I܂*V&*<}*J*K*-Q*{*A*.=*?l*2*}߅*m]*ˆ*_e*$Ň*J*H5*H~*?Lj*,*4*C܉*H *,i*z*z*9*bƋ*)*/?*7o*#*oˌ*;*%W*1}*g**M+*4y*4*4*.*.G*&v*$*$*$*$ *1*?*B^**#*7͑**L*<h*I*<*,* 2*@*F*Y*b**&*o*61*Ih** ”* ϔ*ݔ* * **+*1*K* `*j*p* * **4*ە*7*9˖*h*)n*:*=ӗ*F*vX*wϘ*tG*C*8*u9*k*^*Jz*sś*B9**|*F*+*(*C*U*#g**"*ȝ***$*:*/O** *)*F*..*]**z***֟****5*P*&b****Ѡ**$ *2*$G*0l*%*á*6ݡ*'*<*&\**'*"Ƣ** *$*+D*p*M*ޣ*4*/*F*b*!***Ѥ*#*3 *CA*7*W**e**,*r*/0*`*T|*(ѧ*,*~'*G*2*/!*,Q*"~*<*\ީ*{;*I*D*0F*jw**.t*P*R*^G*?*5*/*ML*D*5߮*6*L*"*h*&p*!*:*/*$$*9I*w*>*G:*&*3*!ݲ*H*4H*1}*&*ֳ*<**A*)ŵ*(***>A*9*[*>*IU*<*Yܸ*B6*Dy*B***W***A*۽*w*o*ph*qٿ*hK*d*k*\*D*%'*EM*G*5*A*=S**D3*Px*D*T*Bc*D*L**8*=c*P*R*E*6*m*o* *:*nY**#*)*e&*H*8***C*2*0 *{:**8G*^**%*"*&?* f*r**j* * *;*K*#Z*&~* * * *** ** *= * I*!W*'y****** * 8*Y*x*******:*,X****6**%*@*W*i*]{*G*!!*+C*=o*&*#*~*5w*b*P**a*f**g*J*jC* *=*T *`b*E*H *>R*H**K*)*k*IT*g*!*!(*>J*$**G*b*~*2*%*Z*/H*vx*P*V@*1*?*O *FY*\*+*,)*bV*Z*-*hB*C**D*|S*1***)*9* =*H*N*R*Y*,*/$*2T*2*#*-* **%*8* W*d*"m*"***U* 8*D**W**q*.t*******&*JA*M**s*K*X\*2*(**)/*#Y*}** */*>*'*6*I*c*{***!*** ****E*U*%d** **$*/*!8**Z*H*>* **7*BM*B*B*%*n<*%*W*r)*r*8*DH** *{*R3*D*m*=9*5w*U*B*FF*T*6*V*Ip**S*_)*I**1c+A++`+1+Q+hf+L+N+>k+]+R+T[+`+N+`+@+T+L'+(t++]++k+U +[i +d +X* + +z= +; +D +s9 +, + +G +? +<+IE+S+L+;0+Pl+/+Q+-?+Vm+B+m+#u++<$+a+++T+J+aC+8+L+++$K+Pp+@+&+d)+++lA+M++!+_+9+CB+O+C+s+H+r+yJ+Y+}+i+7 +M> +K +F +!+M!+7!+92"+l"+F#+ J#+JW#+2#+T#+*$+(F$+2o$+9$+3$+B%+8S%+-%+B%+Y%+DW&+H&+&+'+`$'+?'+7'+'+(+ (+%(+5(+D(+U(++e(+(+(+(+(+((+)+$)+)+"K*+3n*+J*+R*+4@++4u++F++A++)3,+|],+3,+L-+8[-+T-+<-+&.+:.+9.+#/+4/+tJ/+/+/+F/+#90+?]0+0+0+0+80+01+C1+>2+X3+Bq3+3+?4+O4+d4+w4+~4+4+'4+4+*4+$ 5+3.5+%b5+%5+65+5+*5+,*6+gW6+ 6+6+H6+I(7+7r7+J7+57+>+8+j8+0y8+ 8+8+-8+/9+(19+'Z9+'9+/9+(9+:+ :+ ):+#7:+[:+%z:+::+(:+;+!;+=;+7\;++;+;+;+ ;+ ;+<+(<+';<+,c<+<+<+<+<+,<+4=+,R=+=+=+ =+ =+=+*>+3>+$N>+s>+>+ >+>+>+&>+,>+?(?+h?+&y?+?+?+(?+?+" @+ ,@+7@+P@+a@+&t@++@+@+6@+.A+8IA+A+A+A+,A+A+"B+*B+=B+VB+oB+#B+B+GB+ C+-%C+SC+fC+,C+"C++C+C+'D+BD+XD+$sD+8D++D+-D++E+DE+2cE+E+E+4E+KE+KDF+F+F+7F+(G+*.G+YG+6nG+G+G+%G+G+.H+ BH+NH+ iH+H+H+H+4H+I+*)I+TI+!fI+%I+-I+I+I+J+6J+QJ+'pJ+J+J+J+J+J+ K+K+:K+YK+wK+K+K+*K+K+- L+:L+ VL+aL+3|L+L+L+L+L+M++M+"AM+.dM+M+M+M+M+M+M+:N+JN+]N+vN+N+$N+"N+$N+*O+AO+XO+rO+O+O+O+#O+O+P+P+;P+[P+0sP+/P+P+P+Q+.Q+9NQ+VQ+Q++Q+R+3R+$KR+'pR+R+R+R+ R+!R+5S+=S+9PS+.S+S+ S+$S+6T+JT+gT+T+T+T+T+T+U+ U+:U+KU+/bU+ U+U+U+U+U+ V+1 V+->V+ lV+4V+ V+V+V+V+ W+,W+CW+(\W+,W+W+W+)W+X+6&X+]X+1oX++X+X+X+"X+Y+2Y+DY+_Y+(uY+&Y+ Y+Y+1Y+0,Z+0]Z+:Z+Z+Z+*[++-[+&Y[+%[+[+$[+*[+*\+8A\+z\+\+\+\+ \+J\+@]+P]+#e]+]+!]+]+.]+ ^+^+#-^+Q^+ d^+r^+#^+^+ ^+^+^+ _+_+7_+$H_+ m_+2w_+_+ _+-_+%_+`+*4`+_`+2`+,`+&`+a+a+$;a+*`a+a+5a+)a+b+"b+3:b+nb+b+b+ b+ b+ b+ b+b+c+c+++c+IWc+!c+&c+)c+ d+5d+*Td+d+.d+,d+!d+e+'2e+Ze+'xe+ e+e+e+ e+)e+ f+%!f+%Gf+&mf+$f+f+%f+ f+g+,g+$Eg+!jg+g+g+g+g+g+g+g+h+-h+#Jh++nh+h+h+9h+h+i+i+&8i+5_i+"i+i+i+i+i+j+-j+%Bj+hj+zj+j+Aj+Dj+)k+Ak+Pk+ck+xk+k+,k+-k+0l+/@l+)pl+'l+l+l+l+%m+,6m++cm+2m+m+m+!m+ n+)n+9n+Bn+Rn+,kn+ n+ n+n+ n+n++n+o+&o+#Fo++jo+o+)o+)o+,p+3p+Op+cp+ xp+ p+p+ p+p+p+!p+p+p+ q+q+ q+(q+$@q+eq+q+q+8q+:q+=6r+tr+r+ r+r+r+r+ s+%s+ @s+Ls+es+,s+s+s+s+%s+t+)'t+Qt+nt+t+t+t+t+ t+)t+u+&*u+6Qu+*u+u+u+ u+u+ v+-%v+Sv+5bv+%v+v+v+v+. w+5:w+)pw+'w+'w+>w+)x+9x+Wx+tx+x+x+x+ x+x+y+y++y+5Ay+wy+-y+y+y+ y+y+. z+-;z+iz+ yz+z+z+$z+z+0z+#&{+:J{+,{+'{+ {+{+{+|+/|+&?|+-f|+|+|+|+-|+}+(}+!G}+7i}+$}+-}+}+~+~+0~+!E~+g~+ ~+~+~+~+~+++.+E+Z+k++++ + ++++.+,N+.{+5+++ + )+J+c++%+ā+*+ +"+A+^+e+u++0+̂+++ +.+K+a+}+++ +ڃ++++++"E+%h++"+ +%΄+ +++"+ ;+ H+U+l+~+ ++"+4օ+ +(+H+b+g+ w+)+,+,چ++ + (+4+K+\+z+&+++߇+1+#-+Q+l+++$+"ވ+7+ 9+Z+#y+!++ى+)+*"+M+#h+++$+݊++(+ >+K+h++"+"Nj+8+M#+=q+7+(++'+>+(Z+%+$+0΍+)+ )+ 3+#=+Ha+D+<+D,+0q+>++$+0+9F+@+%++#+6#+9Z++ +2̑+!+!+7+M+,d++&+֒+8+C.+:r++8̓+I+O+i+E+1ǔ+++#*+%N+t+$+8+(+4+"H+k+0+3+++(+;+.P+&++"+ޗ+ ++C+$W+|+(+.Ø++% +!2+7T+#+)+)ڙ+++'.+V+0v+&+Κ+"++.+$L+q++.+֛++"+)+$?+.d+ +*+&Ȝ+(+(+ A+b+$+++-+++47+l+(++ɞ+ٞ+ߞ+++'"++J+&v+ ++ğ++++!8+!Z+|++++נ+++&+A+J+`+%e+,+I+D+IG++-+Ϣ+3++'8+`+p+ +$++!ϣ++2 + @+K+#]+++++ߤ+++#+A+ S+_+:q+++ͥ+$++#+(9+ b+"m++$+ɦ+ڦ++ +!"+-D+r++&+ȧ+٧++++'+D+#[+ ++++Ԩ+'+ + $+0+@+S+p++++ݩ++ ++ (+!3+U+j++++Ҫ++ + +#+$;+`+%u++!+ګ++"+ ;+H+f+|+++"+!+#+(+H+_+x+(++!ɭ+++"+;+$T+y++++Ȯ++ ++.+A+(X+++-+.++ 1+=+Q+ h+t+}+++++ Ѱ+ ++2+=M+/+ +8Ʊ+!+!+M4+#+O+ +3+P6+K+1ӳ+++;+Z+s++$+Ѵ+++3+H+Z+'r++#+&ֵ++(+D+,Z++#+ʶ+++#+!3+U+q++++۷+++ +.+ A+N+g+y++(+̸+7++<+\+o+!+)+ڹ+(++*6+a+z++,+Ѻ++++++D+&Z++++Ļ+ݻ++$+>9+x++ + ɼ+++'+=+Q+ l+w+*++ɽ+)++!&+ H+8T++@+0+:+ L+3m++ +ƿ+ܿ+-+#+5+"G+j++++++++!+8+ S+t+++,+,+ ++3+L+j+ ++.++ +&+E+,`+++1+++) +9J+'++0++-+&A+6h++#++++&+"D+@g+6+'++.%+T+f+"+,+$+"+%+?+S+c+i+"|+++/+ +6&+5]+C+#+(+)$+N+n+++++3+ +) +(J+!s+#+++'+++#+5+J+_+w++ ++"+%+ + 1+=+ M+ Z+h+ o+7{++6+-+ *+8+Q+ h+%u++ +++ ++"+8+P+ e+ q+|+++(++5+'9+a+,s+++++3+/5+e++"++9+!+4=+#r+ ++++++(+*<+!g++ ++++ ++' +3+O+`+ |+ ++ + +#++ + + %+ 3+>+Y+ r+ +++"+!++&8+'_++&++"+. + 8+$Y+%~++;+$+!+<+W+r+$+ +++++&+8+P+3h++$+ +8+-+!E+g++3+4+++ + L+m++&++ ++ +5+Q+'n+(+++++#+A+a+!v+ ++)+7+;+%Z+#+#+++++0%+(V+(++++++=+T+%f+6+"+!++!+3+G+Y+(k+++++.++4+R+b+ +.+ + +@+1-+_++%+ ++C+?4+t++++)++$+;+S+f++++ ++ + +.)+-X++.++"+*+B+`+w++"++J+6'+^+ t+~++++ ++++*+D+_+ {++!++++%"+H+d+ +++0++"++>+ j+v++++'+-+*+D+%a+ ++++++%+?+Y+s++%+ +-+ +"=+/`+!++++-+,!+N+e+i+*+"+"+++ +$9+%^+&+#+%+#++ + 0+ =+^+z+++ +++ + +;+D+/X+++ + + +*+#+$4+ Y+ d+$+"+ +@+4+O+3k++-+++6+ F+!g++ + ++(+ +'+$?+d+u+++++A+5+9P+.+2+++%+D+ Z+d+"u+*+3+ ++$7+\+ w+++5++1+3+&K+r++++++ ++!+5+&K+r++++ ++'++-+DI+A+(++ +&+":+]+'u+ +0+3+ #+D+!\+~+++++3+:+!W+2y++4++,1,O, l,0,/,1, ,4?,;t,, ,5,0,)O,1y,,,,,*,1,M,,`,,, , ,,, ,,4,N,k,~,,,#, ,(,<,U,r,(,-,(,5,2E,Lx,,,, , 6, B,N,m,!, ,, ,#,,, %,G1,Gy,,',  ,#) ,M ,e , w , ,* , ,, ,$ ,'5 ,+] ,% ,8 ,( ,$ ,"6 ,Y ,k , , , , ,% ,  ,0 ,G , _ , , , , , ,. ,= ,-U ,& , , , ,%,#), M,$[,(,,-,%,,!;,],x,,*,,,,),I,f, ,,%,,6,4,P,d,s,$y,(,(,-,$,$C,h, ,,,,%,),80,i,,",,,,,(,8, N,Z,q,,,",,',+,'C,k,:}, ,,,,,!,9,Q,l,|,,, ,,, , ,,.,?,],p,,,,,,, ,#,<B,,, , ,,.,,:,*Z,%,&,,,, , ,>,R,b,4,",F,,(=,)f,,",&,",",=,!S,)u,", ,,, ,# ,.,&@,g,, ,,,,, ,+,:,#N,r,, , ,#,",,,5,G,0X,$,#,&,&,! ,2B ,#u ,1 ,I ,,!,'B!,j!,"!, !,+!,!,!,#",9",R",h",m",|", ",",",",",#, #,$#,7#,V#,r#,#,#,#,#,#,#,$,$,+$,J$,h$,{$,$,)$,$,$, $,/$,)%,B%,T%,q%,%,&%,%,%,!%,&,!&,:&,S&,c&,y&,&, &,/&,&,&,/&,)-',W',-t',$',',,',(, (,%(,$8(,](,(q(,"(,(,(, (,(,& ),-4),'b),,),-),),),,*,%F*,&l*,&*,*,*, *,+, +,)+, F+,"P+,s+,+,+,+,+,&+,+,&,,<,,+W,,,,,,,,,$,, -,!-, 2-,>-,5U-,-,-,1-, -,-, .,).,8;.,t.,3.,.,.,.,.,/,3/,:/,I/, e/, p/,~/,/,;/,#/,"0, 20,HS0,/0,,0,0,1,*1,<1,7R1,C1, 1,1,2,/2,N2,e2,*2,"2,$2, 2,+3,',3,T3,l3,3,3,3,'3,63,4,!74,%Y4,.4,#4, 4,4,)5,<5,B5, S5,*^5,75,5,5, 5,5,'6,:6,J6, a6,l6, 6,6,6,6,6,%7,+7,6A7,x7,7,7,7, 7,7,8,8,$88,:]8,8,8,)8,!8,9,'9,?9,[9,w9,+9,9,9,9,):,29:,*l:,:,%:,:,:,:,+;,%=;,c;,};,%;,;,+;,!;,<,9<,H<,2`<,<,(<,!<, <,=, =,=,.=, H=,i=,{=,=,=,$=,=, >,>,&>,@>,Z>,&t>,,>,!>,>,?,?,#+?,O?,e?,~?,&?,?,?,?,@, @,7@,J@,4h@,@,E@,4@,4A,EA,ZA,8uA,!A,%A,A, B,B,1B,BB,&JB,qB,B,;B,,B,4 C,5>C,'tC,C,C,C,&C, D,+ D,!LD,nD,D,D,!D,)D,!D, !E,-E,+?E,/kE,3E,E,)E,F,.F,@F,'WF,F,(F,"F,F,F,G,.G,IG,eG, |G,G, G,1G,G,H,H,?H,XH,kH, H,H,1H,-H,!I,9I,QI,)dI,"I,+I,;I,J,8J,!WJ,&yJ,J,J,J, J,&J,&K,S,WcS,S,!S,+S,'%T,VMT,%T,T,+T,*U, >U,HU,YU,iU,&}U,"U,U, U, U,U, U,U,' V,+1V,]V,"uV,!V,2V,V,#W,,W,_,W_,l_,_, _,_, _,_,_,`,*7`,b`,#t`,`, `,`,1`,`,,a,%Da,ja, a,#a,a,a,%a,#b,7b,Ib,^b,qb,"b,b,b,b,b,c,c,0c,Ac, `c,mc,c,&c,c,c,4c,1*d, \d,id,d,+d,d, d, e,''e,5Oe,e,$e,e,Ce,!f,=f,]f,#wf,f, f,f,f,f,g,+g,!>g,2`g,g,#g,(g,g,(h,j,/uj,j,j,j,j,j, k,9k,Vk, lk,xk,k,k,!k,Ak,$/l,7Tl,(l, l,l,+l,*m,+m,8Im,&m,+m,*m,*n,1+n, ]n,in,}n,n,n,,n,;n,/o,Co,.Wo,(o,!o,&o,(o,0!p,0Rp,?p, p,0p,1q,Gq, \q,jq,~q,q,q,q,"q,r,/r,"Br, er,(r,"r,(r,0r,!,s,.Ns,}s,s,3s,s,'s,'$t,%Lt,#rt,t,t,t,t,t,t,%u,'9u,(au,u,u,$u,"u,@ v,%Mv,+sv,v,&v,v,v,w,/w,3Mw,(w,w,w,w,"w,& x, Gx, Sx,_x,x,$x,x,x,;x,#y,'=y, ey,+y,y,!y,y,z,z, ,z,:z,)Mz,#wz,z,"z, z,z,{,3{,Q{,g{,{,{,{,0{,/{,|,'|,+>|, j|,w|,"|,|,|,%|,},$},<}, U},!b},},#}, },},},}, ~,&~,=~,"U~,)x~,1~,~,.~,( ,$I,n,",8,/,,-,D,],v,,,,,,,-,7A,$y,,,́, ܁,,, ,7,T,s,,,1,(,,..,],},",,,σ, , ,, ,$ ,2E,*x,,,˄,,, ,5,M,a,y,, ,<҅,,&*,'Q,y, ,,9,3,3,/N,6~,2,),,),6A,&x,6,ֈ,3,( ,'I,q, ,,,‰,0,1,5D,'z,1,*Ԋ,,, 2,$<,a,~,, ,,ŋ,ˋ, ,,,,$5,Z,t,%,,Ɍ,0݌,#,92,Vl,NÍ,, -,%9, _,4j,.,Ύ, Z,e,#, ,3,,&,* ,7K,2,, ,Ȑ,,,, ,,9,I,Y, i,%t,, ,, ԑ,,, ,+,D,[,w,,,,Ԓ, ,-, +,)7, a,$l,,, ɓ,ד,,, ,', A,3b,!, ,ٔ,,,&,<,U,0r,,•,ڕ,", ,7,-S,0,J,,@,!Y,{,',—,,,,'*,R,(p,,,Ϙ,,!,,:,*V,,,,Ǚ,,,/,;N,,,,Ț,',, ,',$8,], e,&s,,,=˛, ,(%,(N,0w,:,,*,+,"H,!k, ,,%,؝,,,%,5,Q, k,!v,.,Ǟ,$,",*, 9, F, S,`,y,,,,ӟ,,, , %,.0,_,v,!, ,,Ơ,,,,#,'4,$\,%,, ,"ۡ,$,!#,5E, {, ,,0Ӣ,8, =,^,p,&,,ģ,$ܣ,, ,),H,^,(t,,, ʤ,դ,,",&, 7,A,Y,"n, ,7,R֥,7),(a,7,¦,+ܦ,9,#B,0f,(,,!ݧ,(,"(,-K,Ay,=,,!,+8,/d,(,!,!ߩ,',),(A,j,{,7,(Ѫ,,* ,5,%Q,w,',,;Ы,= ,$J, o, ,$,(֬,,,:7,r,,,,ϭ,ޭ,,,",/9,%i,,/,֮,3,-#,Q,$o,,,,!ů,:,",8,/X,,,,*ܰ,,&,#F,j, ,,,ұ,۱,,,,,!0,-R,8,3,,", (,3,O,e, k,v,9{,>,,", ,@,&`,,,,,, ڴ, ,, ,!#,E,#b,`,],"E,3h,),.ƶ,,. ,:,O,"k,,-, ٷ,,_,z,,=&,*d,n,:,!9,W[,,;,eû,e), ,!,,), ,,6,K,*b,,,ɽ,`,,,ڿ, , ,x4,|,*,,&,%,.,,o,r,^6,8,=,& ,R3,=,E, ,O,:k,A,0, ,&, -,:,M,m,,,,&,,",,8+,9d,,2,3,2#,3V,/,,,,B,"-,#P,t,,,,,!,S ,P`,,,,,,'-,/U,,+,,%X,7~,2,$,,",9,B,b,u,, ,,,,,',(.,+W,C,3,+,',H,N,b,t, ,j, ,],)u,I, ,,*,0,,, ,,9,<,Z,_,d,L|,E,K, [,g,%,,,,,,,1,>I,,,,,),%, 5,V,Bv,9,P,LD, ,,#, , ,", ,#$,H, X, e,q,,,,,,,!,>,GX,,Vm,?,w,%|,',%,M,W>,q,,,T5,0,,,,Zt,",$,s,%,",4,# ,&-,"T,+w,-,#,*,) ,%J,1p,6,/,H ,HR,,=3,Zq,,\p,,,/,, n, x,#, ,,,,x,/u,1,I,!,4,HF,,l,<,$O,Ht,',5,>,>Z,",,D,Z,c,v,, , ,!,),3",/V,, ,,,,#,,2,PE,L,',- ,89,Nr,,,,(,P&,w,!,,,,,<,M[,,,,*,),G,e,<,,,.,-$,R,h,l,,,Y,4m,7,,C,S,@6,=w,9,U, E-O-i-z-,-T--$-8-+O- {-!- --$--)2-*\--?-3-U-1k-*-J-A-AU-Q-=-K'-1s-y-V-v---------<-3- -a0-r- - - -*7 -)b -# - - - - - - - -- - I -*j -= -z -RN -Y -F -DB -4 - -:I -6 -8 - -I- P-2^- ---B--@4-;u-P-N-2Q- - - - - - - - - - - - - - - - -(-.-3- J-T-j-~-1---- --#->-1^-I-O- *-K--@-]&---8-N-F@-- !-%B-h-z------0--#-*;-"f-S-- --- !- -- 7-)B-l-u-1---*--.-N-Sh- -s-Q-X- w-*-----# -"1-<T-B--f-ZM- ------ $-0- 4-U-g- n- {- --- --/--.-@-0^- -7--i-x-)i -U -j - T!-Cu!-2!- !-!- "-"-"-"-+#-+>#-j#-p#-#- $-($-E$-X$-t$-$--$-$-@%-<%-W&-Z&-(v&-T&-a'--V(-H(- (-F(-!)- 3)-%?)-2e)-A)-Q)-,*-cD*-*-v*-%+-9+-K+-^+-u+-+-8+-+-"+-,-',-C,-V,-g,-z,-$,-.,-,-#,-@--Y--l--~------------%.-G8.-$.-2.-3.-X /-xe/-/-/-0-`1-1-.2-Z42-42-K2-B3-8S3-.3-:3-3-%4-3:4->n4-#4- 4-4--4-5-05- 75-A5-J5- P5- \5- g5- r5-5-5-5- 5-"5-5- 5- 5-5-5- 6- 6- 6-)6-/6-'B6-j6-p6-6-6-P6-/7-"07-RS7-;7-7- 7-7-8-.8-(M8-v8-~8-8-8-z8-$29-/W9-9-9- 9-9-D9-:- :-:-:-x:-d;-x;-;-;-_;-?!<-Ea<-^<-z=-:=-/=-G=-K4>-[>-;>-.?-TG?-O?-H?-.5@-Ud@-5@-A@-2A-HA-xA-RB-(B-:C-2VC-'C-cC-VD-\lD-aD-@+E-GlE-4E-AE-#+F-7OF-F-F- FG-QG-GeG-JG-JG-|CH-rH-O3I-I-I-I-I-I-J-#J-?J-\J-$|J-J-J-J-J-K-!0K-RK-!pK-mK-(L-R)L-,|L-0L-+L-3M-[:M-7M-JM-cN-]}N-ZN-Z6O-hO-JO-|EP-hP-U+Q-$Q-$Q-(Q-$Q-$R-R>R-tR-gS-EnS-1S-5S-<T-AYT-,T-HT- U-2U-@RU-,U-@U-)V-;+V-6gV-'V-%V-5V-B"W-_eW-"W-3W-nX-dX-:X-[+Y-GY-<Y-P Z-5]Z-Z-Z-Z-Z-Z-![-D)[-n[-,[-[-[-[-[-[-\-S$\-7x\-=\-6\-%]- .]-!;]-]]-Iq]-]-A]- ^-^-0^-CD^->^-2^- ^-_- _--4_-#b_-c_--_-_`- x`- `-`-``-2 a-Q=a-Ja-(a-Lb-dPb-Jb-<c-s=c-)c-xc-ETd-@d-d-Je-Me-K g-Jlg-Xg-h-f/h- h-h-?h-i- i-%i-6i-Hi-Zi-1ti-ji-Fj-zXj-*j-j- k- k- Ak-Nk-.gk-k-k-k-Mk-+#l-jOl-l-Y=m-m-Ym-n-8 n- Yn- fn- pn-|n-n-n-!n-n-$o-:o-Uo-"lo-6o-@o-]p-ep- p-q-q-K0q-|q-q-q-Jq-Jq-RBr-7r-r-r-r-'r-%"s-Hs-gs-Fs-/t- t-dt-2u-Iu-*au-u-u-u-u-u-u-$u-"v-Av-\v-Kqv-*v-!v- w-$w-*w-3w-"Ew- hw-@uw-Mw-Rx-UWx-Fx-rx- gy-ry-{y-:y- y- y-y-z-##z- Gz-Uz-ez-=uz-Vz-P {-W[{-%{-{-Q{-CK|-J|-W|-R2}-M}-?}- ~-!~-9~-*Q~-!|~-!~-~-~-3~-.-G-)d-%-'--@-:-R-r-)- -ʀ--Px-Ƀ--1-#9-k]-dɅ-.-F-Y- l-+y--4-w-rc-6և-R -D`-'-G͈-g-g}-- u- - -<- ׊--- -"- ;-H-a-y- -"--ы---%2-DX----nj-*-R -,s-T- ---- -0- H-T-f-hy-C-O&-Kv--ُ- -'-"-2-[O-(-Ԑ-- -? -RK-m-R -*_-6-D-- --- <- F- P- Z-d-~---"˓---!-9-M-d-'}-- -Ĕ-ה-3-,'-KT-%-*ƕ-\-N-- - -::-7u-,-?ڗ--E7-V}-6Ԙ- -&-T>--C-`-cQ-a-- -,- 2-B<- --&--ʛ-*ٛ-p-bu-b؜-b;-!--!--1 -R-q-/-/- - ---- ğ- - - -"-+- 4-B-S-0g-#-%--- -.,-[- s-'}-,--ҡ-"- #---J-_-w-6-̢-ۢ-8-;#- _-i-- -- -Mƣ-a-Zv-Ѥ->ؤ- - !-+-٥--- -%5-[-:q-/-ܦ----+-1F-x-2-- է-_-\V-- Ҩ- ܨ- ---#->-%[- -"--Gϩ-,-ED-,-C--4-,-8-4P-.-I-G-2F-1y--Jƭ--AԮ-?-V-F-_-/}- --ǰ-۰-- ---!-:2-m-- --s---- Ų- Ѳ-ݲ---d-i-S-B-1ٴ-0 -<-ѵ- -^-&n- -.- ж-.ܶ-Y -de-ʷ- - --- %- 0-=-F- U- b- o-|- - - ---и---- &-1-F- [-i-y-~-- - -- - -ɹ- й-޹- -- - )-7-:-%U-({-K-0-W!-y-/ -3<-dp-qռ-G-Rd- -ý-ҽ--- ---#-2-e"---A- ---*-A-%Z--(-,- --.--C -=O-S--H--F-M-( -BI---S-/-D-W-E]-I- -- -- -(-- -"-6-"T-$w-2--2-,->-,/-N\----*r-f-W- \-i-*|-$-#-- -)$-)N-x------,-K-t-Wh-_-W -x- -K-L-:-C-c-u- --- --- - 2-S-$i---- -- -(-'#-K-Sf-]--4-D-S-i---- *-8-K-i---.-A-7-Q-#c- -!- --B----@-DZ-^-M-JL-=-.-P-CU-a-^-wZ-T-0'-6X-)---!-( -,2-n_-B-H-Z-l-_-Q-nD--FH- ------u--$---)--v*---(- -- -%-;-/Y---$----w-k-Y-O-$1-LV-L-L-`=-c-h-Tk-q-I2-h|-<-J"-'m- ---'---->-.M-|----R-=*-h-g-V-hj- -- - --(&-O-~i-t-]-I-a:-p-X -[f- -- --P-"a-S-U-A.-(p-2--H-*0-E[- -'-!-- -,3-1`--#-6-_-A_-D-R-V9-h---2^-}-;.0K.4|.d.>.PU.t.F..b..1.-.b.Js.J.f .p.+.)./.(.S8.J..$.C.>[.<.4. .J.Gb.N.)./#.S.p.d .Yo .Q .j .J . . . . .Q0 .) . .$ .# . .5 .R .r . .* .? .C.3Z.D... .&.<+.h.!{.-.<..'.C.H]....I.V(.q.. .,....K.UO.g. . .)'.Q.i...".A. '.)3.,].W.W.=:.\x. . ....3.!D.0f.6.... . .D6.9{.K.K.M. ..!.o.(~./.).?.mA..<O. .'.n.D.w.sC..;.X.i. ...#..A.* .6A .x ./ . . . .!.!.E2!.Ex!.2!.!.".".'". A". O". ]".i".1m".".".".T".[+#. #.=#.#. #. $.0$.%?$.Ie$.9$.2$.5%.R%.V%.j%.%.M%.Q%.4&.U&.%1'.RW'.'.'.'.'.(. (.$(.">(.a(.3y(.X(.K).AR).@).).).). ).). *."*. ;*. H*.U*.f*.*.*.*.*.*.*. +.)+. <+. J+.AX+.+.@+.+.k,.[%-.[-.1-.<..$L..*q..S..c..*T/.{/.K/.?G0.70.50.X0.XN1.1.1.,1.91.!42.)V2.2.2.d3.>4.hZ4.4. m5.;y5. 5.5. 5.5.5.56.E6.,^6.6.6.6.6.7.7.67.%V7.|7.7.7.,7.7.8..8.!G8.i8.8.!8.8.8.8.9.39.!P9.:r9.E9.<9.\0:.;:.:.w:.R`;.W;.+ <.+7<.(c<.D<.<.!<.=.%=.' >./2>.-b>.2>.>>..?.1?.D?.c?.}?.?.?.?.$?.@./@.L@.!`@.#@.`@.)A.O1A.7A.DA./A.0.B.>_B.IB.2B.NC.KjC.1C.7C.* E./KE.1{E.,E."E._E.A]F.1F.CF.5G.KG.4_G.@G.CG.(H.$BH.$gH. H.H.H.$H.JH. >I./II.9yI.=I. I.zI.vJ.pJ.\oK._K.,L.L.EpM.PM.@N. HN.TN.sN.%N.N.WN.$O.N>O.O.O.O.O.O.O.P.!P. P.P.Q.$Q.Q.Q.PR.fR.nR.'R.R.bS.(T.!:T.\T.wT.T.4T.7T.U.U. *U.a5U.EU.YU.l7V.>V.0V.)W.2>W.!qW.6W.aW.,X.?X.~WX.X.IfY.bY.5Z.TIZ.MZ.YZ.TF[.2[.?[.@\.KO\.d\.].$].C].T].?^.^.^.S^.SG_.7_.m_.&A`.h`.U`.^`.x:a.a.p`b.c.Wd.ugd.ld.Je.<e.~f.(f.Uf.Pg.=ag.g. Bh.*Nh.hyh.*i. j.j.7j.1Nj.j.j.)j.Wj.a4k.k. &l.$3l.Xl.kl.${l. l.l.l. l. l.zl.`km. m.m.8m.8n.Wn.o.o.(p. .p.:p. Jp. Vp.wp.p.$p..p.pp.WRq. q.0q.Tq.:r.DXr.ur.s.ps.,t..u.u.9qv.Lv.wv.\pw.w.Vx.JHy. y.y.y.$y.y. z.&z.;z.Rz.kz.Bz.ez./,{.\{.{.1|. |.|.}.}.9}.X}.Tt}.K}.q~.~.t&. ..a. %.12.ad.ƀ..D.Z.w....Ђ..=..;.rj.?݃.S.[q.̈́....(.@.\.x.....؅. ..).kG..7ˆ.?.7C.H{.ć. ߇./.1.:L. ..-.U׈. -.8.!K.m.Q.PJ.U.J.R<..G .hh.Oь.W!.y. .G".j.4{..).).$.F:. ... .ď.ُ.*..3.I.^.s.+..ِ.*.#.C.b...."ʑ.3.$!.MF.U..S.Jܓ.$'.L.h.$y...ɔ.ϔ.... ,.I7.W.:ٕ.<.Q./j.`..B.U./n...-ݗ. .).KG.5.ə.ۙ.$.. ..WO.X.../.. .,.5 .C...*.!:. \.}..'.49.1n..&.Uߟ.5.RD..#."ؠ.'.#.8.S.&d..&.5ơ.:.D7.|.J..!..7.P.4f.2.TΣ.A#.Se.>.E.&>.e.P.CG.2.A.9.J:.5..Kۧ.>'.f.(.*.%.Y%.Y.٫.)_.a.0. .<=.Oz.*ʭ..\.+.)C.=m.).?կ.M.%c..>9.*x..1D.lv.<.. .O.Do.9.3.".BB.m.%.!.;.$[...4G.7|..˶.g.gM.D...ĸ.$.%.$+.|P.f͹.,4.<a.9.~غ.W.f.|.o.> .NI.U.1.L ./m.H.<.m#..I.A.P8..a._ .'i.^.=.1..$`.^.J.]/.O._."=.=`.i.+.[4.A.d.57.0m.F.(.-.)<.#f.,.$...&.*.$....HH.^.F.57.mm.Z.f6.e.a.2e.<.:.!.2..C.r..".p.6<.2s.%.?.u . .&..*..w.4.'.@.*,.,W.N.X.,.%B. h.9u.....$..<.k.&..4...1.E.+I. u.... ... .. !. -. 8.D. X.b.w.... ... ./(.X.t....:..3.K.k.~.!.!....9.+U...(.0..).&A.h..!....._H.(.(..n.X.+v.).).2.)..{.O._..5t.p.S.mo.O.N-.|.I.K.K$.p..b.#.8.=X.r.N .FX..u.4."J.4m.@.:.C.!b.T.F.N .Lo.L.N .X.@.K".#n.W...W).].5.M.c./{. .#.=. . '.4... .=&.bd.s.H;.H. . ....).)@.j..$....,.!.'.c.f2.@.".U.&S.&z.B.B. '.2.H.^.n.'.... .!.7.O.k.2.O.&.6+.>b.B.:.:.AZ.3.&.F.k>.m.../i.U.~. n.R.3./J/ /D6/8{/A/S/J/3/VE/%//D/Z!/|//'/ F/2R////>/D / P/ Z/~{////=/Y/Zr/+/5///D/D/ /? /6G /~ / /> />, />k /M / //-,/qZ/v/C/ /u/(L/&u/3/./3/53/4i/r/^/p/'/// /// /*/=/T/o/7/1//" /C./fr/// /m$/A/S/(/xD/^/>/9[/`/Y/P/&/8/cW//V/6./e/1+/-]/I/0/-/F4/.{//`M/l/t/://\/ /|! /B /L /Q.!/5!/U!/_ "/dl"/e"/e7#/k#/P $/RZ$/>$/$/h%/Hi%/8%/%/ &/ "&/-C&/Sq&/M&/''/;'/8'/8(/7I(/8(/7(/X(/dK)/)/")/%)/ */!%*/G*/d*/y*/%*/*/*/*/ */0+/&E+/2l+/U+/m+/Hc,/b,/-/-/4././././ ///////G//-d// ////4////# 0/\10/40/0/8Y1/!1/(1/E1/z#2/ 2/!2/2/2/2/.3/J43/I3/^3/c(4/M4/4/`l5/5/hk6/A6/7/D57/Kz7/E7/G 8/YT8/F8/*8/ 9/9/a:/O;/gn;/1;/F/#&>/'J>/r>/>/>/8>/>/?/H?/?/ ?/ @/@/M"A/pA/wB/FB/~B/[YC/?C/.C/$D/[D/@E/JFE/HE/FE/7!F/_YF/;F//F/C%G/ciG/G/:MH/<H/3H/H/I/y J/SJ/AJ/0K/\K/AGL/L/DM/=M/PN/pN/_N/aWO/{O/`5P/kP/XQ//[Q/gQ/QQ/BER/<R/nR/4S/CS/LT/c`T/cT/j(U/PU/nU/JSV/jV/ W/eW/^X/bnX/wX/ IY/!UY/%wY/%Y/^Y/T"Z/PwZ/,Z/TZ/jJ[/[/[/=[/O'\/Qw\/5\/>\/T>]/d]/8]/?1^/Hq^/R^/ _/_/ <_/]_/u_/&_/!_/N_/A-`/-o`/`/F`/D`/Da/3a/Qb/=lb/b/b/ib/s5c//c/c/ c/ d/d/7d/Td/pd/)d/d/"Ie/-le/ e/e/ e/e/e/e/ f/ 'f/04f/ef/|f/f/Mf/Gf/6Dg/){g/2g/g/ fh/sh/&h/h/h/h/i/i/Y3i//i/8i/ i/tj/%xj/(j/j/#j/ k/'*k/-Rk/!k/(k/1k/k/ l/l/3l/Jl/6cl/!l/l/ l/l/l/m/6m/2Rm/-m/ m/#m/Lm/=.n/Oln/=n/n/ n/ o/!o/5o/Mo/mo/ ~o/o/o/o/ o/o/bo/T@p/p/p/ p/+p/ q/q/&q/.?q/Knq/q/q/q/q/r/#r/3r/Cr/_r/%rr/r/r/r/zs/ %t/,2t/,_t/+t/t/t/ t/t/u/ 5u/:Bu/}u/)u//u/)u/)v/,@v/2mv/v/(v/)v//w//Bw/"rw/:w/#w/#w/#x/]|/>|/-}/K}/Od}/V}/b ~/$n~/~/~/[~/n/://Ph/ /ƀ/ ߀///"/ /#T/Dx/:/*/#/:@/9{/#/:ن/o//$/Fɇ/q//0/Ĉ/&l///É////7./2f/o// /9/Q/ h//// / ͋/ ۋ/ / /'/D/&b//2/ J/ X/ f/Tq/xƍ/?/8V//[/8/D>//D/AJ//(/'Ӑ/// /2$/W/8u/ ///ӑ// // /#/ B/O/%//*9/d/+{/>/:/1!/nS/J”/( /6/I/*h/H/ܕ//U /_/+}/$/Ζ/+֖/+/\./// /ۗ///"/ژ////<$/:a/</Xٙ/82/!k/K/ٚ/2/V/-r/U/@/ 7/C/_/(/#/=/-F/@t//%Ǟ/%//$/'?/g/%/6/ߟ///%*/(P/y//#/Π/// / !/B/%[/(///h١/"B/ce/Wɢ/g!/Y//:h//(=/0f/;/`ӥ/4/9///>/^/y/61/}h/G/(./4W/1/F/D/=J/@/;ɪ//)/6H///(/ϫ//)/ $/E/#[///A/:/6/O/_/u//D/'/// $/1/N/]/t////!B/d/$z//./mְ/@D/'/7/E/1+/V]//ZѲ/5,/pb/Gӳ/F/b/Q0/////1P/F/#ɸ//6|//A:/O|/>̺/p /"|/,/"̻/R/B/5]/P// //'/>/'Z/,//ʽ/Ͻ/^/^K/?//1/C-/ q/ {/I/Ͽ/// /=/']//,/6///,/J/!^////!//) /6/%P/Lv// /#// 0/ /b/-|//+/$//#0/3T/-/&/)///A7/Wy/*/ / //(4/]/ m/y///////)/EC/#//j/../,]/o/r/\m/`/K+/ow//jn/m/DG0000800^0_{0D0W 0Ex0-0`0,M0Bz0L0f 0+q00 00 0-0'0+&0R0i0Z}0b0;0>S0J0 070.0-N00|0*00&0s0(y00200. 0\2 0V 0 0B 0H 0 0 0 0 ! 0"/ 0R 0%m 0$ 0 0$ 0. 0I 0i 0 0 0 0&- 0#T 0x 0 0% 0 0 0 0" 0/0 A0N0^0n00000*0=0T0f0w00.0 0000>/0n0000 0 00 0000?0\0n000 0000Y08]0]0~0-s0G00]02Y0\0a0_K0a0E 0BS0/020l00f0.040X0;T00eQ0C070]30E0M0%0d0 0J'0_r0_0?20Or0G0" 03-0La070D0K+0Nw0E0] 07j 0D 0B 0N*!0Zy!0K!0D "0^e"0K"01#0HB#0X#0y#0.^$0E$0H$0%0D9%07~%0%0q%0]E&01&0:&0Y'0\j'0R'0p(0(0I )0SV)0Y)0*0H#*0il*0`*057+0.m+0<+0*+0D,05I,08,0>,0F,0S>-0R-0V-0E<.0 .0 .09.0@.0>*/0Ui/0Z/0u00{00 10]10o10H^20A20U20-?30Hm30?30m30>d40O40:40/.50^50Nw50/50*50B!60Rd60601<70Mn70W70@807U80X80G80Z.90e90Z90eJ:0n:0n;0];0^;0nK<0<0$=0/=0L>0']>0<>02>0N>0eD?0v?0P!@06r@0E@0)@06A0>PA0EA0LA0:"B0Y]B0]B0tC0%C0(C0-C0@D0'HD0=pD0CD0`D0LSE0;E01E0]F0=lF0NF0[F0AUG0hG0)H00*H01[H0_H0!H0:I0:JI0?I06I01I0>.J0rmJ01J0@K0WSK0kK0!L029L0!lL01L01L0-L0\ M07}M0M0(qN0^N0+N03%O0uYO0?O01P0<AP0b~P0:P0BQ0Q_Q0JQ0FQ0bCR0'R0R0ZR0TFS0ES0YS0M;T0)T0MT03U075U0^mU0U07U0,!V0*NV0eyV08V0/W0HW0Z^W0'W0VW0T8X0YX0ZX06BY0.yY0Y0|Y0#=Z0=aZ0#Z0=Z0<[0->[0/l[0>[0A[0Z\0+x\0#\04\0\0U]0d^0Nk^0F^0=_0#?_0Fc_05_06_0`0r4`0e`0# a01a0(a0Ba07b02Wb04b0b0Pc0+c05c0A3d0 ud0+d0$d0qd01Ye0We0,e0f0!f0 ;f0Gf0%ef01f0f0f0 f0*f0"#g0!Fg0hg0g0g0g0}Bh0h0h0h0qi0 i0i0%i0+i0j0T2j0j0j0#j0+j0Bk0Zk0sk0k0k0Xk0l0!,l0Nl0%il0l0ul0$m0'8m0T`m0?m0m0=n0 n0n0Ceo06o0Bo02#p0?Vp0ep0Ap0K>q03q0Lq0 r0r0br0 Is0Vs0.ms0s0s0s0s0t0&t08t0Vt0*mt0t0t0*t0!t0%u0#7u0#[u0u0&u0u0[^v0Hv0.w0a2w07w0+w07w0>0x0$ox0x0=x08x0&y05y06y0*z0'Az0*iz0*z01z0=z0S/{0\{0{0Em|0>|0&|01}0K}0Z}0z}0}0}0}0&}0+}0! ~0B~0*^~0K~0+~0-0/0>0S0e0w00 060 0 0#060O0b0s0000ހ00# 000H0`0?p00%΁0J0x?0#0C܂0@ 0Ca040oڃ0VJ0,0!΄0 0 0 00 070 J0 X0 b0 n0 0 0000Ѕ0000 0 ,0M0_0 o0|00 000ˆ0݆00 00"0 (030 60 B0L0e0l0 r0 |0 0 0 00ȇ0 ߇00000-60d0V01؈0 0_*0'010A0U&0"|0:0aڊ0J<0A0#ɋ0F0G40C|0Y0?0IZ00"0=ۍ00+0%?0 e0600َ00.0-G04u0&0)я0050?N0080V0t0#0*00͒08070 S0`0#r0 0*0#0$0+0E0a0)}00Ĕ0ܔ0)0."0Q0c0&u000 ϕ0ٕ000120&d0(0"0 ז0 00 050O0R`0P0%0/*0Z0 n000%0'0!000AF0d000702U00$0A0>›0U05W0.0&0X0<0[00020IĞ0=0OL0L0.0A0#Z0J~0nɠ0680o0*050505%07[0D0Eآ0D0Cc0E0D0C20Dv0[0[0Bs0[0B0OU0M0L0L@0L07ڧ0A0KT00)0RG0N0*010-F0t00"0a=00F000w50X0A0CH070hĭ0l-0E0:00-0A0bV060%0a0Cx0<0x0Cr0U08 0*E0Vp0fDz0p.0!0B0070v&010hϵ080Y¶0R0Zo0ʷ0(j0\0?0t00C0u0A_0B0R070O04l0V0H0pA0G06010FP00?08X0R0s0lX01ſ0g03_0W0/020JN0F000X0dj0n04>03s020<00H 0\S0?0;0b,0T0\06A06x0[0 00+v0#0N0W0Am0*0U0d00H0030h0L'0@t0&0J0c'0j0e0K\0X0R0=T030c05*0-`0q0v0w0(0?80xx00|0X-0I0y0OJ0D0[0h;00,0'J0<r0H0D0.=0>l0"00[O00<0-0{,0p0/0YI00T'0C|050X0hO0\0E0>[0W00B00 t0#080+09 03D04x0N0e0eb0^0*'0R0A0s000.0?0600Bg0A0)090(P0y00,0#0&0H.0hw040o0f060)#0GM0Y0B0H20{0P 0*\0(0%0000 0$0:0pS00000020"O0<r00000*020F09a0010'00 0&0F0Cb0"0 000'0,0C05a0)0,0)0000G0X0"q0000,002,0_0~0%0&0&00,0!J0l0 00&030500R000#0#01060-O0}0@0"?0Fb0 0+0(0 0 0%0 D0P0i0&0$000 0'%0 M0$n0 0000#00.0AG0*06040c 0 0m0`0_0Gr0&0'0A 0]K001080O30 0Y00 1%1:1X1l11D113101F111 #1#01#T1`x1111#1C1Ha1 11 1$1111C1X1*k11(1+1>1D@1E1111# 1(/1'X111 1#1121101"J1Hm1j1E!1 g1 r1~1?E 1 1) 1G 1? 1O 1Yj 1 1 1= 1P? 1 1" 1 1" 1b 17a 1 1 1 1* 17 1Q 14q 14 1 1. 1"1251h1717151l'11<111!"1>D171811 1(1=1)V15111E1;51*q1'1/181-1FI11&1:1 1)&1P10h1!111518'1+`1+111%1#1G=1K1#1+1#!1E1e1x1:1111*1J1b16z1111I1UE11114111E1&^11$111.1(1#H1%l1511!1151$K14p1!111161%U1C{1)141191S1Ke11#11 1"1.?1n12111'1; 1OP 1> 1 1 17!1I!15d!1!1+!1!1#!1""16A"1x"14"1"1"1"13#1F<#1+#1"#1&#11#1-+$14Y$1&$19$1$1! %1%.%1T%1k%1 %1%1%1'%1&1+&1E&1d&1=v&19&1<&1+'1>'1 ^'1"'1'1Q'1'(1Q6(1(1(1(14(1*)1?)1)_)1))10)1)1*1-*1K*1g*1*1*13*1*17*1#6+1Z+1&t+1+1 +1+1+1 ,1#,1(B,1.k,1X,1z,1^n-1-1-14-1-.17H.1.1.1#.1..1! /1+/1!H/1.j/1!/1'/1p/1#T01@x0101$01u01s111111111111421521S21o2162121>21>31>V31P31>31h%41J41M41['5151661P61461:71JQ71971471M 81<Y8181D91f91.H:1w:10:1S+;1Z;1%;1Z<1G[<11<1t<1<J=1(=1=1\=1[&>1T>1W>1-/?14]?15?1+?1'?1@18@1N@1Gk@1@15:A1)pA1A14B1\PB14B1>B1\!C1:~C1SC1C D1'QD1#yD11D13D1cE1.gE1@E1E1;E1"0F1USF1=F1F1XG1/`G1=G1/G1HG1MGH10H1+H1 H17I11KI1o}I14I1@"J1cJ1'J1LJ1.J1$K1(BK1DkK1GK1=K146L16kL1>L1BL1s$M1M1"M13M1" N1,N12?N1rN1B+O16nO1,O1LO1dP11P1/P18P10Q1@PQ1fQ1Q11R1MCR1R1QR1R1%S1/S1'S12T1t6T1T1:T1QU1AUU1MU1`U1@FV1?V1PV1W1BW1W1RX10X1IY15aY1Y1!Y1Y12Y1;)Z18eZ1ZZ1$Z1[1I[15 \1@A\1G\1:\1/]145]1=j]1L]1\]1R^1ok^12^17_1%F_1Kl_1_1#_1L_1,B`10o`1V`1L`1eDa1 a1a1ka1 Hb1-ib1b1C1c1Duc1c1kc1!>d1'`d14d1-d13d1-e1-Me14{e1=e1<e1,+f1;Xf1Cf1@f1?g1-Yg12g1/g1"g1+ h1>9h13xh1=h1<h1$'i1;Li1:i1i1i1j1P#j1\tj1Vj1\(k1dk1~k1Oil1]l1m1Mm1Zm1,In1Avn19n1Hn18;o18to15o1Mo181p19jp1<p1,p1Wq1fq1Aq131r1Cer14r1Er1E$s1=js1,s1es13;t13ot1?t1t1~u1(u1Zu16v1QUv1.v1;v1Gw1CZw1!w1_w1d x12x1x1x1=wy1Ty1% z1&0z1AWz1Tz1'z1{1){1<G{11{1*{1{1{1|1+|1I|1f|1||1|1V|1A}1<Q}1W}1}1Aw~1F~1b1c1K12D1Rw1pʀ1];111Á1܁1P1E1X1r1{111̂1t܂1Q1 c1p1!111 ̃1ك1 ރ11F 1P1j111+16161O1>m1C1)1121 A1 L1X1_1q1l11 1(1yև1nP1o1/1111u1 1"1t1 -1:1N1f1111sˍ1;?1m{1G1U11r11/1B1T1 f1j1,1H1&h1101"ܑ11:1QX111'ܒ1=1nB1%1ד1ߔ1%1X1`1Je1:111$1 1 11 ܗ11 1 11$151 N1 [1h1~1"1#1%1 1#151N1i11#11ϙ111$11>1Yp1$ʚ1%111 )151 E1 R1]1o11 1 11ț1:ޛ101;J1%118Ȝ1G1LI1#1p1M+1xy1N1A111Y 1g111111֡111(1?1P1a1r1W1]1(G1Hp1Y1o1E1eɥ1'/16W121X1N1Ki1K11O1Wj1+¨1,111W 1-x1-15Ԫ1C 1!N1vp1J1 21B<1H1Xȭ1c!11yC11!Ͱ1d1T1E1`1p1"181 1M1;1>1V1u1111ʳ1߳11 141 G1(T1}1 11ʴ1La1Y1@13I1~}1J1jG1,19߷1&1q@1u1f(1 111˹1 ӹ1&޹11"1;1T1(m1O11111/1a1Yy18ӻ1> 1;K1=1,ż1%121K1Z1s1#11 Ͻ1۽1.1K&1.r171 پ1111 1 1-17>15v191111 181!?1a1u 11111 1F15 1yV11 11 1L1e1 k1 y11$181 1,1*+11V1+1-1}1+`1 1111 111% 1F1a1r11371k11 1$111121G1]1v1!1111'1 1;1O1c1w111c181#1G16@1w1141;1h1%121211F)1p11l1n1^1W1810Q10101>1@#16d11Y1'19811r1H1-1a1=}1Q1K 1LY1@1C1Z+1111X1Wv111 1 11/1,G1t1F1V1'1>1)S1%}1Q111; 1&\1 1A1S1R$15w111311+1B1Z1#u11%11$110.1_1o111#1151+16I101_1A1,S1 11)&1SP1E1h1)S1"}111)1b1x_1o1&H1Jo1?1L1DG1h1_1IU11>@1K1W1a#1@1+1P1C1 S1't111&1'1u1(11A1$191-U1 1)131#10&1W1!s1(151-1'"1_J121'11/ 17P1$11211c1 11151 O1Y1t11111M19+1e1t1P11 1 1 1 1 1#?1+c1111"111"1,61>c1 11.111 1%1?1]1 o1 {1 1"1-11P14R11&1-11>1N1_^1V1^1gt1X1~511-111),1'V1~1112111/91i1{1x1Zt1Z1|*1J1J1<=1Hz1'1C1I/1>y1{1x41l1p1}1C 1PM1B2d2IF22122 22 22 2!2;2 T2a2u222212t2+k2+2"2-2$2K922 2 222 2&22'2@2X2 l2222222 2 2)2>2-\22Q222 2` 2P 2Z 2u 2 2- 2; 2 2 " 2(C 2Nl 2 2; 2 2B22D2<2 @2K2T2,o2242$2+2+?2k22=2$22(2<2\2#u22"2/2)2?/22o22j2",2&O21v2*2)2;2792-q2K2m2 Y2%e22=22!2282WQ2c2+ 2<92v2P2222.2H2\2t2"2222122%2.222N2B2Q72f2|2m2Z2M222BX 2 2~"!2!27#"2>["2'"2"2#2L$2S$2ND%2(%2[%2&2q&2s'2J'2'2oe(2r(2EH)2e)2s)2fh*2f*2X6+2i+2X+2R,2?,2a.-27-27-2H.2XI.2(.28.2//2F4/2{/2-02p02L,12Vy12 12121222&22(?22*h22*2222*22"32:*32,e32,32@32 42 42(42>42V42n424242*42j42E526[52Y52Q52!>62`62 62626236262 7272272I72~a72727282828282K82 992F92 ]92(h929292!929292:28:2P:2m:2:2&:2S:20;2P;2 k;2 w;2 ;2;2-;2;2<2 <2 =2=2(=27=2!J=2)l=2=2=2=2=2=2=2 >2.>2 @>2NL>22>2\>2R+?2}~?2]?2GZ@2}@2K A2clA2^A2:/B2jB2TC2XdC2C2TC2>)D2MhD2kD2@"E2_cE29E2RE2DPF2CF2PF2P*G2R{G2xG2BGH2zH2#I25)I2I_I2WI2jJ2IlJ2OJ2QK2TXK2EK2JK25>L24tL2$L2L2L2zM2N2 N2N2N2 N2 N2O2#O2*AO2lO2dO2gO2SP2cP2zP2WP2 P2P2Q2 Q2$?Q2dQ2vQ2Q2*Q2 Q2Q2(Q2R29R2'RR2zR2AR2R2ncS2hS2;T2+MT2yT2T2T2T2T2T2T2U2+U2?U2WU2oU2U2U2U2U2U2U2V2V22V2LV2%aV2V2W2#0W2TW2hW2qW2W2W2#W2W2W2X2X21X2!FX2hX2X2X2X2VX2]1Y2%Y2&Y2Y2Y2Z2/Z2IZ2aZ2zZ2Z2Z2Z2Z2 Z2[2 [2%?[2e[2y[2[2 [2[25[2 \2 \2%"\2H\2b\2}\2\2)\2\2\2]2"]2:]2>M]2+]2N]2^2^2'<^2d^2|^2^2^2,^2^2_2-_2"F_2i_2$_2_2F_2; `2/E`2*u`2``2Ya2[a2N b2Zb2'6c2!^c2+d2d2B2e2*ue2e2e2|?f2tf211g23cg2g2g2Bg2 h2h2.h2"Eh2@hh2,h2h2-i2-i2/i2+j2 =j2Kj2 bj2Kj2$j2^j2%Sk2yk2l2l2l2 l2Ml2 &m2 2m2@m2Tm21lm2m2m2 m2m2m2m2n2n2))n2Sn2'mn2n2 n2n2(n2n20o276o2Tno26o2,o2'p2xCp2p2p2p2 q2q2#q2?q2U]q2q2q2q2q2q2r2(r2 Dr2CPr2r2)r2r2 r2's2-s2$?s23ds2s2s2Vs2 t2-t2Uћ292,J2bw2Hڜ2#232h2 #2.25D2Iz25Ğ2'2"2T2T2Oe2 2 à2͠2221 2(;2 d2 222)͡22 2%2C20c202 Ţ222262 K2W2i22(2ʣ2;2!#2 E2O2yh2w2Z2aa2å2 L2 X2d22v2 2 22֦2ߦ22222422#2 2'2<2V24i2]2/2,2+H29t2 2224թ2 2 2 (262I2 [2 g2r2222Ъ2)2g2>w2Q2J28S2"2a2-2/?2]o2 ͭ2ح2222.2N2a2*w22026H2*222ͯ2n2'2!2!ذ2)2#$2.H2w2G2|ϱ2L2_2~2 22 ʲ2(22+42)`2(22#г2/2$22 2#2 52QA2+2&2f2M2R-22 22+÷2 2.2@+2$l2/2 2 2P2>2N¹22.2K2R2 d2 o2|2 2 22"û2!22 2%12!W2y292)м2R2 M2 Z2e2#|212kҽ2>2xV2wϾ2G2_2 y2 2222ؿ22 2%#2I2[2{2$2V2,2=2&\22!22$222-2A2a2329292Z'2T2>2'2>>2A}2/2W2#G2k2222TC2/2[2$22S$26x2x2|(2222-2 2/'2W2 s2.22 2)222M4272G2R2,U2I212x29w252 2 2 22>2]2 |2222222Q2{i2j2RP2&2;2q2^x2:262UI2%222 222>2 2$2=2M2]2m2-222N2220P2221222!2G2=2#?2jc282b2j222212D2^2r22222 222/2G2f22*2h252kT22_2`%2U2 2 2 2 2 2 2292&R2%y2222'222/2;52=q222222V2lm2 22222X2.u224+2G`2I2:2-2^2S2s22222 22s 2l282=%2c222!2222M2l22 E2Q2e22&2222( 242(J2s232202O2^2}2!2222 2#2;2IO2*22%2?2B2+a212?2242HL2$2322?2D2D`2:2>2^27~2(2T2G42|22=2=2[6242C2u 22202)202 @2nL2V22"2%?2e2x2 2 222'22220K2!|2Q2A2 22?2$W2|2+2B2I2<'2Ad2 22 2222;2 2*2 ,292Q2M`2L2L2H25_2 2 22 22 222222 "2.2D2H2 L2V2g2w22222222,2A2[25z292222'2;2!Q2s2 222222/272!M2-o2/22+2c2#s2:2/2=3`@3P3K3>3!U3iw3c3E3e3(x3133$33J235}3R383W?3O33K3H3b3 y3 333 3 3 3 3 33333383 J3W3 i3 u333 33 3#33(30%3,V33"3&33 3&3#>3b3!3%333&3 3(; 3d 3 | 3) 3 3 3$ 3 307 3Oh 3 3' 3$ 3 3#2 3V 3h 3# 3' 3( 3" 3) 3 D 3;e 3) 39 3H 3N 3M 3&*37Q3&3#3#3@393^Q333T3@73Dx3Z33V/3(3#3(3>3);3e3}3 33)3+3 33;3303>3u3I3363. 3:;37v33}3*33Q3%n3O33&z3L3735& 3*\ 3; 3* 3; 3F*!3kq!3!3^"3Y/#3#3MI$3i$3E%3\G%3k%33&3vD&3A&3V&3ET'3E'38'3A(3F[(3b(3-)33)3D)3w0*3*3BA+3H+3B+3d,35u,34,32,3-32-30R-3-3!j.3.3E8/3~/303l 03203<03T03rR13%13n13hZ23233343FE53053v53U463063.63.63673P734c73j73;83??83;83683=83F093Ew93@93-93),:34V:3;:3?:3^;3Nf;3S;3: <3D<3<3K=3>3u>3a?3Ls?3(?3X?3GB@3@3i@3A3[A3A3RB36C3DKC3C3tD3;D3gD3X)E3?E3F3XF3H3G3k|G3G3/H3f6H3EH3wH3S[I3RI3J3J3QK3odK3OK3m$L3WL3fL3BQM34M37M3YN3[N3JO32LO34O3O3EP3P3OQ3 R38R36R3:S3C@S3HS3eS3`3T3>T3MT3U!U3YwU3WU3L)V3&vV3+V3RV3W3*W3X3EX34X3Y3_Y3F+Z3FrZ37Z3SZ3ME[3K[3+[3j \3~v\3K\39A]3%{]39]3]34g^3=^35^39_3fJ_3"_3_33_3"`3I@`39`34`34`38.a3ga3a3ma3e b30qb3b3Hc3FXe3he3f3gf3;]g3.g3g3 Jh3kh3;h3Jh3'i3 8i3Dj3Vk3C^l3,l3l3m3Cm3,n3@q3r3rr3Fr3Cs3^s3:s3:*t3%et37t3Ot3/u3)Cu38mu35u30u3T v31bv39v3*v3mv3Ngw32w3@x39*y3jdy3my3(=z3fz3`z39G{3b{3{3,|30|3@|3H=}3E}3}3V~3;~37'3_3:383kU33`J3(3Aԁ3:3,Q3>~3:3393;̓3l 3Rv3dɄ3*.3Y3Eۅ39!3[3 d3p3$3330Њ3?3JA33 33<ȏ3j3*p333Kb33YQ3T3;3s<3_334/3@d3I3T3QD3R3T3D>333F3P31E3w3Y3_3ct32ؚ3E 35Q3337363;*3>f3A3;3?#35c33-3؝333(33|P3,͠3W3gR3\3[3Ds3^3373wM3@ţ333 :39[363/̤3C3R@333C3S 3^33D3T3iߨ3SI3!33/ݩ3 3M-3={3G3K3=M3J3 ֬3?3P!3yr3H3853]n3,̮343.333-Y383;3A3g>3u3r3w33l3343(е333-3#36۶3=3=P303+3+33]߸3+=3@i33P3Q34333J3/3313<:36w33"/3HR303T31!3@S3Z3'3K3c3<3#3453Aj33-33'3n 3x3E3:F3y33~3,=3@j3k333J3:3: 38G3F3F3,3g;3533a3KZ3D3T3@3:^3|313.H36w3a3O3U`33_=3<3383A3333&g3W393% 3F3KW33EB33?-3_m33G3'33393W3>03+o3w3N3pb3G3O3Ok3O3+ 3.73Uf3+3Y3B3;3313)e3G3w3O3Bh3l3538N3@3A3 3z3Aa3\3<3;=3:y3$3,3s31z343+3 3n3I33B3B3&H3Fo3_3333r3j3h3>3EP3.3&33335)3`_3<3d3b33;3=;32y3333cf33GL3`3b3dX3r3r03h3J 3JW3P3S3SG33F$3]k3^3(3t3L33J3G3(4!<4$^4o44q4F4:A4S|4 4B4;44Kp4;44 434"44$ 43.4,b4#4'4+424,:4g4+4+44(4%4&E4l4044$4414$K4-p484E4> 4+\ 4( 41 4< 4C 4Cd 42 47 4- 4TA 40 42 46 471 4>i 4H 46 4)( 4/R 43 4) 40 4<4/N4=~4A4N4\M4 44b4@!4Hb4:4<4#4>@4J4z4@E4<444 44 44:4O4h44444444&'4;N4P44n46_4,4F45 4"@4=c424[4#04T4Cj4444 44444c 4Dm44K4R4zh4.44{44J4N4Y4(44W4X4z> 4i!4D#"4sh"4s"4fP#4#4)U$4-$4O$42$410%4b%4&4: '4?D'4'4s4(4=(4m(4T)4*48*4h*4HY+4N+4R+4<D,4U,4F,4r-4h-4-4L.4.4Wn/4l/4_30404614CO1414R>24Q24124f342|34E34)34 44 ,44944Q44Za44 44M44Y54Kn54E54I64J6464!7474k8494(94`94F:4`e:4:4!:4:44 ;4?;4G;4Z;4l;4};4 ;4;4;4;4;4;4 <4L<4k<4s<4<4'<4 <4<4<4 =4=4(*=4?S=4V=4=4=4 =4 >4>4>4->4H>4 Z>4g>44>4>4>4>4>4?4,?4H?4c?4z?4?4(?4#?4W?4ER@4m@4mA4ItA4sB4/2C4#bC44C4C4D4AE4QE4=F4*F4QF4fBG4\G44H49;H4@uH4 H4H4H4H4I4I4&I4?I4 OI4pI4I4%I4+I4/I4O"J4QrJ4J4%J4 K4K4(#K4LK4(`K4K4 K4 K4 K4K4K4K4qL4CM4v`M4 M4,M4N4N4"5N4XN4qN4N4N4N4N4$N4O4O4!9O4 [O4hO4$~O4)O4 O4O4O4O4O4O4P4P4.P4!4P4VP4*hP4 P4P4P4P4P4Q4$Q47Q4HQ4[Q4nQ4Q4Q4Q4Q4Q4Q4 R4R4/R4ER4XR4kR4R4R4R4 R4R4]S4%S4 U4&U45U4 >U4JU4 bU4nU4gU4WU4GV4$^V4V4V4 V4qV4AW4/_W4$W4W4W4W4W4/X4@X4*TX4X4"X4$X4FX4c&Y4IY48Y48 Z49FZ4(Z4[Z4/[4%5[4G[[4e[4{ \4a\4A\4)]4qG]4*]4]4R^4&S^4-z^4M^4=^44_4Y_4`4\`4]`4^Wa44a4<a4=(b4/fb4:b41b4<c4N@c43c4*c4?c4'.d4;Vd4[d49d4A(e45je4Ee42e4,f4*Ff4_qf4(f4%f4? g4C`g4+g44g4Ph4Vh4Auh4h4.h4i4c!i4Bi4Di4: j4Hj4j4&k4Lk4Jk4Jl4ASl4l4am4 vm4"m4)m4 m4m4* n47n4 =n4kIn47n4~n4(lo4o4 5p4@p4Vp4sp4 p4p4p4p4,p4!q4!Aq4Ncq4q47[r4r4$r49r4%s4 )s44s4 s4&s4t41t4Mt41_t4t4 t4 t4t4t4t4:t4.u4@u4Tu4ju4~u4)u4'u4u4Ev4BFv4Ev4Bv4Ew4BXw4w4-w4*w4 x4x40x4&Lx4,sx4!x44x4%x4%y4Cy4 y4 y4y4*z4)-z4Wz4;jz4%z4z4Yz4C8{4=|{4{4&{4*{4|4$|494|4 n|4|4F|4.|4 }41}49}4 P}4E[}4}4}4}4}4}4~4+~4C~42S~43~4~4~4b~4J4Uj4@4T4cV4?4+4N&4Xu4M΁4W42t4.4Bւ4A4/[4343424 &424hN4V44,4F4"f4 4444օ4&4&4A4 ]4h444%4%4'4<.4k4(|44 4Ç4݇404-4,M40z4)4Ո4$c4/4n4G'43o4a4i4/o4(42ȋ454f144E4C4Y44}4; 4MH4-4EĐ4> 4@I474‘4)x4=4(4 44*34^4p4444͓444-4A4%S4!y444є444 494.Q4A4<•44`4Qz4}̖4BJ44.4cΗ4X24.4Y464OK4J4R4o94>4W4 @4 M4Y4r4c4X4YG4-4BϜ44 /4E;4T4p֝4hG44J44404@4`4!p44 4!͠44 4)"4L4^4Mp4447V4j4u4co4\Ӥ4304/d4A4֥4*44:46N4424"ئ44 4,4F4X4p4444ߧ4#4"4 94E4\_4w4 44A4S4f44454*44T,44 4(4 Ϊ44a 4o4f4`44d4N4V4e4O4X!4 z4 4444 ϰ4۰4 444%4 C4M44 |4444̲4#4< 4eJ4.4߳44 44-4G4f4"}4r4W42k4Z44` 4k4n4&44¶4Ѷ4ض4t4b4W4Eq4I4_4Ta484&4*4iA4_4A 4ZM44M4b4\j4ǽ4f4L4R4bd4ǿ4E4>4@ 4OJ4J414G46_4y4(4v94g4H4Aa464V40144b4V4s4fb4s4r=4V464L>4a4v4Wd4D4P4BR4 4494"44F+4Or4<4b4b4.X4474e4C444Ps4U4h4 44 464S4F4f4"4 4%4 44N4OG44;4[4Ly44 44 4I 4j4%y46464F 4aT4)4X4 94F4b4y4424434I&4p4 4,4,4444 48 41Y4&4-44 4]4v4(4/44=41:4,l4I4$4:49C44}44_z4M4G(4.p44#44K4$94"^424!4$4:464U47h474A44&54\44474"W4z444y4:H4:4/4L4C;4+444r4S4f4'w4*4s4">4Ua484S4D4c4'444.4$4A34u4>4+4>4B=4404O4F 4g4 4I44 44B4>4G4 O4 \4i4&444+4444]4b4d4f4h4j4l4444444 44 4 4 4 4 4 '4 34 ?4 K4 W4 c4 o4{444444444444444444 44444 4$4(4,4043474;4?4C4G4J4M4P4S4V4Y4 \4h4q4s4444444444444 44 4 4 4 '44464F4V4 i4 w4444444444,4 H4T4V4 _4 j4 v4 4 4 4 4 4 4 4 4 4 4 4 4 4$4@4 \4g4 y444 4 4#4"4 4464M4$d4#4,4+4 44%474 I4 U4 a4 m4 y4 4 4 4 4 4 4 4 4 4 44 444 4 (434 B4O4T4[4]4_4f4 m4x4 44 444 444(4 ,484X4w4y4}4"4!4444#4*>4+i44*44 4444 44 !4,4.4D4W4k4|44444444444444g4AD4I44S{4Q4!4e*4F4H4" 4C4T44w4@5LU5]5B5*C50n5#555555 5 '515!N5p5 555 5555;5:P5 5 555555&5(5 95F5Y5j5{555555!55.575 H5U5q555P525$'5<L5R5'5.5635?j5$55;595KW525Q5F( 5,o 5" 5 5 5 5 5 5 57 5-E 5_s 5, 5\ 5] 5} 5 5QV 5& 5 5u 5=V5s5;5'D5el5R5^%5@5I5]5;m5S5,5o*5>5%5z5Tz5T5C$51h5+5*525#$5OH5O5E5H.5'w55,5B5I 54T5)5?5525kF5E5&5/53O5.5,5,5C 5_P55BF555-5G5455\j5\5w$55.525)5KE5I565- 5<@ 5<} 5 5 5~ 5s!5!!5"5"5T#5$5$52$5 E$5S$53p$5)$5$5t$5#X%5 |%5%5 %5%5 %5 %5 &5)&5@&5"V&5(y&5&5&5O&5!#'5>E'5'5&&(5;M(5(5Y(5a)5c)5)5K*5Mg*5P*5u+5|+5+5#+5(+5+5-,5I,5X,5r,5,5,5,5:,5-51/-5Fa-5*-5 -5-5 -5 .5_.5Pr.5\.5F 05Kg0505c15'1525%425 Z25[{25"25!25X35u35x35 45 45 "45 -45 745C45Y45h4545 45 45454545 45 4555 55 55(55 955D55 c55 o55|55 55555555 5555 65 65 65 %65365P654m65 6565 656565#65 75 75 "75 075<75)Y7575 7575 7575 75 75858585-85E85$]8585Wa95\95U:5El:5N:5X;5Z;5 i;5:t;5 ;5';5 ;5$<5]*<5*<55<51<5/=5^K=5X=5>5#!>5ZE>5>5 >5L>5G!?5Ki?5?5ZK@5O@5@5 zA5!A5xA5& B5QGB50B5B5[YC5EC5C5.D5ND59E5]UE5 E5E5E59E5_$F5 F51F5F5mF5DBG56G5;G5=G58H5;XH52H5RH5 I5%I5>@I5 I5.I50I5QI5.>J5^mJ5"J5;J5#+K5OK5aK54sK5K5&K52K5,L5&@L52gL5#L54L50L5h$M5M5%M5M5M55M5 ,N56N5N5@TO5O5P5P5 P5 P5P5P5Q5'Q5)?Q50iQ5hQ5#R5'R5YR5S5XS5S5T53U5:U5U5Z|V5AV5YW5sW5W5lX5eX5y`Y55Y5uZ5yZ5~[5S[5[5ZW\5\5v]5 ,^5$M^5r^53^5o^5~+_5?_5W_5UB`5X`5`5Za5b51b5b5 b5"b5 b5 c5 c5-c5Hc5hc5c5c5c5c5c5Cd56bd5Gd5d5e5of5h?g59g56g59h56Sh59h56h5h5&i5i5 i5 i5i5 j5#j5j5gak5Nk5l5,4l5Nal5l53l5Zl5Um5om5Mn5(mn5n57n5)n5 o5/o5%Ao5go5Ko5o5#o5$ p5.p5p5p5q5"'q5bJq5!q5q5 q5r5#r5Cr5br5r5Jr5Ir5,s5 Bs58Ms5s5&s59s5t5t5/t5Gt5L_t5Kt5at5'Zu5u5#u5&u5u5v5v5;v5"Pv5'sv5v5'v5&v5&w5"/w5$Rw5Iww5#w5w5x5"x5&5%P5v555E5I 5HW55b5#5<65s55855(5,+55X5 5'5ׂ5*5J5d5{5#5T5Z5(b5%5 5҄5 5 5#50A5 r5-5(5-5545J5b5 55Æ5ӆ552545#L5p55#5$ʇ555!5275,j5J5 5#5'5&<5Gc585N5735Gk5$5؊555%5 ?5`5+|5(5,ы5&5$%56J5M5ό55,5.5BD555b5545"Q5Tt54Ɏ5S5R5l55g5 5&5+D5p5 5"5&ʐ5/5+!5.M51|5"5ё5%515BC5555$Ò55555(ɓ555595$T5y5H555 5!595+P5|5?5 U5#c5555–5!ޖ55 585W5m5#555,55&%5UL5#5,Ƙ5#55%55 [5|5 5$5Ǚ555!!5CC5 5"5 5Ś5ߚ5&5565 K5Y5v555ě5,5'575U5d52525-552/5#b5#5%5DН55 %5 F5g5,~55A5iZ5Uğ5!5%<5$b55d5%u5+5ǡ55c5Th5#5&5#5#,5&P5#w5c5B5#B5&f5#55dŤ5=*5h5x5wk55kd5*Ч5K5;G5:5M5f 59s5H5\59S535(55=r5O5V5MW5Y5R5NR5/5\Ѯ5h.5F5ޯ58e5"55D5+ݱ5H 5<R5)5>5.51'57Y555)dz55m5C}5V5^5\w5=Ե5v5658585v25s5d55~5l5@5w1555jn5ټ5f5H5&@5g5\ 5=f5T5N5JH5\505!5O5k58^5,55BH5;5G55T545'F5Kn5i5:$5J_525x5NV5$5X5/#5zS55L5n:5Z5T5Y55:5O55>5T5'5+A5_m5 55ro5R5F55y|5*5r!55E5W5Q55q5(5J5=i5Q55{5U-5&5,5!505*5e57%5Q]5J5]5NX5M5=535R55ii5<525.C5jr55<5K855g59 5C5X65R5V595255!57559h565.525%;5,a5575C5F5?d55!5L5,15N^5l5c54~5?555J)5^t545i5`r5P50$5AU5-5M5751K5Q}55W57;5Is575@5N65}555@i5!555$b5P5O5d(5F552p555^5L85V5C5w 555?55Y(55 5F5!5b)545 555c5O5G5215,d525M5T5g57#5T[55EE50565;5B/5<r5D5F5";5T^5<5A5:267m6 6L6K69K666Z6b64[6*6f6"6[6R6,6J26}6*B 67m 6 6I 6D 6) 6LC 6: 6 6;w 6O 69 6$= 6[b 61 6- 6'6>F6(63686L6:h6L6<6=-6k6C6l;6V6C6/C6Ys6`6.6C66\6 6,6KG6V6O6K:6566:6+6J?6>686O6?R6?6S6]&6I61646156fg66}66;6U.666O66s6? 6.N 6} 6P !6]!6={!6q!6'+"6S"6"65j#65#6#6YY$64$6+$6p%6Q%6I%6J!&6l&6q'6C'6g'6H-(6v(6J)6B)6%*6u:*6U*6a+6Gh+6k+6L,6i,6T-6Lk-6-6-6-6 .6 0.6 Q.6Mr.6B.6C/69G/6H/6Q/6B06_06d06W16g163K26(26P2626P36(36# 46*/46?Z46?46?46C56C^56C56C56G*66>r66/66&66C76jL76}76B586@x86686)86p96p9696|:65;65;64;6A!<6`c<6Y<63=6=R=6;=6_=6,>6?6a?6a?6aV@6\@6$A63:A68nA67A6cA6HCB6lB6KB66EC6'|C6C6lED6AD6QD6?FE6KE66E6; F6=EF6>F6F6zG6R'H6SzH6qH6^@I6mI6y J6UJ6WJ65K60K6nL6L6LM6edM6,M6VM6CNN60N66N6N6`O6z!P6fP6=Q6@AQ62Q6*Q6VQ6V7R6R6P.S6S6+S6?S67 T6VBT62T6T6@\U6U6]tV6V6BV6A.W6xpW6{W6eX6bY6 Z6%Z6*@Z6kZ6Z6;Z6Z6&Z6$[6-?[6m[6 [6[6$[6[6" \60\6%N\6Vt\6:\6K]6R]6kq]6\]6 :^61[^6^6^6^6^6z^6#W_6{_6#_6q_6f(`6<`6'`6`6 a6a6 a6 a62a6;a6Va6ma6a6a6 a6a6!a63b6 Qb6_b6nb6b6 b6"b6b6"b6/c664c66kc6'c6c6 c6 c6d6 d6=d6yOe6 e6 e6 e6f6 f6=f6Tf6if6f6f6 f6.f6g6hg6!h6=h6$[h62h6=h65h6'i6'i63i66j6Ij6j6Fk6k6#k6l6;l6.l65m61Lm6~m6+m62m6.m6})n6Bn6n6o6]p6"}p6"p6,p6!p6,q6?q6q6Gr6'r6 s6s6V+s6Us6ps6SIt6t6 t69t6=t6:/u6ju6Tv6AWv6Bv6v6~kw6w6qrx6 x6 x6 x6 y6+y67Dy6\|y6 y6 y6 y6 y6 z6q%z6gz69z679{6q{6y{6{6{6{6{6{6{6!{6 |6 +|68|6'O|6w|6|6|6U|6: }6HD}6&}6,}6}6}65~6E~62W~63~6~6 A6 L6Y6r6 66666%6686N6'g6'66Oр63!6 U6Cb6h6K6m[6 ɂ6ׂ666646I6h6'6N6J6BD6666ф66" 6/6"K6n6*66օ666!61>6!p616'Ć66) 6/66%f6"626&62 6!<6&^626'676'67@61x6G6$6961Q6$696"626)86!b616&6,݋6G 63R686+666B6Ia66Ǝ666656%O68u6 6Ϗ6(6"696-N6&|606'Ԑ66696U6!t6 6.6-6,6?A616 6[Ԓ6R0626"6Rٓ6R,6]6Lݔ6l*6&664ٕ6k6Fz6A6:69>6Xx6Zї69,6[f6P˜6F6<Z676;ϙ6= 68I6869696;/68k6/68ԛ67 6>E6+6<666#6;6(.6W6r66h!6v6(68*6Tc6Q6J 6U6Hf6l6o6(6'6+ݢ6 6626$N6s666+6B6-6J26R}66Х6p6Tx6ͦ6ݦ66 663067d6E6'6; 6(F6o6166Ψ696676T6 Y6d666%6ʩ6ݩ66 6!66<6Y6q66!6Ī6Ӫ666;6$L68q666֫66'u666¬6ެ6)6%!6G6`6w6666ѭ666626L6ql6Eޮ69$6+^686<ï6-6$.66S6666666!36U6Ag6=6686U76^66 6O&6(v6=6Gݳ6#%6NI6W6J6Z;6:6ѵ6666 6!6*606?6 P6]6 f6q6z6 666 6 6 66 Ķ6 ϶6ܶ6t6 a60k666ɷ666656J6Y68s66&ʸ66606RL6 6 66й666!6!>6`6 {626-Ϻ6*6((6Q6k666Ļ6'60 6=6Z6-x66ż6J6J,6Aw6*6#6/6586Jn6 6 ƾ6Ѿ66 66/6C6T6n6" 6 .6;6Q6j6On6666 6-+6Y6!w6!66 6 6 63)6]6y6P6*6 6!6+86+d666$6!6/ 6;6$T6y66L6[6IP66'6 B6N6S6j6 }6666 6 6 6666%6 +666 Q6]6 q6~66*6;6S6&k66!6"666,6L6e6|66%6%66,6<6U6l66%66666(69?6Ly66$6!6&6'<6d66!6%6/6Q6#e636A6K6K60!6R666!R6Pt6:606+16C]696636.6-?6 m6y6 6.$6S6q66666'6'F6'n6'6 656 6 66<68\666{6_G6W6%6%6^666 66666666[666F6666E'6em6,66 6)6C6/X6;66 6+66 60666i6yf6f6vG6 6z6F6L6l86N66 666 6 660666661636S6 p6 666 66656 I6V6-t6$6,66 6.6A6X6p66 6 6-6 6-6:%6;`666/6)66 6 66.6A6T6g6}66%66660,68]66676.6&.6$U6(z6'66#6' 626+:6'f6`6)6764Q6G6q6@6g_6E6M 6>[6'6H6 66866Go6W6 6606+K6dw6d6gA6Q66/6"C67f66Y6d 6on6U6J46 6646`6@6C`66666"6 6 #6 06 =6 G6R6 Z6 f6<p6M6361/6,a6766#66Z6^6n6O6wS6U6Z!6|6M6a77o7r7Jk77l7S7FZ7i7\ 7h7~7h7o7[77#7 7 7T 7^` 7` 7t 7 7vl 7B 7K&7r7x76r7Z77A77 7!7:71S77!7A76 7*@76k7$7"7X73C7aw7R7C,7Hp77NO7H7C7$+7&P7w7e7dv7k7-G7\u776S787J7B7TQ7O7A7s87.7J7&77"778I 7} 7!7!7|"7@#77F#7*~#7#71#7S#70F$7\w$7{$7gP%7E%7%7:&7>&7O'7,b'7F'7E'78(7ZU(7B(7W(7%K)71q)7&)7.)7!)7W*7Fs*7,*79*7A!+7Fc+7G+74+7+',7JS,7<,7C,7M-7Jm-7]-7.7l2.7a.7/7|/7Q 07B]0707.E17At17R171 27a;27P27=27!,379N37D37L37+47"F472i47>47K47g'57p57-67M.67,|67:67767477CQ77'77A77377T387H87M87m97f97V97 K:7X:7-l:7:7:7:7:7>:73;70J;7{;7;7;7.;71;7-*<7"X<7,{<7<7!<7<7.<7=7=7=>75>7c?7Nt?7I?7h @7zv@78@7*A7{>A7YA7B7$B73AB7WuB7 B7B7B7B75B72C7 CC7NC7_C7|C7C79C7C7D75D7D7 D7!D7#E7/:E7EjE7QE7@F7LCF7AF7MF7Q G7]rG78G7D H7ONH7[H7;H7G6I7D~I7PI7TJ7`iJ7AJ7M K7IZK7UK7DK7P?L7>L7JL7AM7M\M7LM7XM7\PN7hN7MO7YdO7MO7Y P7IfP7UP7SQ7_ZQ7LQ7XR79`R7ER7HR7T)S7X~S7dS7Fc7JSc73c7?c7Hd7`[d7Zd7fe7S~e7_e7T2f7`f7Yf7eBg7Vg7bg7Obh7[h7Si7_bi7Ui7aj7Nzj7Zj7G$k7Slk7Ak7Ml7[Pl7gl7Tm7`im7Um7a n7Sn7_n7@6o7Lwo79o7Eo7@Dp7Lp7&p72p7%,q71Rq7(q74q7 q7q7q7! r7 ,r78r7*Qr7 |r7 r7r7 r7 r7 r7r7r7&r7#s75s7Os7 ^s7ks7s7#s7#s7s7s7 t7/t7"Ft7it7}t7t7t7t7t7t7 u7-u7 >u7$_u7u7u7u7u7 u7u7,u7v7.-v7:\v7*v7 v7v7Ov7)7w7aw7{w7 w7w7w7w7w7'x7(x70x7Bx7ax7*rx7 x7Gx7+x7y7 %y73y7Ly7jy7'y7)y7)y7 z7z7z7 .z7,:z7gz7!zz7z7+z7z75{7$:{70_{7/{7;{76{7B3|7.v|7:|7|7&|7&}7=}7"Z}7 }}7}7+}7}7}7}7(~7#:~7)^~7$~7%~7~7~7 7*76>72u7>737?74[747.ŀ7:75/7Ae787D75%7A[797Eׂ7A7M_7A7M7H=7T77ۄ7C7W7p7777N7$7'7@7 W7b7r7y7 7"7 7 †7φ7Ն7B7/7J7]7m7~777̇7 7,7 &7 27 >7 _7777Ո777 77 '737G7`7@x7L797E@7@7LNJ774)7'^7#77#Ƌ77 77O 7]7Eq77 7nj7ˌ7"ь7<717 D7 N7[7p7 7"707$727%B73h7$727)777+V79797E7+<79h7'75ʐ7.7/7I7-a7$7 7)777 77 47A7V7v7 77 77$Ւ7 7 707D7*X76717=71*7=\717=̔7* 7657l7"7#7Ε7ԕ7777 7757"P7s777/7#ܖ7#7$7A7'R7!z77"7'ߗ7&7$.7S7&r7#77 ݘ7777 27 ?7J7"h7!7&7(ԙ7(7&7%C7Bi7@7(77-7!G7(i707%Û7@7(*7S7%o777 7Ȝ7g͜757I7e7777ϝ77$7 7$87%]7$7%7Ξ7!7#727 H7S7\7t77777B77Lʠ7R7j7s7777ɡ73١7 77 57A7P7`7w7777͢7 ޢ777#737Q7#p7777ˣ7n7s77*7d̥7"17 T7u77 7 77 Φ7 ئ7777 7#7 77 E7O7b7r7C7ɧ7Gۧ7#7-<79j77h7/%7U7 m7z7 7!77ȩ7777573N7n7k7%]7#7$76̫7t7;x7,787B7=]7072̭7>7 >7.K7 z7 777ۮ7.7C7ec7ɯ7XI777N7;7D7g\7Pı7N7"d77,7ϲ77Z7X_7+7_7WD7'7?Ĵ777 7&7:7C7Y7b7j7 ~77 7 777777 77 ,787I7]7f7u7 7 7 7#7Զ7#7)7+B7 n7,|7677%7 77%7<D7y7r7Nn7&7L7e17,73ĺ7>777:7!=7'_7473777 -7 N7;o77+7,7!7!77Y7o77A7 7V7~E7 ľ7Ѿ7Ծ7 7F7&E7$l77777ǿ7п7777 77 &7 27>7N7^7p7 77 7777777 7 #7 17;7#[7)7+7 7677 #7N17&7L7e7Z7]7 a7cn777B7,7 ?7FI7 7F7 77`7XU7T7@7ED7|77 77)7=7F7^7 t777 77 77777 7 7717 @7 M7 [7e7#}7#7)7 777 7 7 777t7/7+7.77 7F7 7A7V7|n7A79-7Og7t7,707SN7 777777#7 =7G7f7|7 7727`7A7P7;797;73717KH7\7m7$_7%777 737&7;7:P7q7?7=7"Z7'}77!7!7*7O17777 7 7 77;7C87D|7 7 7777 77 *777J7Z7/m7*7@7 77 "7 .7 :7D7 K7U7\7n7~7 777&77"7 #7/7>7 R78]7)7 77 7 777 77707B7 T7 _7l7{7 777 7%77777 7 737 G7U7 j7?v7"7777 77= 7 H7 U7 _7m78t77777<7F 7GT7 7 7 7 777t7 I7 T7"b7 7$7Q7<7MZ7/77+7;$7\`7 7 77$7g7~7 77 77y7-J7Qx7h7377)7'777M7a7u7A7I7+72C7 v77777 Filter by Name %s or newer With Automatic Weights With Empty Groups With Envelope Weights - intel-level-zero-gpu or intel-compute-runtime version - oneAPI Level-Zero Loader (Clipped) (Deprecated) (Local) (Recovered) (Viewer) (not installed) Materials, Named Attribute Named Attributes Preferences Proportional size: %.2f RGB byte RGB float RGBA byte RGBA float Stencil, Textures (or linked), UVs, along %s X axis along %s Y axis along %s Z axis along X axis along Y axis locking %s X axis locking %s Y axis locking %s Z axis | Ctrl - Hold for increments | Objects:%s/%s | [Ctrl] - Increments active"%s" is using Action "%s", which does not have a slot with identifier "%s" or "%s". Manually assign the right action slot to "%s"."%s" property cannot be animated"{}" attribute from geometry"{}" from {}%d %s mirrored%d %s mirrored, %d failed%d already symmetrical, %d pairs mirrored%d already symmetrical, %d pairs mirrored, %d failed%d bones aligned to bone '%s'%d curve(s) could not be separated%d curves could not make segments%d data-block(s) pasted%d float channel(s)%d image(s) will be saved in %s%d items%d libraries and %d linked data-blocks are missing (including %d ObjectData), please check the Info and Outliner editors for details%d libraries have overrides needing resync (auto resynced in %.0fm%.2fs), please check the Info editor for details%d more %s row(s) needed for Bézier%d more point(s) needed for Bézier%d new levels rebuilt%d object(s) pasted%d object(s) successfully had %d keyframes removed%d of %d rotation channels were filtered (see the Info window for details)%d sequence strips were not read because they were in a channel larger than %d%d strips pasted%d vertex weights limited%d x %d%d × %d, %d × %s: %.4f ms, average: %.8f ms%i cells + High Resolution cached%i cells cached%i data-blocks are not assets anymore%i data-blocks are now assets%i frames found!%i frames on disk%i object(s) not centered, %i changed:%i points found!%s '%s'%s '%s' has category '%s'%s '%s' is outside of main database and cannot be removed from it%s '%s' is too long, maximum length is %d%s '%s' must have zero users to be removed, found %d (try with do_unlink=True parameter)%s '%s' not found%s '%s', bl_idname '%s' could not be unregistered%s '%s', bl_idname '%s' has been registered before, unregistering previous%s already in %s%s area type does not support gizmos%s contains a volume shader that might need to be converted to object (see world volume panel)%s could not be set out of Edit Mode, so cannot be exported%s frames in memory (%s)%s in %s could not be set out of Edit Mode, so cannot be exported%s is not a directory%s is not compatible with any 'refresh' options%s is not compatible with the specified 'refresh' options%s is not supported for '%s' objects%s is not supported, pass a Bone, PoseBone, or EditBone%s linked to %s%s moved to %s%s not found%s parent '%s' for '%s' not found%s, cache is outdated!%s, not exact since frame %i%s: %.*s%s: %.*s Location: %s:%d%s: %s%s: Cannot copy %s. The source and destination paths are the same%s: Cannot open destination asset %s for writing%s: Cannot open source asset %s%s: Cannot resolve path %s%s: Cannot resolve path %s for writing%s: Cannot write to asset %s: %s%s: Couldn't add bone for joint %s%s: Couldn't close destination asset %s%s: Couldn't compute geom bind transform for %s%s: Couldn't copy file %s to %s%s: Couldn't create USD shader for UV map%s: Couldn't create USD shader for mapping node%s: Couldn't create texture import directory %s%s: Couldn't determine package-relative file name from path %s%s: Couldn't find a common Xform ancestor for skinned prim %s and skeleton %s to convert to a USD SkelRoot. This can be addressed by setting a root primitive in the export options%s: Couldn't find armature object corresponding to USD skeleton %s%s: Couldn't get blendshape targets for prim %s%s: Couldn't get offsets for blend shape %s%s: Couldn't get stage for prim %s%s: Couldn't get world bind transforms for skeleton %s%s: Couldn't query skeleton %s%s: Couldn't split UDIM pattern %s%s: Error creating deform group data for mesh %s%s: Error writing to destination asset %s%s: Error: Couldn't get input socket %s for node %s%s: Joint weights and joint indices element size mismatch for prim %s%s: Joint weights and joint indices size mismatch for prim %s%s: Joint weights of unexpected size for constant interpolation for prim %s%s: Joint weights of unexpected size for vertex interpolation for prim %s%s: Mismatch in bind xforms and joint counts for skeleton %s%s: Mismatch in bone and joint counts for skeleton %s%s: No offsets for blend shape %s%s: Null buffer for source asset %s%s: Number of bind transforms does not match the number of joints for skeleton %s%s: Number of blendshapes does not match number of blendshape targets for prim %s%s: Number of offsets greater than number of mesh vertices for blend shape %s%s: Texture import directory path empty, couldn't import %s%s: Topology and joint order size mismatch for skeleton %s%s: Unexpected joint weights interpolation type %s for prim %s%s: Will not copy zero size source asset %s%s: Will not overwrite existing asset %s%s: cannot assign an embedded ID to an IDProperty%s: expected %s type, not %s%s: expected ID type, not %s%s: failed to allocate clip buffer '%s'%s: failed to load '%s'%s: import directory is relative but the blend file path is empty. Please save the blend file before importing the USD or provide an absolute import directory path. Cannot import %s%s: incorrect dimensions for partial copy '%s'%s: no Combined pass found in the render layer '%s'%sAction%u object(s) hidden'%s' Layer is locked'%s' does not contain '%s' with prefix and suffix'%s' does not have an alphanumeric suffix'%s' does not have upper case alphanumeric prefix'%s' given path is OS-invalid, creating '%s' path instead'%s' is not a valid library filepath'%s' is not editable'%s' is of a type that cannot be an asset'%s': cannot use current file as library'%s': not a library'%s': nothing indicated'CTRL:...' constraints are moved to the control bone.'DEF:...' constraints are moved to the deform bone.'Integrate' only valid for Mesh objects'Integrate' original mesh vertex mismatch'Integrate' requires faces'LimbNode' FBX node, a regular joint between two bones...'Null' FBX node, similar to Blender's Empty (default)'Root' FBX node, supposed to be the root of chains of bones...'Shrink/Fatten' meshes is only supported in edit mode'Viscosity' inside collision target'Width' of rays (especially useful when raycasting against vertices or edges)'from_space' '%s' is invalid when no custom space is given!'from_space' '%s' is invalid when no pose bone is given!'show_locked_time' is not supported for the '%s' editor'to_space' '%s' is invalid when no custom space is given!'to_space' '%s' is invalid when no pose bone is given!(Constant)(De)select (or invert selection of) all languages for i18n files update operators(De)select all(De)select all control points(De)select all nodes(De)select all particles' keys(De)select all points linked to the curve under the mouse cursor(De)select all vertices linked to the edge under the mouse cursor(De)select all vertices, edges or faces(De)select all visible strokes(De)select bones linked by parent/child connections under the mouse cursor(De)select first of visible part of each NURBS(De)select last of visible part of each NURBS(De)select the first and last point of each stroke(Deprecated) Layer of UV coordinates in a Mesh data-block(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain, as percentages(Geometry)(InvSquare)(Key) (Layer)(Linear)(Min+Max)/2 * Ball Size(Random)(Root)(Sharp)(Shift-Click/Drag to select multiple)(Smooth)(Sphere)(Un)mark selected edges as Freestyle feature edges(Un)mark selected edges as a seam(Un)mark selected edges as sharp(Un)mark selected faces for exclusion from Freestyle feature edge detection(Unassigned)(Unsaved)(Viewer)(empty)(undocumented operator)(x*x+y*y+z*z)({:s} on bone {:s})* Missing Paths *+ Non-Grouped Keyframes+X+X to -X+Y+Y Up+Y to -Y+Z+Z to -Z, %.2f fps, %d float channel(s), Ctrl: Stroke, Shift: Fill, Shift+Ctrl: Both, RGB float, RGBA float, cannot have single-frame paths, failed to load- Using scene frame range- baking all objects is active- sampling is active-X-X Axis-X Forward-X Rotation-X Up-X manual-X to +X-Y-Y Axis-Y Forward-Y Rotation-Y Up-Y manual-Y to +Y-Z-Z Axis-Z Forward-Z Rotation-Z Up-Z manual-Z to +Z.blend Files0-based index of sample to start rendering from01 - Theme Color Set02 - Theme Color Set03 - Theme Color Set04 - Theme Color Set05 - Theme Color Set06 - Theme Color Set07 - Theme Color Set08 - Theme Color Set09 - Theme Color Set1 / Square root of A1 if (A == B) within tolerance C else 01 if A < B else 01 if A > B else 010 - Theme Color Set10 Centimeters10 Grams10 Meters10-bit color channels100 Kilograms100 Meters1024 Samples1024 px11 - Theme Color Set11 Samples12 - Theme Color Set12-bit color channels128 px13 - Theme Color Set14 - Theme Color Set14:9 in 16:915 - Theme Color Set16 - Theme Color Set16 Samples16 px16-bit Signed16-bit color channels16-bit signed16-bit signed integer vector16384 Samples16:917 - Theme Color Set18 - Theme Color Set180 Degrees19 - Theme Color Set1931 CIE XYZ standard with assumed illuminant E white point1931 CIE XYZ with adapted illuminant D65 white point20 - Theme Color Set2048 Samples2048 px24-bit Signed24-bit signed256 Samples256 px270 Degrees2D2D 16-Bit Integer2D 16-Bit Integer Vector2D 16-Bit Integer Vector Attribute2D 16-Bit Integer Vector Attribute Value2D Cursor2D Cursor Location2D Integer Vector2D Integer Vector Attribute2D Integer Vector Attribute Value2D Layers2D Length2D Offset2D Offset for the warp2D Rotation for the warp2D Scale for the warp2D Stabilization2D Stabilized Clip2D Texture2D Transform2D Vector2D Vector Value2D Vector value in geometry attribute2D View Minimum Grid Spacing2D X coordinate of the absolute pivot2D Y coordinate of the absolute pivot2D cursor location for this view2D float vector action, representing a thumbstick or trackpad2D stabilization based on tracking markers2D value in geometry attribute2D vector2D vector with floating-point values2D view of the region2D_Animation3 Vertices3 sides32 Samples32 px32-bit Float32-bit Signed32-bit color channels32-bit floating-point32-bit integer32-bit signed32-bit signed integer vector32768 Samples3D3D Cursor3D Curves3D Float Vector3D Local View 3D Location3D Markers3D Mouse Settings3D Position3D Region3D Vector Value3D View3D View 3D View Overlay Settings3D View Region3D View Shading Settings3D View Space3D View center is locked to the cursor's position3D View center is locked to this bone's position3D View center is locked to this object's position3D View far clipping distance3D View near clipping distance (perspective view only)3D View region data3D View space data3D Viewport3D Viewport Axes3D double vector3D float vector3D integer vector3D pose action, representing a controller's location and rotation3D region for this space. When the space is in quad view, the camera region3D regions (the third one defines quad view settings, the fourth one is same as 'region_3d')3D rotation3D vector3D vector socket of a node3D vector with floating-point values3D view is on the equator3D view is on the poles3D volume grid3D volume grids3×3 bone matrix4 Channels4 by 4 Float Matrix4 channel surround sound4 sides4096 Samples4096 px4:3 in 16:94K UW 1600p4L4x4 Float Matrix4x4 Matrix4x4 Matrix Attribute4x4 Matrix data type, affects transform4×4 bone matrix relative to armature4×4 matrix of the bone's location/rotation/scale channels (including animation and drivers) and the effect of bone constraints5 Channels5 Samples5 channel surround sound5 sides5.1 Surround5.1 surround sound512 Samples512 px6 sides6.1 Surround6.1 surround sound64 px64-bit Float64-bit floating-point64-bit integer7 sides7.1 Surround7.1 surround sound8 Samples8 px8 sides8-Bit Integer8-Bit Integer Value8-bit Integer Attribute8-bit Integer Attribute Value8-bit Unsigned8-bit color channels8-bit unsigned8-bit value in geometry attribute8192 Samples90 Degrees:AA * BA * B + CA + BA - BA / BA Grease Pencil drawingA Grease Pencil keyframeA High Contrast LookA UV layer is missing on the meshA breakdown pose, e.g. for transitions between key posesA cache storing validated msgids, to avoid re-spellchecking themA canvas surface layerA channelbag for this slot already existsA circular Hue/Saturation color wheel, with Lightness sliderA circular Hue/Saturation color wheel, with Value sliderA collection of F-Curves for animationA collection of objects based on which feature edges are selectedA collection of pose channels, including settings for animating bonesA color palette is user-defined, instead of using a theme-defined oneA color pickerA color space, view or display was not found, which likely means the OpenColorIO config used to create this blend file is missingA container referencing an existing ActionA corner connected to the face, chosen by the sort indexA corner of the face, chosen by the sort indexA corner of the input edge in its face's winding order, chosen by the sort indexA cross BA curve is created for every distinct group ID. All points with the same ID are put into the same curveA cut-off at the end of each profile before the intersectionA cutoff at each profile's end before the intersectionA data-block valueA description of the asset to be displayed for the userA distance between two pointsA distance on screenA dot BA factor between 0.0 and 1.0A file viewable in the File BrowserA filler or baked keyframe for keying on ones, or some other purpose as neededA key generated automatically by a tool, not manually createdA keyframe that is part of a moving holdA layer may not have more than one stripA list of currently running modal operatorsA list of style modules (to be applied from top to bottom)A margin to prevent strokes from ending abruptly at the edge of the imageA mesh-like surface encompassing (i.e. shrinkwrap over) all vertices (best results with fewer vertices)A more physically-accurate solverA multiplied by ScaleA multiplier for physics timestep (1.0 means one frame = 1/25 seconds)A multiplier for the child particle sizeA narrow horizontal area interferes with this operationA narrow vertical area interferes with this operationA non convex collision shape was passed to the function, use only convex collision shapesA number between 0 (inside) and 1 (outside) specifying the relative position of stroke thicknessA number of steps defined by the segmentsA number that identifies which sub-set of the Action is considered to be for this Action ConstraintA number that identifies which sub-set of the Action is considered to be for this NLA stripA number that identifies which sub-set of the Action is considered to be for this data-blockA percentage between 0 and 100A pixel is rendered only if its alpha value is above this thresholdA point of the curve, chosen by the sort indexA point on the planeA power BA power B, pow(A,B)A random rule is selected for each boidA random seed for the noise effectA restart of Blender is requiredA rotational value specified in radiansA session-wide unique identifier for the data block that remains the same across renames and internal reallocations, unchanged when reloading the fileA short description of the USD hookA short description of the keying setA single curve from a curves data-blockA single floating-point valueA single integerA single-socket organization tool that supports one input and multiple outputsA square showing Hue/Saturation, with Value sliderA square showing Hue/Value, with Saturation sliderA square showing Saturation/Value, with Hue sliderA straight line rest shape works best.A string that is displayed hidden ('********')A string valueA true or false valueA valid edit mode existsA value that is relative to the image size and needs to be converted to be in pixelsA weak reference to the matching brush asset, used e.g. to restore the last used brush on file loadAACAC3ACES 1.0 Output Transform for SDR D65 video, limited to Rec.709 gamutACES 2 Output Transform for 100 nit SDR Rec709ACES color correction space with toe, using AP1 primaries.ACES color correction space, using AP1 primaries.AOAO BouncesAO Bounces RenderAO DistanceAO FactorAO distance used for approximate global illumination (0 means use world setting)AOVAOV OutputAOV not found in view-layer '%s'API DefinedAPICAPS-CASC-CDL standard color correctionASCIIASCII FBX files are not supported %rASCII FormatAVIAVX2AZone AreaAZone FullScrAZone RegionAbkhaz - Аԥсуа бызшәаAboutAboveAbove SelectedAbove SurfaceAbove ThresholdAbsoluteAbsolute 2D PointAbsolute AlphaAbsolute CoordinatesAbsolute DensityAbsolute FrameAbsolute Increment SnapAbsolute Keying SetsAbsolute Keying Sets for this SceneAbsolute LocationAbsolute ModeAbsolute OffsetAbsolute Path TimeAbsolute Resolution LimitAbsolute SnapAbsolute Time SnapAbsolute TrackingAbsolute added length to the end of each strokeAbsolute added length to the start of each strokeAbsolute ball size or factor if not manually adjustedAbsolute bounding box dimensions of the nodeAbsolute bounding box dimensions of the object. Warning: Assigning to it or its members multiple consecutive times will not work correctly, as this needs up-to-date evaluated dataAbsolute grid alignment while translating (based on the pivot center)Absolute path to the .blend file containing this assetAbsolute path to the .blend file containing this asset extended with the path of the asset inside the fileAbsolute thickness to apply everywhereAbsolute time alignment when transforming keyframesAbsorb light as it passes through the volumeAbsorptionAbsorption CoefficientAbsorption CoefficientsAbsorption ColorAccelerationAcceleration StructureAccent ModeAccessed named attributes:AccessibilityAccumulateAccumulate FieldAccumulate samples by reprojecting last tracing resultsAccumulate stroke daubs on top of each otherAccuracyAccuracy of attackAccuracy of the blur effectAccuracy of vertex positions, lower value is faster but less preciseAccurateAcrylicAct on ClickActionActionAActionAction ClipActionActive TrackActionBActionBackActionBake DataActionBounceActionBreakdownActionBuilt-In FunctionActionBézierActionCircularActionConstantActionCubicActionCyclesActionDynamic EffectsActionEasing (by strength)ActionElasticActionEnvelopeActionExponentialActionExtremeActionGeneratedActionGeneratorActionInterpolationActionInvalidActionJitterActionKeyframeActionLimitsActionLinearActionMetaActionMoving HoldActionNewActionNew Interpolation TypeActionNew Keyframe TypeActionNoiseActionObjectActionOnly ActiveActionPoseActionQuadraticActionQuarticActionQuinticActionSinusoidalActionSound ClipActionSteppedActionStepped InterpolationActionTrackActionTransitionActionTypeAction '%s' will not be saved, create Fake User or Stash in NLA Stack to retainAction BlendingAction ClipAction ConstraintAction EditorAction End FrameAction ExtrapolationAction FilterAction GroupAction Group that this F-Curve belongs toAction InfluenceAction LayerAction LayersAction MapsAction Pose MarkersAction Safe MarginsAction SetAction Set-up whose activation will trigger this set-up as a correctiveAction SlotAction Slot HandleAction SlotsAction Start FrameAction StripAction StripsAction data-blocksAction execution region for the first input axisAction execution region for the second input axisAction group is expanded except in graph editorAction group is expanded in graph editorAction group is lockedAction group is mutedAction group is selectedAction is not editableAction not in listAction referenced by this stripAction slotAction taken when a paint stroke is madeAction to apply to the rig via constraintsAction to take for gaps past the Active Action's range (when evaluating with NLA)Action to take for gaps past the strip extentsAction typeAction when 'Space' is pressedAction when 'Tilde' is pressedAction when Alt-MMB dragging in the 3D viewportAction when dragging in the viewportAction(s)Action+Slot has already been stashedActionMap '%s' cannot be removedActionMapBinding '%s' cannot be removed from '%s'ActionMapItem '%s' cannot be removed from '%s'ActionsActions on this armature will be destroyed by this new rest pose as the transforms stored are relative to the old rest poseActivate Gizmo EventActivate OperatorActivate a brush asset as current sculpt and paint toolActivate actions immediatelyActivate and view same node type, step by stepActivate or deactivate itemActivate selected view itemActivate selected viewer node in compositor and geometry nodesActivate some pie menus on drag, allowing the tapping the same key to have a secondary action. • Tapping Tab in the 3D view toggles edit-mode, drag for mode menu. • Tapping Z in the 3D view toggles wireframe, drag for draw modes. • Tapping Tilde in the 3D view for first person navigation, drag for view axesActivate the modifier to use as the contextActivate the strip modifier to use as the contextActivate the tool for editors that support toolsActivate/select the file(s) contained in the borderActivation event for gizmos that support drag motionActiveActive AOVActive AOV IndexActive ActionActive Action MapActive Action for this data-blockActive Add-onActive Add-on in the Workspace Add-ons filterActive Asset LibraryActive AttributeActive Attribute IndexActive Boid RuleActive Boid Rule IndexActive Boid State IndexActive BoneActive BookmarkActive CameraActive Channel GroupActive Channels at CursorActive ClipActive CloneActive CollectionActive Collection Exporter IndexActive Collection IndexActive Collection NameActive ColorActive Color AttributeActive Color IndexActive ConstraintActive Dash Segment IndexActive Dynamic Paint surface being displayedActive EditBoneActive EditorActive Editor OutlineActive ElementActive Extension RepositoryActive F-CurveActive F-Curve ModifierActive F-Curve is not editableActive Face SetActive FrameActive Grease Pencil layerActive Grease Pencil layer groupActive Grid IndexActive HighlightActive Image TileActive IndexActive Instance ObjectActive Instance Object IndexActive ItemActive Item IndexActive KeyConfigActive KeyframeActive Keying SetActive Keying Set IndexActive Keying Set used to insert/delete keyframesActive LanguageActive LayerActive Layer CollectionActive Layer GroupActive Layer IndexActive Layer Mask IndexActive LightgroupActive Lightgroup IndexActive Line SetActive Line Set IndexActive Main Item IndexActive MarkerActive MaterialActive Material IndexActive Material is locked or hiddenActive ModifierActive Movie ClipActive Movie Clip that can be used by motion tracking constraints or as a camera's background imageActive NLA TrackActive NodeActive NoteActive ObjectActive Object IndexActive Object OnlyActive Object constraintActive OnlyActive OperatorActive OutputActive Paint Texture IndexActive PaletteActive Palette ColorActive Panel CategoryActive Panel OutlineActive Particle SystemActive Particle System IndexActive Particle TargetActive Particle Target IndexActive Path IndexActive Plane TrackActive PointActive Point CacheActive Point Cache IndexActive PolygonActive Pose MarkerActive Pose Marker IndexActive PoseChannel constraintActive Recent FolderActive RenderActive Render Color IndexActive Render ViewActive RepositoryActive Rotation Track IndexActive SceneActive Scene CollectionsActive SectionActive Selection SetActive Set OverrideActive ShapeActive Shape IndexActive Shape KeyActive Shape Key IndexActive SlotActive SmoothActive SpaceActive SplineActive StripActive Strip NameActive Strip OnlyActive SurfaceActive System BookmarkActive System FolderActive TableActive TagActive Text BoxActive TextureActive Texture IndexActive Theme AreaActive Tile IndexActive Time Segment IndexActive ToolActive Tool and Workspace settingsActive ToolsActive Track IndexActive UDIMActive UV Map IndexActive UV Map LayerActive UV Map layerActive UV map indexActive VertexActive Vertex Color IndexActive Vertex Color LayerActive Vertex GroupActive Vertex Group IndexActive Vertex Group is lockedActive Vertex/Edge/FaceActive View IndexActive View LayerActive actions mergedActive asset library to show in the UI, not used by the Asset Browser (which has its own active asset library)Active attributeActive attribute index or -1 when none are activeActive brushActive brush does not contain any texture to distort the expand boundaryActive button is not from a script, cannot edit sourceActive button match cannot be foundActive button not foundActive camera is not in this sceneActive camera used in this view (when unlocked from the scene's active camera)Active camera, used for rendering the sceneActive color attribute for display and editingActive color attribute indexActive curve splineActive editor is not a node editor.Active element indices of the edited geometry, for tool executionActive face must be a quadActive face not selectedActive file in the file browserActive group is locked, abortingActive index in layer mask arrayActive index in render view arrayActive index in the exporters listActive index in the segment listActive index in tiles arrayActive index in vertex group arrayActive itemActive key configuration (preset)Active layer collection in this view layer's hierarchyActive layer in this maskActive layer is locked or hiddenActive layer is not editableActive layer of the CacheFileActive line set being displayedActive material being displayedActive mesh does not have shape keysActive node in this treeActive node should be of type {:s}.Active node should not be of type {:s}.Active node tree does not contain any nodes.Active node tree is linked from another .blend file.Active object contains no collectionsActive object final transform has one or more zero scaled axesActive object for this layerActive object has negative scaleActive object has no actionActive object has no modifiersActive object has non-uniform scaleActive object in this tracking data objectActive object is not a Grease Pencil objectActive object is not a meshActive object is not a selected Grease PencilActive object is not a selected armatureActive object is not a selected curveActive object is not a selected curves objectActive object is not a selected meshActive object is not a selected point cloud objectActive object isn't animatedActive object must be a lightActive on key-repeat events (when a key is held)Active paint curveActive particle system being displayedActive plane track in this tracking data object. Deprecated, use objects[name].plane_tracks.activeActive point cache for physics simulationsActive point of masking layerActive pose marker for this actionActive region not setActive render engine supports spherical stereo renderingActive render slot of the imageActive repository is disabledActive scene to be edited in the windowActive scene to fileActive slot for this actionActive spline of masking layerActive table and persisted state of previously displayed tablesActive texture slot being displayedActive tool gizmoActive track in this tracking data objectActive track in this tracking data object. Deprecated, use objects[name].tracks.activeActive vertex color indexActive vertex color layerActive vertex group is lockedActive workspace and scene follow this windowActive workspace screen showing in the windowActive workspace showing in the windowActual DistanceActual data-block from .blend file (Main database) that generated that evaluated oneAdapt simulation resolution and size to fluidAdaptationAdaptiveAdaptive CompileAdaptive DomainAdaptive Min SamplesAdaptive RenderAdaptive Sampling ThresholdAdaptive SpaceAdaptive SpacingAdaptive SubdivisionAdaptive Subframe ThresholdAdaptive Time StepsAdaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracyAdaptively blur image, while retaining sharp edgesAdaptivityAddAdd "%s" InputAdd "%s" Input (Ctrl to add panel)Add "%s" PanelAdd & ReplaceAdd & SubtractAdd -> Armature -> Rigify Meta-Rigs.Add 3D vector valuesAdd 4 spaces at line beginningAdd AttributeAdd Boundary LoopAdd ColorAdd Color AttributeAdd ConstraintAdd Control PointAdd Crypto LayerAdd Cycles F-Modifier if one does not exist alreadyAdd DEF on convergenceAdd Empty KeyframesAdd ExporterAdd ExtraAdd F-Modifier to the active/selected F-CurvesAdd F-Modifier to the active/selected NLA-StripsAdd Fake UserAdd Feather VertexAdd Freeze FrameAdd IKAdd ImageAdd Input VariableAdd InputsAdd ItemAdd Leaf BonesAdd Local RepositoryAdd Mapping NodesAdd MarkerAdd MaskAdd ModeAdd ModifierAdd ModifiersAdd NLA-Tracks above/after the selected tracksAdd New Extension RepositoryAdd New Grease Pencil LayerAdd New Paint Curve PointAdd NormalAdd OutputsAdd Paint SlotAdd Remote RepositoryAdd ReroutesAdd ResolutionAdd Rest PositionAdd Rigid Body Constraint to active objectAdd Rigid Body simulation world to the current sceneAdd Roll Out of the Start Handle bone to the Roll In valueAdd Selected BonesAdd Selection SetAdd Selection Set for this collectionAdd ShaderAdd Speed TransitionAdd StripAdd ThresholdAdd Tile to ImageAdd TransitionAdd UV mapAdd VGroup B's weights to VGroup A's onesAdd VR landmark from the viewer pose of the running VR session to the list and select itAdd VertexAdd WeightsAdd a "rest_position" attribute that is a copy of the position attribute before shape keys and modifiers are evaluatedAdd a Closure zoneAdd a Driver Variable to keep track of an input used by the driverAdd a For Each Geometry Element zone that allows executing nodes e.g. for each vertex separatelyAdd a Grease Pencil object to the sceneAdd a Group Input node with selected sockets to the current node editorAdd a Light GroupAdd a Mix RGB/Shader node by interactively drawing lines between nodesAdd a Sampling PresetAdd a Shader AOVAdd a Strip and link in the collections from the current scene (shallow copy)Add a Strip and make a full copy of the current sceneAdd a Viewport Sampling PresetAdd a boid rule to the current boid stateAdd a boid state to the particle systemAdd a bookmark for the selected/active directoryAdd a camera object to the sceneAdd a collection info node to the current node editorAdd a collection instanceAdd a color mix effect strip to the sequencerAdd a color node to the current node editorAdd a color strip to the sequencerAdd a constant offsetAdd a constraint to copy Local Location (Owner Orientation) with Offset. Even if the owner and target controls have different rest orientations, the global movement direction would be the sameAdd a constraint to copy Local Location with Offset. If the owner and target control rest orientations are different, the global movement direction will change accordinglyAdd a constraint to make the planes track the cameraAdd a constraint to the active boneAdd a constraint to the active bone, with target (where applicable) set to the selected Objects/BonesAdd a constraint to the active objectAdd a constraint to the active object, with target (where applicable) set to the selected objects/bonesAdd a copy of the active item to the interfaceAdd a crossfade transition strip for two selected strips with video contentAdd a curves object with random curves to the sceneAdd a custom keymap configuration to the preset listAdd a custom normals layer, if none exists yetAdd a custom theme to the preset listAdd a directory to be used by the Asset Browser as source of assetsAdd a face set in a rectangle defined by the cursorAdd a face set in a shape defined by the cursorAdd a face set to one side of a line defined by the cursorAdd a filter to remove rows from the displayed dataAdd a fur setup to the selected objectsAdd a gaussian blur effect strip for a single selected strip with video contentAdd a glow effect strip for a single selected strip with video contentAdd a group node with an empty groupAdd a image/movie file as node to the current node editorAdd a light object to the sceneAdd a light probe objectAdd a line color modifier to the line style associated with the active linesetAdd a line set into the list of line setsAdd a line thickness modifier to the line style associated with the active linesetAdd a mask node to the current node editorAdd a mask strip to the sequencerAdd a material node to the current node editorAdd a modifier to the stripAdd a movie strip to the sequencerAdd a movieclip strip to the sequencerAdd a multicam selector effect strip to the sequencerAdd a multiply blend mode effect strip for two selected strips with video contentAdd a new (empty) keying set to the active SceneAdd a new Dynamic Paint surface slotAdd a new Grease Pencil layer group in the active objectAdd a new Grease Pencil layer in the active objectAdd a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweakingAdd a new NLA Track above every existing selected oneAdd a new Strip, with an empty scene, and copy settings from the current sceneAdd a new VR landmark from the active camera object to the list and select itAdd a new VR landmark to the list and select itAdd a new background image to the active cameraAdd a new bone collectionAdd a new bone located at the 3D cursorAdd a new collection inside selected collectionAdd a new color stop to the color rampAdd a new control point (linked to only selected end-curve one, if any)Add a new control-point to the envelope on the current frameAdd a new curves object based on the current state of the particle systemAdd a new input layer to a Cryptomatte nodeAdd a new item to the interfaceAdd a new keyword tag to the active assetAdd a new level of subdivisionAdd a new loop between existing loopsAdd a new materialAdd a new material slotAdd a new or update an existing hair particle system on the surface objectAdd a new particle targetAdd a new render slotAdd a new repository used to store extensionsAdd a new row to the bone collection reference listAdd a new screenAdd a new text boxAdd a new textureAdd a new time markerAdd a new vertex group to the active objectAdd a new view layerAdd a new view layer with all collections disabledAdd a new workspaceAdd a new workspace by duplicating the current one or appending one from the user configurationAdd a new, empty scene with default settingsAdd a new, empty scene, and copy settings from the current sceneAdd a node group asset to the active node treeAdd a node to the active treeAdd a node to the active tree for glTF exportAdd a paint slotAdd a particle systemAdd a point cloud object to the sceneAdd a point connected to the last selected pointAdd a procedural operation/effect to the active objectAdd a render viewAdd a repeat zone that allows executing nodes a dynamic number of timesAdd a repository managed manually without referencing an external repositoryAdd a repository referencing a remote repository with support for listing and updating extensionsAdd a reroute nodeAdd a rim to the imageAdd a segment to the dash modifierAdd a segment to the time modifierAdd a sound strip to the sequencerAdd a speaker object to the sceneAdd a strip for controlling when speaker plays its sound clipAdd a stroke geometry modifier to the line style associated with the active linesetAdd a style module into the list of modulesAdd a subtract blend mode effect strip for two selected strips with video contentAdd a target to the constraintAdd a text object to the sceneAdd a text strip to the sequencerAdd a transition strip between two adjacent selected stripsAdd a vertex skin layerAdd a video speed effect strip for a single selected strip with video contentAdd a view layerAdd a visual effect to the active objectAdd a volume object to the sceneAdd a wipe transition strip for two selected strips with video contentAdd active object as Rigid BodyAdd all elements of the array to a Keying SetAdd all imported objects to a new collectionAdd all used Light GroupsAdd alpha while paintingAdd ambient occlusion to diffuse surfacesAdd an Action-Clip strip (i.e. an NLA Strip referencing an Action) to the active trackAdd an Attribute node with this nameAdd an Image SequenceAdd an Integrator PresetAdd an Performance PresetAdd an add blend mode effect strip for two selected strips with video contentAdd an adjustment layer effect strip to the sequencerAdd an alpha channel to an imageAdd an alpha over blend mode effect strip for two selected strips with video contentAdd an alpha transparency modifier to the line style associated with the active linesetAdd an alpha under blend mode effect strip for two selected strips with video contentAdd an armature object to the sceneAdd an edge or face to selectedAdd an effect to the sequencer, most are applied on top of existing stripsAdd an empty curve object to the scene with the selected mesh as surfaceAdd an empty image type to scene with dataAdd an empty object to the sceneAdd an empty object with a physics effector to the sceneAdd an entry to the listAdd an entry to the list after the current active itemAdd an existing node group to the current node editorAdd an extra edge loop to better preserve the shape when applying a subdivision surface modifierAdd an image or image sequence to the sequencerAdd an import node to the node treeAdd an object data instanceAdd an object info node to the current node editorAdd an object to a new collectionAdd an object to an existing collectionAdd an object to the sceneAdd an offset relative to the object's bounding boxAdd an override layer to the archiveAdd an undo state (internal use only)Add another object's transformation to the total offsetAdd as child of selected collectionAdd attribute to geometryAdd background light emission. Note: This node should only be used for the world surface outputAdd binormal and tangent vectors, together with normal they form the tangent space (will only work correctly with tris/quads only meshes!)Add bone between selected joint(s) and/or 3D cursorAdd cache modifiers and constraints to imported objects even if they are not animated so that they can be updated when reloading the Alembic archiveAdd camera background imageAdd channels of the selection to the pose asset. Existing channels will be updatedAdd color attribute to geometryAdd component values togetherAdd cone to mesh interactivelyAdd copied F-Modifiers to the selected F-CurvesAdd copied F-Modifiers to the selected NLA-StripsAdd copied driver variables to the active driverAdd cube map UVs on meshAdd cube to mesh interactivelyAdd current UI-active property to current keying setAdd cylinder to mesh interactivelyAdd data layers on destination meshes if neededAdd default animation for path used by constraint if it isn't animated alreadyAdd diagonal springs on 4-gonsAdd diffuse contributionAdd direct lighting contributionAdd driver for the property under the cursorAdd drivers to selected itemsAdd effect of brushAdd emission contributionAdd empty imageAdd empty path to active keying setAdd euler component values togetherAdd external feature set (rigs, metarigs, ui templates)Add fallback tools keymap to this gizmo typeAdd fill segments to create the envelope. Don't keep the original stroke.Add fireAdd fire and smokeAdd floating point valuesAdd fluid to simulationAdd freeze frameAdd freeze frame and move itAdd glossy contributionAdd hairsAdd indirect lighting contributionAdd integer valuesAdd item below active itemAdd key map itemAdd keyframes on every frame between the selected keyframesAdd lens flares, fog and glows around bright parts of the imageAdd liquidAdd modifier to automatically set the sharpness of mesh edges based on the angle between the neighboring facesAdd modifier to set edge sharpness automaticallyAdd modifier with node group "{}" on object "{}"Add named objectAdd new Annotation data-blockAdd new Annotation layer or note for the active data-blockAdd new Bézier curveAdd new Selection Set(s) from the clipboardAdd new Strip with a new empty Scene with default settingsAdd new cacheAdd new circle curveAdd new circle-shaped splineAdd new color to active paletteAdd new curve point and slide itAdd new curves between existing curves, taking the minimum distance into accountAdd new layer as maskingAdd new marker and move it on movieAdd new marker and slide it with mouse until mouse button releaseAdd new mask layer for maskingAdd new meta-strips incorporating the selected stripsAdd new object for trackingAdd new paint curveAdd new paletteAdd new particle settingsAdd new scene by typeAdd new scene by type in the sequence editor and assign to active stripAdd new sharp edges without clearing existing sharp edgesAdd new square-shaped splineAdd new vertex and slide itAdd new vertex to feather and slide itAdd node to inputAdd noise to ringsAdd noise to standard woodAdd normal vector with selectionAdd object or material to matte, by picking a color from the Pick outputAdd one of the common constraints linking the control to the tail targetAdd one-dimensional Perlin noise to stroke backbone geometryAdd only to linked outputsAdd only to loose outputsAdd or remove Dynamic Paint output data layerAdd or remove Grease Pencil brush presetAdd or remove Grease Pencil material presetAdd or remove a Camera PresetAdd or remove a Clip Track Color PresetAdd or remove a Cloth PresetAdd or remove a Fluid PresetAdd or remove a Hair Dynamics PresetAdd or remove a Node Color PresetAdd or remove a Render PresetAdd or remove a Safe Areas PresetAdd or remove a Text Editor PresetAdd or remove a Tracking Camera Intrinsics PresetAdd or remove a motion tracking settings presetAdd or remove a white balance presetAdd or remove an EEVEE ray-tracing presetAdd or remove an Operator PresetAdd or remove commentsAdd or remove fluid to a domain objectAdd original location into copied locationAdd overrides for all elements of the arrayAdd pasted strokes behind all strokesAdd path to exclude from auto-executionAdd point in the new segment to keep the same densityAdd pseudo-random noise on top of F-CurvesAdd random offset to the grid locationsAdd rather than blend between shapesAdd retiming KeyAdd rulerAdd segments to create the envelope. Keep the original stroke.Add selected F-Curves to a new groupAdd selected bones to Selection SetAdd selected bones to the chosen bone collectionAdd selected items (blue-gray rows) to active Keying SetAdd selected objects as Rigid BodiesAdd selected objects to one of the collections the active-object is part of. Optionally add to "All Collections" to ensure selected objects are included in the same collections as the active objectAdd selected tracks to 2D rotation stabilizationAdd selected tracks to 2D translation stabilizationAdd shape key to the objectAdd simulation zone input and output nodes to the active treeAdd sinus displacement to stroke backbone geometryAdd smokeAdd smooth transition between 2 retimed segmentsAdd smooth transition between 2 retimed segments and change its durationAdd some offset and multiply with some gain the weights of the active vertex groupAdd source value to destination one, using given threshold as factorAdd spatial noise to stroke backbone geometryAdd sphere to mesh interactivelyAdd strips to muted or locked channels when adding movie stripsAdd target position to UV coordinatesAdd temporary IK constraints while grabbing bones in Pose ModeAdd the data paths to the Freestyle Edge Mark property of selected edges to the active keying setAdd the data paths to the Freestyle Face Mark property of selected polygons to the active keying setAdd the dragged collection to the sceneAdd the dropped collection as collection instanceAdd the file format extensions to the rendered file name (eg: filename + .jpg)Add the radius of the bevel point to the taper radiusAdd the values of an evaluated field together and output the running total for each elementAdd the vertex positions of selected objects as shape keys or update existing shape keys with matching namesAdd this to the start frameAdd to BeginningAdd to EndAdd to PaletteAdd to a user defined context menu (stored in the user preferences)Add to all outputsAdd to linking collectionAdd to linking collection after {}Add to linking collection before {}Add translucency effect to subsurface (Deprecated)Add transmission contributionAdd two Shaders togetherAdd two-dimensional Perlin noise to stroke backbone geometryAdd two-dimensional offsets to stroke backbone geometryAdd vertex to active splineAdd vertex to featherAdd vertices from groups that have zero weight before invertingAdd vertices with weight over threshold to vgroupAdd weight data for new strokesAdd your own property to the data-blockAdd-onAdd-on "{:s}" is already installed!Add-on '{}' not found!Add-on Key ConfigurationAdd-on PreferencesAdd-on TagsAdd-on is no longer validAdd-on path {!r} could not be foundAdd-on to processAdd-onsAdd-ons FilterAdd-ons SettingsAdd-ons previously shipped with Blender are now available from extensions.blender.org.Add-ons:Add/Edit DriverAdd/ReplaceAdded %s "%s"Added fade animation to {:d} {:s}Added length to the end of each stroke relative to its lengthAdded length to the start of each stroke relative to its lengthAdded through overrideAdded {:d} Image Plane(s)AddendAdding node groups isn't supported for custom (Python defined) node treesAdditionalAdditional SubdivisionAdditional color used for dyeing the hairAdditional data for an asset data-blockAdditional data stored for an asset data-blockAdditional data will be saved so that the bake jobs can be resumed after pausing. Because more data will be written to disk it is recommended to avoid enabling this option when baking at high resolutions.Additional distance around mesh surface to consider as effectorAdditional gamma encoding after display transform, for output with custom gammaAdditional information about the assetAdditional initial velocity in X, Y and Z direction (added to source velocity)Additional mesh target to shrink toAdditional offset of the fill UVAdditional paths to add to sys.path (';' separated)Additional post processing options for new strokesAdditional rotation applied to dots and square strokesAdditional rotation applied to dots and square texture of strokes. Only applies in texture shading mode.Additional rotation of the fill UVAdditional scale multiplier to apply to base scale when determining viewer scaleAdditional scale of the fill UVAdditional subdivision along the curvesAdditional transform applied before view transform for artistic needsAdditional vorticity for the flamesAdditiveAdditive overrideAddon TagsAdds a colored tint to the coat layer by modeling absorption in the layer. Saturation increases at shallower angles, as the light travels farther through the medium (depending on the Coat IOR)Adds a ripple-like motion to an object's geometryAdds a tile to the imageAdds or updates a fade animation for either visual or audio stripsAdjacent FacesAdjacent UnselectedAdjustAdjust Last OperationAdjust LengthAdjust Playback RateAdjust Strength for SpacingAdjust active object's texture space automatically when transforming objectAdjust arbitrary values with mouse inputAdjust brightness and contrastAdjust brightness using a camera exposure parameterAdjust color and valuesAdjust color strength of strokesAdjust edit cage to modifier resultAdjust force strength based on smoke densityAdjust hue, saturation, and value with a curveAdjust influence brush objects have on this surfaceAdjust input playback speed, so its duration fits strip lengthAdjust length of strips to their data lengthAdjust levels of vertex colorsAdjust plane on which the brush acts towards or away from the object surfaceAdjust radius of proximity brushes or particles for this surfaceAdjust simulation speedAdjust slice direction according to the view directionAdjust stroke thicknessAdjust the angle threshold for displaying edges (1.0 for all)Adjust the brightness of the textureAdjust the color of an image, separately in several tonal ranges (highlights, midtones and shadows)Adjust the contrast of the textureAdjust the difference in luminosity between pixelsAdjust the guiding probability based on the roughness of the material componentsAdjust the intensity of the input's colorAdjust the line thickness of custom shapesAdjust the location of the custom shapeAdjust the luminosity of the colorsAdjust the offset to the beginning/endAdjust the rotation of the custom shapeAdjust the saturation of colors in the textureAdjust the size of the custom shapeAdjust thickness of strokesAdjust timing of keyframesAdjust vertex color HSV valuesAdjust vertex color Hue/Saturation/ValueAdjust vertex color brightness/contrastAdjustment Layer StripAdjustment to the Index of Refraction (IOR) to increase or decrease specular intensity (0.5 means no adjustment, 0 removes all reflections, 1 doubles them at normal incidence)AdjustmentsAdjusts softness of the low pressure response onset using a gamma curveAdjusts the brightness of the glareAdjusts the saturation of the glareAdvancedAdvanced Audio CodingAdvanced FilterAdvanced mode for using style modules written in PythonAdvanced operations over library override to help fix broken hierarchiesAeroAerodynamicsAerodynamics TypeAffectAffect AlphaAffect ChildrenAffect OnlyAffect PositionAffect StrengthAffect Stroke StrengthAffect Stroke ThicknessAffect ThicknessAffect TransformAffect UVAffect VisibilityAffect active data layer of all targetsAffect all selected objects instead of just the active objectAffect all vertices (might add some to VGroup A)Affect edges or verticesAffect only edgesAffect only faces facing towards the viewAffect only strokes below the cursorAffect only the Active LayerAffect only the Active MaterialAffect only topologically connected elementsAffect only verticesAffect only vertices connected to the active vertex under the brushAffect only vertices with a normal that faces the viewerAffect only vertices with a similar normal to where the stroke startsAffect particle's dynamic rotationAffect particle's locationAffect the child clumpingAffect the child hair lengthAffect the child kink amplitudeAffect the child kink frequencyAffect the child roughAffect the child twistAffect the density of the particlesAffect the emission time of the particlesAffect the life time of the particlesAffect the particle force fieldsAffect the particle gravityAffect the particle initial velocityAffect the particle sizeAffect the particle velocity dampingAffect the value of the keys linearly, keeping the same relationship between them using either the left or the right key as referenceAffect tracks which are tracked less than the specified number of framesAffect tracks which have a larger reprojection errorAffect vertices in VGroup AAffect vertices in VGroup B (might add some to VGroup A)Affect vertices in at least one of both VGroups (might add some to VGroup A)Affect vertices in both groupsAffectable height of brush (i.e. the layer height for the layer tool)AffectedAffected ActionsAffected BonesAffineAfterAfter ColorAfter CurrentAfter Current FrameAfter CyclesAfter ModeAfter OriginalAfter Original (Aligned)After Original (Full)After Original (Split Channels)After baking curves, remove redundant keysAfter loading, remove everything except scenes, windows, and workspaces. This makes it possible to load the startup file with its scene configuration and window layout intact, but no objects, materials, animations, ...After removing the Strip, delete the associated data alsoAfter this number of light bounces, use approximate global illumination. 0 disables this featureAgX Base Image Encoding for sRGB DisplayAgX Base sRGBAgX LogAgeAge: {:s}AggressionAggressive Mesh SimplificationAggressively simplify to the target ratio disregarding qualityAim the constrained object toward the targetAirAir DampingAir DragAir Personal SpaceAir ViscosityAir has normally some thickness which slows falling things downAlbedoAlbedo and NormalAlbedo pass used by denoiserAlembic Export: Unable to find collection '%s'Algorithm to extend the baked resultAlgorithm to use for generating the envelopeAlgorithm used for UV relaxationAlgorithm used to calculate distance of sample points to feature pointsAlgorithm used to calculate physics, from the fastest to the most stable and accurate: Midpoint, Euler, Verlet, RK4Algorithm used to compute automatic handlesAlignAlign 'n' bones along a curveAlign ActiveAlign AutoAlign Axis To NormalAlign EndAlign Euler to VectorAlign HandleAlign Handle SelectedAlign HandlesAlign HorizontallyAlign ModeAlign Object ToAlign RotationAlign Rotation to TargetAlign Rotation to VectorAlign StartAlign ToAlign UV vertices along the line defined by the endpointsAlign UV vertices on a horizontal lineAlign UV vertices on a vertical lineAlign UV vertices, moving them horizontally to the line defined by the endpointsAlign UV vertices, moving them vertically to the line defined by the endpointsAlign VerticallyAlign ViewAlign View to ActiveAlign XAlign according to object transformAlign chain of bones along a curve (Bones only)Align each axis to the Euler rotation axis as used for inputAlign from all edgesAlign keyframes on a ease-in or ease-out curveAlign newly added objects to the 3D Cursor's rotationAlign newly added objects to the active 3D view orientationAlign newly added objects to the world coordinate systemAlign objectsAlign offset direction to normalsAlign rotation with the snapping targetAlign selected bones to the active bone (or to their parent)Align strokes to current 3D cursor orientationAlign strokes to current view planeAlign text to the bottomAlign text to the bottom line's baselineAlign text to the leftAlign text to the middleAlign text to the rightAlign text to the topAlign text to the top line's baselineAlign the UV island's rotationAlign the X axis with the vectorAlign the Y axis with the vectorAlign the Z axis with the vectorAlign the curve to the surface normal (needs a guide as reference)Align the interpolated curves to the surface normalAlign the new object to the viewAlign the new object to the worldAlign the specified axis to the surface normalAlign the star diagonallyAlign the transformation axes to average normal of selected elements (bone Y axis for pose mode)Align the transformation axes to the 3D cursorAlign the transformation axes to the object's parent spaceAlign the transformation axes to the selected objects' local spaceAlign the transformation axes to the windowAlign the transformation axes to world spaceAlign to Geometry axisAlign to NormalAlign to ObjectAlign to Surface NormalAlign to Vertex NormalAlign to axisAlign to the active object's axisAlign to the left and the rightAlign to the left and the right, with equal character spacingAlign trim geometry orthogonally for a shape with 90 degree anglesAlign trim geometry with the perspective of the current view for a tapered shapeAlign with Point NormalAlignedAligned AxisAligned Free HandlesAligned SingleAligned bone '%s' to parentAlignmentAlignment AxisAlignment XAlignment of the region within the areaAligns opposite point handle during transformAligns selected UV vertices on a lineAliveAlive StateAllAll %d rotation channels were filteredAll 3D ViewportsAll AboveAll Action KeyframesAll ActionsAll Active FramesAll Add-onsAll Add-ons Installed by UserAll BelowAll BoundariesAll ChannelsAll CurvesAll CustomAll Data-BlocksAll EdgesAll FacesAll ForksAll FramesAll GapsAll Geometry TypesAll GroupsAll HairAll ItemsAll Keying SetsAll Keying Sets available for use (Builtins and Absolute Keying Sets for this Scene)All KeymapsAll KeysAll LayersAll LibrariesAll Light ProbesAll Line Art objects are now cleared of bakesAll LinesAll Linked Data DirectAll LocalAll Object OriginsAll ObjectsAll PointsAll PropertiesAll PurposeAll RegionsAll Shading TypesAll StripsAll TransformsAll Transforms to DeltasAll TypesAll UDIM TilesAll UV loop layersAll UVsAll UnlockedAll Vertex GroupsAll VerticesAll View LayersAll VolumesAll available keying setsAll axes are affectedAll bone collections are in useAll bones affected by active Keying SetAll constraints are moved to the control bone.All curves in the data-blockAll data has been imported and is available in the list of "import_items"All effector's weightAll evaluated data-blocksAll from TargetAll geometry groups as separate instancesAll groups are lockedAll layers above activeAll layers below activeAll modifiersAll ngons with four or more vertices will be triangulated. Meshes in the scene will not be affected. Behaves like Triangulate Modifier with ngon-method: "Beauty", quad-method: "Shortest Diagonal", min vertices: 4All object instances to display or render (Warning: Only use this as an iterator, never as a sequence, and do not keep any references to its items)All of the scene objectsAll possible blend types, boolean operations and math operationsAll properties, including transforms, bendy bone shape, and custom propertiesAll render layers are disabledAll rules are averagedAll selected bones were already part of this collectionAll skin verticesAll strips of same basic type (graphical or sound)All strips, recursively including those inside metastripsAll strokes end at same time (i.e. short strokes start later)All strokes start at same time (i.e. short strokes finish earlier)All the currently assigned actions become one glTF animationAll the objects in this layerAll the selected objects of this layerAllow .blend file to execute scripts automatically, default available from system preferencesAllow Blender to access the internet. Add-ons that follow this setting will only connect to the internet if enabled. However, Blender cannot prevent third-party add-ons from violating this rule.Allow Blender to check for updates upon launchAllow ClimbingAllow ExecutionAllow FlightAllow LandAllow Negative FramesAllow Online AccessAllow OverlapAllow Overlapping TypesAllow USD primitives to merge with their Xform parent if they are the only child in the hierarchyAllow UnicodeAllow VR headsets to affect the location in virtual space, in addition to the rotationAllow a manually defined position and rotation to be used as the VR view base poseAllow an edge to have multiple overlapping types. This will create a separate stroke for each overlapping type.Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)Allow boids to climb goal objectsAllow boids to move in airAllow boids to move on landAllow crease edges to show inside smooth surfacesAllow crease to show on sharp edgesAllow deviation for a smoother, less precise lineAllow edges in the same location (i.e. from edge split) to show properly. May run slower.Allow editing on the Z axis of this curve, also allows tilt and curve radius to be usedAllow editing strokes even if they use locked materialsAllow export of all joint vertex influences. Models may appear incorrectly in many viewersAllow for images or movies to be used as texturesAllow glTF Embedded formatAllow internet access. Blender may access configured online extension repositories. Installed third party add-ons may access the internet for their own functionalityAllow interpolation of vertex positionsAllow lines generated by the near/far clipping plane to be shownAllow loose edges to be chained togetherAllow objects to be culled based on the camera frustumAllow objects to be culled based on the distance from cameraAllow particle objects and face/vertex instances to show in Line ArtAllow points or curves to be selected partiallyAllow rigid body to be controlled by the animation systemAllow scaling of the bone for IKAllow scaling the spline control bones to affect the thickness via curve radiusAllow selecting all the keyframes of a curve by selecting the calculated F-curveAllow selecting all the keyframes of a curve by selecting the curve itselfAllow selection of Grease Pencil objectsAllow selection of armaturesAllow selection of camerasAllow selection of curvesAllow selection of emptiesAllow selection of hair curvesAllow selection of latticesAllow selection of light probesAllow selection of lightsAllow selection of mesh objectsAllow selection of metaballsAllow selection of point cloudsAllow selection of speakersAllow selection of surfacesAllow selection of text objectsAllow selection of volumesAllow self-intersection in operandsAllow switching the parent of the master controlAllow the VR tracking origin to be defined independently of the headset locationAllow the initial mouse position to be usedAllow the path to contain substitution tokensAllow the property to be overridden when the data-block is linkedAllow the use of colors indicating constraints/keyed statusAllow thickness to be assigned asymmetricallyAllow this object and its duplicators to be culled by camera space cullingAllow this object and its duplicators to be culled by distance from cameraAllow vertices to move in the negative direction of axisAllow vertices to move in the positive direction of axisAllows a single dot to be carefully positionedAllows for colored transparency, but incompatible with render passes and ray-tracing. Also known as forward rendering.Allows for colored transparency, but incompatible with render passes and raytracing. Also known as forward rendering.Allows for grayscale hashed transparency, and compatible with render passes and ray-tracing. Also known as deferred rendering.Allows for grayscale hashed transparency, and compatible with render passes and raytracing. Also known as deferred rendering.Allows managing UI translations directly from Blender (update main .po files, update scripts' translations, etc.)Along NormalAlong NormalsAlong StrokeAlphaAlpha ChannelAlpha ConvertAlpha CropAlpha DecalsAlpha FacAlpha FactorAlpha ModeAlpha ModifiersAlpha OverAlpha Over NodeAlpha Over StripAlpha ThresholdAlpha TransparencyAlpha Under StripAlpha modifier '%s' could not be removedAlpha modifier typeAlpha modifiers for changing line alphasAlpha transparency based on random noiseAlpha transparency based on the angle between two adjacent facesAlpha transparency based on the direction of the strokeAlpha transparency based on the radial curvature of 3D mesh surfacesAlpha:Alphabetically sorts data-blocks - mainly objects in the scene (disable to increase viewport speed)Already a control point at frame %.6fAlso affect the visibilityAlso delete some data layers from destination if necessary, so that it matches exactly sourceAlso deselect faces that only touch on a cornerAlso import materials that are not used by any geometry. Note that when this option is false, materials referenced by geometry will still be importedAlso select faces that only touch on a cornerAltAlt Click Tool PromptAlt Cursor AccessAlt Middle Mouse Drag ActionAlt Tool AccessAlt key pressedAlt key pressed, -1 for any stateAlt-MMB Drag ActionAltLAltRAlter spring length to shrink/blow up (unit %) 0 to disableAlternate RowsAlternate access to 'Delete Keyframe' for keymaps to useAlternate access to 'Insert Keyframe' for keymaps to useAlternate between forward and reverse playback of keyframe rangeAlternate script path, matching the default layout with sub-directories: startup, add-ons, modules, and presets (requires restart)Alternative access to location/scale/rotation relative to the parent and own rest boneAlternative end frame for UI playbackAlternative start frame for UI playbackAlternatively, download the extension to Install from Disk.AltitudeAlwaysAlways Add Cache ReaderAlways Sample AnimationsAlways Show MenuAlways StepAlways add a keyframe at start and end of actions for animated channelsAlways adjust the value by a minimum of 1 when 'value' is not 1.0Always change tabs when clicking an icon in an outlinerAlways collapse the new merge nodesAlways confirm operation when releasing buttonAlways refresh image on frame changesAlways take a left turnAlways take a right turnAlways use face normals for the face corner domain, matching old behavior of the nodeAlways write absolute pathsAlways write new guide velocities for every frame (each frame only contains current velocities from guiding objects)Ambient ColorAmbient OcclusionAmbient pressure (kPa) that balances out between the inside and outside of the object when it has the target volumeAmountAmountAreaAmountArrayAmountEmission StrengthAmountErrorAmountEvenAmountNumberAmountSingleAmountSmoothAmountStorage TypeAmountStrengthAmount BackAmount EndAmount FrontAmount StartAmount is absolute distance along adjacent edgeAmount is offset of new edges from originalAmount is percent of adjacent edge lengthAmount is perpendicular distance from original edge to bevel faceAmount is width of new faceAmount of GI ray to trace for each pixelAmount of air dragAmount of angular velocity that is lost over timeAmount of anisotropy for reflection. Higher values give elongated highlights along the tangent directionAmount of anisotropy for specular reflection. Higher values give elongated highlights along the tangent directionAmount of backbone stretchingAmount of buoyancy force that rises bubbles (high value results in bubble movement mainly upwards)Amount of clumpingAmount of control points of the generated hair curvesAmount of dampingAmount of damping during collisionAmount of damping during particle collisionAmount of damping in bending behaviorAmount of damping in compression behaviorAmount of damping in shearing behaviorAmount of damping in stretching behaviorAmount of detail for wireframe displayAmount of displacemement along the surface normalAmount of distortionAmount of distortion noise detailAmount of distortion of the waveAmount of dithering noise added to the rendered image to break up bandingAmount of dithering when painting on byte imagesAmount of drag force that moves bubbles along with the fluid (high value results in bubble movement mainly along with the fluid)Amount of duplicates per curveAmount of edge roundingAmount of endpoint roughnessAmount of erasing for strengthAmount of erasing for thicknessAmount of fine level detail present in the noiseAmount of focal blur, 128 (infinity) is perfect focus, half the value doubles the blur radiusAmount of friction during particle collisionAmount of generated foamAmount of gravity after each dabAmount of guides to be used for interpolation per curveAmount of high frequency detail. Depth needs to be greater than 0 for this to have an effectAmount of influence F-Curve Modifier will have when not fading in/outAmount of influence constraint will have on the final solutionAmount of influence the node exerts on the imageAmount of influence the node exerts on the output colorAmount of influence the node exerts on the output vectorAmount of jitter applied to the samplingAmount of linear velocity that is lost over timeAmount of lines that can be visible in current editorAmount of location dependent roughnessAmount of mirror reflection for raytraceAmount of mixing between the A and B inputsAmount of mixing between the A and B vector inputsAmount of neighbors used for blendingAmount of noise for the force strengthAmount of noise to applyAmount of noise to apply to UV rotationAmount of noise to apply to opacityAmount of noise to apply to thicknessAmount of normal directional velocityAmount of opacity to useAmount of overshoot for 'back' easingAmount of paint that is applied per stroke sampleAmount of paint that is picked from the surface into the brush colorAmount of particles left untouched by child path lengthAmount of particles left untouched by random roughnessAmount of particles to use for instancingAmount of random elements that are going to be affected by the brushAmount of random offset per curveAmount of random roughnessAmount of random velocityAmount of random, erratic particle movementAmount of randomization of the direction of the rollAmount of residual error in Blender space unit for constraints that work on positionAmount of residual error in radians for constraints that work on orientationAmount of rotation around side vectorAmount of rotation around velocity vector on turnsAmount of rotation in degrees (90, 180, 270)Amount of screen sample per GI rayAmount of shadow map sample per shadow rayAmount of shadow ray to trace for each lightAmount of smoke created by burning fuelAmount of smooth to applyAmount of smoothingAmount of smoothing stepsAmount of smoothing to applyAmount of smoothing to apply after finish newly created strokes, to reduce jitter/noiseAmount of smoothing to apply to interpolated strokes, to reduce jitter/noiseAmount of smoothing to automatically apply to each strokeAmount of smoothing while drawingAmount of steps of smoothing applied after shrinkwrapAmount of stickiness to surface collisionAmount of straighteningAmount of time to determine best compression: 0 = no compression with fast file output, 100 = maximum lossless compression with slow file outputAmount of turbulence and rotation in smokeAmount of velocity lost on collisionAmount of wet paint that stays in the brush after applying paint to the surfaceAmount texture affects alphaAmount texture affects child clumpAmount texture affects child hair lengthAmount texture affects child kink amplitudeAmount texture affects child kink frequencyAmount texture affects child roughnessAmount texture affects child twistAmount texture affects diffuse colorAmount texture affects particle dampingAmount texture affects particle densityAmount texture affects particle emission timeAmount texture affects particle force fieldsAmount texture affects particle gravityAmount texture affects particle initial velocityAmount texture affects particle life timeAmount texture affects physical particle sizeAmount that the pose is applied on top of the existing poses. A negative value will subtract the pose instead of adding itAmount the Active Action contributes to the result of the NLA stackAmount the strip contributes to the current resultAmount to boost elastic bounces for 'elastic' easingAmount to decrease or increase character spacing withAmount to deform objectAmount to displace geometryAmount to offset array UVs on the U axisAmount to offset array UVs on the V axisAmount to offset mirrored UVs flipping point from the 0.5 on the U axisAmount to offset mirrored UVs flipping point from the 0.5 point on the V axisAmount to spread arcs for arc inner mitersAmount to warp about the cursorAmplitudeAmplitude ClumpAmplitude RandomAmplitude of WaveAmplitude of the Perlin noiseAmplitude of the noiseAmplitude of the noise - the amount that it modifies the underlying curveAmplitude of the sinus displacementAmplitude of the spatial noiseAn "extreme" pose, or some other purpose as neededAn 'extreme' pose, or some other purpose as neededAn Action may not have more than one layerAn action slot can only be created when an action is assignedAn added offset to each octave, determines the level where the highest octave will appearAn animation layer containing Actions referenced as NLA stripsAn approximation of the Fresnel conductor curve based on the colors at perpendicular and near-grazing (roughly 82°) anglesAn area is maximized, filling this screenAn array of floating-point valuesAn array of integersAn array of true or false valuesAn artistic solver with strong surface tension effects (original)An attribute field with a selection of the outer pointsAn edge connected to the face, chosen by the sort indexAn edit-mesh with vertex or edge selection mode is requiredAn exception occurred invoking USD hook '%s'An exception occurred invoking USD hook '%s'. Please see the console for detailsAn existing matching local ID has been re-usedAn extra multiplier to tune the magnitude of octavesAn identifier for the group of each face. All contiguous faces with the same value are in the same regionAn index used to group curves together. Filling is done separately for each groupAn index used to group values together for multiple separate accumulationsAn index used to group values together for multiple separate operationsAn input was not manifoldAn internal property used to store only the first mouse positionAn internal property used to store the first node in a Lazy Connect operationAn internal property used to store the last node in a Lazy Connect operationAn internal property used to store the source socket in a Lazy Connect operationAn item (representing a data-block) in a BlendImportContext data. Currently only exposed as read-only data for the pre/post linking handlersAn object instance in a View Layer (currently never exposed in Python API)AnaglyphAnaglyph TypeAnalog 16mmAnalog 35mmAnalog 65mmAnalog IMAXAnalog Super 16Analog Super 35Ancestors Effectively VisibleAnchor FrameAnchor WeightsAnchor XAnchor YAndAngleAngle BasedAngle ClampAngle ConstraintAngle FactorAngle LimitAngle MinAngle OuterAngle SnapAngle Snap IncrementAngle SplittingAngle ThresholdAngle above which to bevel edgesAngle above which to split edgesAngle and axis to rotate aroundAngle at which interocular distance is 0Angle at which interocular distance starts to fade to 0Angle between the planes of the creaseAngle in screen space below which a stroke is split in twoAngle limitAngle of Rotation for Axis-Angle rotation representationAngle of deformationAngle of revolutionAngle of rotationAngle of the inner cone, in degrees, inside the cone the volume is 100%Angle of the main directionAngle of the outer cone, in degrees, outside this cone the volume is the outer cone volume, between inner and outer cone the volume is interpolatedAngle of the transitionAngle snappingAngle snapping modeAngle snapping relative to the previous cut edgeAngle to rotate the input vector byAngle to use as the basis for warpingAngle used for rotation increments in 2D editorsAngle used for rotation increments in 3D editorsAngles above this are considered cornersAngles smaller than this will be treated as creasesAngles smaller than this will be treated as creases. Crease angle priority: object Line Art crease override > mesh auto smooth angle > Line Art default crease.AngularAngular DampingAngular DistanceAngular MotorAngular VelocityAngular Velocity AxisAngular Velocity Deactivation ThresholdAngular Velocity below which simulation stops simulating objectAngular diameter of the Sun as seen from the EarthAngular diameter of the spotlight beamAngular distortion between UV and 3D anglesAngular thickness of the surfaces when computing fast GI and ambient occlusion. Reduces energy loss and missing occlusion of far geometry.Angular threshold for detecting crease edgesAngular velocity amount (in radians per second)Anim PlayerAnimalsAnimatableAnimate propertyAnimate strokes appearing and disappearingAnimatedAnimated InfluenceAnimated SelectedAnimated Strip TimeAnimationAnimation Channel BagAnimation Channels for SlotsAnimation CurvesAnimation DataAnimation EditorsAnimation End OffsetAnimation ModeAnimation OffsetAnimation OperationAnimation PlayAnimation PlayerAnimation Player PresetAnimation PlayingAnimation Pointer (Experimental)Animation Start OffsetAnimation StepAnimation TimeoutAnimation UIAnimation VisualizationAnimation data for data-blockAnimation data for this data-blockAnimation data-block does not have active actionAnimation data-block has active actionAnimation end offset (trim end)Animation is played backwardsAnimation playbackAnimation playback is activeAnimation playback speed in frames per second. If a single image, then 0Animation settingsAnimation start offset (trim start)Animation stepsAnimation time of noiseAnimation track at index %d is not a NLA 'Active Action' trackAnimation:AnimationsAnisotropicAnisotropic FilteringAnisotropic RotationAnisotropyAnkleAnkle and ToeAnnotationAnnotation Default ColorAnnotation FrameAnnotation FramesAnnotation LayerAnnotation Layer OpacityAnnotation LayersAnnotation StrokeAnnotation Stroke Placement (3D View)Annotation Stroke PointAnnotation Stroke ThicknessAnnotation dataAnnotation data for this Preview regionAnnotation data for this spaceAnnotation data for this trackAnnotation data-blocks (legacy Grease Pencil)Annotation:AnnotationsAnonymous attributes cannot be accessed by nameAnonymous attributes cannot be created hereAnother object has this shared data in edit modeAnti-AliasAnti-AliasingAnti-Aliasing SamplesAnti-alias the generated mask before combining for smoother boundaries at the cost of more expensive processingAntialias pixelsAntialiasingAnyAny TypeAny angle is allowed for rotationAny modifier keys pressedAny object modification requires a complete BVH rebuild, but renders fasterAny unsaved changes will be lost.ApertureAppApparent size of the Camera object in the 3D ViewAppendAppend (Reuse Data)Append (Reuse) {}Append (make local) also indirect dependencies of appended IDs coming from other libraries. NOTE: All IDs (including indirectly linked ones) coming from the same initial library are always made localAppend ActionAppend Materials of the active Grease Pencil to other objectAppend a final bone to the end of each chain to specify last bone length (use this when you intend to edit the armature from exported data)Append a workspace and make it the active one in the current windowAppend active modifiers to selected stripsAppend from a Library .blend fileAppend history at cursor positionAppend mesh name to object name, separated by a '_'Append only active material, uncheck to append all materialsAppend scrollback text by typeAppend {}Appended DataApple's Display P3 with sRGB compound (piece-wise) encoding transfer function, common on Mac devicesApplication TemplateApplication Template "%s" not foundApplicationsApplied constraint was not first, result may not be as expectedApplied constraint: %sApplied modifier only changed CV points, not tessellated/bevel verticesApplied modifier was not first, result may not be as expectedApplied modifier: %sApplies a cloth simulation deformation to the entire meshApplies a filter to modify the active color attributeApplies a filter to modify the current maskApplies a filter to modify the current meshApplies gravity to the simulationApplies the brush falloff in a loop patternApplies the brush falloff in the tip of the brushApplies the deformation in a localized area limited by the brush radiusApplies the falloff radius in a loop pattern, inverting the displacement direction in each pattern repetitionApplies the same deformation in the entire boundaryApplies the transformation simulating elasticity using the radius of the cursorApplies the transformation to all vertices in the meshApplies transformations done by the Armature modifierApplyApply (All Keyframes)Apply BaseApply DensityApply FlippedApply Gaussian Blur to objectApply Hair GuidesApply MaskApply MixApply ModifierApply ModifiersApply Object TransformationsApply PresetApply PropertiesApply ScalingsApply Subdivision HeuristicApply Subdivision SurfaceApply TransformApply UnitApply Unit Conversion ScaleApply a color transformation in the HSV color modelApply a fixed offset (don't scale by the radius)Apply a gamma correctionApply a stroke of brush to the particlesApply action to all vertex groupsApply blur to each jittered sample to reduce under-sampling artifactsApply brush influence in a 2D circle, projected from the viewApply brush influence in a Sphere, outwards from the centerApply brush normallyApply changes to matching bone on opposite side of X-AxisApply channel rotation as IK constraintApply channel size as IK constraint if stretching is enabledApply color corrections for each color channelApply common image enhancement filtersApply constraint and remove from the stackApply copied rotation after original, as if the constraint target is a childApply copied rotation before original, as if the constraint target is a parentApply copied transformation after original, as if the constraint target is a child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation after original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation after original, using simple matrix multiplication as if the constraint target is a child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply copied transformation before original, as if the constraint target is a parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation before original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation before original, using simple matrix multiplication as if the constraint target is a parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply corrections to solve shadow terminator artifacts caused by bump mappingApply current mix of shape keys to the geometry before removing themApply current scene's unit (as defined by unit scale) to exported dataApply current scene's unit (as defined by unit scale) to imported dataApply current visible shape to the object data, and delete all shape keysApply custom scaling and units scaling to FBX scaleApply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0Apply custom scaling to FBX scale, and units scaling to each object transformationApply custom scaling to each object transformation, and units scaling to FBX scaleApply depth of field in 2D, using a Z depth map or maskApply different tint effectsApply effectors to childrenApply falloff to avoid sharp edges when the light geometry intersects with other objectsApply final constrained position of pose bones to their transformApply fixed movement deltas every updateApply force in the X axisApply force in the Y axisApply force in the Z axisApply force only in 2DApply fractal displacement along normal onlyApply global space transform to the object rotations. When disabled only the axis space is written to the file and all object transforms are left as-isApply gravitation to point movementApply haptics on button pressApply haptics on button press and releaseApply haptics on button releaseApply haptics repeatedly for the duration of the button pressApply haptics to the same user paths for the haptic action and this actionApply modifier and remove from the stackApply modifier as a new shape key and remove from the stackApply modifier as a new shapekey and keep it in the stackApply modifiers (excluding Armatures) to mesh objects -WARNING: prevents exporting shape keysApply modifiers to exported meshesApply modifiers to mesh objects (except Armature ones) - WARNING: prevents exporting shape keysApply new rotation after original, as if it was on a childApply new rotation before original, as if it was on a parentApply offset cumulatively (previous points affect points after)Apply offset in reverse animation directionApply offset in usual animation directionApply on SplineApply paint on each mouse move stepApply puff to unselected end-points (helps maintain hair volume when puffing root)Apply relative to the current value (delta)Apply relative transformations in X-mirror mode (not supported with Auto IK)Apply render part of display transform when saving byte imageApply render part of display transformation when displaying this image on the screenApply sampling to all animationsApply scale on solution itself to make distance between selected tracks equals to desiredApply scaling of selected strips to their referenced ActionsApply selected vertex locations to all other shape keysApply shadow tracing to each jittered sample to reduce under-sampling artifactsApply sinusoidal deformationApply smoothing filter that preserves edges, for stylized and painterly effectsApply smoothing without reconstructing the surfaceApply the action based on vertex group selectionApply the action channels after the original transformation, as if applied to an imaginary child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels after the original transformation, as if applied to an imaginary child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels after the original transformation, handling location, rotation and scale separatelyApply the action channels before the original transformation, as if applied to an imaginary parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels before the original transformation, as if applied to an imaginary parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels before the original transformation, handling location, rotation and scale separatelyApply the current pose as the new rest poseApply the deformation in the selected axisApply the edit operation to hidden geometryApply the force in the selected axisApply the gesture action only to the area that is contained within the segment without extending its effect to the entire lineApply the given Pose Action to the rigApply the maximum grab strength to the active vertex instead of the cursor locationApply the object's parent inverse to its dataApply the object's transformation to its dataApply the object's visual transformation to its dataApply the operation over content of the selected items only (the data-blocks in their sub-tree)Apply the operation over selected data-blocks and all their dependenciesApply the operation over selected data-blocks onlyApply the opposite of Lock/Unlock to unselected vertex groupsApply the relative positional offsetApply the same setup but mirrored to the opposite side control, shown in parentheses. Bones will only be affected by the control with the same side (eg., .L bones will only be affected by the .L control). Bones without a side in their name (so no .L or .R) will be affected by both controls with 0.5 influence eachApply the subdivision surface level as an offset relative to the current levelApply the target object's world transform on top of the attribute's transformApply this and all preceding deformation modifiers on splines' points rather than on filled curve/surfaceApply to all keyframesApply to selected vertex groupsApply to unselected vertex groupsApply track's mask on displaying previewApply transformation before parentingApply two-dimensional scaling and rotation to stroke backbone geometryApply volume preservation after smoothApply volume preservation over the original scalingApply weight-blended transformation from multiple bones like the Armature modifierApply weighted moving means to make selected F-Curves less bumpyApply weights symmetrically along X axis, for Envelope/Automatic vertex groups creationApproximate diffuse indirect light with background tinted ambient occlusion. This provides fast alternative to full global illumination, for interactive viewport rendering or final renders with reduced qualityApproximate number of faces (quads) in the new meshApproximate number of voxels along one axisApproximate the object as a sphere whose diameter is equal to the thickness defined by the node treeApproximate the object as an infinite slab of thickness defined by the node treeApproximate the thickness of the object to compute two refraction events (0 is disabled) (Deprecated)Approximately in how many frames should dissolve happenApproximately in how many frames should drying happenApproximation of Mie scattering in water droplets, used for scattering in clouds and fogApproximation to physically based volume scatteringApproximation used to model the light interactions inside the objectAppsArabic - ﺔﻴﺑﺮﻌﻟﺍArbitrary Output Variables. Provide custom render passes for arbitrary shader node outputsArcArccosine ModeArchive LibrariesArcminutesArcsecondsArcsine ModeArctan2 ModeArctangent ModeAre there any bone paths that will need updating (read-only)Area LightArea Lights can only have scale applied: "%s"Area NormalArea Normal FalloffArea Normal LimitArea PlaneArea RadiusArea Radius PressureArea SpacesArea WeightArea distortion between UV and 3D facesArea heightArea in a subdivided screen, containing an editorArea not found in the active screenArea of this triangleArea to apply deformation falloff to the effects of the simulationArea widthAreasAreas in the core matte mask are included in the matteAreas in the garbage matte mask are excluded from the matteAreas the screen is subdivided intoArgumentsArmArmatureArmatureEaseArmatureEase InArmatureEase OutArmatureNewArmatureOutArmatureSamplesArmature '%s' does not contain bone '%s'Armature '%s' not in edit mode, cannot add an editboneArmature '%s' not in edit mode, cannot remove an editboneArmature Bone CollectionsArmature BonesArmature ConstraintArmature DefinedArmature DeformArmature Deform Constraint TargetsArmature EditBonesArmature FBXNode TypeArmature ModifierArmature OverlaysArmature bone, mesh or lattice vertex group, ...Armature data-block containing a hierarchy of bones, usually used for rigging charactersArmature data-blocksArmature deformation modifierArmature has no active bone collection, select one firstArmature has no active object boneArmature object to deform withArmature to use as source of bones to maskArmature's active boneArmature's active bone collectionArmature(s)Armature-Relative HeadArmature-Relative TailArmature-related settingsArmaturesArmatures active edit boneAround FrameArrange the new triangles evenly (slow)Arrange the stacking order of strokesArrayArray All ItemsArray LengthArray ModifierArray duplication modifierArray length calculation methodArray length mismatch (expected %d, got %d)Array length mismatch (got %d, expected more)Array of coordinates which represents UI rectangle corners in frame normalized coordinatesArray of coordinates which represents pattern's corners in normalized coordinates relative to marker positionArrowArrow SizeArrowsArtificial buoyancy force in negative gravity direction based on pressure differences inside the fluidAs 'Clear Parent', but keep the current visual transformations of the objectAs InstanceAs NURBSAs Render PassAsk for confirmation when quitting with unsaved changesAspectAspect RatioAspect XAspect YAsphalt (Crushed)AssetAsset Blend PathAsset BrowserAsset Browser must be set to the Current File libraryAsset CatalogAsset Catalog:Asset CatalogsAsset DataAsset Debug InfoAsset DetailsAsset LibrariesAsset Libraries are local directories that can contain .blend files with assets inside. Manage Asset Libraries from the File Paths section in PreferencesAsset LibraryAsset Library IdentifierAsset Library ReferenceAsset Library TypeAsset Library not foundAsset MetadataAsset RepresentationAsset Select ParametersAsset ShelfAsset Shelf HeaderAsset Shelf NameAsset Shelf PanelAsset TagAsset TagsAsset Weak ReferenceAsset blend file is not editableAsset catalogs cannot be edited in this asset libraryAsset data can only be assigned to assets. Use asset_mark() to mark as an asset.Asset data cannot be NoneAsset data, valid if the file represents an assetAsset file is not editableAsset is not a geometry node groupAsset library is not editableAsset library used to store the new brushAsset library used to store the new poseAsset loading is unfinishedAsset metadata from external asset libraries cannot be edited, only assets stored in the current file canAsset not found: '%s'Asset shelf popover panel type not foundAssetsAssets in the current file cannot be individually savedAssets in the current file cannot be revertedAssignAssign Fk CollectionsAssign IK Constraint with targets derived from the select bones/objectsAssign MaterialAssign Primary CollectionsAssign Secondary CollectionsAssign Tweak CollectionsAssign a crease to inner edgesAssign a crease to outer edgesAssign a crease to the edges making up the rimAssign a material to geometry elementsAssign action "%s" to "%s" before calling this functionAssign active material slot to selectionAssign all selected bones to a collection, or unassign them, depending on whether the active bone is already assigned or notAssign intersection priority value for this collectionAssign no color tag to the collectionAssign the active material slot to the selected strokesAssign the current values of custom properties as their defaults, for use as part of the rest pose state in NLA track mixingAssign the hook to the hook object's active boneAssign the selected vertices to a hookAssign the selected vertices to a new vertex groupAssign the selected vertices to the active vertex groupAssign valueAssigned shortcut {:d} to {:s}Assignment valueAssignment value (as a string)AsymmetricAsymmetry of the shape adjustment of the strand thicknessAtAt CenterAt CursorAt FirstAt LastAt least 8 common tracks on both keyframes are needed for reconstructionAt least one Collection in this View Layer has an exporterAt least one node must be selected.At least one track with bundle should be selected to define origin positionAt least two points requiredAt least {:d} nodes must be selected.At which interval to add keysAt which interval to snap to framesAt which interval to snap to secondsAttach Hair Curves to SurfaceAttach ModeAttach NodesAttach active node to a frameAttach selected nodesAttach selected nodes to a new common frameAttaches hair curves to a surface meshAttachment UVAttachment is ValidAttachment surface UV coordinates of each curveAttack TimeAttack boids at max this distanceAttempt to bind from inactive dependency graphAttempt to import 'allPurpose' materials.Attempt to import 'full' materials. Load 'allPurpose' or 'preview' materials, in that order, as a fallbackAttempt to import 'preview' materials. Load 'allPurpose' materials as a fallbackAttempt to import materials with the given purpose. If no material with this purpose is bound to the primitive, fall back on loading any other bound materialAttempt to select a point handle before transformAttempt to set action on non-animatable IDAttempt to unbind from inactive dependency graphAttenuationAttenuation constantAttributeAttribute '%s' (Blender domain %d, type %d) cannot be converted to USDAttribute Data DetectedAttribute DomainAttribute Domain TypeAttribute GroupAttribute NameAttribute NodeAttribute SpecialsAttribute StatisticAttribute TextAttribute TypeAttribute does not exist: "{}"Attribute domainAttribute domain for the Selection and Group ID inputsAttribute domain not supported by this geometry typeAttribute domain to displayAttribute domain to store free custom normalsAttribute domain used by the geometry nodes modifier to create an attribute outputAttribute domain where the attribute is stored in the baked dataAttribute domain where the attribute is stored in the simulation stateAttribute is not part of this geometryAttribute is required and cannot be removedAttribute name cannot be emptyAttribute name for edge weightAttribute name for vertex weightAttribute on Grease Pencil layerAttribute on instanceAttribute on mesh edgeAttribute on mesh face cornerAttribute on mesh facesAttribute on pointAttribute on splineAttribute on the geometry aboveAttribute per point/vertexAttribute value that will be stored for the current element on the main geometryAttributesAttributes to modifyAttributes with these names used within the group may conflict with existing attributesAudioAudio ChannelsAudio CodecAudio DeviceAudio Mixing BufferAudio Sample FormatAudio Sample RateAudio ScrubbingAudio StripAudio bitrate (kb/s)Audio channel countAudio channelsAudio output deviceAudio sample formatAudio sample format unsupportedAudio sample rateAudio sample rate (samples/s)Audio volumeAuthenticationAuthorAuthor USD custom attributes containing the original Blender object and object data namesAuthor:AutoAuto Align EndAuto Align Extremity BoneAuto Align {:s}Auto AxisAuto Blend In/OutAuto ClampedAuto Close Character PairsAuto CreateAuto DepthAuto EulerAuto HandleAuto Handle SelectedAuto Handle SmoothingAuto Handle Smoothing mode used for newly added F-CurvesAuto IKAuto IK Length: %dAuto Iteration CountAuto KeyframeAuto Keyframe Insert AvailableAuto Keyframe Insert Keying SetAuto KeyframingAuto KeyingAuto Keying EnableAuto Keying IndicatorAuto Keying ModeAuto Keying OnAuto MergeAuto Merge & SplitAuto Merge VerticesAuto NormalizationAuto NormalizeAuto PerspectiveAuto RainbowAuto RefreshAuto Run Python ScriptsAuto Save Temporary FilesAuto Save TimeAuto SmoothAuto StepAuto Texture SpaceAuto TransformAuto UpdateAuto VelocityAuto WXYZ to YRGBAuto XYZ to RGBAuto ZoomAuto clampedAuto detect best GPU for running BlenderAuto handleAuto sets the orbit center dynamically. When the complete model is in view, the center of volume of the whole model is used as the rotation point. When you move closer, the orbit center will be set on an object close to your center of the view.Auto-Clamped HandleAuto-Clamped Handle SelectedAuto-DetectAuto-Execution PathsAuto-KeyframingAuto-Keying ModeAuto-Keying will skip inserting keys that don't affect the animationAuto-Lock Key AxisAuto-Lock LayersAuto-MaskingAuto-Masking LayerAuto-Masking MaterialAuto-Masking StrokesAuto-Merge KeyframesAuto-OffsetAuto-RefreshAuto-Remove Fill GuidesAuto-SaveAuto-Save PreferencesAuto-SmoothAuto-StepAuto-VelocityAuto-offsetAuto-offset DirectionAuto-offset MarginAuto-offset direction: %sAutoPack is enabled, so image will be packed again on file saveAutocompleteAutokey Insert NeededAutolock Inactive LayersAutomaskingAutomaticAutomatic Bone OrientationAutomatic EasingAutomatic NameAutomatic Scrambling DistanceAutomatic SubframesAutomatic handles are adjusted to avoid jumps in acceleration, resulting in smoother curves. However, key changes may affect interpolation over a larger stretch of the curve.Automatic handles only take immediately adjacent keys into accountAutomatic handles that create smooth curvesAutomatic handles that create smooth curves which only change direction at keyframesAutomatic handles that create straight linesAutomatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Automatic keyframe insertion using active Keying Set onlyAutomatic keyframe insertion when moving plane cornersAutomatic line width based on UI scaleAutomatic output type detectionAutomatic pixel size, depends on the user interface scaleAutomatic rigging from building-block componentsAutomatic saving of temporary files in temp directory, uses process ID. Warning: Sculpt and edit mode data won't be savedAutomatic weights from bonesAutomatically adjust strength to give consistent results for different spacingsAutomatically align edges to the brush direction to generate cleaner topology and define sharp features. Best used on low-poly meshes as it has a performance impact.Automatically calculate mass values for Rigid Body Objects based on volumeAutomatically choose Wintab or Windows Ink depending on the deviceAutomatically choose filter based on scaling factorAutomatically choose method based on GPU and imageAutomatically choose the direction on which there is most alignment alreadyAutomatically choose the system-defined language if available, or fall-back to English (US)Automatically close relevant character pairs when typing in the text editorAutomatically compute transformation to get the best possible match between source and destination meshes. Warning: Results will never be as good as manual matching of objectsAutomatically convert all new tabs into spaces for new and loaded text filesAutomatically decide when to perform multiple simulation steps per frameAutomatically detect animated sequences in selected images (based on file names)Automatically detect animated sequences in selected volume files (based on file names)Automatically detect features and place markers to trackAutomatically detect the best rotation axis to rotate towards the vectorAutomatically determine display type for filesAutomatically determine if the surface should be treated as a light for sampling, based on estimated emission intensityAutomatically determine sort method for filesAutomatically determine the number of threads, based on CPUsAutomatically determine the optimal number of steps for best performance/accuracy trade offAutomatically fix alignment of select bones' axesAutomatically lock all layers except the active one to avoid accidental changesAutomatically locks the movement of keyframes to the dominant axisAutomatically merge nearby keyframesAutomatically merge vertices moved to the same locationAutomatically name the output file with the pass typeAutomatically name the output file with the pass type (external only)Automatically offset nodes on insertionAutomatically offset the following or previous nodes in a chain when inserting a new nodeAutomatically pack all external data into .blend fileAutomatically pack all external files into the .blend fileAutomatically pick the fastest intersection methodAutomatically recalculate curve normalization on every curve editAutomatically reduce the number of samples per pixel based on estimated noise levelAutomatically reduce the number of samples per pixel based on estimated noise level, for viewport rendersAutomatically reduce the randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifactsAutomatically remove fill guide strokes after fill operationAutomatically renames the selected bones according to which side of the target axis they fall onAutomatically scale footage to cover unfilled areas when stabilizingAutomatically select best preview typeAutomatically select imported objectsAutomatically select keyframes when solving camera/object motionAutomatically set the number of subframesAutomatically split edges and facesAutomatically split edges in triangles to maintain quad topologyAutomatically switch between orthographic and perspective when changing from top/front/side viewsAutomatically try to determine the best settingAutomatically update the shader when the .osl file changes (external scripts only)Automatically zoom preview image to make it fully fit the regionAutomation axesAutomergeAutoscaleAutosplit OutputAutosplit output at 2GB boundaryAuxiliary TargetAvMinMaxAvailableAverageAverage ErrorAverage Error: {:.2f} pxAverage IterationsAverage ScaleAverage SpeedAverage Spring length * Ball SizeAverage custom normals of selected verticesAverage error during substepsAverage error of re-projectionAverage error of reconstructionAverage iterations during substepsAverage radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale modeAverage re-projection error: %.2f pxAverage selected tracks into activeAverage space UVs edge length of each loopAverage the size of separate UV islands, based on their area in 3D spaceAverage value of VGroup A's and VGroup B's weightsAverage weight in active vertex groupAveragedAveraged ValueAverages source image samples that fall under destination pixelAveraging methodAvoidAvoid CollisionAvoid collision with deflector objectsAvoid collision with other boidsAvoid making unsymmetrical quads across the X axisAvoid making unsymmetrical quads across the Y axisAvoid making unsymmetrical quads across the Z axisAvoid object if danger from it is above this thresholdAvoid shrinking curves shorter than this lengthAxesAxes PositionAxes to RotationAxisAxis & Gizmo ColorsAxis 0 RegionAxis 1 RegionAxis AngleAxis Angle (W+XYZ), defines a rotation around some axis defined by 3D-VectorAxis Angle to RotationAxis ConstraintAxis DirectionAxis LockAxis MappingAxis ModeAxis ObjectAxis OnlyAxis OrthoAxis RandomAxis RangeAxis ReferenceAxis SignAxis SpaceAxis ThresholdAxis UAxis XAxis around which each curve is rolledAxis constrain toAxis for radial tangentsAxis in global view spaceAxis of mouse movement to zoom in or out onAxis of symmetryAxis orientationAxis that is aligned as well as possible given the alignment of the primary axisAxis that is aligned exactly to the provided primary directionAxis that is aligned to the normalAxis that points forward along the pathAxis that points in the 'forward' direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points in the upward direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points to the target objectAxis that points upwardAxis to align UV locations onAxis to align toAxis to align to the vectorAxis to bake in blue channelAxis to bake in green channelAxis to bake in red channelAxis to rotate aroundAxis to tag names withAxis to use to align bundle alongAxis-Angle RotationAxis-alignedAxis-aligned (Horizontal)Axis-aligned (Vertical)BB-BoneB-Bone Display X WidthB-Bone Display Z WidthB-Bone End HandleB-Bone End Handle TypeB-Bone SegmentsB-Bone Start HandleB-Bone Start Handle TypeB-Bone Vertex Mapping ModeB-Bone X sizeB-Bone Z sizeB-SplineB/WB44 (lossy)B44A (lossy)BMPBSDFBSSRDFBSplineBT.1886 2.4 Exponent EOTF Display, commonly used for TVsBT.2020 2.4 Exponent EOTF DisplayBVHBVH LayoutBVH Time StepsBVH2BWBackBack Face CullingBack OrthographicBack PerspectiveBackbone LengthBackbone StretcherBackdropBackdrop OffsetBackdrop ZoomBackdrop offsetBackdrop zoom factorBackendBackface CullingBackfacingBackgroundBackground ColorBackground ImageBackground ImagesBackground SceneBackground SourceBackground TypeBackground ValueBackground color of Debug iconBackground color of Operator iconBackground color of Property iconBackground color of selected lineBackground image cannot be removedBackground image index to removeBackground set sceneBackscatterBackup .blend FilesBackwardsBad assignment modeBad vertex index in listBakeBake & MergeBake AllBake All Keyed FramesBake All Objects AnimationsBake B-Bone channelsBake DataBake EndBake Entire Fluid SimulationBake Fluid DataBake Fluid GuidingBake Fluid MeshBake Fluid NoiseBake Fluid ParticlesBake Grease Pencil object transform to Grease Pencil keyframesBake IDBake ItemBake ItemsBake Line Art for current Grease Pencil objectBake LocationBake ModeBake ModifiersBake Modifiers into keyframes and delete them afterBake Object Transform to Grease PencilBake PackedBake PathBake SamplesBake SelectedBake StartBake TimeBake TypeBake a frame rangeBake a single bake node or simulationBake a single frameBake all Line Art modifiersBake all light probe volumesBake all physicsBake all selected objects location/scale/rotation animation to an actionBake all simulation settings at onceBake an image sequence of ocean dataBake animation into current action, instead of creating a new one (useful for baking only part of bones in an armature)Bake animation onto the object then clear parents (objects only)Bake bones transformationsBake cache on all selected objectsBake custom propertiesBake data for a Scene data-blockBake data for every bake nodeBake directly from multires objectBake directory of object %s, modifier %s is empty, setting default pathBake displacementBake dynamic paint image sequence surfaceBake emissive surfaces for more accurate lightingBake every stage of the simulation separatelyBake failed: invalid canvasBake failed: invalid domainBake failed: no Dynamic Paint modifier foundBake failed: no Fluid modifier foundBake free failed: invalid domainBake free failed: no Fluid modifier foundBake free failed: pending bake jobs foundBake from MultiresBake from cacheBake image textures of selected objectsBake incoming light from the world instead of just the visibility for more accurate lighting, but lose correct blending to surrounding irradiance volumesBake irradiance volume light cacheBake item is an attribute stored on a geometryBake light bounces from light sources for more accurate lightingBake location channelsBake node or simulation output node that corresponds to this bake. This node may be deeply nested in the modifier node group. It can be none in some cases like missing linked data blocks.Bake normalsBake object transformationsBake on Key RangeBake on every frame that has a key for any of the bones, as opposed to just the relevant onesBake pass requires Direct, Indirect, or Color contributions to be enabledBake physicsBake rigid body transformations of selected objects to keyframesBake rotation channelsBake scale channelsBake shading on the surface of selected objects to the active objectBake simulations in geometry nodes modifiersBake space transform into object data, avoids getting unwanted rotations to objects when target space is not aligned with Blender's space (WARNING! experimental option, use at own risk, known to be broken with armatures/animations)Bake the displacement in object spaceBake the displacement in tangent spaceBake the normals in object spaceBake the normals in tangent spaceBake to Active CameraBake to DiskBake to active CameraBake to image data-blocks associated with active image texture nodes in materialsBake to the active color attribute on meshesBake vector displacementBaked AnimationBaked Frame {}Baked strokes are clearedBaked {} - {}BakesBakes a sound wave to samples on selected channelsBaking Line Art...Baking map saved to internal image, save it externally or pack itBaking map written to "%s"Baking of multires data only works with an active mesh objectBaking should happen to image with image bufferBaking texture...Baking to unsupported image typeBalanceBalancedBalanced between performance and qualityBalances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedBalances low and high luminance areas. Lower values emphasize details in shadows, while higher values compress highlights more smoothlyBallBall SizeBall inflating pressureBand WidthBandsBands DirectionBands across X axisBands across Y axisBands across Z axisBands across diagonal axisBankingBarkBaseBase ColorBase ContrastBase Fill TypeBase Pose AngleBase Pose LocationBase Pose ObjectBase Pose TypeBase ScaleBase ThicknessBase TransparencyBase alpha transparency, possibly modified by alpha transparency modifiersBase class from USD Hydra based renderersBase color for ghosts after the active frameBase color for ghosts before the active frameBase curves that new curves are interpolated betweenBase from InstancerBase from SetBase line color, possibly modified by line color modifiersBase line thickness, possibly modified by line thickness modifiersBase meshBase node tree from contextBase node type for custom registered node group typesBase orientation for rotationBase orientation for the rotationBase radius to be set if 'Replace Radius' is enabledBase speed for walking and flyingBase type for IK solver parametersBase type for data-blocks, defining a unique name, linking from other libraries and garbage collectionBase type to define alpha transparency modifiersBase type to define line color modifiersBase type to define line thickness modifiersBase type to define modifiersBase type to define stroke geometry modifiersBased on Mouse PositionBased on distance/falloff it adds a portion of the entire pathBasicBasic mode for interactive style parameter editingBasisBasis MatrixBasque - EuskaraBatchBatch Change Blend TypeBatch Change Math OperationBatch Change Selected NodesBatch ExportBatch ModeBatch Own DirBatch change blend type and math operationBattleBeam ShapeBeans (Cocoa)Beans (Soy)BeautyBeckmannBeforeBefore ColorBefore CurrentBefore Current FrameBefore CyclesBefore FrameBefore Last KeyframeBefore ModeBefore OriginalBefore Original (Aligned)Before Original (Full)Before Original (Split Channels)Behavior when importing USD attributes as Blender custom propertiesBehavior when importing textures from a USDZ archiveBehavior when the name of an imported material conflicts with an existing materialBehavior when the name of an imported texture file conflicts with an existing fileBelowBelow ThresholdBendBend Angle: %.3f, Radius: %.4f, Alt: Clamp %sBend Angle: %s, Radius: %s, Alt: Clamp %sBend rotation axis:Bend selected items between the 3D cursor and the mouseBend the mesh over the Z axis of the modifier spaceBend the mesh using a curve objectBendingBending GroupBending ModelBending Spring DampingBending StiffnessBending Stiffness MaximumBending Stiffness Vertex GroupBendy BoneBendy Bone shape propertiesBendy BonesBest MatchBest Normal-MatchingBetter results when there are holes (slower)Between Min/Max Selected MarkersBevelBevel ConvexBevel DepthBevel ModeBevel ModifierBevel ObjectBevel RadiusBevel ResolutionBevel WeightBevel Weight:Bevel amountBevel amount for percentage methodBevel modifier to make edges and vertices more roundedBevel the entire mesh by a constant amountBiasBias factor for which frame has more influence on the interpolated strokesBias for reducing light-bleed on variance shadow maps (Deprecated)Bias for reducing self shadowing (Deprecated)Bias the shading normal to reduce self intersection artifactsBiasedBicubicBicubic when magnifying, else bilinear (OSL only)BigBilateral BlurBilateral FilterBilinearBimanualBinary ObjectBinary object file format (.bobj.gz)BindBind Bone envelopes to armature modifierBind CoordsBind ToBind base pose in Corrective Smooth modifierBind current shapeBind data missingBind data requiredBind mesh to cage in mesh deform modifierBind mesh to system in laplacian deform modifierBind mesh to target in surface deform modifierBind the selected camera to a marker on the current frameBind vertex count mismatch: %u to %uBind vertex groups to armature modifierBinding in an XR action map itemBindingsBindings for the action map item, mapping the action to an XR inputBioVision Motion Capture (BVH) formatBirth TimeBisectBisect AxisBisect DistanceBisect Flip AxisBisectorBit MathBit depth for fluid particles and grids (lower bit values reduce file size)Bit depth per channelBitangentBitangent SignBitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, use it only if really needed, slower access than bitangent_sign)Bitflags Smooth GroupsBitrateBitrate in kbit/sBkSpaceBkspBlackBlack LevelBlack PointBlackbodyBlackbody IntensityBlackbody TintBlackmagic Pocket 6kBlackman-Harris filterBladesBlankBleedBleed BiasBleeding BiasBlendBlend FactorBlend FileBlend FilesBlend Hair CurvesBlend InBlend In/OutBlend ModeBlend Mode for Transparent Faces (Deprecated: use 'surface_render_method')Blend NeighborsBlend OpacityBlend OutBlend PathBlend RadiusBlend SurfaceBlend TextureBlend TypeBlend WeightBlend along CurveBlend between a smoother noise pattern, and rougher with sharper peaksBlend between diffuse surface and subsurface scattering. Typically should be zero or one (either fully diffuse or subsurface)Blend between transmission and other base layer componentsBlend brush influence by how much they face the frontBlend color to mix with texture output colorBlend deformation along each curve from the rootBlend face data across the insetBlend factor between an octave and its previous one. A value of zero corresponds to zero detailBlend factor between stretch minimized and originalBlend file '%s' created by a Big Endian version of Blender, support for these files has been removed in Blender 5.0, use an older version of Blender to open and convert it.Blend from current position to previous or next keyframeBlend in and out overlapping regionBlend in shape from a shape keyBlend modeBlend selected keyframes to their left or right neighborBlend selected keys to the slope of neighboring onesBlend selected keys to their default value from their current positionBlend shrinkwrap for points above the surfaceBlend the given Pose Action to the rigBlend to NeighborBlend weight to use for mixing two shaders. At zero it uses the first shader entirely and at one the second shaderBlend-File Color SpaceBlend-File DataBlendedBlenderBlender (best for import/export round trip)Blender 2.7Blender 2.8Blender 27xBlender DataBlender Drivers EditorBlender ExtensionsBlender FileBlender File ViewBlender IDsBlender Info LogBlender NamesBlender Object SpaceBlender OriginalBlender RNABlender RNA structure definitionsBlender RenderBlender VersionBlender World SpaceBlender compiled without Audaspace supportBlender is compiled without motion tracking libraryBlender is free softwareBlender lighting strengths with no conversionBlender preferences space dataBlender sub-process exited with error code {:d}Blender was compiled without a viewport denoiserBlender was launched in offline mode, which cannot be changed at runtimeBlender will start next time as it is now.Blender's extension repository must be enabled to install extensions!Blender's extension repository must be refreshed!Blender's extension repository not found!Blender's official web-siteBlendfile Import ContextBlendfile Import Context ItemBlendfile Import Context ItemsBlendfile Import Context LibrariesBlendfile Import Context LibraryBlendfile import context has been initialized and filled with a list of items to import, no data has been linked or appended yetBlendingBlending FactorBlending ModeBlending factorBlending factor for panel and menu shadowsBlending to inelastic collisionBlending weight of this boneBlends between a dielectric and metallic material model. At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top. A value of 1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmissionBlends keyframes from current state to an ease-in or ease-out curveBlends shape between multiple hair curves in a certain radiusBlobby element in a metaball data-blockBlockedBlocked Blocker CollectionBloomBlueBlue ChannelBlue channelBlue component of the color fieldBlue:BlueprintBlurBlur AttributeBlur DistanceBlur IterationsBlur ModeBlur SizeBlur StepsBlur StrengthBlur WidthBlur XBlur an image along a directionBlur an image, using several blur modesBlur limit, maximum CoC radiusBlur shadow aliasing using Percentage Closer FilteringBlur strength per iterationBlur the color of the input image in YCC color space before keying while leaving the luminance intact using a Gaussian blur of the given sizeBlur the computed matte using a Gaussian blur of the given sizeBlur the resolved radiance using a bilateral filterBlur the studiolight in the backgroundBlur using camera depth of fieldBlur weight in active vertex groupBlurring steps for normal falloffBlurry FootageBlurs/softens the edge between the mortar and the bricks. This can be useful with a texture and displacement texturesBody TextBoidBoid BrainBoid RuleBoid RulesBoid SettingsBoid StateBoid StatesBoid effector weightBoid height relative to particle sizeBoid rule nameBoid state for boid physicsBoid state nameBoid will fight this times stronger enemyBoidsBoids 2DBokehBokeh BlurBokeh ImageBokeh TypeBokeh Type:Bokeh shape rotation offsetBoldBold & ItalicBoneBone '%s' has out of date B-Bone segment data - depsgraph update required!Bone '%s' is not a B-Bone!Bone '%s' was not assigned to collection '%s'Bone Armature-Relative MatrixBone CollectionBone Collection MembershipsBone Collection SpecialsBone Collection UIBone CollectionsBone Collections (All)Bone Collections (Roots)Bone Collections that contain this boneBone ColorBone Color SetsBone ColorsBone Constraint PropertiesBone ConstraintsBone DirBone EnvelopeBone Envelope DistanceBone EnvelopesBone FromBone Heat Weighting: failed to find solution for one or more bonesBone HierarchyBone InfluencesBone Locked WeightBone MatrixBone NameBone OriginalBone Pose ActiveBone Pose SelectedBone PropertiesBone RelativeBone RollBone SelectionBone Selection SetBone SettingsBone Shape ScaleBone SizeBone SolidBone ToBone VisibilityBone Wireframe OpacityBone already has an IK constraintBone associated with this PoseBoneBone collection %s is not editable, maybe add an override on the armature Data?Bone collection '%s' not found in Armature '%s'Bone collection in an Armature data-blockBone collection with index %d not found on Armature %sBone collections can only be edited on an ArmatureBone colors were synced; for {:d} bones this will not be visible due to pose bone color overridesBone defining offsetBone deformation distance (for Envelope deform only)Bone deformation weight (for Envelope deform only)Bone in an Armature data-blockBone inherits rotation or scale from parent boneBone is able to be selectedBone is always displayed in wireframe regardless of viewport shading mode (useful for non-obstructive custom bone shapes)Bone is not able to be transformed when in Edit ModeBone is not visible except for Edit ModeBone is not visible when in Edit ModeBone is not visible when it is in Edit ModeBone location is set in local spaceBone not found: {:s}Bone roll alignmentBone rotation around head-tail axisBone selection count errorBone selection during paintingBone that defines the display transform of this custom shapeBone that serves as the end handle for the B-Bone curveBone that serves as the start handle for the B-Bone curveBone to set the texture coordinatesBone to transform fromBone to use for the mirroringBone was added to a hidden collection '%s'Bone {:s} has a broken reference to {:s} collection '{:s}'Bone {:s} selected on both sides, mirroring would be ambiguous, aborting. Only select the left or right side, not bothBone(s)BonesBones & SkinBones assigned to this bone collection. In armature edit mode this will always return an empty list of bones, as the bone collection memberships are only synchronized when exiting edit mode.Bones for different objects selectedBones in this collection will be visible in pose/object modeBones only: apply the object's transformation channels of the action to the constrained bone, instead of bone's channelsBones which are children of this boneBones:%s/%sBookmarksBookmarks SpecialsBool AttributeBool Attribute ValueBool value in geometry attributeBooleanBoolean ArrayBoolean MathBoolean ModifierBoolean Node SocketBoolean Node Socket InterfaceBoolean OperationBoolean ValueBoolean operations modifierBoolean result is too big for solver to handleBoolean selection of curve root pointsBoolean selection of curve tip pointsBoolean solver not available (compiled without it)Boolean value socket of a nodeBoost FactorBorderBorder CollisionsBorder WidthBorder rendering is not supported by sequencerBorder select pinned UVs onlyBordersBothBoth FacesBoth NeighborsBoth SidesBoth ZBoth subdivide long edges and collapse short edges to refine mesh detailBottomBottom BaselineBottom HeightBottom LeftBottom Lip InfluenceBottom OrthographicBottom PerspectiveBottom WidthBottom align on load (except for property editors)Bottom of the listBottom range of X axis destination motionBottom range of X axis source motionBottom range of Y axis destination motionBottom range of Y axis source motionBottom range of Z axis destination motionBottom range of Z axis source motionBouncinessBoundBound per render layer number of samples by global samplesBoundariesBoundaryBoundary EdgesBoundary Face SetBoundary FalloffBoundary Origin OffsetBoundary Shape (Convex)Boundary SmoothBoundary TopologyBoundary edgesBoundary type to maskBoundedBounding BoxBounding Box CenterBounding box volume must be greater than 0BoundsBounds CenterBounds ClampBoxBox Backdrop ColorsBox ColorBox MarginBox MaskBox RoundnessBox SelectionBox SharpenBox corner radius as a factor of box heightBox filterBox margin as factor of image widthBox-like shapes (i.e. cubes), including planes (i.e. ground planes)BoxesBraid Hair CurvesBraid StartBranch SmoothingBranch: {:s}BrassBreak apart the mesh faces and let them follow particlesBreak selected bones into chains of smaller bonesBreakableBreakdownBreakdown KeyframeBreakdown Keyframe SelectedBreaking ThresholdBrick (Common)Brick (Pressed)Brick (Soft)Brick TextureBrick WidthBricksBricks 1Bricks 2Bright/contrast modifier data for sequence stripBrighterBrightnessBrightness correction value. An additive-type factor by which to increase the overall brightness of the image. Use a negative number to darken an image, and a positive number to brighten itBrightness limit of intensityBrightness multiplierBrightness of the iconBrightness threshold for using sprite base depth of fieldBrightness/ContrastBring ForwardBring the input collection geometry into the modified object, maintaining the relative position between the objects in the sceneBring the input object geometry, location, rotation and scale into the modified object, maintaining the relative position between the two objects in the sceneBring to FrontBroadcast actionsBroadcast all compatible actions to all objects. Animated objects will get all actions compatible with them, others will get no animation at allBronzeBrownBrown-Conrady distortion modelBrownianBrowseBrowse Action to be linkedBrowse Armature data to be linkedBrowse Brush to be linkedBrowse Cache Files to be linkedBrowse Camera Data to be linkedBrowse Curve Data to be linkedBrowse Curves Data to be linkedBrowse Grease Pencil Data to be linkedBrowse ID data to be linkedBrowse Image to be linkedBrowse Lattice Data to be linkedBrowse Light Data to be linkedBrowse LightProbe to be linkedBrowse Line Style Data to be linkedBrowse Mask to be linkedBrowse Material to be linkedBrowse Mesh Data to be linkedBrowse Metaball Data to be linkedBrowse Movie Clip to be linkedBrowse Node Tree to be linkedBrowse Object to be linkedBrowse Paint Curve Data to be linkedBrowse Palette Data to be linkedBrowse Particle Settings to be linkedBrowse Point Cloud Data to be linkedBrowse Scene to be linkedBrowse Sound to be linkedBrowse Speaker Data to be linkedBrowse Text to be linkedBrowse Texture to be linkedBrowse Volume Data to be linkedBrowse Workspace to be linkedBrowse World Settings to be linkedBrowse for files and assetsBrowse this fileBrowse, install and manage extensions from remote and local repositoriesBrowsing ModeBrushBrushBendBrushBi-Scale GrabBrushBlobBrushBoundaryBrushBrush TypeBrushClayBrushClay StripsBrushClay ThumbBrushCloneBrushClothBrushColor RampBrushConstantBrushCreaseBrushDeformationBrushDirectionBrushDragBrushDrawBrushDraw Face SetsBrushDraw SharpBrushElastic DeformBrushEraseBrushExpandBrushFalloffBrushFillBrushGrabBrushInflateBrushInvertedBrushJitterBrushLayerBrushMaskBrushMulti-plane ScrapeBrushMultires Displacement EraserBrushMultires Displacement SmearBrushNewBrushNormalBrushNudgeBrushPaintBrushPinchBrushPinch PerpendicularBrushPinch PointBrushPlaneBrushPoseBrushPushBrushRotateBrushScaleBrushSimplifyBrushSlide RelaxBrushSmearBrushSmoothBrushSnake HookBrushSoftenBrushSurfaceBrushThumbBrushTintBrushTri-Scale GrabBrushTwistBrush AssetBrush Asset (Unsaved)Brush Asset ReferenceBrush CapabilitiesBrush CollectionBrush DetailBrush FalloffBrush GradientBrush HeightBrush MaskBrush NormalBrush PresetsBrush RadiusBrush SettingsBrush SizeBrush SpecialsBrush Texture SlotBrush TypeBrush blending modeBrush data-block for storing brush settings for painting and sculptingBrush data-blocksBrush deformation displaces the vertices of the meshBrush deforms the mesh by deforming the constraints of a cloth simulationBrush is projected to canvas from defined direction within brush proximityBrush lags behind mouse and follows a smoother pathBrush only affects vertices that face the viewerBrush operates on all islandsBrush settingsBrush size in screen spaceBrush stepsBrush strengthBrush texture random angleBrush texture rotationBrush type identifier for which the most appropriate tool will be looked upBrush's capabilitiesBrush(es)Brush. Use Left Click to sample for palette insteadBrushesBubbleBubble BuoyancyBubble DragBubblesBufferBuffersizeBugBuildBuild 100% proxy resolutionBuild 25% proxy resolutionBuild 50% proxy resolutionBuild 75% proxy resolutionBuild ModifierBuild Original:Build Undistorted:Build effect modifierBuild proxies for added movie and image strips in each preview sizeBuild proxy resolution 100% of the original footage dimensionBuild proxy resolution 100% of the original undistorted footage dimensionBuild proxy resolution 25% of the original footage dimensionBuild proxy resolution 25% of the original undistorted footage dimensionBuild proxy resolution 50% of the original footage dimensionBuild proxy resolution 50% of the original undistorted footage dimensionBuild proxy resolution 75% of the original footage dimensionBuild proxy resolution 75% of the original undistorted footage dimensionBuild record run time code indexBuilds only new strokes (assuming 'additive' drawing)Built without Fluid modifierBuilt without Ocean modifierBuilt without Remesh modifierBuilt without SLIM, falling back to conformal methodBuilt-In Function F-ModifierBuilt-inBuilt-in AssetBuilt-in animation playerBuilt-in fonts cannot be renamedBuilt-in keymap configurations cannot be removedBuilt-in themes cannot be overwrittenBuilt-in themes cannot be removedBulgarian - БългарскиBumpBump Map CorrectionBump OnlyBump mapping to simulate the appearance of displacementBundleBundle ItemsBundle Node SocketBundle Node Socket InterfaceBundle SolidBundle socket of a nodeBuoyancyBuoyancy DensityBuoyancy HeatBuoyant force based on smoke density (higher value results in faster rising smoke)Buoyant force based on smoke heat (higher value results in faster rising smoke)Burn Into ImageBurn ModeBusy Drawing!ButtButt cap (flat)Button does not appear to have any property information attached (ptr.data = %p, prop = %p)By Active ToolBy Group IDBy LayerBy Loose PartsBy MaterialBy NameBy OrderBy Times Over Current FrameBy Times Over First Selected MarkerBy Times Over Zero TimeBy Values Over Cursor ValueBy Values Over Zero ValueBy how much to grow the selectionByte ColorByte Color (sRGB encoded): {} {} {} {}Byte Color AttributeByte Color Attribute ValueBytecodeBytecode HashBézierBézier CurveBézier Curve PointBézier PointsBézier SegmentBézier curve point with two handlesBézier curve point with two handles defining a Keyframe on an F-CurveBézier spline cannot have points addedCCFLCFL NumberCPUCPU raytracing performance will be poorCSV Import: Cannot open file '%s'CSV Import: empty file '%s'CSV import: failed to parse file '%s'CUDACacheCache FileCache FilesCache Files data-blocksCache FinalCache IndexCache InfoCache Is OutdatedCache LayerCache LayersCache MeshCache ModifierCache Overlay SettingsCache PathCache RawCache ResultCache SettingsCache StepCache directoryCache file pathCache final image for each frameCache frames during simulation nodes playbackCache has to be enabledCache is disabled until the file is savedCache nameCache of the world-space positions of an element over a frame rangeCache raw images read from disk, for faster tweaking of strip parameters at the cost of memory usageCache the incoming data so that it can be used without recomputationCache the sound in memoryCached RangeCached from the first Line Art modifierCached from the first Line Art modifier.Cached location on pathCached positions per frameCaches velocities of mesh vertices. These will be used (automatically) when rendering with motion blur enabled.CachingCageCage ExtrusionCage ObjectCage OpacityCage object "%s" not found in evaluated scene, it may be hiddenCage vertices changed from %d to %dCalculateCalculate AlphaCalculate HolesCalculate Object Motion PathsCalculate OrderCalculate OverlapCalculate Paths for the Selected BonesCalculate Selected to FrameCalculate Vertex Weight dynamicallyCalculate a random value or color based on an input seedCalculate all selected objects instead of just the active objectCalculate an alpha channel based on RGB values in the imageCalculate bone paths from headsCalculate bone paths from tailsCalculate brush spacing relative to the scene using the stroke locationCalculate brush spacing relative to the viewCalculate children that suit long hair wellCalculate even feather offsetCalculate feather offset as a second curveCalculate heights against unsubdivided low resolution meshCalculate holes when filling overlapping curvesCalculate modifiers in linear space instead of sequencer's spaceCalculate normals which result in more even thickness (slow, disable when not needed)Calculate particle rotationsCalculate paths for the selected bonesCalculate point velocities automaticallyCalculate position bounds of each instance's geometry setCalculate relative position (using edges)Calculate relative position (using faces)Calculate self intersections and overlap before fillingCalculate sharp edges using custom normal data (when available)Calculate simulations in geometry nodes modifiers from the start to current frameCalculate statistics about a data set from a field evaluated on a geometryCalculate the boundary mask based on disconnected mesh topology islandsCalculate the boundary mask between face setsCalculate the brush spacing using view or scene distanceCalculate the center of geometry based on the current pivot point (median, otherwise bounding box)Calculate the center of mass from the surface areaCalculate the center of mass from the volume (must be manifold geometry with consistent normals)Calculate the interpolated value of a mesh attribute on the closest point of its surfaceCalculate the interpolated values of a mesh attribute at a UV coordinateCalculate the limits of a geometry's positions and generate a box mesh with those dimensionsCalculate the mean and median of a given fieldCalculate the minimum and maximum of a given fieldCalculate the order of edges (needed for meshes, but not curves)Calculate the proximity to the target's edgesCalculate the proximity to the target's facesCalculate the proximity to the target's points (faster than the other modes)Calculate the standard deviation and variance of a given fieldCalculate the surface area of a mesh's facesCalculate to FrameCalculates a new manifold mesh based on the volume of the current mesh. All data layers will be lostCalculating simulation...Calculation RangeCalculation TypeCalibrationCall PanelCallback function defines for built-in Keying SetsCalligraphyCameraCameraBackCameraCloseCameraDepthCameraEndCameraFixCameraFrontCameraLensCameraNewCamera "%s" is not a multi-view cameraCamera BoundsCamera ClipCamera Cull MarginCamera CullingCamera CustomCamera DataCamera Focal Length: %.1fmmCamera Focal Length: %.1f°Camera GuidesCamera InfoCamera Lens Scale: %.3fCamera ObjectCamera OffsetCamera OrthographicCamera OverrideCamera PanoramicCamera Parent LockCamera PassepartoutCamera PathCamera PerspectiveCamera PresetsCamera SolverCamera Solver ConstraintCamera SuffixCamera ViewCamera VisibilityCamera ZoomCamera data-block for storing camera settingsCamera data-blocksCamera far clipping distanceCamera horizontal shiftCamera lens field of viewCamera lens horizontal field of viewCamera lens vertical field of viewCamera near clipping distanceCamera projection matrixCamera shiftCamera that becomes active on this frameCamera to ViewCamera to use as reference point when subdividing geometry, useful to avoid crawling artifacts in animations when the scene camera is movingCamera to which motion is parented (if empty active scene camera is used)Camera typesCamera vertical shiftCamera's Main AxisCamera's focal lengthCamera(s)CamerasCan only assign evaluated data to evaluated object, or original data to original objectCan only copy one custom normal, vertex normal or face normalCan only pick from the 3D viewport or the outlinerCan only save sequence on image sequencesCan only scale region size from an action zoneCan only unpack bake if the current .blend file is savedCancelCancel and undo a stroke in progressCancel animation, returning to the original frameCancel bevelCancel file operationCannot (de)select bones on linked object, that would need an overrideCannot Load ImageCannot access collections geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's transforms because it's not evaluated yet. This can happen when there is a dependency cycleCannot activate a file selector dialog, one already openCannot add Rigid Body to non mesh objectCannot add a collection to a linked/override collection/sceneCannot add a color tag to a linked collectionCannot add a layer to CacheFile '%s'Cannot add a new collection to linked/override sceneCannot add active layer as maskCannot add bone collections to a linked Armature with a system override; explicitly create an override on the Armature DataCannot add bone collections to a linked Armature without an override on the Armature DataCannot add edges in edit modeCannot add faces in edit modeCannot add hook bone for a non armature objectCannot add hook with no other selected objectsCannot add loops in edit modeCannot add more than %i UV mapsCannot add node %s into node tree %sCannot add node %s into node tree %s: %sCannot add node '%s' in a groupCannot add node '%s' in a group: %sCannot add node group '%s' to '%s'Cannot add node group '%s' to '%s': %sCannot add node of type %s to node tree '%s'Cannot add node of type %s to node tree '%s' %sCannot add objects to a library override or linked collectionCannot add properties to override dataCannot add property to built in keying setCannot add socket to built-in nodeCannot add vertices in edit modeCannot add zone input node '%s' to a group without its paired output '%s'Cannot add zone output node '%s' to a group without its paired input '%s'Cannot allocate FFmpeg format contextCannot allocate enough video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Cannot append data-block '%s' of type '%s'Cannot apply constructive modifiers on curve. Convert curve to mesh in order to applyCannot apply modifier for this object typeCannot apply pose to lib-linked armatureCannot apply this modifier to Grease Pencil geometryCannot apply to a multi user armatureCannot assign material '%s', it has to be used by the Grease Pencil object alreadyCannot assign to linked bone collection %sCannot bake light probe while renderingCannot bake non-'image sequence' formatsCannot build springsCannot change Pose when 'Rest Position' is enabledCannot change action, as it is still being edited in NLACannot change old file (file saved with @)Cannot clear embedded library override '%s', only overrides of real data-blocks can be directly clearedCannot clear linked library override '%s', only local overrides can be directly clearedCannot convert to the selected typeCannot copy/paste packed dataCannot create Rigid Body worldCannot create editmode armatureCannot create freeze frameCannot create key inside of speed transitionCannot create object in main database with an evaluated data data-blockCannot create subtitle fileCannot create the Animation ContextCannot create transitionCannot create transition from first or last keyCannot delete collection '%s', it is either a linked one used by other linked scenes/collections, or a library override oneCannot delete currently visible workspace id '%s'Cannot delete id '%s', indirectly used data-blocks need at least one userCannot delete indirectly linked id '%s'Cannot delete indirectly linked library '%s'Cannot delete indirectly linked object '%s'Cannot delete library override id '%s', it is part of an override hierarchyCannot delete locked layersCannot delete object '%s' as it is used by override collectionsCannot delete object '%s' from scene '%s', indirectly used objects need at least one userCannot determine bake location on disk. Falling back to packed bake.Cannot do anything in mode {!r}Cannot dolly when the view offset is lockedCannot drag an output socketCannot drag panel with no inputsCannot duplicate current selectionCannot edit 'runtime' status of non-blendfile data-blocks, as they are by definition always runtimeCannot edit bone collections on a linked Armature with a system override; explicitly create an override on the Armature DataCannot edit bone collections on linked Armatures without overrideCannot edit bone collections that are linked from another blend fileCannot edit bone groups for library overridesCannot edit constraints coming from linked data in a library overrideCannot edit external library dataCannot edit hidden objectCannot edit library dataCannot edit library linked or non-editable override objectCannot edit library linked or non-editable override object(s)Cannot edit library or non-editable override dataCannot edit library or override dataCannot edit linked mesh or curve dataCannot edit modifiers coming from linked data in a library overrideCannot edit object '%s' as it is used by override collectionsCannot edit object used by override collectionsCannot edit properties from override dataCannot edit shaderfxs coming from linked data in a library overrideCannot edit shaderfxs in a library overrideCannot edit this property from a linked data-blockCannot edit this property from a system override data-blockCannot edit this property from an override data-blockCannot ensure directory: %sCannot evaluate node groupCannot execute boolean operationCannot execute, intersect only available using exact solverCannot execute, non-exact solver and empty collectionCannot execute, non-manifold inputsCannot execute, the selected collection contains non mesh objectsCannot execute, unknown errorCannot export mixed curve types in the same Curves objectCannot export mixed cyclic and non-cyclic curves in the same Curves objectCannot figure out which object this bone belongs to.Cannot find '%s' gridCannot find class {:s} in {:s}Cannot find keys to operate onCannot find lib '%s'Cannot find object data of %s lib %sCannot fly an object with constraintsCannot fly when the view offset is lockedCannot generate materials for unknown {:s} render engineCannot get mesh from cage objectCannot initialize clothCannot initialize the GPUCannot insert group '%s' in '%s'Cannot join while in edit modeCannot link data-block '%s' of type '%s'Cannot link objects into a linked sceneCannot link objects into the same sceneCannot load the baked dataCannot make a bone collection a descendant of itselfCannot make library override from a local objectCannot make segmentCannot mix modal/non-modal itemsCannot modify name of required geometry attributeCannot move above a modifier requiring original dataCannot move beyond a non-deforming modifierCannot move collection from index '%d' to '%d'Cannot move effect beyond the end of the stackCannot move modifier beyond the end of the listCannot move modifier beyond the end of the stackCannot move modifier beyond the start of the listCannot move strip to different sceneCannot move strip to non-meta stripCannot navigate a camera from an external library or non-editable overrideCannot navigate an object with constraintsCannot navigate when the view offset is lockedCannot open destination asset %s for writingCannot open file %s for writing: %sCannot open file: {}Cannot overwrite asset system files. Save as new fileCannot overwrite asset system files. Save as new file?Cannot overwrite export fileCannot overwrite files that are managed by the asset systemCannot overwrite used library '%.240s'Cannot pack absolute file: '%s'Cannot pack multiview images from raw data currently...Cannot pack tiled images from raw data currently...Cannot paint strokeCannot pair zone input node %s with %s because it does not have the same zone typeCannot paste driver variables without a driverCannot paste without a materialCannot pose libdataCannot pose non-editable dataCannot push down actions while tweaking a strip's action, exit tweak mode firstCannot re-link markers into the same sceneCannot read %s '%s': %sCannot read '%s': %sCannot read OSO bytecode to store in node at {!r}Cannot read alternative start-up file: "%s"Cannot read blend file '%s', incomplete header, may be from a newer version of BlenderCannot read file "%s": %sCannot reassign inputs: recursion detectedCannot reassign inputs: strip has no inputsCannot reload with running modal operatorsCannot relocate indirectly linked library '%s'Cannot relocate library '%s' to current blend file '%s'Cannot remove an object from a linked or library override collectionCannot remove background image %d from camera '%s', as it is from the linked reference dataCannot remove built in keying setCannot remove built-in attributes: {}Cannot remove edges in edit modeCannot remove loops in edit modeCannot remove more edges than the mesh containsCannot remove more loops than the mesh containsCannot remove more polys than the mesh containsCannot remove more vertices than the mesh containsCannot remove polys in edit modeCannot remove properties from override dataCannot remove property from built in keying setCannot remove vertices in edit modeCannot render, no cameraCannot resolve path %s for writingCannot return channelbag when slot is NoneCannot rip facesCannot rip multiple disconnected verticesCannot rip non-manifold vertices or edgesCannot save asset catalogs before the Blender file is savedCannot save blend file, path "%s" is a directoryCannot save blend file, path "%s" is not writableCannot save image while renderingCannot save image, path "%s" is not writableCannot save multilayer sequencesCannot save normal file (%s) as asset system fileCannot save text file, path "%s" is not writableCannot separate current selectionCannot separate curves with shape keysCannot separate nodesCannot set a negative rangeCannot set absolute paths with an unsaved blend fileCannot set both socket and panel identifierCannot set instance-collection as object belongs in collection being instanced, thus causing a cycleCannot set relative paths with an unsaved blend fileCannot set slot without an assigned Action.Cannot spinCannot split current selectionCannot swap '%s' and '%s' as one or both will not be able to fit in their new placesCannot swap inputs of a multi-input socketCannot swap selected strips as they will not be able to fit in their new placesCannot swap selected strips because they will overlap each other in their new placesCannot unlink a library override collection which is not the root of its override hierarchyCannot unlink action '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink collection '%s' parented to another linked collection '%s'Cannot unlink collection '%s'. It's not clear which scene, collection or instance empties it should be unlinked from, there's no scene, collection or instance empties as parent in the Outliner treeCannot unlink material '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink object '%s' from linked collection or scene '%s'Cannot unlink object '%s' parented to another linked object '%s'Cannot unlink texture '%s'. It's not clear which Freestyle line style it should be unlinked from, there's no Freestyle line style as parent in the Outliner treeCannot unlink the material '%s' from linked object dataCannot unlink this object dataCannot unlink unsupported '%s' from light linking collection '%s'Cannot unlink world '%s'. It's not clear which scene it should be unlinked from, there's no scene as parent in the Outliner treeCannot unpack individual Library file, '%s'Cannot update a linked Armature with a system override; explicitly create an override on the Armature DataCannot use OpenGL render in background mode (no opengl context)Cannot use vertex with zero-length normalCannot use zero-area faceCannot use zero-length boneCannot use zero-length curveCannot use zero-length edgeCannot verify bone name without a generated rigCannot write a single file with an animation format selectedCannot write file: %sCannot write to asset %s: %sCanvasCanvas NormalCanvas SettingsCanvas SurfacesCanvas X-RayCanvas grid colorCanvas grid offsetCanvas grid opacityCanvas grid scaleCanvas grid subdivisionsCanvas mesh not updatedCap EndpointCap Fill TypeCap StartCapsCaps EndCaps InputCaps ResolutionCaps StartCaps TypeCapsuleCaptureCapture AttributeCapture Attribute ItemCapture DistanceCapture EmissionCapture IndirectCapture ItemsCapture WorldCapture a picture of an editorCapture a picture of the whole Blender windowCapture a screenshot to use as a preview for the selected assetCapture the entire windowCarbon (Solid)CardboardCardinalCascade CountCascade FadeCascade Max DistanceCaseCase SensitiveCase Sensitive Matches OnlyCastCast IronCast ModifierCast ShadowCast Shadow CausticsCast a square spot light shapeCast rays from above the surfaceCast rays from the context geometry onto a target geometry, and retrieve information from each hit pointCast rays to active object from a cageCast shadows from volumetric materials onto volumetric materials (Very expensive)Catadioptric SizeCatalan - CatalàCatalogCatalog IDCatalog SelectorCatalog Simple NameCatalog UUIDCatalog cannot be dropped into itselfCatalog is already placed at the highest levelCatalog is already placed inside this catalogCatalog to use for the new assetCatalogs cannot be edited in this asset libraryCategoryCatmull RomCause the faces of the mesh object to appear or disappear one after the other over timeCause the image to repeat horizontally and verticallyCause the image to repeat in checker board patternCauses Grease Pencil data to be duplicated with the objectCauses actions to be duplicated with the data-blocksCauses armature data to be duplicated with the objectCauses camera data to be duplicated with the objectCauses curve data to be duplicated with the objectCauses curves data to be duplicated with the objectCauses lattice data to be duplicated with the objectCauses light data to be duplicated with the objectCauses light probe data to be duplicated with the objectCauses material data to be duplicated with the objectCauses mesh data to be duplicated with the objectCauses metaball data to be duplicated with the objectCauses particle systems to be duplicated with the objectCauses point cloud data to be duplicated with the objectCauses select-all ('A' key) to de-select in the case a selection existsCauses speaker data to be duplicated with the objectCauses surface data to be duplicated with the objectCauses tab to open pie menu (swaps 'Tab' / 'Ctrl-Tab')Causes text data to be duplicated with the objectCauses volume data to be duplicated with the objectCausticsCavityCavity (Inverted)Cavity (inverted)Cavity CurveCavity FactorCavity MaskCavity RidgeCavity ValleyCavity shading computed in world space, useful for larger-scale occlusionCbCeil ModeCell NoiseCell SizeCell TypeCell type to be highlightedCementCenterCenter Action Safe MarginsCenter DiagonalCenter OverrideCenter Title Safe MarginsCenter in global view spaceCenter of MassCenter of the hook, used for falloff and displayCenter of this faceCenter on FrameCenter point for rotate/scaleCenter textCenter the camera view, resizing the view to fit its boundsCenter the view lock offsetCenter the view so that the cursor is in the middle of the viewCenter the view to the Z-depth position under the mouse cursorCenter-Cut Safe AreasCentersCentimeterCentimetersCentral CylindricalCentum weightsChainChain CountChain LengthChain Loose EdgesChain OffsetChain PriorityChain ScalingChain by DistanceChain count for the selection of first N chainsChain follows position of targetChain follows rotation of targetChainingChaining MethodChainsChalk (Solid)Chance of every point being included in the selectionChance of every point or curve being included in the selectionChance that the particle will pass through the meshChangeChange Active LayerChange CaseChange Effect TypeChange Scene assigned to StripChange SizeChange UV selection modeChange a custom property's type, or adjust how it is displayed in the interfaceChange alpha transparency along strokeChange alpha transparency based on a material attributeChange alpha transparency based on the distance from an objectChange alpha transparency based on the distance from the cameraChange blue channelChange brightnessChange brush size by a scalarChange case of each nameChange collision shapes for selected Rigid Body ObjectsChange contrastChange curve caps mode (rounded or flat)Change direction of the points of the selected strokesChange domain type of the simulationChange factors of Mix nodes and Mix Shader nodesChange fade opacity of displayed onion framesChange flow behavior in the simulationChange font character codeChange font spacingChange green channelChange how fluid is emittedChange how the attribute is storedChange how the color attribute is storedChange hueChange hue/saturation/value of the strokesChange layer group iconChange line color along strokeChange line color based on a material attributeChange line color based on random noiseChange line color based on the direction of a strokeChange line color based on the distance from an objectChange line color based on the distance from the cameraChange line color based on the radial curvature of 3D mesh surfacesChange line color based on the underlying crease angleChange line thickness along strokeChange line thickness based on a material attributeChange line thickness based on the distance from an objectChange line thickness based on the distance from the cameraChange line thickness so that stroke looks like made with a calligraphic penChange pivot point for transforms (buggy)Change position of active Bone Collection in list of Bone collectionsChange red channelChange saturationChange selection for all facesChange selection for all verticesChange selection modeChange selection of all UV verticesChange selection of all UVW control pointsChange selection of all curve pointsChange selection of all markers of active trackChange selection of all metaball elementsChange selection of all time markersChange selection of all tracking markersChange selection of all visible objects in sceneChange selection of all visible reportsChange sorting to use column under cursorChange stroke UV texture valuesChange stroke location, rotation, or scaleChange stroke thicknessChange tabs only when this editor shares a border with an outlinerChange the active action usedChange the bevel weight of edgesChange the cache type of the simulationChange the constraint's position in the list so it evaluates after the set number of othersChange the crease of edgesChange the crease of verticesChange the direction of curves by swapping their start and end dataChange the direction that a chain of bones points in (head and tail swap)Change the display order of the selected strokesChange the effect's position in the list so it evaluates after the set number of othersChange the lock state of all or some vertex groups of active objectChange the lock state of all shape keys of active objectChange the minimum distance used by the density brushChange the mode used for selection masking in curves sculpt modeChange the modifier's index in the stack so it evaluates after the set number of othersChange the number of keys of selected particles (root and tip keys included)Change the object in the current modeChange the object in the current mode • Ctrl to add to the current modeChange the opacity of the strokesChange the order of columnsChange the position of the active line set within the list of line setsChange the position of the style module within in the list of style modulesChange the selection mode for Grease Pencil strokesChange the size of the imageChange the size of thumbnailsChange the size of thumbnails in discrete stepsChange the size of thumbnails in list viewsChange the speed of the simulationChange the strip modifier's index in the stack so it evaluates after the set number of othersChange the type of curvesChange the underlying simulation methodChange to the corresponding tab when outliner data icons are clickedChange to the selected VR landmark from the listChange type of effector in the simulationChange type of fluid in the simulationChange valueChange visible data source in the spreadsheetChange which geometry type the operation affects, edges or verticesChange zoom ratio of sequencer previewChangedChanged SelectedChanges the size of the fonts and widgets in the interfaceChanges the thickness of widget outlines, lines and dots in the interfaceChanging edge seams recalculates UV unwrapChannelChannel %dChannel ColorChannel Driver (only set for Driver F-Curves)Channel GroupChannel Group ColorsChannel KeyChannel MatrixChannel PackedChannel defining pose data for a bone in a PoseChannel in which strip will be cutChannel to place this strip intoChannel values higher than this maximum are not keyedChannel values lower than this minimum are keyedChannelDriver VariablesChannelsChannels of the image to displayChannels of the image to drawChannels of the preview to displayChannels to display in the histogramCharacter IndexCharacter InfoCharacter SpacingCharacter WeightCharacter used to separate objects name into hierarchical structureCharactersCharcoalChargeCharge effector weightChebychev distanceCheck ExistingCheck Internal Spring NormalsCheck Surface NormalsCheck and fix all strings in current .blend file to be valid UTF-8 Unicode (needed for some old, 2.4x area files)Check and warn on overwriting existing filesCheck for Updates on StartupCheck if Select Left or RightCheck if extend lines collide with strokesCheckerChecker DistanceChecker EvenChecker OddChecker TextureCheckerboard InterleavedCheckerboard SizeChecking for Extension UpdatesChecking validity of current .blend file *AFTER* undo stepChecking validity of current .blend file *BEFORE* save to diskChecking validity of current .blend file *BEFORE* undo stepChiangChildChild NumberChild OfChild Of ConstraintChild Of ControlChild Of constraint not foundChild ParticleChild ParticlesChild RadiusChild RoundnessChild SeedChild SizeChild collection with its collection related settingsChild of this pose boneChild particle interpolated from simulated or edited particlesChild particles generated by the particle systemChildrenChildren ExpandedChildren FromChildren Per ParentChildren collections with their parent-collection-specific settingsChildren expanded in the user interfaceChokeChoose BW for saving grayscale images, RGB for saving red, green and blue channels, and RGBA for saving red, green, blue and alpha channelsChoose Collision TypeChoose Screen layoutChoose Selection SetChoose a maximum size for all exported texturesChoose a preview image for the brushChoose a widget for the bone controlChoose active color stopChoose an image to help identify the data-block visuallyChoose between an arbitrary number of values with an indexChoose between faster updates, or faster renderChoose different visualizations of library override dataChoose displacement space for bakingChoose how many Bone influences to exportChoose how subdivision modifiers will be mapped to the USD subdivision scheme during exportChoose instances from the "Instance" input at each point instead of instancing the entire geometryChoose normal space for bakingChoose pseudo-randomlyChoose shading information to bake into the imageChoose the asset library to display assets fromChoose the color of your preference, and the shader will approximate the absorption coefficient to render lookalike hairChoose the file format to save toChoose the interpolation type with which new keys will be addedChoose the type of the widget to createChoose where to get guiding velocities fromChoose whether to export only the [0, 1] range, or all UV tilesChoose {} data-block to be assigned to this userChoppinessChoppiness of the wave's crest (adds some horizontal component to the displacement)Chroma KeyChroma VectorscopeChromatic AdaptationChromatic adaption from a different white pointCircleCircle (HSL)Circle (HSV)Circle SegmentCircle with inner dotCirclesCircularCircular dependency for image "%s" from object "%s"Circular easing (strongest and most dynamic)ClampClamp Bounding BoxClamp DirectClamp FactorClamp GlossyClamp IndirectClamp OffsetClamp OverlapClamp RegionClamp ResultClamp Surface DirectClamp Surface IndirectClamp ToClamp To ConstraintClamp TypeClamp Volume DirectClamp Volume IndirectClamp WavesClamp a value between a minimum and a maximumClamp collision impulses to avoid instability (0.0 to disable clamping)Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 to disable)Clamp result of the node to 0.0 to 1.0 rangeClamp the Z axis of the curveClamp the curve path children so they cannot travel past the start/end point of the curveClamp the direct lighting intensity to reduce noise (0 to disable)Clamp the factor to [0,1] rangeClamp the indices to the size of the attribute domain instead of outputting a default value for invalid indicesClamp the indirect lighting intensity to reduce noise (0 to disable)Clamp the result to [0,1] rangeClamp the result to the target range [To Min, To Max]Clamp the transformation to the distance each vertex moves in the original shapeClamp the width to avoid overlapClamp thickness based on anglesClamp within the edge extentsClampingClarityClassClass NameClassicClassic Ashikhmin velvet (legacy model)ClassicalClean CurvesClean Files After InstallClean UpClean tracks with high error values or few framesClean up i18n working repository (po files)Clean vertex group edgesCleanup action to executeClearClear 'disabled' tag from all F-Curves to get broken F-Curves working againClear 'internal' previews (materials, textures, images, etc.)Clear ActiveClear AllClear Animation DataClear Asset DataClear CoatClear Coat NormalClear Coat RoughnessClear Cyclic (F-Modifier)Clear DeltaClear DriversClear F-Curve snapshots (Ghosts) for active Graph EditorClear Fake UserClear Fake User and remove copy stashed in this data-block's NLA stackClear ImageClear Images before baking (internal only)Clear In ObstacleClear InnerClear LooseClear OuterClear ParentClear Parent InverseClear ParentsClear Recent Files ListClear Recent Files List...Clear RemainedClear SeamsClear TrackClear TransformClear TypeClear Up ToClear ViewerClear action to executeClear active track only instead of all selected tracksClear all Line Art modifier bakesClear all calculated dataClear all constraints from the selected bonesClear all constraints from the selected objectsClear all keyframes on the currently active propertyClear all modifiers from the selected objectsClear all orphaned data-blocks without any users from the fileClear all strokes in current Grease Pencil objectClear all view lockingClear and Keep TransformationClear and Keep Transformation (Clear Track)Clear animation for FK or IK bonesClear collection contributing only indirectly in the view layerClear collections' previewsClear data-block previews (only for some types like objects, materials, textures, etc.)Clear delta location in addition to clearing the normal location transformClear delta rotation in addition to clearing the normal rotation transformClear delta scale in addition to clearing the normal scale transformClear hide selected tracksClear images before baking (only for internal saving)Clear instead of marking seamsClear inverse correction for Child Of constraintClear inverse correction for Object Solver constraintClear keyframes from all elements of the arrayClear labels on selected nodesClear masking of collection in the active view layerClear motion paths of all bonesClear motion paths of all objectsClear motion paths of selected bonesClear motion paths of selected objectsClear objects' previewsClear path at remaining frames (after current)Clear path up to current frameClear pinning for the selection instead of setting itClear preview rangeClear previews for materials, lights, worlds, textures and imagesClear previews for scenes, collections and objectsClear roll for selected bonesClear scenes' previewsClear seams of stitched edgesClear selected .blend file's previewsClear strip in/out offsets from the start and end of contentClear style rather than setting itClear text by typeClear the 'solo' setting on all bone collectionsClear the active groupClear the asset data on append (it is always kept for linked data)Clear the boundaries for viewer operationsClear the boundaries of the border render and disable border renderClear the boundaries of the render region and disable render regionClear the command historyClear the currently selected render slotClear the line and store in historyClear the mask's parentingClear the object's locationClear the object's originClear the object's parentingClear the object's rotationClear the object's scaleClear the property and use default or generated value in operatorsClear the recent files listClear the scrollback historyClear the search filterClear the tilt of selected control pointsClear the whole pathClear tracking constraint or flag from objectClear tracks after/before current position or clear the whole trackClear transform values after transferring to deltasClear vertex sculpt masking data from the meshClear vertex skin layerClear:ClickClick a button to select a collection:Click on the mesh to set the detailClick to add protection from deletionClick to assign the button here:Click to open the info editorClick to place endpoints of straight line segments (connected)Click to remove protection from deletionClicks on the background do not start the strokeClipClip AlphaClip CameraClip ContentsClip DisplayClip EditorClip EditorsClip EndClip ImageClip Max XClip Max YClip Min XClip Min YClip PlanesClip StartClip StripClip ThresholdClip UV coordinates to bounds after unwrappingClip UserClip alpha below this threshold in the 3D textured viewClip drawings to camera size when exporting in camera viewClip editor space dataClip to BoundsClip to cubic-shaped area around the image and set exterior pixels as transparentClip to image size and set exterior pixels as transparentClip view contents based on what is visible in other side viewsClipboard does not contain a matrixClipboard does not contain an assetClipboard is emptyClipboard too longClippingClipping BorderClipping BoundariesClipping OffsetClipping StartClipping optionsClips animations to selected playback rangeClockwiseClone AlphaClone ImageClone LayerClone MapClone OffsetClone Paint Texture IndexClone UV Loop LayerClone UV Loop Layer IndexClone UV loop layer indexClone from Image/UV MapClone from Paint SlotCloseClose AllClose AreaClose SplineClose Spline MethodClose TipClose or open all itemsClose or open the selected stroke adding a segment from last to first pointClose selected areaClose the current windowClosed LoopClosed by DefaultClosed loops unsupportedClosestClosest IndexClosest UDIMClosest WeightClosureClosure InputClosure Input ItemClosure Input ItemsClosure Node IDClosure Node SocketClosure Node Socket InterfaceClosure OutputClosure Output ItemClosure Output ItemsClosure SizeClosure ZoneClosure does not have input: "{}"Closure does not have output: "{}"Closure socket of a nodeClothCloth Collision SettingsCloth DampingCloth MassCloth ModifierCloth PresetsCloth SettingsCloth SimulationCloth collision acts with respect to the collider normals (improves penetration recovery)Cloth collision impulses act in the direction of the collider normals (more reliable in some cases)Cloth dynamics for hairCloth model with angular bending springsCloth model with linear bending springs (legacy)Cloth simulation modifierCloth simulation settings for an objectCloth simulation settings for self collision and collision with other objectsCloth speed is multiplied by this valueCloudsClouds TextureClumpClump CurveClump FactorClump Hair CurvesClump NoiseClump Noise SizeClump OffsetClumpingClumping AmountClumps together existing hair curves using guide curvesCluster controlsClusterize controls in the same positionCmdCoarseCoatCoat IORCoat NormalCoat RoughnessCoat WeightCodecCodec settings for JPEG 2000Coefficient K0 of the lens polynomialCoefficient K1 of the lens polynomialCoefficient K2 of the lens polynomialCoefficient K3 of the lens polynomialCoefficient K4 of the lens polynomialCoefficientsCoefficients for 'x' (starting from lowest power of x^0)Coffee (Fresh/Roast)ColCollapseCollapse (close) all selected expandable animation channelsCollapse EdgesCollapse SummaryCollapse all channels (not just selected ones)Collapse edges without faces, cloth sewing edgesCollapse in all cases except for shadersCollapse isolated edge and face regions, merging data such as UVs and color attributes. This can collapse edge-rings as well as regions of connected faces into verticesCollapse short edges to remove mesh detail where possibleCollapse summary when shown, so all other channels get hidden (Dope Sheet editors only)Collapse the region displaying the operator settingsCollect related nodes together in a common area. Useful for organization when the re-usability of a node group is not requiredCollectionCollectionNewCollection %dCollection '%s' (instantiated by the active object) is not overridableCollection '%s' already in collection '%s'Collection '%s' is not an original IDCollection '%s' not in collection '%s'Collection '%s' was not foundCollection ChildCollection ChildrenCollection ColorCollection Color TagCollection ColorsCollection Export HandlersCollection IndexCollection InfoCollection Instance Empty SizeCollection Light LinkingCollection MaskCollection MasksCollection NameCollection NegationCollection Node SocketCollection Node Socket InterfaceCollection ObjectCollection ObjectsCollection PropertiesCollection SpecialsCollection UIDCollection containing objects participating in this simulationCollection containing rigid body constraint objectsCollection contains current objectCollection data-blocksCollection does not contain object types that can be rendered for the automatic previewCollection name to addCollection of AOVsCollection of Color Ramp ElementsCollection of Curve Map PointsCollection of Driver F-CurvesCollection of Dynamic Paint Canvas surfacesCollection of F-Curve ModifiersCollection of F-Curves for a specific action slot, on a specific stripCollection of Grease Pencil framesCollection of Grease Pencil layersCollection of Grease Pencil masking layersCollection of Grease PencilsCollection of IDs only, used to disambiguate between potential IDs with same name from different librariesCollection of KeyConfigsCollection of LightgroupsCollection of NLA StripsCollection of NLA TracksCollection of NLA strip F-CurvesCollection of Node LinksCollection of Node SocketsCollection of NodesCollection of Object data-blocksCollection of OpenXR component pathsCollection of OpenXR user pathsCollection of Profile PointsCollection of RetimingKeyCollection of StripElementCollection of StripsCollection of UDIM tilesCollection of UV map layersCollection of XR action map bindingsCollection of XR action map itemsCollection of XR action mapsCollection of action slotsCollection of actionsCollection of add-onsCollection of animation channels, typically associated with an action slotCollection of animation layersCollection of animation stripsCollection of annotation framesCollection of annotation layersCollection of annotationsCollection of armature bonesCollection of armature edit bonesCollection of armaturesCollection of background imagesCollection of bake itemsCollection of blendfile import context itemsCollection of brushesCollection of cache filesCollection of cache layersCollection of camerasCollection of capture attribute itemsCollection of channel driver VariablesCollection of child collectionsCollection of collection objectsCollection of collectionsCollection of combine bundle itemsCollection of curve splinesCollection of curvesCollection of custom asset tagsCollection of data-blocks that can be referenced by baked dataCollection of export handlersCollection of f-curve groupsCollection of field to grid itemsCollection of file output itemsCollection of file paths with common ``directory`` rootCollection of fontsCollection of format string itemsCollection of generation itemsCollection of gizmosCollection of hair curvesCollection of imagesCollection of index_switch itemsCollection of input itemsCollection of items that make up an enumCollection of keyframe pointsCollection of keying set pathsCollection of keymap itemsCollection of keymapsCollection of latticesCollection of layers used by maskCollection of layers which defines this maskCollection of librariesCollection of light probesCollection of lightsCollection of line stylesCollection of main itemsCollection of markers for movie tracking plane trackCollection of markers for movie tracking trackCollection of markers in trackCollection of masking spline pointsCollection of masking splinesCollection of masksCollection of materialsCollection of mesh edgesCollection of mesh loopsCollection of mesh polygonsCollection of mesh verticesCollection of meshesCollection of metaball elementsCollection of metaballsCollection of movie clipsCollection of movie tracking objectsCollection of movie tracking plane tracksCollection of movie tracking tracksCollection of node treesCollection of object constraintsCollection of object effectsCollection of object modifiersCollection of object pathsCollection of objectsCollection of objects in this tracking data objectCollection of override operationsCollection of override propertiesCollection of packed imagesCollection of paint curvesCollection of palette colorsCollection of palettesCollection of particle settingsCollection of particle systemsCollection of pathsCollection of plane tracks in this tracking data objectCollection of plane tracks in this tracking data object. Deprecated, use objects[name].plane_tracksCollection of point cachesCollection of point cloudsCollection of pointsCollection of points for Bézier curves onlyCollection of points that make up this poly or nurbs splineCollection of pose bone constraintsCollection of related drawingsCollection of related sketchesCollection of related sketches on a particular frameCollection of render layersCollection of render passesCollection of render viewsCollection of repeat itemsCollection of scenesCollection of screensCollection of separate bundle itemsCollection of simulation itemsCollection of solved camerasCollection of soundsCollection of source libraries, i.e. blendfile pathsCollection of spacesCollection of speakersCollection of spline Bézier pointsCollection of spline pointsCollection of splines in this curve data objectCollection of splines which defines this layerCollection of strip modifiersCollection of studio lightsCollection of target bones and weightsCollection of textsCollection of texture slotsCollection of texturesCollection of timeline markersCollection of tracking plane tracksCollection of tracks in this tracking data objectCollection of tracks in this tracking data object. Deprecated, use objects[name].tracksCollection of tracks used for 2D stabilization (translation)Collection of user asset librariesCollection of user extension repositoriesCollection of vertex colorsCollection of vertex groupsCollection of viewer itemsCollection of volumesCollection of window managersCollection of workspacesCollection of worldsCollection socket of a nodeCollection that included object should be a member ofCollection this layer collection is wrappingCollection which defines light linking relation of this emitterCollection which defines objects which block light from this emitterCollection {:s} has the same uid {:d} as {:s}Collection(s)CollectionsCollections of objectsCollections that are immediate children of this collectionCollide with objects during the simulationCollide with other collider objects in the sceneCollider FrictionCollisionCollision CollectionCollision CollectionsCollision MarginCollision ModifierCollision QualityCollision SettingsCollision ShapeCollision Shape of object in Rigid Body SimulationsCollision TypeCollision Vertex GroupCollision collections rigid body belongs toCollision distanceCollision modifier defining modifier stack position used for collisionCollision settings for object in physics simulationCollisionsColorColor+XColor+YColor+ZColor-XColor-YColor-ZColorAColorAddColorBColorBlending ModeColorCColorColorColorColor BurnColorColor DodgeColorController Draw StyleColorDarkColorDark + RayColorDarkenColorDifferenceColorExclusionColorGColorHard LightColorHueColorLightColorLight + RayColorLightenColorLimit ChannelColorLinear BurnColorLinear LightColorLumaColorModeColorMultiplyColorOverlayColorPin LightColorRColorRGBColorSaturationColorScreenColorSoft LightColorSubtractColorValueColorVivid LightColor & AlphaColor 01Color 02Color 03Color 04Color 05Color 06Color 07Color 08Color 09Color AttributeColor Attribute SpecialsColor AttributesColor BalanceColor BoostColor BurnColor CorrectionColor DepthColor DodgeColor DryColor FacColor FieldColor GridColor GridlinesColor InterpolationColor KeyColor LayerColor ManagementColor MappingColor MaximumColor Mix StripColor ModeColor ModifiersColor ModulationColor NodeColor Node SocketColor Node Socket InterfaceColor OpacityColor PaletteColor ParametrizationColor PathColor PickerColor Picker TypeColor PostColor PreColor PresetsColor Quantization BitsColor RampColor Ramp ElementColor Ramp ElementsColor SetColor Set IDColor Set {:d}Color SetsColor ShiftColor SpaceColor Space SettingsColor Space: Color SpillColor SpreadColor StripColor TagColor TagsColor ThresholdColor TypeColor ValueColor and alpha for compositional guide overlaysColor attribute baking is only supported for mesh objectsColor balance gain (highlights)Color balance gamma (midtones)Color balance lift (shadows)Color balance modifier for sequence stripColor balance parameters for a sequence stripColor balance parameters for a sequence strip and its modifiersColor cells by positionColor curve mapping applied before display transformColor for all strokes in this layerColor for custom background colorColor for error itemsColor for filling region bounded by each strokeColor for indicating Grease Pencil keyframesColor for informational itemsColor for mixing with primary filling colorColor for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axisColor for object outlineColor for single color modeColor for strip/action being "tweaked" or editedColor for successful itemsColor for tinting stroke colorsColor for warning itemsColor for wireframe when in edit mode, but edge selection is activeColor from TemperatureColor hue offsetColor in sRGB color spaceColor in the gamma corrected spaceColor in the linear spaceColor in the scene linear working color spaceColor input on which HSV color transformation will be appliedColor input on which correction will be appliedColor input on which inversion will be appliedColor jitter effect on hueColor jitter effect on saturationColor jitter effect on valueColor management settings applied on image before savingColor management settings used for displaying images on the displayColor management specific to display deviceColor mapping settingsColor modifier '%s' could not be removedColor modifier typeColor modifiers for changing line colorsColor node links based on their connected socketsColor of Auto Keying indicator when enabledColor of active markerColor of breakdown keyframeColor of cursor when addingColor of cursor when subtractingColor of disabled markerColor of extreme keyframeColor of folders in the file browserColor of generated keyframeColor of jitter keyframeColor of keyframe borderColor of keyframes on a path after current frameColor of keyframes on a path before current frameColor of light emission from the surfaceColor of locked markerColor of markerColor of marker's outlineColor of moving hold keyframeColor of new annotation layersColor of path after current frameColor of path before current frameColor of preview range overlayColor of regular keyframeColor of scene strip range overlayColor of selected breakdown keyframeColor of selected extreme keyframeColor of selected generated keyframeColor of selected jitter keyframeColor of selected keyframeColor of selected keyframe borderColor of selected markerColor of selected moving hold keyframeColor of smokeColor of smoke emitted from burning fuelColor of summary channelColor of texture overlayColor of the 1px shadow line underlying widgetsColor of the F-Curve in the Graph EditorColor of the ambient light that uniformly lit the sceneColor of the area between bricksColor of the backgroundColor of the border between editorsColor of the channel in the dope sheetColor of the corresponding socket type in the node editorColor of the emitted lightColor of the first checkerColor of the first reference brickColor of the light's diffuse highlightColor of the light's specular highlightColor of the materialColor of the material used for diffuse, subsurface, metallic and transmissionColor of the outline of each editor, except the active oneColor of the outline of the active editorColor of the paintColor of the second checkerColor of the second reference brickColor of the sheen reflectionColor of the text insertion cursor (caret)Color of the track in the Movie Clip Editor and the 3D viewport after a solveColor palette to useColor pickerColor ramp mapping a scalar value to a colorColor ramp used to change line colorColor ramp used to define brush velocity effectColor ramp used to define proximity falloffColor range used for weight visualization in weight painting modeColor saturation factorColor selected to apply glowColor set is user-defined instead of a fixed theme color setColor set specifying bone colors for this groupColor space in the image file, to convert to and from when saving and loading the imageColor space of the input imageColor space of the output imageColor space that the sequencer operates inColor space to setColor space used for YCbCrA processingColor space used for all scene linear colors in this file, and for compositing, shader and geometry nodes processingColor strength for new strokes (affect alpha factor of color)Color tag 1Color tag 2Color tag 3Color tag 4Color tag 5Color tag 6Color tag 7Color tag 8Color tag for a collectionColor tag for a stripColor tag of the node group which influences the header colorColor temperature of the input's white pointColor temperature of the output's white pointColor temperature of the scene's white pointColor that encodes the normal map in the specified spaceColor that must be keptColor the passColor tint of the input's white point (the default of 10 matches daylight)Color tint of the output's white point (the default of 10 matches daylight)Color tint of the scene's white point (the default of 10 matches daylight)Color to use behind stamp textColor to use for stamp textColor used for RimColor used for ShadowColor used for active bonesColor used for generated glowColor used for selected bonesColor used for the surface of bonesColor used for tintingColor used to highlight the rangeColor value factorColor value in geometry attributeColor {:d}Color1Color2Colored ConstraintsColoringColorizeColorize EffectColorize effectColorsColumnColumn 1Column 1 Row 1Column 1 Row 2Column 1 Row 3Column 1 Row 4Column 2Column 2 Row 1Column 2 Row 2Column 2 Row 3Column 2 Row 4Column 3Column 3 Row 1Column 3 Row 2Column 3 Row 3Column 3 Row 4Column 4Column 4 Row 1Column 4 Row 2Column 4 Row 3Column 4 Row 4Column InterleavedColumn NameColumn SelectColumn SizeColumn number to show right margin atColumn to jump toColumnsColumns SizeColumns within the tableColumns:Comb hairsCombinationCombination of true displacement and bump mapping for finer detailCombineCombine BundleCombine Bundle ItemCombine ColorCombine MatrixCombine OpenEXR multi-layer images rendered with different sample ranges into one image with reduced noiseCombine TransformCombine XYZCombine all layers into a single layerCombine all layers which have the same nameCombine all volume shading components into a single easy to use nodeCombine an image from its composite color channelsCombine and layer ActionsCombine any number of input stringsCombine both views in a squeezed imageCombine distance and equi-angular sampling for volumes where neither method is idealCombine grids in a subtractive wayCombine grids in an additive wayCombine layers based on the mode into one layerCombine layers in the active group into a single layerCombine meshes in a subtractive wayCombine meshes in an additive wayCombine multiple socket values into one.Combine original scale with copied scaleCombine rotations like the original Offset checkbox. Does not work well for multiple axis rotations.Combine space background image with the maskCombine the active layer with the layer just below (if it exists)Combine the views (left and right) into a single stereo 3D outputCombine two images for side-by-side display. Typically used in combination with a Viewer nodeCombine two images using depth mapsCombinedCombined ExportCombined RGBCombined bake pass requires Emission, or a light pass with Direct or Indirect contributions enabledCombined channelsCombined curve is applied to each channel individually, which may result in a change of hueCombinedActionCombines all of its direct rigid body children into one rigid objectComma-separated tags to use for the registered parentCommand Prompt HereCommand historyCommand interruptedCommand line promptCommand line prompt languageCommand outputCommand to launch the text editor, either a full path or a command in $PATH. Use the internal editor when left blankCommentCommonCommon Curve PropertiesCommon Theme PropertiesCommunityCompact LayoutCompact ListCompact with DecimalsCompareCompare Color AttributesCompare MaterialsCompare ModeCompare SeamCompare SharpCompare UVsCompare each element of the input vectorsCompare the average of the input vectors elementsCompare the direction of the input vectorsCompare the dot products of the input vectorsCompare the length of the input vectorsCompare velocities from previous frame with new velocities from current frame and keep the maximumCompare velocities from previous frame with new velocities from current frame and keep the minimumCompensate any scale changes relative to center of rotationCompensate for non-uniform object scaleCompensate for scale applied by other modifiersCompensate for scaling one axis by applying suitable scaling to the other two axesCompile bytecode for shader script nodeCompile the Cycles GPU kernel with only the feature set required for the current sceneCompiled bytecode of the custom shaderCompiled without Bullet physics engineCompiled without OpenVDBCompiled without sound supportCompiling EEVEE engine shadersCompiling shaders ({} remaining)Complete Matches OnlyComplete report available on '{:s}' text data-blockCompletely clear the parenting relationship, including involved modifiers if anyCompletely ignore parent scalingCompletely independent manually set handleCompletely replace all channels in the pose asset with the current selectionComplexComponentComponent PathsComponent TypeComponentsCompositeCompositingCompositing node viewerCompositing nodesCompositing...CompositionComposition Guide ColorComposition GuidesCompositorCompositor Custom GroupCompositor Denoise Node DeviceCompositor DeviceCompositor Final Denoise QualityCompositor ModifierCompositor NodeCompositor Node TreeCompositor NodesCompositor PrecisionCompositor Preview Denoise QualityCompound ParentCompressCompress FileCompress mesh using DracoCompressionCompression LevelCompression Spring DampingCompression StiffnessCompression Stiffness MaximumCompression codec settings for OpenEXRCompression level (0 = most speed, 6 = most compression, higher values currently not supported)Compression method to be usedCompression mode for TIFFComputation RangeComputation was successfulCompute Device TypeCompute average and standard deviation of pixel valuesCompute distance to nearest edgeCompute distance to nearest faceCompute distance to nearest vertexCompute global illumination taking into account light bouncing off surrounding objectsCompute how much the hemisphere above the shading point is occluded, for example to add weathering effects to corners. Note: For Cycles, this may slow down renders significantlyCompute the closest location on the target geometryComputes the distance to the closest point as well as its position and colorComputes the distance to the edge of the voronoi cellComputes the distance to the second closest point as well as its position and colorComputes the radius of the n-sphere inscribed in the voronoi cellConcavity UpperConcreteConditionConeConfiguration for a single dash segmentConfigure constant bit rate, rather than constant output qualityConfirmConfirm On ReleaseConfirm ThresholdConfirm bevelConfirm on ReleaseConflicts with another render pass with the same nameConform BaseConformalConnect CenterConnect LoopsConnect Matching EndsConnect Mirror:Connect Movie Strips by DefaultConnect Next:Connect With MirrorConnect a link to create a new socket.Connect active node to the active output node of the node treeConnect all hair systems to the emitter meshConnect chainConnect endpoints that are close togetherConnect hair to the emitter meshConnect newly added movie strips by default if they have multiple channelsConnect objects as a chain based on distance, starting at the active objectConnect selected objects to the active objectConnect selected vertices of faces, splitting the faceConnect the B-Bone chain to the parent rigConnect the arc at the centerConnect two nodes without clicking a specific socket (automatically determined)Connect vertices by their selection order, creating edges, splitting facesConnectedConnected OnlyConnected faces (instead of edges)Connecting edge loops overlapConnection LimitConnection PatternConsider Curve RadiusConsider material single sided for light probe volume capture. Additionally helps rejecting probes inside the object to avoid light leaks.Consider objects as whole when finding volume centerConsider the contribution of directly visible light sources during guidingConsider vertices instead of edges to select which edges to (un)tag as sharpConsistent identifier used for the itemConsoleConsole InputConsole Scrollback LinesConsole line type when used in scrollbackConsole output typeConstConstantConstant BitrateConstant DetailConstant ExtrapolationConstant LengthConstant OffsetConstant Offset DisplacementConstant Rate Factor (CRF); tradeoff between video quality and file sizeConstant Screen Size NormalsConstant acceleration in a given directionConstant direction parallel ray LightConstant direction parallel ray light sourceConstant factor to offset time by for functionConstant factor to offset values byConstant falloffConstant force along the force object's local Z axisConstant per CurveConstant presetConstrain an object's location to the nearest point along the target pathConstrain boids to a surfaceConstrain islands containing any pinned UV'sConstrain rigid bodies to move around common pivot pointConstrain to Image BoundsConstrain value between min and maxConstrain value between min and max, swapping arguments when min > maxConstraintConstraintAdditiveConstraintMixConstraintMix ModeConstraintPowerConstraintTrackConstraint '%s' not found in object '%s'Constraint '%s' not found in pose bone '%s'Constraint AxisConstraint OperationConstraint TargetConstraint Target BoneConstraint axis Lock options relative to Bone or Target referenceConstraint can be broken if it receives an impulse above the thresholdConstraint constraining rigid bodiesConstraint has valid settings and can be evaluatedConstraint influencing Objects inside Rigid Body SimulationConstraint is the one being editedConstraint modifying the transformation of objects and bonesConstraint nameConstraint names have special meanings.Constraint pivot locationConstraint position along X axisConstraint position along Y axisConstraint position along Z axisConstraint rotation along X axisConstraint rotation along Y axisConstraint rotation along Z axisConstraint to stay within the image bounds while editingConstraint's panel is expanded in UIConstraintsConstraints affecting the transformation of the objectConstraints that act on this pose channelConstruct a 4x4 matrix from its individual valuesConstruct a Bézier CircleConstruct a Bézier CurveConstruct a Nurbs CircleConstruct a Nurbs CurveConstruct a PathConstruct a Suzanne Grease Pencil objectConstruct a Suzanne meshConstruct a circle meshConstruct a conic meshConstruct a cube meshConstruct a cube mesh that consists of six square facesConstruct a cylinder meshConstruct a filled planar mesh with 4 verticesConstruct a spherical mesh that consists of equally sized trianglesConstruct a spherical mesh with quad faces, except for triangle faces at the top and bottomConstruct a subdivided plane meshConstruct a torus meshConstruct and edit Bézier curvesConstruct and edit splinesConstructive modifier cannot be applied to multi-res data in sculpt modeConstructive modifiers cannot be appliedContainerContainer of the fluid simulationContainsContains linked library overrides that need to be resynced, updating the library is recommendedContentContent of this text objectContextContext AttributesContext GizmoContext MenuContext PathContext PropertyContext data-path (expanded using visible windows in the current .blend file)Context incorrect, image not foundContext menu for item operationsContext menu for scene operationsContext missing active objectContext path is pinnedContext sensitive gizmo for the active nodeContext sensitive gizmos for the active itemContext window not setContextual data for a blendfile library/linked-data related operation. Currently only exposed as read-only data for the pre/post blendimport handlersContiguousContinueContinue Without ClearingContinue tracing from an arbitrary new position and in a new directionContinue using file without Python scriptsContinuous AccelerationContinuous GrabContinuous zooming. The zoom direction and speed depends on how far along the set Zoom Axis the mouse has moved.Continuously unwrap the selected UV island while transforming pinned verticesContourContrastContrast LimitContrast correction value. A scaling type factor by which to make brighter pixels brighter, but keeping the darker pixels dark. Use a negative number to decrease contrast, and a positive number to increase itContributionsControlControl BoneControl FalloffControl ModeControl PointControl Point selectedControl Point:Control PointsControl RotationControl a chain of bones by specifying the endpoint target (Bones only)Control accuracy of motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))Control how far to push or pull the keysControl how fast the probe influence decreasesControl how images in the chosen display are mapped to the physical displayControl how many evaluated points should be generated on every curve segmentControl how much mist density decreases with heightControl key pressedControl key pressed, -1 for any stateControl object: if available, its location determines the center of the effectControl playback using a frame-number (ignoring time FPS and start frame from the file)Control playback using a value between 0 and 1Control playback using time in secondsControl point belongs to another splineControl point for envelope F-ModifierControl point mass valuesControl point not in Envelope F-ModifierControl point selection statusControl point spring strength valuesControl point weight valuesControl points defining the shape of the envelopeControl points of all curvesControl points of the curveControl the brightness and contrast of the input colorControl the intensity of the border around themes iconsControl the quality of the fast GI lighting. Higher resolution uses more memory.Control the quality of the volumetric effects. Higher resolution uses more memory.Control the smoothness of mesh normals around each face by changing the "shade smooth" attributeControl the stencil brushControl transform gizmosControl when to apply fluid flowControl when to apply the effectorControl whether each spline loops back on itself by changing the "cyclic" attributeControl which key to offset towards and how farController ForwardController LocationController Location OtherController RotationController Rotation OtherController StyleController aim location of the other user path for bimanual actionsController aim rotation of the other user path for bimanual actionsControllersControlsControls accuracy of motion blur, more steps means longer render timeControls fluid emission from within the mesh (higher value results in greater emissions from inside the mesh)Controls how directional the filter is. 0 means the filter is completely omnidirectional while 2 means it is maximally directed along the edges of the imageControls how much nearby polygons influence deformationControls how open boundaries are smoothedControls how smoothing is applied to UVsControls profile shape (0.5 = round)Controls the blending and the compatibility with certain featuresControls the contrast of the entire imageControls the contrast of the highlightsControls the contrast of the image. Zero automatically sets the contrast based on its global range for better luminance distributionControls the contrast of the midtonesControls the contrast of the shadowsControls the falloff between keyed and non-keyed values. 0 means completely sharp and 1 means completely smoothControls the gain of the entire imageControls the gain of the highlightsControls the gain of the midtonesControls the gain of the shadowsControls the gamma of the entire imageControls the gamma of the highlightsControls the gamma of the midtonesControls the gamma of the shadowsControls the intensity of the coat layer, both the reflection and the tinting. Typically should be zero or one for physically-based materialsControls the intensity of the image, lower values makes it darker while higher values makes it lighterControls the offset of the entire imageControls the offset of the highlightsControls the offset of the midtonesControls the offset of the shadowsControls the saturation of the entire imageControls the saturation of the highlightsControls the saturation of the midtonesControls the saturation of the shadowsControls the sharpness of the filter. 0 means completely smooth while 1 means completely sharpControls the tangent direction for anisotropyControls the transparency of the surface, with 1.0 fully opaqueControls the uniformity of the direction of the filter. Higher values produces more uniform directionsConvergence BoneConvergence Plane DistanceConvergence boneConversion is not supportedConvertConvert Attribute DomainConvert Color Attribute DomainConvert ColorspaceConvert Faces into vertices and vertices into facesConvert FloatConvert FromConvert Grease Pencil layers into curve instancesConvert OrientationConvert RGB input into grayscale using luminanceConvert TRS/Weights to Animation PointerConvert ToConvert UsdPreviewSurface shaders to Principled BSDF shader networksConvert a blackbody temperature to an RGB valueConvert a color's luminance to a grayscale valueConvert a vector, point, or normal between world, camera, and object coordinate spaceConvert a wavelength value to an RGB valueConvert active weight into gray scale vertex colorsConvert all faces in a mesh to triangular facesConvert all faces to trianglesConvert all polygons to trianglesConvert all textures to KTX2 with BasisU supercompressionConvert animation from any rotation mode to any otherConvert between color spacesConvert curves into a mesh, optionally with a custom profile shape defined by curvesConvert each input geometry into an instance, which can be much faster than the Join Geometry node when the inputs are largeConvert each mesh face to a cyclic curve. Face attributes are propagated to curves.Convert effector force into air flow velocityConvert f-curves/drivers affecting rotations to radians. Warning: Use this only onceConvert faces into thickened edgesConvert from degrees to radiansConvert from radians to degreesConvert geometry and instances into editable objects and collectionsConvert input to float dataConvert instances into real geometry dataConvert mesh edges to curve segments. Attributes are propagated to curve points.Convert normal object transforms to delta transforms, any existing delta transforms will be included as wellConvert object animation for normal transforms to delta transformsConvert objects into instanced facesConvert only selected keyframesConvert orientation axis to a different convention to match other applicationsConvert particles to a mesh objectConvert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs. Note: only supported in EEVEEConvert rotations to euler XYZConvert rotations to euler XZYConvert rotations to euler YXZConvert rotations to euler YZXConvert rotations to euler ZXYConvert rotations to euler ZYXConvert rotations to quaternionsConvert selected channels from samples to keyframesConvert selected channels to an uneditable set of samples to save storage spaceConvert selected objects to another typeConvert selected reference images to textured mesh planeConvert stroke to outlineConvert the curves in each top-level instance into Grease Pencil layerConvert the first discovered USD dome light to a world background shaderConvert the volume of a world to a mesh. The world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properlyConvert the world material to a USD dome light. Currently works for simple materials, consisting of an environment texture connected to a background shader, with an optional vector multiply of the texture colorConvert to DisplayConvert to FloatConvert to RadiansConvert to and from premultiplied (associated) alphaConvert to logarithmic color spaceConvert type of selected curvesConvert whitespaces by typeConverted LayerConverterConverter NodeConverting some non-editable object/object data, enforcing 'Keep Original' option to TrueConverts values that are relative to the image size to be in terms of pixelsConvex HullConvolveCoordinate 1Coordinate 2Coordinate SpaceCoordinate SystemCoordinate axis used to mirror the location part of the transformCoordinate axis used to mirror the rotation part of the transformCoordinatesCoordinates along this axis get flippedCoordinates of the control pointCoordinates of the control point. Note: Changing this value also updates the handles similar to using the graph editor transform operatorCoordinates of the first handleCoordinates of the left handle (before the control point)Coordinates of the right handle (after the control point)Coordinates of the second handleCoordinates spaceCoordinates to apply translation deltas from the VR headset toCopied %d selected curve(s)Copied %d selected data-block(s)Copied %d selected object(s)Copied %d selected point(s)Copied Selection Set(s) to clipboardCopied constraint: %sCopied material to internal clipboardCopied pose to internal clipboardCopied the selected Video Sequencer strips and associated effect chain to internal clipboardCopied the selected Video Sequencer strips to internal clipboardCopied the value to {:d} bonesCopied {:s} parameters to {:d} bonesCopies the matrix of the currently active object or pose bone to the clipboard. Uses matrices relative to a specific object or the active scene cameraCopies the matrix of the currently active object or pose bone to the clipboard. Uses world-space matricesCopperCopyCopy Absolute coordinates of Normal vectorCopy Bone colors from the active bone to all selected bonesCopy Bundle to Asset Library...Copy Grease Pencil EffectsCopy LabelCopy LocationCopy Location (Local)Copy Location (Local, Owner Orientation)Copy Location ConstraintCopy ModifiersCopy NormalCopy PoseCopy Pose Bone colors from the active pose bone to all selected pose bonesCopy Rigid Body settings from active object to selectedCopy Rigify type and parameters from active to selected bonesCopy RotationCopy Rotation ConstraintCopy ScaleCopy Scale ConstraintCopy SettingsCopy Studio Light settings to the Studio Light editorCopy TransformsCopy Transforms ConstraintCopy XCopy YCopy ZCopy active vertex to other selected vertices (if affected groups are unlocked)Copy all the transformations of a target, so that they move togetherCopy all the transforms of the targetCopy color to all selected nodesCopy color to all selected tracksCopy constraint to other selected objects/bonesCopy constraints to other selected bonesCopy constraints to other selected objectsCopy files to textures directoryCopy from closest edge (using midpoints)Copy from closest edge of closest face (using midpoints)Copy from closest vertexCopy from closest vertex of closest edgeCopy from closest vertex of closest faceCopy from identical topology meshesCopy from interpolated corners of the nearest source faceCopy from interpolated corners of the source face hit by corner normal projectionCopy from interpolated values of vertices from closest point on closest edgeCopy from interpolated values of vertices from closest point on closest faceCopy from interpolated values of vertices from point on closest face hit by normal-projectionCopy from most similar edge (edge which vertices are the closest of destination edge's ones)Copy from nearest corner of nearest faceCopy from nearest corner which has the best matching normalCopy from nearest corner which has the face with the best matching normal to destination corner's face oneCopy from nearest face (using center points)Copy from source face which normal is the closest to destination oneCopy full data pathCopy in world spaceCopy inside each object's local spaceCopy label from active to selectedCopy label from active to selected nodesCopy material to selected objectsCopy mirror UV coordinates on the X axis based on a mirrored meshCopy modifiers of the active strip to all selected stripsCopy modifiers to other selected objectsCopy new normals (overwrite existing)Copy new normals minus old normalsCopy normal to the internal clipboardCopy of the colors associated with the group's color setCopy on DuplicateCopy only active Layer, uncheck to append all layersCopy or reorder modifiers, constraints, and effectsCopy particle systems from the active object to selected objectsCopy particle systems to selected: %d done, %d failedCopy product of old and new normals (not cross product)Copy selected UV verticesCopy selected aspects of the current pose to subsequent poses already keyframedCopy selected keyframes to the internal clipboardCopy selected markers to another sceneCopy selected pointsCopy selected points or curvesCopy selected reports to clipboardCopy selected text to clipboardCopy settings from active to selected nodesCopy settings from previous versionCopy settings of current view layerCopy sum of new and old normalsCopy text to clipboardCopy the F-Modifier(s) of the active F-CurveCopy the F-Modifier(s) of the active NLA-StripCopy the Python command matching this buttonCopy the RNA data path for this property to the clipboardCopy the active line set to the internal clipboardCopy the active shape key of another selected object to this oneCopy the bone color of the active bone to all selected bonesCopy the console contents for use in a scriptCopy the current .blend file into an Asset Library. Only works on standalone .blend files (i.e. when no other files are referenced)Copy the current pose of the selected bones to the internal clipboardCopy the driver for the highlighted buttonCopy the driver variables of the active driverCopy the file to the destination pathCopy the file to the destination path (or subdirectory)Copy the image to the clipboardCopy the location of a target (with an optional offset), so that they move togetherCopy the location of the targetCopy the material settings and nodesCopy the material texture settings and nodesCopy the modifier from the active object to all selected objectsCopy the property's driver from the active item to the same property of all selected items, if the same property existsCopy the property's value from the active item to the same property of all selected items if the same property existsCopy the rotation of a target (with an optional offset), so that they rotate togetherCopy the rotation of the targetCopy the scale factors of a target (with an optional offset), so that they are scaled by the same amountCopy the scale of the targetCopy the selected Grease Pencil points or strokes to the internal clipboardCopy the selected Selection Set(s) to the clipboardCopy the selected data-blocks to the internal clipboardCopy the selected nodes to the internal clipboardCopy the selected objects to the internal clipboardCopy the selected points to a new strokeCopy the selected splines to the internal clipboardCopy the selected strips to the internal clipboardCopy the selected tracks to the internal clipboardCopy the target's X locationCopy the target's X rotationCopy the target's X scaleCopy the target's Y locationCopy the target's Y rotationCopy the target's Y scaleCopy the target's Z locationCopy the target's Z rotationCopy the target's Z scaleCopy this group's weight to other selected vertices (disabled if vertex group is locked)Copy this property value to all selected rigs of the appropriate typeCopy to SelectedCopy to boneCopy to objectCopy to parent node tree, keep group intactCopy to selected all elements of the arrayCopy to selected the drivers of all elements of the arrayCopy tracking settings from active track to default settingsCopy tracking settings from active track to selected tracksCopy vertex coordinates from other objectCopy vertex groups to selected: %d done, %d failed (object data must support vertex groups and have matching indices)Copy weights from active to selectedCopying modifier '%s' to object '%s' failedCopyrightCopyright notice for this asset. An empty copyright notice does not necessarily indicate that this is copyright-free. Contact the author if any clarification is needed.Core MatteCorkCornerCorner AngleCorner Face IndexCorner HandlesCorner IndexCorner Index In FaceCorner Next EdgeCorner NormalsCorner OffsetCorner Offset DistanceCorner Offset FactorCorner PinCorner Previous EdgeCorner RoundingCorner RoundnessCorner SplittingCorner SubdivisionsCorner TypeCorner VertexCorner of EdgeCorner of FaceCorner of VertexCornersCorners of EdgeCorners of FaceCorners of VertexCorrect AspectCorrect Face AttributesCorrect UV coordinates when transformingCorrect UVsCorrect data such as UVs and color attributes when transformingCorrect distortion caused by deformationCorrection MethodCorrection for entire tonal rangeCorrection for highlightsCorrection for midtonesCorrection for shadowsCorrectiveCorrective Smooth ModifierCorrective factor applied to faces' weights, 50 is neutral, lower values increase weight of weak faces, higher values increase weight of strong facesCorrectiveSmoothCorrelationCosineCosine ModeCottonCould not (un)link the collection '%s' because the collection '%s' is linkedCould not (un)link the collection '%s' because the collection '%s' is overriddenCould not (un)link the object '%s' because the collection '%s' is linkedCould not (un)link the object '%s' because the collection '%s' is overriddenCould not add a color nodeCould not add a mask nodeCould not add a new UV map to object '{:s}' (Mesh '{:s}')Could not add action '%s' as it cannot be used relative to ID-blocks of type '%s'Could not add an image nodeCould not add driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not add geometry nodes modifierCould not add image. A node tree has not been created or assignedCould not add materialCould not add node collectionCould not add node groupCould not add node objectCould not add the collection because it is linkedCould not add the collection because it is overriddenCould not add the collection because of dependency cycle detectedCould not assign action %s to Action Constraint %sCould not assign action %s to NLA strip %sCould not change actionCould not clear keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not compute a valid data pathCould not connect verticesCould not create cache reader for file %sCould not create library override from data-block '%s', as it is not overridableCould not create library override from data-block '%s', one of its parents is not overridable ('%s')Could not create library override from one or more of the selected data-blocksCould not create new folder nameCould not create new folder: %sCould not create reader for file %sCould not create the copy paste file!Could not create {:d} F-Curve(s). This can happen when only inserting to available F-Curves.Could not delete keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not determine type of group nodeCould not find '%s' in '%s'Could not find an overridable root hierarchy for object '%s'Could not find any selected edges that can be rotatedCould not find bone '%s'Could not find constraint data for Child-Of Set InverseCould not find constraint data for ObjectSolver Set InverseCould not find driver to copy, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not find hook modifierCould not find image '{:s}'Could not find material or light using Shader Node Tree - {:s}Could not find node collection socketCould not find node color socketCould not find sceneCould not find scene using Compositor Node Tree - {:s}Could not find supported socket typeCould not generate mesh from gridCould not get valid evaluated meshCould not init languages data!Could not initialize stitching on any selected objectCould not initialize streams, probably unsupported codec combinationCould not insert %i keyframe(s) due to zero NLA influence, base value, or value remapping failed: %s.%s for indices [%s]Could not insert keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not insert keyframe, as this type does not support animation data (ID = %s)Could not load volume for writingCould not make new imageCould not make new segmentsCould not move collection exporter from index '%d' to '%d'Could not move constraint from index '%d' to '%d'Could not move layer from index '%d' to '%d'Could not open Alembic archive for reading, see console for detailCould not open SVGCould not open USD archive for reading, see console for detailCould not open file for writingCould not open the directory '%s'Could not paste driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not read "%s"Could not remove ShapeKeyCould not remove the F-Curve Group from the collection because it does not exist in the collectionCould not rename: %sCould not reopen fileCould not resolve path '%s'Could not resolve path (%s)Could not save packed file to disk as '%s'Could not separate selected curve(s)Could not snap some curves to the surfaceCould not update flags for this F-curve, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not write image: %sCould not write image: {}Could not write volume: %sCould not write volume: Unknown error writing VDB fileCouldn't close destination asset %sCouldn't find matching layer, pasting into active layerCouldn't open file %r (%s)Couldn't run external animation player with command {!r} {:s}CountCount MaxCount MethodCount ModeCounter ClockwiseCounter-ClockwiseCoverageCrCrazyspace transformation is only available for Mesh type of objectsCreaseCrease (Angle Cached)Crease AngleCrease Brush Pinch FactorCrease EdgesCrease InnerCrease On SharpCrease On Sharp EdgesCrease On SmoothCrease On Smooth SurfacesCrease ThresholdCrease WeightCrease hub edges for an improved subdivision surfaceCrease hub edges for improved subdivision surfaceCrease weight (if active)Crease:CreateCreate %sCreate 3D text object from active text data-blockCreate Along PathsCreate ArmatureCreate CollectionCreate DataCreate DimplesCreate F-Curves for object which will copy object's movement caused by this constraintCreate Freestyle stroke material for testingCreate Guide Index MapCreate InstancesCreate Internal SpringsCreate Location keys when fixing to the scene cameraCreate Mesh From Paint MaskCreate N-GonsCreate New ActionCreate New PreferencesCreate Orientation's 'use' parameter only valid in a 3DView contextCreate Pose AssetCreate Python code that will generate the selected metarigCreate Python code that will generate the selected metarig as a sampleCreate QuadsCreate RidgesCreate Rotation keys when fixing to the scene cameraCreate Scale keys when fixing to the scene cameraCreate WebPCreate a "hole" in the image with zero alpha transparency, which is useful for compositing. Note: the holdout shader can only create alpha when transparency is enabled in the film settingsCreate a Kite / DartCreate a New ImageCreate a box selectionCreate a bridge of faces between two or more selected edge loopsCreate a color from individual components using multiple modelsCreate a constraint-based relationship with an attribute from geometryCreate a control bone for the copyCreate a deform bone for the copyCreate a diagonal progressionCreate a dir for each exported fileCreate a filled volume grid from a meshCreate a fog volume with the shape of the input mesh's surfaceCreate a force along a curve objectCreate a force based on fluid simulation velocitiesCreate a force that acts as a boid's predators or targetCreate a force that dampens motionCreate a glow effectCreate a gradient between two masksCreate a linear progressionCreate a local override of the selected linked data-block, and its hierarchy of dependenciesCreate a local override of the selected linked data-blocks, and their hierarchy of dependenciesCreate a local override of the selected linked objects, and their hierarchy of dependenciesCreate a matte based on luminance (brightness) differenceCreate a matte from an object or material index passCreate a mechanism to sharpen a connected corner when the angle is below this valueCreate a mesh that encloses all points in the input geometry with the smallest number of pointsCreate a new Camera and VR Landmark from the viewer pose of the running VR session and select itCreate a new Camera from the selected VR LandmarkCreate a new Selection Set with the currently selected bonesCreate a new UV map for every mesh packedCreate a new actionCreate a new action once the existing one has been safely storedCreate a new action slot for this data-block, to hold its animationCreate a new asset from the selected bones in the sceneCreate a new bone collection and assign all selected bonesCreate a new bone going from the last selected joint to the mouse positionCreate a new catalog to put assets inCreate a new directoryCreate a new driver with this property as input, and copy it to the internal clipboard. Use Paste Driver to add it to the target property, or Paste Driver Variables to extend an existing driverCreate a new empty Selection SetCreate a new file of this typeCreate a new frame node around the selected nodes and name it immediatelyCreate a new geometry node group and assign it to the active modifierCreate a new geometry node group for a toolCreate a new imageCreate a new image file without modifying the current image in BlenderCreate a new level using Catmull-Clark subdivisionsCreate a new level using linear interpolation of the sculpted displacementCreate a new level using simple subdivisionsCreate a new line style, reusable by multiple line setsCreate a new main window with its own workspace and scene selectionCreate a new mesh object from the current paint maskCreate a new modifier with a new geometry node groupCreate a new node treeCreate a new object from the sliced maskCreate a new pose asset on the clipboard, to be pasted into an Asset BrowserCreate a new quad based mesh using the surface data of the current mesh. All data layers will be lostCreate a new text data-blockCreate a new windowCreate a new world Data-BlockCreate a notification after the operationCreate a parallelogramCreate a point in the point cloud for each selected edgeCreate a point in the point cloud for each selected faceCreate a point in the point cloud for each selected face cornerCreate a point in the point cloud for each selected vertexCreate a preview for this asset by rendering the active objectCreate a progression easing from one step to the nextCreate a quadratic progressionCreate a quadratic progression in the shape of a sphereCreate a quadrilateral from four pointsCreate a radial progressionCreate a rectangleCreate a rotation distortionCreate a rotation from a primary and (ideally orthogonal) secondary axisCreate a rotation pivot control that can be repositioned arbitrarilyCreate a sample metarig to be modified before generating the final rigCreate a separate curve instance for every layerCreate a separate layer for each instanceCreate a separate particle system for every secondary particle typeCreate a shadow effectCreate a signed distance volume grid from a meshCreate a signed distance volume grid from pointsCreate a simple stroke with basic colorsCreate a smooth B-Bone transition if an end of the chain meets another chain going in the same directionCreate a smooth B-Bone transition if an end of the chain meets its mirrorCreate a smooth curved surface using the Catmull-Clark subdivision schemeCreate a solid shape from vertices and edges, using the vertex radius to define the thicknessCreate a solid skin by extruding, compensating for sharp anglesCreate a solid skin, compensating for sharp anglesCreate a solid wireframe from facesCreate a spherical progressionCreate a spherical selectionCreate a suitable breakdown pose on the current frameCreate a tiled imageCreate a trapezoidCreate a vector from X, Y, and Z componentsCreate a vector from its cylindrical components.Create a vector from its spherical components.Create a viewer shortcut for the selected node by pressing ctrl+1,2,..9Create an Empty object which will be copying movement of active trackCreate an armature that parallels the skin layoutCreate an automatic preview for the selected data-blockCreate an empty Grease Pencil objectCreate an envelope shapeCreate an image with an alpha channelCreate an image with left and right viewsCreate an object collection from selected objectsCreate an option to detach eyelids from the eye surfaceCreate an optional IK controlCreate an optional controlCreate an optional deform boneCreate an override operationCreate bubble particle systemCreate child particlesCreate collision objectCreate constraint-based parent-child relationshipCreate constraint-based shrinkwrap relationshipCreate constraints for this action on the generated rigCreate control bones for the copyCreate controls for both sides of the palmCreate coordinate and mapping nodes for the texture (ignored for selected texture nodes)Create copies of the shape with offsetsCreate custom warnings in node groupsCreate deform bones for the copyCreate domain for gasesCreate domain for liquidsCreate dot-dash effect for strokesCreate driver for this property only and without assigning any targets yetCreate drivers for all properties without assigning any targets yetCreate drivers for each pair of corresponding elementsCreate edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)Create elliptical mask suitable for use as a simple matte or vignette maskCreate empty placeholder files while rendering frames (similar to Unix 'touch')Create foam particle systemCreate grid of duplicate instancesCreate guide objectCreate head and neck bonesCreate image with 32-bit floating-point bit depthCreate instances along particle pathsCreate instances for collections when appending, rather than adding them directly to the sceneCreate instances for collections when linking, rather than adding them directly to the sceneCreate instances for collections, rather than adding them directly to the sceneCreate instances for object data which are not referenced by any objectsCreate instances from child particlesCreate instances from normal particlesCreate keyframes following the current shape of F-Curves of selected channelsCreate liquid particle systemCreate location keys when fixing to the scene cameraCreate matte based on 3D distance between colorsCreate matte based on chroma valuesCreate matte based on differences in color channelsCreate matte using a given color, for green or blue screen footageCreate mesh plane(s) from image files with the appropriate aspect ratioCreate new actionCreate new bones from the selected jointsCreate new bones from the selected joints and move themCreate new directory?Create new image from the content of the plane markerCreate new light linking collection used by the active emitterCreate new maskCreate new object-data users if neededCreate new plane track out of selected point tracksCreate object instance from object-dataCreate offset edge loop from the current selectionCreate one object per line in the textCreate one particle system that contains all three secondary particle typesCreate or extend a 'i18n_info.txt' Text datablockCreate parting in the children based on parent strandsCreate peaks and valleys with different roughness valuesCreate plates for use as a color reference for keying nodesCreate points from the curve's evaluated points, based on the resolution attribute for NURBS and Bézier splinesCreate predefined Grease Pencil stroke arcsCreate predefined Grease Pencil stroke boxesCreate predefined Grease Pencil stroke circlesCreate predefined Grease Pencil stroke curve shapesCreate predefined Grease Pencil stroke linesCreate predefined Grease Pencil stroke polylinesCreate proxy images in a custom directory (default is movie location)Create random clumps around the parentCreate rectangular mask suitable for use as a simple matteCreate rigid body constraints between selected rigid bodiesCreate rotation keys when fixing to the scene cameraCreate scale keys when fixing to the scene cameraCreate separate eyelid follow influence sliders for X and ZCreate separate geometries containing the elements from the same groupCreate sharp peaksCreate snapshot (Ghosts) of selected F-Curves as background aid for active Graph EditorCreate spray particle systemCreate springs for this number of frames since particles birth (0 is always)Create subdivision surface modifiers based on the USD SubdivisionScheme attributeCreate tail bonesCreate the grid in a hexagonal patternCreate the new shape key from the existing mix of keysCreate tracer particle systemCreate transformation orientation from selectionCreate turbulence with a noise fieldCreate vertex cloud using coordinates of reconstructed tracksCreate, reset or clear library override hierarchiesCreates WebP textures for every texture. For already WebP textures, nothing happensCreates a mask based on the active color attributeCreates a mask based on the boundaries of the surfaceCreates a mask based on the curvature of the surfaceCreates a new mask for the entire meshCreates an attribute that maps each curve to its nearest guide via indexCreates viscosity for expanding fluidCreating a new Slot is not possible on a linked ActionCreativeCreditsCritical blend-file corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)Critical data corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)CropCrop Maximum XCrop Maximum YCrop Minimum XCrop Minimum YCrop the rendered frame to the defined render region sizeCrop to Render RegionCropping parameters for a sequence stripCrops image to a smaller region, either making the cropped area transparent or resizing the imageCross-EyedCrossfade StripCryptomatteCryptomatte (Legacy)Cryptomatte AccurateCryptomatte AssetCryptomatte LayerCryptomatte LevelsCryptomatte MaterialCryptomatte ObjectCtrlCtrlLCtrlRCubeCube SizeCubemap SizeCubicCubic B-Spline filter (blurry but no ringing) on 4×4 samplesCubic CentimetersCubic ChainsCubic DecimetersCubic DekametersCubic FeetCubic FurlongsCubic HectometersCubic InchesCubic KilometersCubic MetersCubic MicrometersCubic MilesCubic MillimetersCubic Mitchell filter on 4×4 samplesCubic ThouCubic YardsCubic easingCubic easing with overshoot and settleCubic interpolationCuboidCullCull DistanceCull objects which are further away from camera than this distanceCullingCumulative OffsetCurlCurl Hair CurvesCurl StartCurrentCurrent Cache SizeCurrent CharacterCurrent FileCurrent FrameCurrent Frame FinalCurrent Frame ValueCurrent Keying Set indexCurrent Keying Set index (negative for 'builtin' and positive for 'absolute')Current LineCurrent Line IndexCurrent SubframeCurrent TransformCurrent Transform OrientationCurrent Vulkan backend limitations:Current editor is not a node editor.Current editor is not an asset browserCurrent editor type for this areaCurrent frame not within strip framerangeCurrent frame number can be manually set to a negative valueCurrent frame number in image sequence or movieCurrent frame number in movie or image sequenceCurrent frame with subframe and time remapping appliedCurrent frame, to update animation data from Python frame_set() insteadCurrent line, and start line of selection if one existsCurrent mode of source object '%s' is not compatible with target liboverride object '%s'Current mode of source object '%s' is not compatible with target object '%s'Current node has no visible outputs.Current node tree does not contain any nodes.Current node tree is linked from another .blend file.Current node tree type not supported. Should be one of {:s}.Current perspective matrix (``window_matrix * view_matrix``)Current pose for armaturesCurrent render engine does not support bakingCurrent shape keyCurrent shape key indexCurrent stage of the import processCurrent stereo eye being displayedCurrent time of the simulationCurrent view matrixCurrent window matrixCurrent: Currently evaluating sceneCurrently evaluating view layerCurrently selected bindingCursorCursor (Offset)Cursor ColorCursor DistanceCursor LocationCursor Lock AdjustCursor PlaneCursor Surface ProjectCursor ValueCursor Value to SelectionCursor ViewCursor XCursor X-ValueCursor Y-ValueCursor location in normalized (0.0 to 1.0) coordinatesCursor location in normalized clip coordinatesCursor location in normalized preview coordinatesCursor location in screen coordinatesCursor to SelectionCurvatureCurvature 3DCurvature MinCurvature RidgeCurvature Smooth IterationsCurvature ValleyCurvature-based shading, useful for making fine details more visibleCurveCurveBézierCircleCurveBézierCurveCurveConstantCurveCurveCurveCurvePathCurveCustomCurveCustom CurveCurveExtendCurveExtrapolatedCurveFalloffCurveFalloff Curve PresetCurveFalloff TypeCurveHorizontalCurveInverse SquareCurveLineCurveLinearCurveMaxCurveMedian StepCurveModeCurveNewCurveNo FalloffCurveNurbsCircleCurveNurbsCurveCurveNurbsPathCurveProfile ShapeCurveProportional Editing FalloffCurveProportional FalloffCurveRandomCurveRootCurveRoundCurveSharpCurveSharperCurveSmoothCurveSmootherCurveSphereCurveSurfCircleCurveSurfCurveCurveSurfCylinderCurveSurfPatchCurveSurfSphereCurveSurfTorusCurveSurfaceCurve '%s' does not contain spline givenCurve 2DCurve BendCurve CircleCurve DataCurve DeformCurve Edit ModeCurve Edit Mode OverlaysCurve FalloffCurve Frame RangeCurve Group IDCurve GuideCurve Handle PositionsCurve IDCurve In XCurve IndexCurve InfoCurve InstancesCurve JitterCurve LengthCurve Length nodeCurve LineCurve Map PointCurve MappingCurve ModifierCurve ObjectCurve OffsetsCurve Out XCurve Paint SettingsCurve Parameter FalloffCurve PointCurve Point CountCurve Profile WidgetCurve RadiusCurve RootCurve SculptCurve Sculpt OverlaysCurve SegmentCurve SensitivityCurve ShapeCurve Shrink/FattenCurve SliceCurve SplinesCurve StrengthCurve SubdivisionsCurve TangentCurve TiltCurve TipCurve Widget ColorsCurve component containing spline and control point dataCurve control pointCurve data-block storing curves, splines and NURBSCurve data-block used for storing surfacesCurve data-block used for storing textCurve data-blocksCurve defining clump taperingCurve defining roughnessCurve defining the shutter's openness over timeCurve defining twistCurve deformation modifierCurve deforming text objectCurve fitting methodCurve from Mesh or Text objectsCurve guide effector weightCurve in a curve mappingCurve interpolation at this point: Bézier or vectorCurve mapping to map color, vector and scalar values to other values using a user defined curveCurve object name that defines the taper (width)Curve object to deform withCurve object to fit array length toCurve of PointCurve or Surface subdivisions per segmentCurve sizes must be greater than zeroCurve that controls this relationshipCurve to MeshCurve to PointsCurve to TubeCurve typeCurve used for modulating effectCurve used for the curve mappingCurve used for the jitter effectCurve used for the sensitivityCurve used for the strengthCurve used to map pressure to brush jitterCurve used to map pressure to brush sizeCurve used to map pressure to brush strengthCurve width size not supported for USD interpolationCurve(s)Curve(s) have no active pointCurve: {} points, {} splinesCurveMapping does not own CurveMapCurveProfile table not initialized, call initialize()CurvedCurvesCurvesAddCurvesBrush TypeCurvesCombCurvesCurves Shape TypeCurvesCylinderCurvesDeleteCurvesDensityCurvesGrow / ShrinkCurvesNewCurvesPaint SelectionCurvesPinchCurvesPuffCurvesSlideCurvesSmoothCurvesSnake HookCurvesStrandCurvesStripCurves Edit ModeCurves Edit Mode OverlaysCurves Grow/Shrink ScalingCurves InfoCurves Object does not support this set origin operationCurves SculptCurves Sculpt Add Curve OptionsCurves Sculpt Brush SettingsCurves Sculpt Cage OpacityCurves Sculpt PaintCurves Sculpt Parameter FalloffCurves Sculpt SettingsCurves are not attached to any UV mapCurves as MeshCurves as NURBSCurves do not have attachment information that can be used for deformationCurves do not have surface attachment informationCurves from evaluated curve dataCurves must have a mesh surface object setCurves not attached to a surfaceCurves only support a single material; selection input cannot be a fieldCurves shape typeCurves to Grease PencilCurves to deformCurvilinear 2D length for chain splittingCurving of the noodleCustomCustom ({:.4g} fps)Custom AttenuationCustom BytecodeCustom Bytecode HashCustom CameraCustom Camera shader compilation failed, see console for errorsCustom Cavity CurveCustom ColorCustom Color PresetsCustom Color SetCustom ColorsCustom Compositor Group Node for Python nodesCustom CurveCustom DirectoryCustom DistanceCustom File PathCustom Geometry Group Node for Python nodesCustom GradientCustom GroupCustom IK PivotCustom IconCustom ImageCustom LocationCustom NormalCustom NormalsCustom Normals OnlyCustom ObjectCustom OcclusionCustom Onion Skin ColorsCustom OverlaysCustom ParallaxCustom PathCustom Pivot ControlCustom PoseCustom Profile PathCustom PropertiesCustom ProxyCustom RangeCustom RegionCustom ShaderCustom Shader Group Node for Python nodesCustom ShapeCustom Shape RotationCustom Shape ScaleCustom Shape TransformCustom Shape TranslationCustom Simulation Frame RangeCustom Simulation RangeCustom SpaceCustom ViewCustom VolumeCustom Widget orientCustom animation player executable pathCustom color for motion path after the current frameCustom color for motion path before the current frameCustom color of the node bodyCustom color set to useCustom curve to apply effectCustom curve to control 'sequence' interpolation between Grease Pencil framesCustom curve to control falloff of brush effect by Grease Pencil framesCustom curve to control primitive thicknessCustom data layer name for the indexCustom data layer name for the randomized valueCustom fade valueCustom falloff curveCustom filterCustom interpolation defined using a curve mapCustom mapping curveCustom nodesCustom normals tools using Normal Vector of UICustom propertiesCustom reference point for guidesCustom shader sourceCustom size for downscaling exported texturesCustom tags (name tokens) for the asset, used for filtering and general asset managementCustom text to appear in the stamp noteCustom value for meters per unit in the USD StageCutCut EdgesCut Particles to ShapeCut ThroughCut ToCut an intersection into facesCut face edges for nicer shrapnelCut geometry along a plane (click-drag to define plane)Cut hair to conform to the set shape objectCut hairsCut into geometry keeping each side separate (Selected/Unselected only)Cut into selected items at an angle to create bevel or chamferCut mesh loop and slide itCut new topologyCut selected text to clipboardCut solid geometry from selected to unselectedCut text to clipboardCut through all faces, not just visible onesCut, subtract, or join multiple SDF volume grid inputsCut, subtract, or join multiple mesh inputsCutoffCutoff DistanceCutoff frequency of a high-pass filter that is applied to the audio dataCutoff frequency of a low-pass filter that is applied to the audio dataCutsCuts the mesh across the mirror planeCuts: %s, Smoothness: %sCycleCycle Handle TypeCycle LengthCycle backwardsCycle between all four handle typesCycle in ReverseCycle the animated time within the action start and endCycle the frames in the sequenceCycle the images in the movieCycle through all non-void render slotsCycle through available screensCycle through historyCycle through inner miter kindsCycle through intersection methodsCycle through offset modesCycle through outer miter kindsCycle through the editor context by activating the next/previous oneCycle through the rainbow, trying to give each curve a unique colorCycle through tools in this groupCycle through workspacesCycle-Aware KeyingCyclesCycles Curves Rendering SettingsCycles Custom Camera SettingsCycles DebugCycles F-ModifierCycles Light SettingsCycles Material SettingsCycles Mesh SettingsCycles Object SettingsCycles Render DevicesCycles Render EngineCycles Render SettingsCycles SettingsCycles ViewLayer SettingsCycles Visibility SettingsCycles World SettingsCycles built without Embree supportCycles curves rendering settingsCycles is disabled in this buildCycles light settingsCycles material settingsCycles mesh settingsCycles object settingsCycles render settingsCycles renderer integrationCycles visibility settingsCycles world settingsCyclicCyclic AnimationCyclic OffsetCyclic Strip TimeCyclic UCyclic VCyclic extend/repeat keyframe sequenceCyclic wave effectCycling mode to use after last keyframeCycling mode to use before first keyframeCylinderCylinder RadiusCzech - ČeštinaDEPRECATED: Add original rotation into copied rotationDJVDLSDOWNDPXDVDVD (note: this changes render resolution)DWAA (lossy)DWAB (lossy)DampDamp FactorDamp reflected waves going in opposite direction to the windDamped Least Square with Numerical FilteringDamped TrackDamped Track ConstraintDampeningDampingDamping EpsilonDamping FactorDamping MaxDamping TimeDamping TranslationDamping XDamping X AngleDamping YDamping Y AngleDamping ZDamping Z AngleDamping of the harmonic forceDamping on the X axisDamping on the X rotational axisDamping on the Y axisDamping on the Y rotational axisDamping on the Z axisDamping on the Z rotational axisDangling reroute nodes are ignored.Danish - DanskDarkenDarken ModeDarkerDarkness of shadowsDashDash 1Dash 2Dash 3Dash LengthDash Modifier SegmentDash RatioDashed LineDashed Lines OpacityDataData APIData DepthData LayerData OperationData PathData PreviewsData SetData Source:Data TargetData TransferData Transfer ModifierData TypeData corruption: data-block '%s' is using another local data-block ('%s') as library override reference, removing all override dataData corruption: data-block '%s' is using itself as library override reference, removing all override dataData corruption: data-block `%s` has a Library Override property with no RNA pathData path not setData point for freehand stroke curveData source used for backgroundData that is going to be modified in the expand operationData to read from the cacheData typeData type of the AOVData type of the propertyData type of the socketData type of voxel valuesData used to identify a spreadsheet columnData used to identify a spreadsheet tableData used to identify the corresponding data from the data sourceData used to identify the tableData values without special behaviorData-BlockData-Block NameData-Block ReferencesData-Block TypeData-BlocksData-block '%s' is not a library override, or not part of a library override hierarchyData-block '%s' is not an asset anymoreData-block '%s' is now an assetData-block from which the edited data-block is linkedData-block is not marked as assetData-block type does not support automatic previewsData-block type does not support fake userData-block type to showData-block used for annotations in the 3D viewData-block using these shape keysData-block using this packed file is not editableData-block whose nodes are being editedData-blocks in this library are editable despite being linked. Used by brush assets and their dependencies.Data-blocks not in global Main data-base cannot be renamedDataTransferDateDate ModifiedDate: {:s} {:s}DaysDeactivate geometry nodes viewer when clicking in empty spaceDeactivate rigid body at the start of the simulationDeactivate selected viewer node in geometry nodesDeactivationDeadDeadzoneDeathDebugDebug Icon BackgroundDebug Icon ForegroundDebug Sample CountDebug ValueDebugging options, only when started with '-d'Decal OffsetDecent all-around strategy. A bone with one child has its tip placed on the local axis closest to its childDecimalsDecimateDecimate F-Curves by removing keyframes that influence the curve shape the leastDecimate F-Curves by specifying how much they can deviate from the original curveDecimate ModifierDecimate: Skipping non linear/Bézier keyframes!Decimation modifierDeclaration of a node panelDeclaration of a node socketDeclaration of sockets and ui panels of a node groupDecompose into a swing rotation to aim the X axis, followed by twist around itDecompose into a swing rotation to aim the Y axis, followed by twist around itDecompose into a swing rotation to aim the Z axis, followed by twist around itDeconstruct the mesh instead of building itDecrease ContrastDecrease jump heightDecrease segmentsDefaultDefault AttributeDefault ClosedDefault ColorDefault Color AttributeDefault ColorsDefault Eraser BrushDefault FadeDefault Frame: {:.02f} (Should be a whole number!)Default Frame: {:.0f}Default Goal (vertex target position) valueDefault Goal (vertex target position) value, when no Vertex Group usedDefault Group Node WidthDefault HandlesDefault Import MethodDefault InputDefault InterpolationDefault Key ChannelsDefault Key ConfigurationDefault LayoutDefault MaximumDefault MinimumDefault Preview SizeDefault Smoothing ModeDefault ToDefault ValueDefault WeightDefault Weight ADefault Weight BDefault action for the right mouse buttonDefault builtin key configurationDefault color for textures that don't return RGB or when RGB to intensity is enabledDefault color of the solid shapes of bonesDefault color tag for new nodes and node groupsDefault distance from image boundary at which marker stops trackingDefault eraser brush for quickly alternating with the main brushDefault fill colorDefault header position for new space-typesDefault location where rendered images will be displayed inDefault location where the File Editor will be displayed inDefault location where the Preferences will be displayed inDefault minimum value of correlation between matched pattern and reference that is still treated as successful trackingDefault motion model to use for trackingDefault order of the sort keyDefault paths for external filesDefault patterned fillDefault relative path option for the file selector, when no path is defined yetDefault setting for the Eyelids Follow sliders (X and Z)Default size of the asset preview thumbnails in pixelsDefault to Advanced Numeric InputDefault tools for particle modeDefault value outside of grid voxelsDefault weight a vertex will have if it is not in the first A vgroupDefault weight a vertex will have if it is not in the second B vgroupDefault weight a vertex will have if it is not in the vgroupDefaultsDefine a custom range of frames to use in modifierDefine a line with a start point, direction and lengthDefine arc by 3 points on circle. Arc is calculated between start and end pointsDefine forces for vertices to stick to animated positionDefine how the velocity vectors are interpreted with regard to time, 'frame' means the delta time is 1 frame, 'second' means the delta time is 1 / FPSDefine radius with a floatDefine the melanin concentrations below to get the most realistic-looking hair (you can get the concentrations for different types of hair online)Define the radius and location with three pointsDefine the radius with a floatDefine the start and end points of the lineDefine the stroke curve with a Bézier curve (dabs are separated according to spacing)Define where along the spline the curve geometry ends (0 for the beginning, 1 for the end)Define where along the spline the curve geometry starts (0 for the beginning, 1 for the end)Define where the location and rotation for the VR view come from, to which translation and rotation deltas from the VR headset will be applied toDefine which subset of groups shall be usedDefined Primitives OnlyDefines callback functions to extend USD IODefines how align Dots and Boxes with drawing path and object rotationDefines how much of the stroke is fading in/outDefines how much of the stroke is visibleDefines how the operator will behave on the selection in the active layerDefines how the strokes are ordered in 3D space (for objects not displayed 'In Front')Defines how vertex color affect to the strokesDefines if the keys should be aligned on an ease-in or ease-out curveDefines if the solver is allowed to reiterate (converge until precision is met) on none, first or all framesDefines size of derivative offset used for calculating gradient and curlDefines the UI to overwrite. If unset, a new one will be created and named based on the name of the rigDefines the channel used for despill limiting. Balances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedDefines the dimension of the image that the relative value is in reference toDefines the lens projection as polynomial to allow real world camera lenses to be mimickedDefines the specific format of the arguments with which the text editor opens files. The supported expansions are as follows: $filepath The absolute path of the file. $line The line to open at (Optional). $column The column to open from the beginning of the line (Optional). $line0 & column0 start at zero. Example: -f $filepath -l $line -c $columnDefines what portion of the stroke is used for the calculation of the extensionDefines whether the foreground is in straight alpha form, which is necessary to know for proper alpha compositing. Images in the compositor are in premultiplied alpha form by default, so this should be false in most cases. But if, and only if, the foreground was converted to straight alpha form for some reason, this should be set to trueDefines which collection to place widget objects in. If unset, a new one will be created based on the name of the rigDefines which keys to use as slope and how much to blend towards themDefines which rig to overwrite. If unset, a new one will be created with name based on the Rig Name option or the name of the metarigDefinitionDefinition of a choice in an RNA enum propertyDefinition of audio channelsDeflateDeflect EmitterDeflect fluids and influence the fluid flowDeflectionDeflectorsDefocusDeformDeform AxisDeform BoneDeform Curves on SurfaceDeform ModeDeform Pose BonesDeform around local axisDeform based a series of anchor pointsDeform in the X axisDeform in the Y axisDeform in the Z axisDeform rotation interpolation with quaternionsDeform specific points using another objectDeform stroke points using armature objectDeform stroke points using objectsDeform strokes using a lattice objectDeform the mesh or curve using an external mesh cache in Alembic formatDeform the mesh using an external frame-by-frame vertex transform cacheDeform the shape by twisting, bending, tapering or stretchingDeform the shape using an armature objectDeform the stroke to best match the envelope shapeDeform using a different mesh, which acts as a deformation cageDeform using the shape of a lattice objectDeform volume based on noise or other vector fieldsDeformGroup '%s' not in object '%s'DeformationDeformation BridgeDeformation TargetDeformation type that is used in the brushDeformations (shape keys, deform modifiers)Deformed LocationDeformingDeforms existing hair curves into braids using guide curvesDeforms existing hair curves into curls using guide curvesDeforms hair curves using a noise textureDeforms hair curves using a random vector per point to frizz themDegreesDeinterlaceDeinterlace all selected movie sourcesDeinterlace movie file on loadDelDelayDelay Viewport UpdatesDelay in seconds before maximum speed is reachedDeleteDelete 4 spaces from line beginningDelete BakeDelete Brush AssetDelete CatalogDelete DataDelete Empty FramesDelete GeometryDelete GloballyDelete Grease Pencil Frame(s)Delete HigherDelete ModifierDelete MutedDelete PointDelete Pose AssetDelete Reference ObjectDelete SegmentsDelete SelectionDelete Studio LightDelete TrackDelete UnusedDelete a full particle or only keysDelete a keyframe from selected tracks at current frameDelete active frames for all layersDelete active keyframes of all layersDelete active sceneDelete active screenDelete active text file?Delete allDelete all asset metadata and turn the asset data-block back into a normal data-blockDelete all asset metadata and turn the selected asset data-blocks back into normal data-blocksDelete all asset metadata, turning the selected asset data-blocks back into normal data-blocks, and set Fake User to ensure the data-blocks will still be savedDelete all baked caches of all objects in the current sceneDelete all empty animation data containers from visible data-blocksDelete all frames that have no nodes inside themDelete all invalid bookmarksDelete all keys that were generated by the 'Fix to Scene Camera' operatorDelete all light probes' baked lighting dataDelete all selected animation channelsDelete all visible drivers considered invalidDelete alternating vertices in the stroke, except extremesDelete an attribute with a specified name from a geometry. Typically used to optimize performanceDelete an edge loop by merging the faces on each sideDelete an existing pointDelete baked data of a single bake node or simulationDelete cache on all selected objectsDelete cached indirect lightingDelete cached/baked simulations in geometry nodes modifiersDelete child objects and collectionsDelete current boid ruleDelete current boid stateDelete current cacheDelete current keyframe of current UI-active propertyDelete curve knotsDelete drivers assigned to selected itemsDelete drivers for all elements of the arrayDelete empty image object once mesh plane is createdDelete envelope control pointDelete fluid from simulationDelete fluid inside obstaclesDelete in ObstacleDelete keyframes from all elements of the arrayDelete keyframes from selected objects?Delete keyframes from selected strips?Delete keyframes on the current frame for all properties in the specified Keying SetDelete loose vertices, edges or facesDelete marker for current frame from selected tracksDelete marker for current frame from selected tracks?Delete movie clip proxy files from the hard driveDelete one of each pair to resolve:Delete physics bakeDelete pointsDelete secondary particles that are inside obstacles or left the domainDelete selected NLA-Tracks and the strips they containDelete selected bones?Delete selected bookmarkDelete selected collection hierarchiesDelete selected control points and splines?Delete selected control points or segmentsDelete selected control points or splinesDelete selected control points, correcting surrounding handlesDelete selected elements that are not used by the hullDelete selected faces that are used by the hullDelete selected files?Delete selected keyframes?Delete selected list itemDelete selected markers?Delete selected metaball element(s)Delete selected metaball elements?Delete selected objectsDelete selected objects and collectionsDelete selected objects?Delete selected particles or keysDelete selected points without splitting strokesDelete selected reportsDelete selected retiming keys from the sequencerDelete selected stripsDelete selected strips from the sequencerDelete selected strokes or pointsDelete selected time marker(s)Delete selected tracksDelete selected tracks?Delete selected vertices, edges or facesDelete stroke points in between intersecting strokesDelete target variableDelete text at cursor positionDelete text by cursor positionDelete the ID under cursorDelete the active Grease Pencil frame(s)Delete the active brush assetDelete the active frame for the active Annotation LayerDelete the active or all vertex groups from the active objectDelete the active positionDelete the active workspaceDelete the add-on from the file systemDelete the selected Pose AssetDelete the selected VR landmark from the listDelete the selected local override and relink its usages to the linked data-block if possible, else reset it and mark it as non editableDelete the selected local overrides (including their hierarchies of override dependencies) and relink their usages to the linked data-blocksDelete the selected local overrides and relink their usages to the linked data-blocks if possible, else reset them and mark them as non editableDelete this library and all its itemsDelete this weight from the vertex (disabled if vertex group is locked)Delete track corresponding to the selected curveDelete track corresponding to the selected curve?Delete transformation orientationDelete unclean segments of tracksDelete unclean tracksDeleted %d data-block(s)Deleted %u driversDeleted %u object(s)Deleted 1 nodeDeleted {} nodesDeletes current frame in the active layerDeletes the displacement of the Multires ModifierDeletes the higher resolution mesh, potential loss of detailDelimitDelimit by UV coordinatesDelimit by edge seamsDelimit by face directionsDelimit by face materialDelimit by sharp edgesDelimit dissolve operationDelimit selected regionDelimiterDelimiter must be a single characterDelimiter must not be \n, \r, " or \Deliver Ambient Occlusion passDeliver Grease Pencil render result in a separate passDeliver alpha blended surfaces in a separate passDeliver bloom pass (deprecated)Deliver depth values passDeliver diffuse color passDeliver diffuse direct passDeliver diffuse indirect passDeliver direct volumetric scattering passDeliver emission passDeliver environment lighting passDeliver full combined RGBA bufferDeliver glossy color passDeliver glossy direct passDeliver glossy indirect passDeliver indirect volumetric scattering passDeliver material index passDeliver mist factor pass (0.0 to 1.0)Deliver normal passDeliver object index passDeliver position passDeliver shadow passDeliver speed vector passDeliver subsurface color passDeliver subsurface direct passDeliver subsurface indirect passDeliver texture UV passDeliver transmission color passDeliver transmission direct passDeliver transmission indirect passDeliver volume direct light passDeltaDelta LocationDelta RotationDelta Rotation (Euler)Delta Rotation (Quaternion)Delta ScaleDelta TimeDelta TransformDelta XDelta YDelta offset of clone image in 0.0 to 1.0 coordinatesDeltaX: %sDemoDenimDenoiseDenoise NodesDenoise Preview on GPUDenoise color and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing timeDenoise image and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing time.Denoise image using temporal reprojection (can leave some ghosting)Denoise on GPUDenoise rendered animation sequence using current scene and view layer settings. Requires denoising data passes and output to OpenEXR multilayer filesDenoise renders from Cycles and other ray tracing renderersDenoise the image after each preview update with the selected denoiserDenoise the image in the 3D viewportDenoise the image with the selected denoiser. For denoising the image after renderingDenoise the rendered imageDenoiserDenoisingDenoising AlbedoDenoising DataDenoising DeviceDenoising Input PassesDenoising NormalDenoising PrefilterDenoising QualityDenoising completedDenotes if the object is generated by another objectDensityDensity (kg/l) of the fluid contained inside the object, used to create a hydrostatic pressure gradient simulating the weight of the internal fluid, or buoyancy from the surrounding fluid if negativeDensity Add AttemptsDensity AttributeDensity FactorDensity GridDensity MaskDensity MaxDensity MethodDensity StrengthDensity TargetDensity is calculated as a factor of default density (depends on particle size)Density of the new volumeDensity value (kg/m^3), allows custom value if the 'Custom' preset is usedDependencies in the scene dataDependency GraphDependency Graph Object InstanceDependency Graph UpdateDependency LoopDependency graph update requested during evaluationDeprecatedDeprecated NoteDeprecated operator, use screen.keyframe_jump insteadDeprecated, use 'uv', 'vertex_select', 'edge_select' or 'pin' properties insteadDeprecated, use use_data_display insteadDeprecated. Use Cryptomatte Node insteadDepthDepth 3DDepth ADepth BDepth ObjectDepth Of FieldDepth OffsetDepth OrderDepth bias used for selectionDepth of FieldDepth of Field settingsDepth of the cloud calculationDepth of the noiseDepth of the solid ground below the water surfaceDepth offset of the rollDepth too largeDerive texture coordinates from another meshDescriptionDescription of an overridden propertyDescription of an override operation over an overridden propertyDescription of the item's purposeDescription of the node treeDescription of the property for tooltipsDescription:DeselectDeselect EndsDeselect Faces connected to existing selectionDeselect JoinedDeselect On NothingDeselect UV vertices at the boundary of each selection regionDeselect Vertices connected to existing selectionDeselect all charactersDeselect all elementsDeselect all selected vertices assigned to the active vertex groupDeselect all when nothing under the cursorDeselect bones of active Bone CollectionDeselect boundary selected keys of each particleDeselect by active material slotDeselect control points at the boundary of each selection regionDeselect every Nth element starting from the active vertex, edge or faceDeselect every Nth point starting from the active oneDeselect keyframes on ends of selection islandsDeselect linked UV vertices rather than selecting themDeselect linked control points rather than selecting themDeselect linked keys rather than selecting themDeselect objects at the boundaries of parent/child relationshipsDeselect objects in collectionDeselect rather than select itemsDeselect spline points at the boundary of each selection regionDeselect those bones at the boundary of each selection regionDeselect those bones that are used in this poseDeselect vertices at the boundary of each selection regionDeselect vertices, edges or faces at the boundary of each selection regionDeselectedDeselected bones from %sDesired number of voxels along one axisDesired voxel side lengthDesktopDespeckleDespillDestination Layers MatchingDestination frameDetachDetach LinksDetach NodesDetach and redirect existing linksDetach nodes, move and attach to frameDetach outputs of selected node leaving inputs linkedDetach selected nodes from parentsDetailDetail ModeDetail PercentageDetail Refine MethodDetail RoughnessDetail ScaleDetail SizeDetail Type MethodDetailingDetect CornersDetect Cyclic CurvesDetect Image SequencesDetect SequencesDetect UDIMsDetect corners and use non-aligned handlesDetect image slots from the materialDetect selected UDIM files and load all matching tilesDetected duration of movie clip in framesDetected frame rate of the movie clip in frames per secondDeterminantDeterminatorDetermine how quickly the smoke dissolves (lower value makes smoke disappear faster)Determine how the asset will be importedDetermine how the asset will be imported, unless overridden by the Asset BrowserDetermine how the effective radius of the spline point is computed when a taper object is specifiedDetermine how the geometry end factor is mapped to a splineDetermine how the geometry start factor is mapped to a splineDetermine how to build the curve's bevel geometryDetermine how to use visibility for feature edge selectionDetermine the amount of render threads usedDetermine the lightness threshold above which strokes are generatedDetermine whether Noise returns grayscale or RGB valuesDetermine which other objects will occlude the imageDetermines how far apart fluid and obstacle are (higher values will result in fluid being further away from obstacles, smaller values will let fluid move towards the inside of obstacles)Determines how much fluid is allowed in an obstacle cell (higher values will tag a boundary cell as an obstacle easier and reduce the boundary smoothening effect)Determines how to choose which layers are mergedDetermines how to resolve ambiguities during decomposition of bitmaps into pathsDetermines if trace simple image or full sequenceDetermines properties like object visibility, modifiers etc., where they differ for Render and ViewportDetermines the brick offset of the various rowsDetermines the number of rays per pixel. Higher resolution uses more memory.Determines the order of points in each curveDetermines the visibility of some UI elements related to node groupsDetermines visibility of objects, modifier settings, and other areas where there are different settings for viewport and renderingDetermines whether the brush adds or removes curvesDetermines which inner part of the mesh will produce volumetric effectDetermines which particle systems are created from secondary particlesDeterministicDeterministically generate values for the modified F-CurveDeveloper ExtrasDevelopmentDevelopment FundDeviceDevice to use for computation (rendering with Cycles)Device to use for renderingDevice up/down directly controls the Z position of the 3D viewportDiagnosticsDiagonalDiagonalsDial GizmoDiameterDiameter RootDiameter ScaleDiameter in pixels for object/light origin displayDiameter of brush in Blender unitsDiameter of the HDRI reference spheresDiameter of the brushDiameter of the brush in pixelsDiameter of the gizmoDiameter of the water droplets, in micrometersDiamondDiamond SharpenDiamond with inner dotDicing CameraDicing RateDicing Rate RenderDid not find any assets on clipboardDid not write, no Multilayer ImageDid not write, unexpected error when saving stereo imageDie TimeDie on HitDiedDifferenceDifference KeyDifference ModeDifference between VGroup A's and VGroup B's weightsDifferent images are packed in the RGB and alpha channels, and they should not affect each other. Channel packing is commonly used by game engines to save memory.Different styles of displaying the color picker widgetDifferentialDiffuseDiffuse BSDFDiffuse BouncesDiffuse ColorDiffuse Color BlueDiffuse Color FactorDiffuse Color GreenDiffuse Color RedDiffuse DepthDiffuse DirectDiffuse FactorDiffuse IndirectDiffuse Product MISDiffuse RoughnessDiffuse VisibilityDiffuse and Glossy shaders with cartoon light effectsDiffuse color of the materialDiffuse reflection multiplierDiffusionDilate SizeDilate or erode the computed matte using a circular structuring element of the specified size. Negative sizes means erosion while positive means dilationDilate or erode the computed matte using an inverse distance operation evaluated at the given falloff of the specified size. Negative sizes means erosion while positive means dilationDilate/ContractDilate/ErodeDilation RadiusDilation ThresholdDimensionDimensionsDimensions ModeDimensions of mask stencil in viewportDimensions of stencil in viewportDimensions of the exported fileDimensions:DirectDirect ColoringDirect LightDirect Light SamplingDirect Tip ControlDirect conversion of frame numbers to secondsDirect execution not supportedDirect light contributions are only sampled using forward path tracingDirect light contributions are only sampled using next-event estimationDirect linked library data-block, click to make local, Shift + Click to create a library overrideDirectionDirection (Y Axis)Direction from previous neighboring point on segmentDirection from root to tip of each curveDirection in which to scale the elementDirection is defined in global coordinatesDirection is defined in local coordinatesDirection of View OrbitDirection of View PanDirection of linesDirection of the fillDirection of the light for shadows and highlightsDirection of the root segment of a curveDirection of the sphere or cylinderDirection of the stroke at which brush gives maximal thickness (0° for horizontal)Direction of the tip segment of a curveDirection of the waveDirection that the light is shiningDirection the line is going in. The length of this vector does not matterDirection to cycle throughDirection to make surface cyclic inDirection to move the active Bone Collection towardsDirection to move the active Selection Set: UP (default) or DOWNDirection to move the active bookmark towardsDirection to move the active exporterDirection to move the active layerDirection to move the active line set towardsDirection to move the active material towardsDirection to move the active vertex group towardsDirection to move the chosen modifier towardsDirection to move the chosen style module towardsDirection to offset nodes on insertionDirection to select in the hierarchyDirectionalDirectional BlurDirectional Quad TreeDirectional Sampling TypeDirectional area LightDirectional area light sourceDirectional cone LightDirectional cone light sourceDirectionality of the scattering. Zero is isotropic, negative is backward, positive is forwardDirectionality of volume scattering within the subsurface medium. Zero scatters uniformly in all directions, with higher values scattering more strongly forward. For example, skin has been measured to have an anisotropy of 0.8Directly output image as produced by OpenColorIO. This is not correct in general, but may be used when the system configuration and actual display device is known to match the chosen displayDirectly set the absorption coefficient "sigma_a" (this is not the most intuitive way to color hair)DirectoryDirectory PathDirectory displayed in the file browserDirectory of the fileDirectory that contains fluid cache filesDirectory to save the texturesDirectory/name to save animations, # characters define the position and padding of frame numbersDirt AngleDirt OnlyDirtyDisableDisable 'solo' on any of the NLA Tracks after exiting tweak mode to get things back to normalDisable Bone OptionsDisable Bone ShapeDisable CollisionsDisable F-Curve evaluationDisable MetalRT (uses BVH2 layout for intersection queries)Disable NLA Strip evaluationDisable NLA Track evaluationDisable QuantizationDisable SelectionDisable Studio Light EditDisable Viewport for Other ObjectsDisable action to executeDisable add-on for workspaceDisable and uninstall the extensionDisable auto-pack, keep all packed filesDisable collisions between constrained rigid bodiesDisable editing of boundary edgesDisable in Planar Light ProbesDisable in RendersDisable in Spherical Light ProbesDisable in ViewportsDisable in Volume ProbesDisable kernel optimization. Slowest rendering, no extra background CPU usageDisable library overrides automatic resync detection and process on file load (can be useful to help fixing broken files). Also see the "--disable-liboverride-auto-resync" command line optionDisable or enable the render viewDisable quantization; produces much larger glTF files with no extensionsDisable selected markersDisable selection in viewportDisable selection in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsDisable selection in viewport • Shift to set childrenDisable specified setting on all selected animation channelsDisable stencil and overlap self intersections with alpha materialsDisable the asset indexer, to force every asset library refresh to completely reread assets from diskDisable the default asset dragging on drag events. Useful for implementing custom dragging via custom key-map items.Disable viewport display in the view layersDisable when using an image as input instead of actual z-buffer (auto enabled if node not image based, eg. time node)Disable/enable selected markersDisabledDisabled MarkerDisabled TracksDisabled on startup, overriding the preference.Disabled, Blender was compiled without BulletDisabled, Blender was compiled without OBJ I/ODisabled, Blender was compiled without OpenSubdivDisabled, Blender was compiled without OpenVDBDisabled, Blender was compiled without PLY I/ODisabled, Blender was compiled without STL I/ODisabled, built without OpenColorIODisabled, built without OpenSubdivDisabled. Built without OpenImageDenoiseDisabled. Platform not supportedDisabled: {}Disables audio output, for video-only rendersDisables video output, for audio-only rendersDisabling themes is not yet supportedDisallow changes to the X axis of verticesDisallow changes to the Y axis of verticesDisallow changes to the Z axis of verticesDisallow movement around the X axisDisallow movement around the Y axisDisallow movement around the Z axisDiscardDiscard points based on a mask texture after distributionDisconnectDisconnect BoneDisconnect all hair systems from the emitter meshDisconnect hair from the emitter meshDisconnect nodes connected to the inputDiskDisk CacheDispersionDisplaceDisplace FactorDisplace GeometryDisplace Hair CurvesDisplace ModifierDisplace TypeDisplace VectorDisplace along normalsDisplace existing geometry according to simulationDisplace geometry of alpha meshesDisplace pixel position using an offset vectorDisplace the surface along an arbitrary directionDisplace the surface along the surface normalDisplace the vertices away from the plane.DisplacementDisplacement MethodDisplacement OnlyDisplacement SpaceDisplacement and BumpDisplacement directionDisplacement is in object space, affected by object scaleDisplacement is in world space, not affected by object scaleDisplacement 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 normalDisplaces hair curves by a vector based on various optionsDisplayDisplay 2D cursorDisplay 3D Cursor OverlayDisplay All EdgesDisplay AmountDisplay ArmatureDisplay AsDisplay AspectDisplay Aspect for this clip, does not affect renderingDisplay Aspect for this image, does not affect renderingDisplay AxesDisplay BackgroundDisplay Background ImagesDisplay Bevel WeightsDisplay Bone ColorsDisplay BoundsDisplay Bounds TypeDisplay Cache FilesDisplay CameraDisplay ChannelDisplay ChannelsDisplay ColorDisplay CreasesDisplay CursorDisplay CurveDisplay Custom Bone ShapesDisplay Custom NormalsDisplay DataDisplay Data (Deprecated)Display Data SizeDisplay EmulationDisplay Face CenterDisplay FacesDisplay File SelectorDisplay FilterDisplay FramesDisplay Freestyle Edge MarksDisplay Freestyle Face MarksDisplay Freestyle edge marks, used with the Freestyle rendererDisplay Freestyle face marks, used with the Freestyle rendererDisplay GraphicsDisplay Grease PencilDisplay GridDisplay Grid FloorDisplay HairDisplay HandlesDisplay HiddenDisplay InstancerDisplay LatticesDisplay LightDisplay Light ProbeDisplay Line StyleDisplay MaterialDisplay MeshesDisplay MetaballDisplay ModeDisplay Modified EdgesDisplay Modifier DataDisplay Movie ClipsDisplay NameDisplay NamesDisplay NodeDisplay NormalsDisplay Object InfoDisplay Only Axis AlignedDisplay P3Display ParticleDisplay ParticlesDisplay Paths of poses within a fixed number of frames around the current frameDisplay Paths of poses within specified rangeDisplay Playback Frame Rate (FPS)Display Point CloudDisplay PurposeDisplay RGBDisplay RepeatedDisplay SceneDisplay SeamsDisplay SettingsDisplay Shader EffectsDisplay Shape KeysDisplay SharpDisplay SizeDisplay Size XDisplay SpeakerDisplay StretchDisplay SummaryDisplay TextureDisplay Texture SpaceDisplay ThinDisplay TransformsDisplay TransparentDisplay TypeDisplay UV coordinates in pixels rather than from 0.0 to 1.0Display UV unwrapping seamsDisplay UVsDisplay Vertex NormalsDisplay View NameDisplay VolumeDisplay WaveformDisplay WireDisplay WorldDisplay X AxisDisplay Y AxisDisplay Z AxisDisplay Z-buffer associated with image (mapped from camera clip start to end)Display a different set of collections in this viewportDisplay a face selection overlayDisplay a grid over Grease Pencil paperDisplay a line from the Camera to indicate the mist areaDisplay action without any time remapping (when unpinned)Display actual particlesDisplay additional particle data as a colorDisplay advanced settings and tools for developersDisplay all edges for mesh objectsDisplay all local override data-blocks with their overridden properties and buttons to edit themDisplay alpha transparency channelDisplay an additional 'summary' line (Dope Sheet editors only)Display an asset shelf in a popover panelDisplay an isolated subset of objects, apart from the scene visibilityDisplay and allow setting fractional frame values for the current frameDisplay annotation onion skins before and after the current frameDisplay black edgesDisplay boid healthDisplay bone axesDisplay bone colorsDisplay bone namesDisplay bone-deforming groups as if all locked deform groups were deleted, and the remaining ones were re-normalizedDisplay bones (disable to show motion paths only)Display bones as boxes, showing subdivision and B-SplinesDisplay bones as extruded spheres, showing deformation influence volumeDisplay bones as octahedral shapeDisplay bones as octahedral shape (default)Display bones as simple 2D lines with dotsDisplay bones as thin wires, showing subdivision and B-SplinesDisplay bones with their custom shapesDisplay bounding boxes for nodes in the volume treeDisplay bounds as boxDisplay bounds as capsuleDisplay bounds as coneDisplay bounds as cylinderDisplay bounds as sphereDisplay box for each leaf node containing 8×8 voxelsDisplay breadcrumbs for the editor's contextDisplay center composition guide inside the camera viewDisplay channel regardless of object selectionDisplay collections and objects in the view layerDisplay colored box behind textDisplay creases created for Subdivision Surface modifierDisplay current image regardless of object selectionDisplay curves in normalized range from -1 to 1, for easier editing of multiple curves with different rangesDisplay dashed black-white edgesDisplay data belonging to the Video SequencerDisplay data of current file and linked librariesDisplay data that is unused and/or will be lost when the file is reloadedDisplay data-blocks with library overrides and list their overridden propertiesDisplay debug reporting infoDisplay diagonal center composition guide inside the camera viewDisplay each node's last execution timeDisplay each node's preview if node is toggledDisplay edges after modifiers are appliedDisplay effect in Edit modeDisplay effect in viewportDisplay error textDisplay face center when face selection is enabled in solid shading modesDisplay face normals as linesDisplay faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)Display faces flatDisplay faces over the imageDisplay faces smooth (using vertex normals)Display factors as percentagesDisplay factors as values between 0 and 1Display files as a detailed listDisplay files as a horizontal listDisplay files as a vertical listDisplay files as short listDisplay files as thumbnailsDisplay fill strokes in the viewportDisplay frame in grayscale modeDisplay frames rather than secondsDisplay full waveformDisplay general informationDisplay glTF UI to manage animationsDisplay golden ratio composition guide inside the camera viewDisplay golden triangle A composition guide inside the camera viewDisplay golden triangle B composition guide inside the camera viewDisplay harmony A composition guide inside the camera viewDisplay harmony B composition guide inside the camera viewDisplay image at its original sizeDisplay image in orthographic modeDisplay image in perspective modeDisplay image with RGB colorsDisplay image with RGB colors and alpha transparencyDisplay images consistent with most other applications, to preview images and video for export. A best effort is made to emulate the chosen display on the actual display device.Display in Orthographic ModeDisplay in Perspective ModeDisplay information and preferences for this add-onDisplay keyframe handle types and non-Bézier interpolation modesDisplay layer tintDisplay library override relationshipsDisplay lines rather than filled shapesDisplay low level Blender data and its propertiesDisplay material transparency in the objectDisplay menu for previous actions performedDisplay metadata properties of the imageDisplay method used in the sequencer viewDisplay mode for the file listDisplay modifier in Edit modeDisplay modifier in viewportDisplay modifiersDisplay name. For viewing, this is the display device that will be emulated by limiting the gamut and HDR colors. For image and video output, this is the display space used for writing.Display node in viewport textured shading modeDisplay non-final geometry from viewer nodesDisplay number of users of this data (click to make a single-user copy)Display objects with flat lighting and basic surface shadingDisplay one box or point for each intermediate tree nodeDisplay onion keyframes for looping animationsDisplay onion keyframes with a fade in color transparencyDisplay onion skins before and after the current frameDisplay only edges of geometry without surface shadingDisplay only faces with the currently displayed image assignedDisplay outline around textDisplay overlay of UV layerDisplay overlay textDisplay overlaysDisplay overlays like UV Maps and MetadataDisplay overlays like colored or dashed wiresDisplay overlays like cursor and annotationsDisplay overlays like gizmos and outlinesDisplay parameters for last action performedDisplay path to source file, or name of source data-blockDisplay percentage makes dynamics inaccurate without bakingDisplay points for nodes in the volume treeDisplay preview using full resolution or different proxy resolutionsDisplay properties editor context_menuDisplay reconstruction data from active movie clipDisplay reference images behind objects in the 3D ViewDisplay region context menuDisplay retiming keys on top of stripsDisplay rule of thirds composition guide inside the camera viewDisplay sampled data in the viewport to debug captured lightDisplay scene statistics overlay textDisplay scenes and their view layers, collections and objectsDisplay selected edge angle, using global values when set in the transform panelDisplay selected edge lengths, using global values when set in the transform panelDisplay shadow behind textDisplay shape keys in edit mode (for meshes only)Display sharp edges, used with the Edge Split modifierDisplay single bounding box for the entire gridDisplay size for normals in the 3D viewDisplay size for proportional editing circleDisplay size of the empty when new collection instances are createdDisplay size of tracks from reconstructed dataDisplay splash screen on startupDisplay stamp labels ("Camera" in front of camera name, etc.)Display statistical information about the meshDisplay steps of the particle pathDisplay strip in/out offsetsDisplay strip opacity/volume curveDisplay strokes using Grease Pencil layer order and stroke order to define depthDisplay strokes using Grease Pencil layers to define orderDisplay strokes using real 3D position in 3D spaceDisplay strokes using this color when showing onion skinsDisplay style for UV edgesDisplay support levelDisplay text as boldDisplay text as italicDisplay the angles in the selected edges, using global values when set in the transform panelDisplay the area of selected faces, using global values when set in the transform panelDisplay the audio waveform inside the stripDisplay the bounds of the objectDisplay the center and axis during rotationDisplay the clipping range and focus point on the cameraDisplay the image in Stereo 3DDisplay the image repeated outside of the main viewDisplay the index numbers of selected vertices, edges, and facesDisplay the input data in the Spreadsheet EditorDisplay the object as a solid (if solid drawing is enabled in the viewport)Display the object as a wireframeDisplay the object with textures (if textures are enabled in the viewport)Display the object's boundsDisplay the object's nameDisplay the object's origin and axesDisplay the object's texture spaceDisplay the object's wireframe over solid shadingDisplay the operator logDisplay the orbit center during rotationDisplay the region of the final renderDisplay the reprojection error curve for selected tracksDisplay the strip color tags in the sequencerDisplay tool/property regions over the main regionDisplay tooltips (when disabled, hold Alt then hover to force display)Display transparent cone in 3D view to visualize which objects are contained in itDisplay type for mask splinesDisplay under or over everythingDisplay units in pairs (e.g. 1m 0cm)Display unweighted verticesDisplay upper half of the absolute value waveformDisplay using flat lightingDisplay using matcap material and lightingDisplay using studio lightingDisplay vector field as MAC gridDisplay vectors as needlesDisplay vectors as streamlinesDisplay vertex normals as linesDisplay vertex-per-face normals as linesDisplay warningsDisplay waveforms depending on strip settingDisplay waveforms for all sound stripsDisplay weights created for the Bevel modifierDisplay weights in editmodeDisplay what the tracking algorithm sees in the previewDisplay white edgesDisplay white edges with black outlineDisplays glTF Material Output node in Shader Editor (Menu Add > Output)Displays glTF UI to manage material variantsDisplays global valuesDisplays local valuesDissolve Orthogonal EdgesDissolve SmokeDissolve SpeedDissolve TimeDissolve VerticesDissolve all unselected pointsDissolve all vertices in between face boundariesDissolve all vertices in between face boundaries (planar only)Dissolve edges, merging facesDissolve facesDissolve geometry based on the selection modeDissolve geometry to form planar polygonsDissolve points between selected pointsDissolve selected bones from the armatureDissolve selected edges and vertices, limited by the angle of surrounding geometryDissolve selected pointsDissolve smoke in a logarithmic fashion. Dissolves quickly at first, but lingers longer.Dissolve vertices, merge edges and facesDissolve zero area faces and zero length edgesDissolves adjacent faces and intersects new geometryDistanceDistance CullingDistance FalloffDistance KeyDistance MetricDistance MinDistance ModelDistance ReferenceDistance SquaredDistance ThresholdDistance after which it fades outDistance around each guide to spawn interpolated curvesDistance around the probe volume that will be considered during the bakeDistance at which the light influence will be set to 0Distance behind leader to followDistance below which segments will be mergedDistance between A and BDistance between checker tilesDistance between key frames, also known as GOP size; influences file size and seekabilityDistance between lines of textDistance between pointsDistance between selected tracksDistance between the top and the base of a wave, the higher the value, the more narrow the waveDistance between the two pointsDistance between the wavesDistance between two bones or objectsDistance between two bundles used for object scalingDistance between two bundles used for scene scalingDistance from CameraDistance from ObjectDistance from center needed before a selection can be madeDistance from image boundary at which marker stops trackingDistance from the bisect plane within which vertices are removedDistance from the generated points to the originDistance from the surface used for shrinkwrapDistance mapping to 0.0 weightDistance mapping to 1.0 weightDistance mapping to weight 0.0Distance mapping to weight 1.0Distance model for distance attenuation calculationDistance moved by mouse when drawing stroke to includeDistance of duplicationsDistance of object that contribute to the ambient occlusion effectDistance of object that contribute to the cavity/edge effectDistance of random spread at the curve tipsDistance of the instances from the originDistance of the points from the originDistance of the vertices from the originDistance over which the mist effect fades inDistance threshold after which selection is made (zero to disable)Distance threshold for the falloff around the guideDistance to EdgeDistance to GuidesDistance to TargetDistance to displace the surface along the normalDistance to keep from the targetDistance to keep particles away from the emitterDistance to keep the curves away from the surfaceDistance to move the curve parallel to its normalsDistance to offsetDistance to previous point on curveDistance to search for valid capture positions to prevent lighting artifactsDistance to the focus point for depth of fieldDistance to the view locationDistance where boundary edge automasking is going to protect vertices from the fully masked edgeDistance within which degenerated geometry is mergedDistance within which matching vertices are searchedDistance within which mirrored vertices are mergedDistance within which symmetrical vertices are mergedDistances in relation to sphere of influence to allowDistortDistort MaxDistort MinDistort NodeDistorted NoiseDistortionDistortion AmountDistortion GridDistortion ModelDistortion model used for camera lensesDistortion to simulate anamorphic lens bokehDistortion to use for the calculationDistribute Points in GridDistribute Points in VolumeDistribute Points on FacesDistribute Stops EvenlyDistribute Stops from LeftDistribute memory across devicesDistribute more samples closer to the cameraDistribute points randomly inside of the volumeDistribute points randomly on the surfaceDistribute the points in a grid pattern inside of the volumeDistribute the points randomly on the surface while taking a minimum distance between points into accountDistributionDistribution MaskDistribution MethodDistribution ShapeDistribution TypeDitherDither IntensityDitheredDivergenceDivideDivide ModeDivide VGroup A's weights by VGroup B's onesDivide and ceil result, the smallest integer greater than or equal ADivide and floor result, the largest integer smaller than or equal ADivide and round result toward zeroDivide mesh faces into smaller ones without changing the shape or volume, using linear interpolation to place the new verticesDivide mesh faces to form a smooth surface, using the Catmull-Clark subdivision methodDivide the frame interval into this many stepsDividing each curve segment into a specified number of piecesDivision distortion model which better represents wide-angle camerasDivisionsDo Legacy ReplaceDo Not Merge AnimationsDo SmudgeDo a case sensitive compareDo all gaps to right of current frameDo backwards trackingDo channels contribute to result (toggle channel muting)Do cross-fading volume animation of two selected sound stripsDo crossfade blending between current and next frameDo extra frames between scene frames to ensure smooth motionDo not affect non manifold boundary edgesDo not affect vertices on peaks, based on the surface curvatureDo not affect vertices within crevices, based on the surface curvatureDo not allow beveled edges/vertices to overlap each otherDo not allow deformation along the X axisDo not allow deformation along the Y axisDo not allow deformation along the Z axisDo not change selection if the item under the cursor is already selected, only activate itDo not collapse curves to single points if they are shorter than the given length. The collapsing behavior exists for compatibility reasons.Do not create blend previewsDo not create bone shapesDo not display fill color while drawing the strokeDo not export color attributesDo not export materials, and combine mesh primitive groups, losing material slot informationDo not export materials, but write multiple primitive groups per mesh, keeping material slot informationDo not export vertex colorDo not flip polygons when their normals are not consistent with their newly computed custom vertex normalsDo not follow drawing path or object rotation and keeps aligned with viewportDo not import USD custom attributesDo not import color attributesDo not import invisible USD primitives. Only applies to primitives with a non-animated visibility attribute. Primitives with animated visibility will always be importedDo not import/export color attributesDo not load data from this layerDo not modify image in an artistic mannerDo not perform any color transform on display, use old non-color managed technique for displayDo not perform any color transform on load, treat colors as in scene linear space alreadyDo not preserve objects' parent/children relationshipDo not remove the modifier from stackDo not render this collectionDo not repeat texture and clamp to one instance onlyDo not rotate the segment when using the scale deform modeDo not set face strengthDo not set sharp edges to faceDo not sync, play every frameDo not use any compressionDo not use this surface as a light for samplingDo self-union or self-intersectionDo you want to install the following {:s}?Doc IDDocumentsDodge ModeDoes F-Curve contribute to resultDoes not support Individual Origins as pivotDoes nothing, prevents adding actual overrides (NOT USED)Does this tool use a painting canvasDolby Digital ATRAC 3DollyDolly in/out in the viewDomainDomain ObjectDomain SettingsDomain SizeDomain TypeDomain and geometry type combination is unsupportedDomain of the AttributeDomain that the field is evaluated onDomain the field is evaluated inDomain to evaluate fields onDomain unsupported for "%s" attributeDon't SaveDon't add asset meta-data or tags from the original data-blockDon't add new constraintsDon't allow frame to be selected with mouse outside of frame rangeDon't calculate cleans for convex areasDon't correct overlap on new stripsDon't display volume in wireframe modeDon't display waveforms for any sound stripsDon't do anythingDon't export imagesDon't fill at allDon't fill polygons while editingDon't import texturesDon't remove sharp edges, which are redundant with faces shaded smoothDon't remove sharp edges. Tagged edges will remain sharpDon't round to pixelsDon't sample the background, faster but might cause noise for non-solid backgroundsDon't scale in the Y axisDon't scale the X and Z axesDon't show overlay during a strokeDon't show the input value in the geometry nodes modifier interfaceDon't snap to hidden stripsDon't snap to sound stripsDon't stretch the objectDon't use any arrow/style in cornerDon't use any fixed alignment, fill available spaceDon't use this collection in Line ArtDon't use this object for Line Art renderingDon't use utility passes for denoisingDon't write into the depth bufferDope SheetDope Sheet space dataDope Sheet view for tracking dataDope Sheet/TimelineDopesheet Sort FieldDoppler FactorDoppler SpeedDotDot DashDot ProductDotsDoubleDouble ClickDouble Click SpeedDouble Click TimeoutDouble Edge MaskDouble VectorDouble precisionDouble-DensityDownDownload and install the extensionDownloaded package files are deleted after installationDownloading "{:s}"Downloading...DownloadsDraco Mesh CompressionDragDrag OperatorDrag StartDrag ThresholdDrag allows click events to pass through to the tool, adding a small delayDrag anchor brush from edge-to-edgeDrag and drop element to another placeDrag and drop onto a data-set or item within the data-setDrag component proportional to the square of velocityDrag component proportional to velocityDrag effector weightDrag material to Material slots in PropertiesDrag material to object in OutlinerDrag object to scene in OutlinerDrag to clear parent in OutlinerDrag to continue sampling, release when doneDrag to move to collection in OutlinerDrag to parent in OutlinerDragging {} filesDraine phase functions, mostly used for the scattering of light in interstellar dustDrawDraw Cut LineDraw F-Curves using Anti-Aliasing (disable for better performance)Draw FreehandDraw Grease PencilDraw ModeDraw NormalsDraw Poly LineDraw RegionDraw Region & SwapDraw Straight LinesDraw Strokes on BackDraw WindowDraw Window & SwapDraw a blueprint using circular contour strokesDraw a blueprint using elliptic contour strokesDraw a blueprint using square contour strokesDraw a freehand curveDraw a freehand splineDraw a line to apply a weight gradient to selected verticesDraw a line to set the fill material gradient for the selected strokesDraw a line with dabs separated according to spacingDraw a new stroke in the active Grease Pencil objectDraw curveDraw dark controllerDraw dark controller with aiming axis rayDraw freehand stroke(s)Draw in a plane aligned to the viewportDraw in a plane perpendicular to the surfaceDraw in the surface planeDraw light controllerDraw light controller with aiming axis rayDraw lines with a delay to allow smooth strokes (press Shift key to override while drawing)Draw on vertex colors in the active Grease Pencil objectDraw regionDraw region and swapDraw straight line segment(s)Draw stroke at 3D cursor locationDraw stroke at Object originDraw strokes using a continuous lineDraw strokes using separated dotsDraw strokes using separated squaresDraw strokes using textureDraw strokes with solid colorDraw stylized strokes using FreestyleDraw the menu socket as an expanded drop-down menuDraw the relationship line from the parent head to the child headDraw the relationship line from the parent tail to the child headDraw weight on stroke points in the active Grease Pencil objectDraw windowDraw window and swapDraw:DrawingDrawing PlaneDrawing typeDripDrive all components of this property using the target pickedDrive rigid body around or along an axisDrive this component of this property using the target pickedDrivenDriven PropertyDriven Property:Driven SelectedDriverDriver '%s[%d]' already existsDriver TargetDriver Value:Driver VariableDriver could not be evaluated in past, so should be skippedDriver for the value of a setting based on an external valueDriver has no variables to copyDriver not found in this animation dataDriver typeDriver variable typeDriver:Driver: {:s} ({:s})DriversDrivers:Drop XDrop YDrop a world into the sceneDrop colors to buttonsDrop frames if playback is too slowDrop frames to maintain framerateDrop name to buttonDrop {} on slot {} (active slot) of {}Drop {} on slot {} (replacing {}) of {}Drop {} on slot {} of {}Drop {} on {} (slot {})Drop {} on {} (slot {}, replacing {})DryDry TimeDual MeshDue to the NLA stack setup, {:d} keyframe(s) have not been inserted.Due to the setting 'Only Insert Needed', {:d} keyframe(s) have not been inserted.DummyDuotoneDuplicateDuplicate ActionDuplicate ArmatureDuplicate CameraDuplicate CurveDuplicate CurvesDuplicate ElementsDuplicate Grease PencilDuplicate Hair CurvesDuplicate IndexDuplicate KeyframesDuplicate LatticeDuplicate LightDuplicate Light ProbeDuplicate Linked selected NLA-Strips, adding the new strips to new track(s)Duplicate MaskDuplicate MaterialDuplicate MeshDuplicate MetaballDuplicate Metaball ElementsDuplicate Node TreeDuplicate NodesDuplicate ObjectsDuplicate ParticleDuplicate Point CloudDuplicate Selected Bone(s)Duplicate SettingsDuplicate SpeakerDuplicate StripsDuplicate SurfaceDuplicate TextDuplicate VolumeDuplicate active keyframes of all layerDuplicate allDuplicate and extrude selected vertices, edges or faces towards the mouse cursorDuplicate and mirror the selected particles along the local X axisDuplicate color attributeDuplicate constraint at the same position in the stackDuplicate curve and moveDuplicate effect at the same position in the stackDuplicate index %d in vertex_indices_setDuplicate into WindowDuplicate keysDuplicate mask and moveDuplicate mesh and moveDuplicate mesh at the location of particlesDuplicate mesh edges and break connections with the surrounding facesDuplicate modifier at the same position in the stackDuplicate node but not node trees, linking to the original dataDuplicate object but not object data, linking to the original dataDuplicate particle system within the active objectDuplicate selected NLA-Strips, adding the new strips to new track(s)Duplicate selected area into new windowDuplicate selected control pointsDuplicate selected control points and segments between themDuplicate selected metaball element(s)Duplicate selected nodesDuplicate selected nodes and move themDuplicate selected nodes keeping input links and move themDuplicate selected nodes, but not their node trees, and move themDuplicate selected objectsDuplicate selected strips and move themDuplicate selected strips, but not their data, and move themDuplicate selected time marker(s)Duplicate selected vertices, edges or facesDuplicate settings as well, so the new particle system uses its own settingsDuplicate strip but not strip data, linking to the original dataDuplicate strokes into an arrayDuplicate strokes like a mirrorDuplicate the active geometry node group and assign it to the active modifierDuplicate the active shape keyDuplicate the current instance objectDuplicate the current lineDuplicate the modifier within the list of modifiersDuplicate the object a certain number of timesDuplicate the object as many times as fits in a certain lengthDuplicate the selected objects and move themDuplicate the selected objects, but not their object data, and move themDuplicate the selected pointsDuplicate the selected stripsDuplicated KeyframesDuplicatesDuplicates hair curves a certain number of times within a radiusDurationDuration (in frames) of the image (1 when not a video/sequence)Duration of freeze frame segmentDuration of the fade in secondsDuration: %s (Frame %i/%i)During resync of data-block %s, %d obsolete overrides were deleted, that had local changes defined by userDuring the Face Attributes correction, merge attributes connected to the same vertexDuring transformations, use Alt to navigate in the 3D View. Note that if disabled, hotkeys for Proportional Editing, Automatic Constraints, and Auto IK Chain Length will require holding AltDutch - NederlandsDyingDynamicDynamic BVHDynamic Base MeshDynamic Grid SizeDynamic MeshDynamic ModeDynamic PaintDynamic Paint ModifierDynamic Paint canvas settingsDynamic Paint modifierDynamic Topology SculptingDynamic Topology found: %s, disabledDynamic gridDynamic topology alters the mesh topology while sculptingDynamically hide vertices based on a vertex group or armatureDynamicsDyntopoDyntopo will not preserve colors, UVs, or other attributesEEVEE DebugEEVEE Raytrace OptionsEEVEE SettingsEEVEE settings for the sceneEEVEE settings for tracing reflectionsERROR: Driver is useless without any inputsERROR: Invalid Python expressionERROR: Invalid target channel(s)ERROR: type "{:s}" does not exist!ESC/RMB to cancel, Enter/LMB to confirm, WHEEL/MOVE to adjust factorEach channel will be rendered into a mono fileEach collection (data-block ones) as a file, does not include content of children collectionsEach collection (including master, non-data-block one) of the active scene as a file, including content from children collectionsEach collection (including master, non-data-block ones) of each scene as a file, including content from children collectionsEach control point's index on its splineEach face is considered as a medium interface. Gives correct results for manifold geometry that contains no inner parts.Each face's sculpt face set valueEach output field has to correspond to a geometry that is above itEach scene as a fileEaseEase InEase In and OutEase OutEasingEasing type is chosen automatically based on what the type of interpolation used (e.g. Ease In for transitional types, and Ease Out for dynamic effects)EastEccentricityEdgeEdge AngleEdge Angle TextEdge CenterEdge CollisionEdge Corner CountEdge CostEdge CountEdge CreaseEdge DataEdge Data TypesEdge Data:Edge DetectionEdge Display TypeEdge IndexEdge LengthEdge Length ModeEdge Length TextEdge MappingEdge MarkEdge MarksEdge Mode SelectionEdge Neighbor Count FieldEdge NeighborsEdge PanEdge Paths to CurvesEdge Paths to SelectionEdge PerpendicularEdge Position FieldEdge RailEdge ResizeEdge SelectEdge SelectionEdge SharpnessEdge SlideEdge Slide: Edge SplitEdge TagEdge TintEdge TypeEdge Type CombinationEdge Type NegationEdge TypesEdge VerticesEdge Vertices FieldEdge WeightEdge WidthEdge bevel weight to be added to outside edgesEdge in a Mesh data-blockEdge indexEdge is not connected to any facesEdge of VertexEdge select - Shift-Click for multiple modes, Ctrl-Click expands/contracts selection depending on the current modeEdge selection modeEdge splitting modifier to create sharp edgesEdge spring frictionEdge spring stiffness when longer than rest lengthEdge spring stiffness when shorter than rest lengthEdge thresholdEdge to EdgeEdge weight used by Bevel modifierEdge-ring pair isn't connectedEdge-rings are not connectedEdge-to-EdgeEdgeSplitEdgeSplit ModifierEdgesEdges Data:Edges between faces pointing in alternate directionsEdges changed from %d to %dEdges collide tooEdges of CornerEdges of VertexEdges of the meshEdges receive a drag force from surrounding mediaEdges receive a lift force when passing through surrounding mediaEdges shared by more than two facesEdges to Face GroupsEdges to mark where the mesh is "cut" for the purposes of unwrappingEdges used to split faces into separate groupsEditEdit BoneEdit Bone MatrixEdit Bone(s)Edit BonesEdit FormatEdit Grease PencilEdit Grease Pencil StrokesEdit LinesEdit MetadataEdit MethodsEdit ModeEdit Mode Smooth WiresEdit PathEdit Studio LightEdit Texture SpaceEdit TreeEdit UI source code of the active buttonEdit a Python value directly, for unsupported property typesEdit a constraint on the active boneEdit a constraint on the active objectEdit a snapshot of the 3D Viewport in an external image editorEdit all keyframes in sceneEdit and save themes installed via ExtensionsEdit animation/keyframes displayed as 2D curvesEdit asset information like the catalog, preview image, tags, or authorEdit drivers and keyframe interpolationEdit image in an external applicationEdit keyframes in active object's Object-level actionEdit keyframes in active object's Shape Keys actionEdit mode bone in an armature data-blockEdit node groupEdit object data texture spaceEdit persistent configuration settingsEdit properties of active object and related data-blocksEdit scripts and in-file documentationEdit selected Grease Pencil strokesEdit shader nodes from Line StyleEdit shader nodes from ObjectEdit shader nodes from WorldEdit tags for auto texture detection in Principled BSDF setupEdit texture nodes from BrushEdit texture nodes from Line StyleEdit texture nodes from WorldEdit the drivers for the connected property represented by the highlighted buttonEdit the fileEdit the value of a custom propertyEdit the visibility of the current meshEdit the weights of vertices in a groupEdit timings for Cache File data-blocksEdit timings for Mask Editor splinesEdit timings for all Grease Pencil sketches in fileEdit user preferences and system settingsEdit: {}, {}, {}Editability of NLA Strips in this trackEditability of keyframes for this channelEditableEditable cavity curveEditable falloff curveEditedEdited ObjectEditingEditing TypeEditing context being displayedEditing hairEditing settings character formattingEditmode lattice is not supported yetEditorEditor BorderEditor OutlineEditor TypeEditor for node-based shading and compositing toolsEditor header containing UI elementsEditor menu containing buttonsEditorsEevee material conversion problem. Error in consoleEffectEffect '%s' not in object '%s'Effect FaderEffect Fader PositionEffect OpacityEffect Solid RadiusEffect StripEffect Strip colorEffect TypeEffect affecting the Grease Pencil objectEffect cannot be added to object '%s'Effect in full or only positive/negative Z directionEffect modeEffect nameEffect on the key itselfEffect on the left handleEffect on the right handleEffect on tracks which are tracked less than the specified amount of framesEffect on tracks which have a larger re-projection errorEffect/LinkedEffective RangeEffective VisibilityEffective but slow compressionEffectively convert movie to an image sequence, ignoring incomplete or dropped frames, and changes in frame rateEffectivenessEffectorEffector AmountEffector CollectionEffector NumberEffector SettingsEffector TypeEffector WeightsEffector weights for physics simulationEffectsEffects affecting display of objectEither a curve or instance selectionEither add or remove curves depending on the minimum distance of the curves under the cursorEither plain curves or curve instancesEither the starting frame (for positive speed) or ending frame (for negative speed)ElasticElastic LimitElementElement IndexElement defining a color at a position in the color rampElement not found in element collection or last elementElement of a curve, either NURBS, Bézier or Polyline or a character with text objectsElement of a viewer pathElement of the node space tree pathElement of the target geometry to calculate the distance fromElement type to transformElement-WiseElementsEllipseEllipse MaskEllipsesEllipsoidEmbed TexturesEmbed textures in FBX binary file (only for "Copy" path mode!)Embedded DataEmbree on GPUEmbree on GPU enables the use of hardware ray tracing on Intel GPUs, providing better overall performanceEmissionEmission CoefficientsEmission ColorEmission StrengthEmission TimeEmission Time FactorEmission locations per face (0 = automatic)Emission shaderEmissive ColorEmitEmit FromEmit fluid from mesh surface or volumeEmit in random order of elementsEmit particles from mesh with modifiers applied (must use same subdivision surface level for viewport and render for correct results)Emit smoke from particlesEmitted radiance per color channel that is added to a ray per unit distanceEmitterEmitter DistanceEmphasize position of keyframes on Motion PathsEmptiesEmptyEmpty Display SizeEmpty Display Size: %.3fEmpty Display TypeEmpty FillEmpty Image DepthEmpty KeyframesEmpty MaterialEmpty SceneEmpty SpaceEmulate 3 Button ModifierEmulate 3 Button MouseEmulate Middle Mouse with Alt+Left MouseEmulate NumpadEnableEnable 'solo' on the NLA Track containing the active strip, to edit it without seeing the effects of the NLA stackEnable Asset Browser editor and operators to manage regular data-blocks as assets, not just posesEnable Bone OptionsEnable Bone to deform geometryEnable CollisionEnable Cycles Render Engine add-on to use CyclesEnable Cycles debugging options for developersEnable DeactivationEnable EEVEE debugging options for developersEnable F-Curve modifier evaluationEnable F-Curve modifiersEnable GPU acceleration for evaluating the last subdivision surface modifiers in the stackEnable Grid Display to use range highlighting!Enable Guides first! Defaulting to Fluid VelocityEnable IK StretchingEnable MetalRT for intersection queriesEnable Multi-ViewEnable OutputEnable Python evaluation for selected filesEnable Self CollisionEnable a fresnel effect on edit mesh overlays. It improves shape readability of very dense meshes, but increases eye fatigue when modeling lower polyEnable add-on for workspaceEnable additional features for the new curves data blockEnable after installingEnable angular motorEnable axis mirrorEnable bindings for the HP Reverb G2 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Cosmos controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Focus 3 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the Huawei controllers. Note that this may not be supported by all OpenXR runtimesEnable catalog, making contained assets visible in the asset shelfEnable chain splitting by curvilinear 2D lengthEnable chain splitting by dashed line patternsEnable chaining of feature edgesEnable collection instancingEnable collision with the surface while sculptingEnable collisions with back domain borderEnable collisions with bottom domain borderEnable collisions with front domain borderEnable collisions with left domain borderEnable collisions with other objectsEnable collisions with right domain borderEnable collisions with top domain borderEnable color range used for weight visualization in weight painting modeEnable custom settings for the parallax correction volumeEnable custom start and end clip distances for volume computationEnable cyclic on individual stroke dashesEnable deactivation of resting rigid bodies (increases performance and stability but can cause glitches)Enable default VR controller actions, including controller poses and hapticsEnable displacement along the X normalEnable displacement along the Y normalEnable displacement along the Z normalEnable easier reuse of a data-block through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable easier reuse of selected data-blocks through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable edge data transferEnable edge panning in 2D viewEnable edit mode edge smoothing, reducing aliasing (requires restart)Enable face corner data transferEnable face data transferEnable file compression when saving .blend filesEnable filtering of filesEnable filtering of files in the File BrowserEnable fluid diffusion settings (e.g. viscosity, surface tension)Enable fluid guidingEnable fluid mesh (using amplification)Enable fluid noise (using amplification)Enable hair dynamics using cloth simulationEnable in New ScenesEnable jittered shadows on the viewport. (Jittered shadows are always enabled for final renders).Enable jittered soft shadows to increase shadow precision (disabled in viewport unless enabled in the render settings). Has a high performance impact.Enable linear motorEnable material boundariesEnable mesh symmetry in the X axisEnable mesh symmetry in the Y axisEnable mesh symmetry in the Z axisEnable multi-frame editingEnable naive vertex ball self collisionEnable nodes on a lightEnable noise reduction techniques for raytraced effectsEnable offsetEnable on InstallEnable online access in System preferencesEnable or disable all tagsEnable or disable dashed lineEnable or disable posing/selecting bonesEnable or disable rendering of this View LayerEnable or disable textured strokesEnable or disable this line set during stroke renderingEnable or disable this modifier during stroke renderingEnable or disable this style module during stroke renderingEnable overlay smooth wires, reducing aliasingEnable ridges and valleysEnable scriptsEnable selected markersEnable selected proxies on all selected Movie and Image stripsEnable self collisionsEnable shadow casting from lightsEnable simplification of scene for quicker preview rendersEnable snapping to guides angle or spacing optionsEnable snapping when transforming keyframesEnable snapping when transforming keys in the Driver EditorEnable some extra fields in the Asset Browser to aid in debuggingEnable specified setting on all selected animation channelsEnable speed guidesEnable spring on X axisEnable spring on X rotational axisEnable spring on Y axisEnable spring on Y rotational axisEnable spring on Z axisEnable spring on Z rotational axisEnable suggestive contoursEnable sun shadow castingEnable symmetry in the X axisEnable symmetry in the Y axisEnable symmetry in the Z axisEnable tablet pressure sensitivity for area radiusEnable tablet pressure sensitivity for jitterEnable tablet pressure sensitivity for offsetEnable tablet pressure sensitivity for sizeEnable tablet pressure sensitivity for spacingEnable tablet pressure sensitivity for strengthEnable the Color Ramp firstEnable the curve to become a translation pathEnable the ray-tracing moduleEnable the repositoryEnable the repository and try again.Enable the selection of chains by a maximum 2D lengthEnable the selection of chains by a minimum 2D lengthEnable the selection of first N chainsEnable the socketEnable the use of lights on stroke and fill materialsEnable this constraintEnable this light in solid shading modeEnable this modifierEnable this object as a collider for physics systemsEnable this to run the export in the background, disable to block Blender while exporting. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable this to run the import in the background, disable to block Blender while importing. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable to make surface changes disappear over timeEnable to make surface wetness dry over timeEnable to use the region under the cursor for modal executionEnable vertex data transferEnable view navigation within the camera viewEnable viewport debugging options for developers in the overlays pop-overEnable viewport display in the view layersEnable wildcard globbingEnable/Disable ConstraintEnabledEnabled Add-ons OnlyEnabled OnlyEnabled Rotation RangeEnabled on startup, overriding the preference.Enables high quality but slow calculation of the bounding box for perfect results on complex shape meshes with rotation/scaleEnables previews in the shader node editorEncapsulated PostScript (.eps)Enclose selected vertices in a convex polyhedronEncodingEncoding SpeedEncountered unhandled error during keyframingEndEnd (Factor)End (Length)End Arrow StyleEnd CapEnd FactorEnd FrameEnd Frame (manipulated from UI)End Frame (raw value)End Frame (when Restrict Frame Range is enabled)End HandleEnd Handle EaseEnd Handle ScaleEnd LocationEnd Mapping TypeEnd OffsetEnd PointsEnd RadiusEnd SizeEnd VertexEnd distance of the cascaded shadow map (only in perspective view)End distance of the volumetric effectEnd frame clamped to valid rendering rangeEnd frame displayed in the sequence editor after offsets are appliedEnd frame for bakingEnd frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)End frame of the NLA strip. Note: changing this value also updates the value of the strip's repeats or its action's end frame. If only the end frame should be changed, see the "frame_end" property instead.End frame of the export, use the default value to take the end frame of the current sceneEnd frame of the ocean bakingEnd frame of the stored rangeEnd frame to exportEnd line of selectionEnd on FrameEnd time of pathEndpointEndpoint SelectionEndpoint Selection nodeEndpoint UEndpoint VEnemyEnforce symmetry (both form and topological) across an axisEnforce symmetry, make copies of the selection or use existingEngineEngine '%s' not available for scene '%s' (an add-on may need to be installed or enabled)Engine to use for renderingEnhance DetailsEnhance the high frequency surface detailEnsure ModifierEnsure all bone-deforming vertex groups add up to 1.0 while weight painting or assigning to verticesEnsure data-block gets saved even if it isn't in use (e.g. for motion and material libraries)Ensure data-block previews are available and up-to-date (to be saved in .blend file, only for some types like materials, textures, etc.)Ensure selected keyframes' handles have equal length, optionally making them horizontal. Automatic, Automatic Clamped, or Vector handle types will be converted to AlignedEnsure the data is valid (when disabled, data may be imported which causes crashes displaying or editing)Ensure the data-block is saved, even when it is no longer marked as assetEnterEnter Edit ModeEnter a Unicode codepoint hex valueEnter edit mode automatically after adding a new objectEnter edit mode when adding this objectEnter tweaking mode for the action referenced by the active strip to edit its keyframesEnter/Exit paint mode for Grease Pencil strokesEnter/Exit sculpt mode for Grease Pencil strokesEnter/Exit sculpt mode for curvesEnter/Exit vertex paint mode for Grease Pencil strokesEnter/Exit weight paint mode for Grease Pencil strokesEntire ArrayEntry IndexEntry-wise absoluteEntry-wise ceilEntry-wise cos(A)Entry-wise divideEntry-wise floorEntry-wise maximumEntry-wise minimumEntry-wise modulo using fmod(A,B)Entry-wise multiplyEntry-wise powerEntry-wise signEntry-wise sin(A)Entry-wise tan(A)Entry-wise wrap(A,B)Enum Definition (deprecated)Enum Definition ItemsEnum FlagEnum ItemEnum Item DefinitionEnumerateEnumerationEnums As StringsEnvelopeEnvelope Control PointEnvelope Deform DistanceEnvelope Deform WeightEnvelope DistanceEnvelope F-ModifierEnvelope Head RadiusEnvelope MultiplyEnvelope Tail RadiusEnvelope WeightEnvelope stroke effect modifierEnvelope: %3fEnvelope: %sEnvironmentEnvironment TextureEpsilonEqualEqual AxesEqual ToEqualize RadiiEqualize audioEqualize both of a keyframe's handlesEqualize selected keyframes' left handlesEqualize selected keyframes' right handlesEquiangularEquiangular Cubemap FaceEquirectangularEquirectangular or latitude-longitude projectionEraseErase / remove paint instead of adding itErase Annotation strokesErase Multires DisplacementErase PaintErase alpha while paintingErase entire strokesErase only strokes visible and not occludedErase points in the box regionErase points in the lasso regionErase stroke pointsErase strokes, fading their points strength and thicknessEraserEraser Brush Asset ReferenceEraser ModeEraser RadiusErrorError (see console)Error Icon ForegroundError LimitError MarginError MessageError baking from object "%s"Error creating file '%s'Error deleting '%s' (ignored)Error distance threshold (in object units)Error evaluating number, see Info editor for detailsError handling selected objectsError initializing audio streamError initializing video streamError reading mesh sample; more detail on the consoleError reading points sample; more detail on the consoleError restoring temp file (check files '%s' '%s')Error writing file '%s'Error writing frameError writing render result, %s (see console)Error writing to destination asset %sError:Error: Could not allocate irradiance staging textureError: Could not allocate shadow atlas. Most likely out of GPU memory.Error: Irradiance grid allocation failedError: Malformed irradiance grid dataError: Not enough memory to bake {}.Error: Reached max shadow updates.Error: Shadow buffer full, may result in missing shadows and lower performance. ({} / {})Error: Too many AOVsError: Too many grid visibleError: Too many irradiance grids in the sceneError: Too many lights in the scene.Error: Too many shadow updates, some shadows might be incorrect.Error: {:.5f} .. {:.5f} (avg. {:.5f})Error: {:s}ErrorsErrors and WarningsErrors during render. See the System Console for more info.EscEsperanto - EsperantoEssentialsEstablished OceanEstablished Ocean (Sharp Peaks)Estimate TransformsEstimated TracksEstimated rotation matrixEstimated scale matrixEuclideanEuclidean distanceEuler (Native)Euler OrderEuler RotationEuler Rotation F-Curve has invalid index (ID='%s', Path='%s', Index=%d)Euler rotation angles in radiansEuler rotation of the layerEuler to RotationEuler using the XYZ rotation orderEuler using the XZY rotation orderEuler using the YXZ rotation orderEuler using the YZX rotation orderEuler using the ZXY rotation orderEuler using the ZYX rotation orderEuler using the default rotation orderEuler using the rotation order of the targetEvaluate ClosureEvaluate Node IDEvaluate Upper StackEvaluate at IndexEvaluate on DomainEvaluate source and destination meshes in global spaceEvaluate the namespace up until the cursor and give a list of options or complete the name if there is only oneEvaluateClosureEvaluatedEvaluated field value for the current elementEvaluated geometry from modifier does not contain Grease Pencil geometryEvaluated geometry from modifier does not contain a meshEvaluated geometry from modifier does not contain a point cloudEvaluated geometry from modifier does not contain curvesEvaluated object the iterator points toEvaluated object which is being instanced by this iteratorEvaluated objects in the dependency graphEvaluated particle system that this object was instanced fromEvaluated surface mesh is emptyEvaluated surface missing UV map: "{}"Evaluated surface missing attribute: "rest_position"Evaluation FactorEvaluation FrameEvaluation TimeEvaluation modeEvaluation time for absolute shape keysEvaluation time in secondsEvenEven DistributionEven DivisionsEven Edge DistanceEven ThicknessEven Thickness InvertEven checker tilesEven on successful execution, pass the event on so other operators can execute on it as wellEven thickness calculation which takes the angle between faces into accountEvery PointEvery point is affected by multiple springsEvery tracking cycle, this number of frames are trackedExactExact MatchExact Shape (Concave)Exact solver, slower, handles more casesExaggerate or minimize the value of the selected keysExaggerate the current pose in regards to the breakdown poseExcludeExclude BreakdownsExclude LastExclude ModalExclude Non ManifoldExclude Non-SelectableExclude back facing geometry from snappingExclude border edgesExclude collection from the active view layerExclude contoursExclude crease edgesExclude edge marksExclude edges at material boundariesExclude existing Breakdowns keyframes as interpolation extremesExclude external contoursExclude from View LayerExclude from view layerExclude non-manifold polesExclude ridges and valleysExclude selected blockers from casting shadows from the active emitterExclude selected receivers from receiving light from the active emitterExclude silhouette edgesExclude suggestive contoursExcluded PathsExcluded path is no longer validExcludes boundary vertices from being smoothedExclusionExclusiveExclusive OrExecute ButtonsExecute a boolean operation on the mesh and a polygonal shape defined by the cursorExecute a boolean operation on the mesh and a rectangle defined by the cursorExecute a boolean operation on the mesh and a shape defined by the cursorExecute operator on button press (non-modal operators only)Execute operator on button release (non-modal operators only)Execute selected fileExecute the current console line as a Python expressionExecution TimeExisting Guide MapExistsExitExit Blender after savingExit tweaking mode for the action referenced by the active stripExpandExpand (open) all selected expandable animation channelsExpand Using a linear falloffExpand all channels (not just selected ones)Expand all entries one level deepExpand and shrink masksExpand or collapse the header pull-down menusExpand or contract the radius of the selected curve pointsExpand this box into a list of all the hotkeys for functions in this addonExpand/Collapse all itemsExpand/ContractExpand/collapse all entries by one levelExpand/contract weightsExpandedExpanded PolynomialExpanded in Graph EditorExpanded in the user interfaceExpanded state of the slotExpands the cloth's dimensionsExpect file colors in linear color spaceExpect file colors in sRGB color spaceExpected PositionExpected RotationExpected ScaleExpected a zip-file {!r}Expected an Outliner regionExpected an active OutlinerExpected an animation area to be activeExpected one other selected mesh object to copy fromExperimentalExperimental featuresExplicitly scale resulting frame to compensate zoom of original shotExplicitly specify the euler rotation orderExplicitly specify the output euler rotation orderExplodeExplode FadeExplode ModifierExplode StyleExplode fadeExplore geometry data in a tableExplosion effect modifier based on a particle systemExponentExponent ModeExponentialExponential ClampedExponential DistributionExponential SamplingExponential distance modelExponential distance model with clampingExponential easing (dramatic)Exponentially decaying parabolic bounce, like when objects collideExponentially decaying sine wave, like an elastic bandExportExport (generate) a POT file tooExport .srt file containing text stripsExport Active Vertex Color When No MaterialExport All Vertex ColorsExport AnimationExport Animation Pointer (Experimental)Export Animation modeExport Attributes (when starting with underscore)Export ColorsExport Curves as NURBSExport Custom PropertiesExport Deformation Bones OnlyExport Deformation bones onlyExport FacesExport Geometry nodes instance meshesExport Grease Pencil to PDFExport Grease Pencil to SVGExport HairExport HandlersExport Handlers configured for the collectionExport Keying Set to a Python scriptExport MTL library using PBR extensions (roughness, metallic, sheen, coat, anisotropy, transmission)Export MTL library. There must be a Principled-BSDF node for image textures to be exported to the MTL fileExport Mantaflow ScriptExport Material GroupsExport MaterialsExport Materials with PBR ExtensionsExport MethodExport NormalsExport Object GroupsExport OptionsExport Original PBR SpecularExport POTExport ParticlesExport Primitives using shared accessors for attributesExport PropertiesExport Scene as seen in Viewport, But split animation by ObjectExport Selected ObjectsExport Smooth GroupsExport Subdivision SurfaceExport TRS and weights as Animation Pointer. Using KHR_animation_pointer extensionExport TexturesExport TilesExport Triangulated MeshExport UV coordinatesExport UV layout to fileExport UVsExport UVs (texture coordinates) with meshesExport Vertex AttributesExport Vertex ColorsExport Vertex GroupsExport Vertex NormalsExport actions (actives and on NLA tracks) as separate animationsExport active scene onlyExport active vertex colorExport additional animations. This feature is not standard and needs an external extension to be included in the glTF fileExport all Armature ActionsExport all UVs in this mesh (not just visible ones)Export all actions, bound to a single armature. WARNING: Option does not support exports including multiple armaturesExport all camerasExport all curvesExport all frames in the render frame range, rather than only the current frameExport all lightsExport all materials used by included objectsExport all meshesExport all point cloudsExport all vertex colors, even if not used by any material. If no Vertex Color is used in the mesh materials, a fake COLOR_0 will be created, in order to keep material unchangedExport all volumesExport armatures and meshes with armature modifiers as USD skeletons and skinned meshesExport armatures using rest position as joints' rest pose. When off, current frame pose is used as rest poseExport at Collection CenterExport at Collection center of mass of root objects of the collectionExport baked keyframe animationExport baked scene as a single animationExport camerasExport color attributesExport colors in linear color spaceExport colors in sRGB color spaceExport current scene in a USD archiveExport current scene in an Alembic archiveExport curves and NURBS surfaces as meshesExport curves in parametric form instead of exporting as meshExport custom propertiesExport custom properties as USD attributesExport custom properties as glTF extrasExport custom properties to Alembic .userPropertiesExport custom vertex attributesExport data of duplicated objects as Alembic instances; speeds up the export and can be disabled for compatibility with other softwareExport directional, point, and spot lights. Uses "KHR_lights_punctual" glTF extensionExport each action as a separated FBX's AnimStack, instead of global scene animation (note that animated objects will get all actions compatible with them, others will get no animation at all)Export each non-muted NLA strip as a separated FBX's AnimStack, if any, instead of global scene animationExport each object to a separate fileExport faces as filled strokesExport file in ASCII format, export as binary otherwiseExport full hierarchy, including intermediate collectionsExport given add-on's translation data as PO filesExport hair particle systems as USD curvesExport image texture nodes not assigned to any material. This feature is not standard and needs an external extension to be included in the glTF fileExport images not assigned to any materialExport individual NLA Tracks as separate animationExport instanced objects as references in USD rather than real objectsExport key configuration to a Python scriptExport loose edges (as two-vertices polygons)Export loose edges as lines, using the material from the first material slotExport loose points as glTF points, using the material from the first material slotExport material, Light & Camera animation as Animation Pointer. Available only for baked animation mode 'NLA Tracks' and 'Scene'Export materialsExport matrix operatorExport meshes using Alembic's subdivision schemaExport minimal materials as defined in Viewport display propertiesExport multiple frames instead of the current frame onlyExport normalsExport objects as they appear in renderExport objects as they appear in the viewportExport objects in the active collection onlyExport only UVs in the [0, 1] rangeExport only deformation bones is not possible when not sampling animationExport only normals instead of writing edge or face smoothing dataExport only objects from the active collection (and its children)Export only objects from this collection (and its children)Export only selected objectsExport only selected objects instead of all supported objectsExport original glTF PBR Specular, instead of Blender Principled Shader SpecularExport per face shading group assignmentsExport per-face normals if the face is flat-shaded, per-face-corner normals if smooth-shadedExport per-vertex colorsExport polygons (quads and n-gons) as trianglesExport renderable objects onlyExport scene as glTF 2.0 fileExport scene through USD file, for accurate comparison with USD file exportExport selected and visible objects onlyExport selected objects onlyExport setting categoriesExport shape keys (morph targets)Export shape keys animations (morph targets)Export shape keys as USD blend shapesExport skinning (armature) dataExport smoothing information (prefer 'Normals Only' option if your target importer understands custom normals)Export specific vertex normals if available, export calculated normals otherwiseExport strokes with fill enabledExport strokes with uniform widthExport subdivision surfaces as meshesExport textures to a 'textures' folder next to the USD fileExport the UV layout as a 2D graphicExport the UV layout to a bitmap imageExport the UV layout to a vector EPS fileExport the UV layout to a vector SVG fileExport the last Catmull-Rom subdivision modifier as FBX subdivision (does not apply the modifier even if 'Apply Modifiers' is enabled)Export the name of the vertex group of a face. It is approximated by choosing the vertex group with the most members among the vertices of a faceExport the scene in the current animation frame. When off, frame 0 is used as rest transformations for objectsExport tiles in the UDIM numbering scheme: 1001 + u_tile + 10*v_tileExport tiles in the UVTILE numbering scheme: u(u_tile + 1)_v(v_tile + 1)Export undeformed mesh vertex coordinatesExport using EXT_mesh_gpu_instancing. Limited to children of a given Empty. Multiple materials might be omittedExport using glTF convention, +Y upExport vertex color attributesExport vertex color when used by materialExport vertex color with this nameExport vertex normals with meshesExport vertex normals with shape keys (morph targets)Export vertex tangents with meshesExport vertex tangents with shape keys (morph targets)Export viewport settings of materials as USD preview materials, and export material assignments as geometry subsetsExport visible objects onlyExport with translate, orient quaternion, and scale Xform operatorsExport with translate, rotate, and scale Xform operatorsExported %d files from %d collectionsExported %d files from collection '%s'Exported '%s'Exporter indexExportersExporting Alembic...Exporting USD...Exports UVs from the modified meshExports active actions and NLA tracks as glTF animationsExports hair particle systems as animated curvesExports non-hair particle systemsExpose connected data from inside a node group as inputs to its interfaceExpose scale and/or twist propagated to tweak controls to be seen as parent motion by glue or other chains using Merge Parent Rotation And Scale. Otherwise it is only propagated internally within this chainExposureExposure (stops) applied before display transform, multiplying by 2^exposureExposure for motion blur as a factor of FPSExpressionExpression to use for Scripted ExpressionExpression:Expression: {:s}Expression: {}ExtendExtend BoundsExtend ExtrapolatedExtend HorizontalExtend RangeExtend SelectExtend SelectionExtend VerticesExtend border pixels outwardsExtend borders of an image into transparent or masked regionsExtend by repeating edge pixels of the imageExtend current visible collectionsExtend existing selectionExtend loop around end-pointsExtend paint beyond the faces' UVs to reduce seams (in pixels, slower)Extend report selectionExtend selectionExtend selection for activationExtend selection instead of deselecting everything firstExtend selection on walkExtend selection rather than clearing the existing selectionExtend strokes in straight linesExtend the angular range with a falloff gradientExtend the existing selectionExtend the scene's duration to the BVH duration (never shortens the scene)Extend the selectionExtend vertices along the edge closest to the cursorExtend vertices and move the resultExtend visibilityExtended Asset BrowserExtended information about dependency graph object iterator (Warning: All data here is 'evaluated' one, not original .blend IDs)Extends functionality to operators that manages files, such as adding drag and drop supportExtends the baked result as a post process filterExtensionExtension FilterExtension ItemExtension RepositoriesExtension RepositoryExtension SettingsExtension TagsExtension XExtension YExtension operator not found "%s"Extension repository not foundExtension repository support for remote repositoriesExtensionsExtensions BlockedExtensions DebugExtensions PlatformExtensions UpdatesExterior RadiusExterior/InteriorExternalExternal .blend file from which data is linkedExternal ContourExternal DataExternal file packed into the .blend fileExternal library dataExternal library data is not editableExternal shader script must have .osl or .oso extension, or be a module nameExtinctionExtraExtra AnimationsExtra ControlExtra DeformExtra End ControlsExtra FK ControlsExtra IK ControlExtra IK LayersExtra OptionsExtra Shading Pie Menu ItemsExtra Start ControlsExtra StepsExtra UserExtra debugging information & developer support utilities for extensionsExtra rotation added to the rotation of the object (when using Euler rotations)Extra rotation added to the rotation of the object (when using Quaternion rotations)Extra scaling added to the scale of the objectExtra steps for resolution of special kink featuresExtra translation added to the location of the objectExtractExtract Grease Pencil strokes from imageExtract all colors used in Image and create a PaletteExtract as SolidExtract the mask as a solid object with a solidify modifierExtrapolateExtrapolate MotionExtrapolate rangesExtrapolate the curve or extend it horizontallyExtrapolationExtrasExtremeExtreme KeyframeExtreme Keyframe SelectedExtrudeExtrude ContextExtrude Handle TypeExtrude Individual FacesExtrude MeshExtrude ModeExtrude Only EdgesExtrude Only VerticesExtrude PointExtrude RegionExtrude Stroke PointsExtrude curve and move resultExtrude each individual face separately along local normalsExtrude edges and move resultExtrude freely or along an axisExtrude individual edges onlyExtrude individual faces onlyExtrude individual vertices onlyExtrude manifold region along normalsExtrude region and move resultExtrude region of facesExtrude region together along local normalsExtrude region together along the average normalExtrude selected boundary row around pivot point and current view axisExtrude selected control point(s)Extrude selected points and move themExtrude selected vertices in a circle around the cursor in indicated viewportExtrude selected vertices in screw-shaped rotation around the cursor in indicated viewportExtrude selected vertices, edges or faces repeatedlyExtrude selectionExtrude the selected pointsExtrude vertices and move resultExtrude, dissolves edges whose faces form a flat surface and intersect new edgesExtrude: %.3fExtrusionEyeball And Iris DeformsEyedropperEyelid Detach OptionEyelids Attached{}Eyelids Follow DefaultEyelids Follow{}EyesF-CurveF-Curve '%s[%d]' already exists in this channelbagF-Curve GroupingF-Curve GroupsF-Curve High Quality DrawingF-Curve Modifier TypeF-Curve Modifier has invalid settings and will not be evaluatedF-Curve Modifier is only applied for the specified frame range to help mask off effects in order to chain themF-Curve Modifier nameF-Curve Modifier's effects will be tempered by a default factorF-Curve Modifier's panel is expanded in UIF-Curve ModifiersF-Curve Name FilterF-Curve SampleF-Curve already has keyframesF-Curve already has sample pointsF-Curve and its keyframes are hidden in the Graph Editor graphsF-Curve data path empty, invalid argumentF-Curve defining values of a period of timeF-Curve does not have any keyframes as it only contains sampled pointsF-Curve has no keyframesF-Curve has no sample pointsF-Curve is selected for editingF-Curve live filtering stringF-Curve modifier '%s' not found in F-CurveF-Curve modifier will show settings in the editorF-Curve not foundF-Curve only has F-ModifiersF-Curve visibility in Graph EditorF-Curve's settings cannot be editedF-CurvesF-Curves for controlling the strip's influence and timingF-Curves have no valid sizeF-Curves in this groupF-ModifierF-Modifiers can generate curves for those tooF-StopF-Stop ratio (lower numbers give more defocus, higher numbers give a sharper image)F1F2F82 TintFBX AllFBX Custom ScaleFBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actionsFBX Import: Cannot import file '%s': '%s'FBX Import: Cannot open file '%s'FBX Units ScaleFBX formatFBX type of node (object) used to represent Blender's armatures (use the Null type unless you experience issues with the other app, as other choices may not import back perfectly into Blender...)FFmpeg PresetsFFmpeg SettingsFFmpeg VideoFFmpeg audio codec to useFFmpeg codec to use for video outputFFmpeg only supports 48khz / stereo audio for DV!FFmpeg related settings for the sceneFFmpeg video codec #1FILTER_ITEMFK ControlsFLACFLIPFLIP RatioFPSFPS Average SamplesFPS BaseFacFaceFace AngleFace Angle TextFace AnglesFace AreaFace Area & AngleFace Area FieldFace Area TextFace CameraFace CollisionFace CornerFace Corner AngleFace Corner CountFace Corner DataFace Corner Data TypesFace Corner MappingFace CountFace CullFace DataFace Dot SizeFace Group BoundariesFace Group IDFace IndexFace InfluenceFace MappingFace Mark ConditionFace Mark FilteringFace Mark NegationFace MarksFace Mode SelectionFace NearestFace Nearest StepsFace Neighbor Count FieldFace NeighborsFace NormalFace OrientationFace Orientation BackFace Orientation FrontFace ProjectFace RetopologyFace SelectionFace SetFace Set Full MeshFace Set from Edit Mode SelectionFace Set from MaskedFace Set from VisibleFace SetsFace Sets BoundaryFace Sets Boundary AutomaskingFace Sets EditFace Sets FKFace Sets InitFace Sets from Bevel WeightFace Sets from Edge CreasesFace Sets from Face Set BoundariesFace Sets from Loose PartsFace Sets from Material SlotsFace Sets from Mesh NormalsFace Sets from Sharp EdgesFace Sets from UV SeamsFace SharpnessFace SmoothnessFace SplitFace StepFace SteppingFace StrengthFace Strength ModeFace angle limitFace bounds centerFace of CornerFace select - Shift-Click for multiple modes, Ctrl-Click expands selectionFace selection masking for paintingFace selection modeFacesFaces & Edges by VerticesFaces are considered as medium interface only when they have different consecutive facing. Gives correct results as long as the max ray depth is not exceeded. Have significant memory overhead compared to the fast method.Faces by EdgesFaces collide too, can be very slowFaces to consider when packing islandsFaces to participate in the unwrap operationFaces with this material will behave as if it has set number of layers in occlusionFacet NormalsFacingFacing BiasFacing cameraFacing negative XFacing negative YFacing negative ZFacing positive XFacing positive YFacing positive ZFacing the camera's dominant axisFactorFactor (Non-Uniform)Factor BlueFactor DensityFactor Display TypeFactor EndFactor GreenFactor MaxFactor MinFactor ModeFactor RadiusFactor RedFactor RepulsionFactor Rest LengthFactor StartFactor Stiff ViscosityFactor added relative to the size of the radius to limit the cloth simulation effectsFactor applied on the density for curve distributionFactor applied on the density for the viewportFactor between volume variation and stretchingFactor by which to shrink clothFactor controlling precision of islands handling (the higher, the better the results)Factor controlling precision of islands handling (typically, 0.1 should be enough, higher values can make things really slow)Factor for ambient occlusion blendingFactor for fill boundary accuracy, higher values are more accurate but slowerFactor for the cavity ridgesFactor for the cavity valleysFactor for the curvature ridgesFactor for the curvature valleysFactor for the radius at the curl endFactor for the radius at the curl startFactor for tintingFactor of BlurFactor of SimplifyFactor of Simplify using adaptive algorithmFactor of opacityFactor of stroke hardnessFactor of the maximum radius of the braidsFactor of the minimum radius of the braidsFactor of the radius at the maximumFactor of the radius at the minimumFactor of tinting colorFactor to adjust the brick's width for particular rows determined by the Offset FrequencyFactor to blend overall effectFactor to control the amount of motion blurFactor to determine how much the length of the individual segments should influence the final computed curvature. Higher factors makes small segments influence the overall curvature less.Factor to influence the rotation angleFactor to multiply the thickness withFactor to scale brush size byFactor to scale overall displacementFactor to scale the UVsFactor to use when applying data to destination (exact behavior depends on mix mode)Factor to use when applying data to destination (exact behavior depends on mix mode, multiplied with weights from vertex group when defined)Factor used to mix vertex color to get final colorFactorized PolynomialFactory StartupFactory Startup App-Template OnlyFadeFade DistanceFade DurationFade FactorFade GeometryFade Grease Pencil ObjectsFade Grease Pencil Objects, except the active oneFade InFade In and OutFade Inactive GeometryFade Inactive LayersFade Inactive ObjectsFade LayersFade ObjectsFade OutFade TimeFade TypeFade all viewport objects with a full color layer to improve visibilityFade centerFade effect using the built-in default (usually makes the transition as long as the effect strip)Fade factorFade from the start of strips under the time cursor to the current frameFade from the time cursor to the end of overlapping stripsFade in selected stripsFade in, out, both in and out, to, or from the current frame. Default is both in and outFade inactive geometry using the viewport background colorFade influence of stroke's opacityFade influence of stroke's thicknessFade interocular distance to 0 after the given cutoff angleFade layer opacity for Grease Pencil layers except the active oneFade out selected stripsFade out strokes instead of directly cutting offFade paths and keys further away from current frameFade selected strips in and outFade the pieces over timeFade the stroke thickness for each generated strokeFadingFailed TracksFailed allocate render result, out of memoryFailed to access mesh from object "%s", ensure it's visible while renderingFailed to add the alpha modifierFailed to add the color modifierFailed to add the geometry modifierFailed to add the thickness modifierFailed to allocate memoryFailed to apply rotation to some of the objectsFailed to create OpenGL off-screen buffer, %sFailed to create OpenGL off-screen buffer: %sFailed to create Studio Light pathFailed to create a window compatible with the time sequential display methodFailed to create a window without quad-buffer support, you may experience flickeringFailed to create asset library directory to save assetFailed to create presets pathFailed to create stereo image bufferFailed to create the override operationFailed to create windowFailed to delete asset library fileFailed to find '%s'Failed to find Annotation data to draw intoFailed to find bind solution (increase precision?)Failed to get Studio Light pathFailed to get add-ons pathFailed to get themes pathFailed to insert keys on F-Curve with path '%s[%d]', ensure that it is not locked or sampled, and try removing F-ModifiersFailed to load asset libraryFailed to load image texture '%s'Failed to load using Vulkan, using OpenGL instead.Failed to load volume:Failed to merge any animation. Note that NLA strips cannot be mergedFailed to open file '%s'Failed to open window!Failed to read blend file '%s': %sFailed to read file '%s', not a blend fileFailed to read frameFailed to remove blobs directory %sFailed to remove metadata directory %sFailed to resolve path to property, try manually specifying this using a Keying Set insteadFailed to seek frameFailed to set preview: no ID in context (incorrect context?)Failed to set temporary actionFailed to set valueFailed to switch to Time Sequential mode when in fullscreenFailed to write to asset libraryFailed to write to attribute "{}" with domain "{}" and type "{}"Failure to perform external file operation on "%s"Fair PositionsFair TangencyFake UserFallbackFallback ColorFallback ToolFalloffFalloff Along Chain CurveFalloff AngleFalloff CurveFalloff GradientFalloff OpacityFalloff PowerFalloff RadiusFalloff RampFalloff ShapeFalloff SizeFalloff TypeFalloff curve coefficient: 0 is linear, and higher value is wider influence. Set to -10 to disable influence completelyFalloff curve tries to form a circle at +1 instead of a parabolaFalloff distance for the clumping effect (0 means no falloff)Falloff is computed along the curve of the chain, instead of projecting on the axis connecting the start and end pointsFalloff that is applied from the tip to the root of each curveFalloff type for proportional editing modeFalloff type of the featherFalloff:FalseFalse ColorFalse when F-Curve could not be evaluated in past, so should be skipped when evaluatingFalse when there is any Layer, Slot, or legacy F-CurveFalse when this property is an optional argument in an RNA functionFanFarFar PlaneFar ThicknessFar clipping distance of shadow cameraFastFast EditingFast GI ApproximationFast GI MethodFast GI approximation methodFast GaussianFast Global IlluminationFast MotionFast NavigateFast interactive editing through native Hydra integrationFast mapping that is good for most situations, but ignores the rest pose curvature of the B-BoneFaster RenderFaster solver, some limitationsFastestFastest solver that works only on manifold meshes but gives better resultsFavor either original data or ease curveFavor either the left or the right keyFear FactorFeatherFeather PointsFeather Shrink/Fatten: %3fFeather Shrink/Fatten: %sFeather SizeFeature AwarenessFeature OutputFeature SetFeature Sets:Feature WeightsFeature detection requires valid clip frameFeature set directory already exists: '{:s}'FeedbackFeedback coefficient for error correction, average response time is 1/feedbackFeetFeet per secondFeet per second squaredFetchFieldField AbsorptionField AverageField FactorField Min & MaxField SettingsField VarianceField WeightsField of ViewField of view for the fisheye lensField originates from all of the vertices of the objectField originates from the local XY plane of the objectField originates from the local Z axis of the objectField originates from the object centerField originates from the surface of the objectField settings for an object in physics simulationField that is evaluated on the iteration domainField that will be stored as attribute on the geometry aboveField to Grid ItemFieldsFightFight DistanceFileFile '%s' cannot be openedFile '%s' could not be loadedFile '{:s}' not foundFile BottomFile BrowserFile Browser Display TypeFile Browser ModeFile Deleted Outside BlenderFile ExtensionsFile FoldersFile FormatFile Handler TypeFile Has Unsaved ChangesFile Modification DateFile Modified Outside BlenderFile Modified Outside and Inside BlenderFile NameFile Name CollisionFile Not FoundFile OutputFile Output ItemFile PathFile Path:File PathsFile Preview TypeFile ReferencesFile Select Asset FilterFile Select EntryFile Select ID FilterFile Select ParametersFile SizeFile SuffixFile TopFile already installed to {!r}File association is handled by the package managerFile association registeredFile association unregisteredFile browserAbsoluteFile browserAutoFile browserCopyFile browserCustom DirectoryFile browserDirectoryFile browserFillFile browserMatchFile browserPathFile browserPath ModeFile browserRelativeFile browserStripFile browserURLFile browserVolumesFile browser space dataFile contains invalid UTF-8 charactersFile could not be read, critical data corruption detectedFile does not existFile exported successfullyFile formatFile format expects linear color spaceFile format is not supported in file "%s"File format to export the UV layout toFile format to save the rendered images asFile format version the .blend file was saved withFile handler '%s' not foundFile handler not foundFile handler operator '%s' not foundFile is SavedFile nameFile name, overwrite existingFile not foundFile not found '%s'File pathFile path "%s" invalidFile path '%s' is not a valid fileFile path for image to denoise. If not specified, uses the render file path and frame range from the sceneFile path for image to mergeFile path for merged imageFile path property not setFile path was not setFile saved by newer Blender ({}), expect loss of dataFile sorting modeFile too long %sFile written by newer Blender binary (%d.%d), expect loss of data!File {!r} not foundFile/Asset BrowserFile:File: %sFile: *{:s} (unsaved)File: {:s}FileHandler idnameFilebrowser ParameterFilenameFilename '%s' too long (max length %zu, was %zu)Filename of the movie or sequence fileFilename of the text fileFilename onlyFilepathFilepath not setFilepath used for exporting the fileFilepath used for importing the fileFilesFillFill CapsFill ColorFill Color Override PathFill Color Override TestFill Color PathFill CurveFill HolesFill ModeFill OffsetFill OnlyFill OpacityFill RegionFill RimFill RotationFill ScaleFill SegmentsFill Segments must be at least 1Fill ThresholdFill Tile With Generated ImageFill TypeFill a selected edge loop with facesFill area with gradient colorFill area with image textureFill area with radial gradientFill area with solid colorFill camera frame, spilling outside the frameFill caps for beveled curvesFill color for the generated imageFill grid from two loopsFill holes after slicing the maskFill in holes (boundary edge loops)Fill in mask if nothing is already maskedFill in the cutFill internal areaFill inverted areaFill new tile with a generated imageFill only visible areas in viewportFill the Range Min/Max entries by the min/max distance between selected mesh objects and the source object (either a user-specified object or the active camera)Fill the active vertex color layer with the current paint colorFill the active vertex group with the current paint weightFill the current tile with a generated imageFill the image with a grid for UV map testingFill the ripped regionFill the whole mask with a given value, or invert its valuesFill tool needs active materialFill with a specific colorFill with color the shape formed by strokesFillet CurveFillsFilmFilmicFilmic LogFilmic sRGBFilmlikeFilterFilter .blend filesFilter ActionsFilter Actions to be exportedFilter Add-onsFilter Alembic filesFilter AngleFilter Asset TypesFilter BlenderFilter Blender Backup FilesFilter Blender IDsFilter Brushes by ToolFilter Face MarksFilter FilesFilter FolderFilter FoldersFilter FontsFilter GlossyFilter ID TypesFilter ImagesFilter MatchFilter MoviesFilter NodeFilter OBJ filesFilter ObjectsFilter OpenVDB volume filesFilter OrderFilter PythonFilter Python filesFilter ScriptFilter SettingsFilter SizeFilter SoundFilter SourceFilter TextFilter Threshold to select problematic tracksFilter TypeFilter USD filesFilter Vertex groups for DisplayFilter VolumeFilter WidthFilter add-ons by categoryFilter archive filesFilter assets by nameFilter based on key bindingsFilter based on the operator nameFilter btx filesFilter by NameFilter by TypeFilter by Type:Filter by add-on name, author & categoryFilter by extension name, author & categoryFilter by layer group nameFilter by name or tag, supports '*' wildcardFilter feature lines based on face mark boundariesFilter feature lines using Freestyle face marksFilter foldersFilter font filesFilter image filesFilter methodFilter movie filesFilter size of the visibility blur (Deprecated)Filter sound filesFilter strengthFilter textFilter text filesFilter that is going to be applied to the maskFilter the UI by tagsFilter to combined, diffuse, glossy, transmission and subsurface passesFilter tracks which has weirdly looking spikes in motion curvesFilter width in pixels, used to compute the bump mapping direction. For most textures the default value of 0.1 enables subpixel filtering for stable results. For stepwise textures a larger filter width can be used to get a bevel like effect on the edgesFiltering CollectionFiltersFilters to remove rows from the displayed dataFinalFinal 4×4 matrix after constraints and drivers are applied, in the armature object spaceFinal Cache SizeFinal ImagesFinal QualityFinal RenderFinal World MatrixFinal frame of the mask (used for sequencer)Final frame of the playback/rendering rangeFinal frame of the rangeFinal key configuration that combines keymaps from the active and add-on configurations, and can be edited by the userFinal transformation value of object or boneFinalize ScriptFindFind & ReplaceFind AllFind FileFind TextFind WrapFind all files in the search path (not just missing)Find boundary of unfilled instead of filled regionsFind edges on the boundaries between groups of faces with the same ID valueFind groups of vertices closer than dist and merge them togetherFind in FolderFind in StringFind sample positions on the curve using a distance from its beginningFind sample positions on the curve using a factor of its total lengthFind specified textFind specified text and set as selectedFind the closest point on the surface for the root point of every curve and move the root thereFind the control at the bone tail location and use it to relink TARGET or any constraints without an assigned subtarget or relink specFind the element of a geometry closest to a position. Similar to the "Index of Nearest" nodeFind the endpoint positions using a factor of each spline's lengthFind the endpoint positions using a length from the start of each splineFind the minimum number of steps, ignoring spatial distanceFind the nearest element in a group. Similar to the "Sample Nearest" nodeFind the shortest paths along mesh edges to selected end vertices, with customizable cost per edgeFind/ReplaceFineFine tune of the texture mapping X, Y and Z locationsFinish operation on key releaseFinite VolumeFinnish - SuomiFireFire + SmokeFirstFirst FoundFirst Handle TypeFirst PointFirst Point IndexFirst QI value of the QI rangeFirst Rigid Body Object to be constrainedFirst and Last CopiesFirst coefficient of fourth order Brown-Conrady radial distortionFirst coefficient of second order Brown-Conrady tangential distortionFirst coefficient of second order Nuke distortionFirst coefficient of second order division distortionFirst coefficient of third order polynomial radial distortionFirst color used for effectFirst control point positions for new interpolated curvesFirst cubic spline control point between min/max speedsFirst frame from action to useFirst frame of path animationFirst frame of the Action to useFirst frame of the action's timelineFirst frame of the mask (used for sequencer)First frame of the playback/rendering rangeFirst frame of the rangeFirst frame of the segmentFirst frame to transferFirst input for the effect stripFirst keyframe used for reconstruction initializationFirst packed file of the imageFirst point of the screenshot in screenspaceFirst try to slide feather instead of vertexFirst vertex group nameFisheye EquidistantFisheye EquisolidFisheye LensFisheye Lens PolynomialFisheye Polynomial K0Fisheye Polynomial K1Fisheye Polynomial K2Fisheye Polynomial K3Fisheye Polynomial K4FitFit CurveFit LengthFit MethodFit TypeFit ViewFit entire image within the camera frameFit frame to the viewportFit the background image to the viewFit the duplicated objects to a curveFit to SelectedFit to the sensor heightFit to the sensor widthFit to the sensor width or height depending on image resolutionFittingFix PolesFix ShearFix large jumps and flips in the selected Euler Rotation F-Curves arising from rotation values being clipped when baking physicsFix to CameraFixedFixed AlternateFixed CountFixed FrameFixed PositionFixed SubdivisionsFixed mesh for prim: %sFlag grid of the fluid domainFlagsFlameFlame GridFlame RateFlame SmokeFlame fieldFlapsFlare LengthFlare OpeningFlare ParameterFlashFlash On TransferFlash VideoFlash the target object when transferring the modeFlatFlat Corner NormalsFlat FacesFlat ShadingFlat XY planeFlat open perimeter shapeFlatnessFlattenFlatten Bone HierarchyFlatten Bone Hierarchy. Useful in case of non decomposable transformation matrixFlatten HandlesFlatten HierarchyFlatten Object HierarchyFlatten Object Hierarchy. Useful in case of non decomposable transformation matrixFlatten angles of selected pointsFlatten angles of selected verticesFlatten handles for a smoother transitionFlatten selected facesFlee DistanceFlee to this distanceFlipFlip AxesFlip AxisFlip Color RampFlip ColorsFlip EffectFlip FacesFlip Group NamesFlip HorizontallyFlip MatCapFlip ModeFlip NamesFlip NormalsFlip PoseFlip U OffsetFlip UDIMFlip V OffsetFlip VerticallyFlip XFlip YFlip an image along a defined axisFlip direction of UV coordinates inside facesFlip direction of face corner color attribute inside facesFlip effectFlip filling colorsFlip imageFlip image horizontallyFlip image verticallyFlip normals of lathed facesFlip on the X axisFlip on the Y axisFlip quaternion values to achieve desired rotations, while maintaining the same orientationsFlip selected keyframes over the selected mirror lineFlip the background image horizontallyFlip the background image verticallyFlip the direction of selected faces' normals (and of their vertices)Flip the imageFlip the image horizontallyFlip the image verticallyFlip the texture's X and Y axisFlip times of selected keyframes using the current frame as the mirror lineFlip times of selected keyframes using the first selected marker as the reference pointFlip times of selected keyframes, effectively reversing the order they appear inFlip to BottomFlip to LeftFlip to RightFlip to TopFlip values of selected keyframes (i.e. negative values become positive, and vice versa)Flip values of selected keyframes using the cursor value (Y/Horizontal component) as the mirror lineFlip vertex group namesFlippedFlipped on X-AxisFlippingFlipping regions in the Top-bar is not allowedFlips (and corrects) the axis suffixes of the names of selected bonesFlips the direction of the sliceFlips the tessellation of selected quadsFloatFloat ArrayFloat AttributeFloat Attribute ValueFloat BufferFloat ColorFloat Color AttributeFloat Color Attribute ValueFloat CurveFloat Icon PixelsFloat Image PixelsFloat Node SocketFloat Node Socket InterfaceFloat ThresholdFloat ValueFloat Vector AttributeFloat Vector Attribute ValueFloat action, representing either a digital or analog buttonFloat to IntegerFloat valueFloat2Float2 AttributeFloat2 Attribute ValueFloat3Floating RegionFloating point matrixFloating point quaternion rotationFloating-point number socket of a nodeFloating-point valueFloating-point value in geometry attributeFlockFlood fill the mesh with the selected detail settingFloorFloor ConstraintFloor LocationFloor ModeFlowFlow BehaviorFlow SettingsFlow SourceFlow TypeFluidFluid CollectionFluid DensityFluid FlowFluid Flow effector weightFluid InteractionFluid Level SetFluid ModifierFluid PresetsFluid VelocityFluid domain settingsFluid flow settingsFluid has some initial velocity when it is emittedFluid interaction radiusFluid rest densityFluid simulation modifierFluid: Could not create cache directory '%s', reset to default '%s'Fluid: Could not use default cache directory '%s', please define a valid cache path manuallyFluid: Empty cache path, reset to default '%s'FlushFlush edit data from active editing modesFlyFly & WalkFly Speed FactorFly modeFoamFoam + BubblesFoam CoverageFoam FadeFoam Layer NameFoam and bubbles particles are saved in the same particle systemFocal LengthFocusFocus BoneFocus DistanceFocus Distance: %.3fFocus ModeFocus ObjectFocus RegionFocus on BoneFocus on ObjectFog GlowFog VolumeFolder to place texture files in. Relative to the .gltf fileFolder to search in for image filesFoldersFollowFollow B-BoneFollow Current FrameFollow CurveFollow LeaderFollow PathFollow Path ConstraintFollow Path constraint not foundFollow PreferencesFollow SceneFollow Surface NormalFollow TrackFollow Track ConstraintFollow UVs from active quads along continuous face loopsFollow XFollow ZFollow a boid or assigned objectFollow a custom transformation to define the VR view's base poseFollow current frame in editorsFollow forks in the parents chainFollow leader in a lineFollow mouse cursorFollow mouse cursor positionFollow object rotation onlyFollow shape of B-Bone segments when calculating Head/Tail positionFollow stroke drawing path and object rotationFollow the active scene camera to define the VR view's base poseFollow the curvature of the strokeFollow the transformation of an object to define the VR view's base poseFollow this object instead of a boidFontFont BoldFont Bold ItalicFont FilesFont ItalicFont SizeFont StyleFont is not editableFont not packedFont not specifiedFont of the text. Falls back to the UI font by default.Font size in pointsFont size to use for displaying the labelFont size to use for displaying the textFontsFonts DirectoryFoot PivotFootageFootage SettingsFooterFor All UsersFor Each ElementFor Each Element {} GeneratedFor Each Element {} MainFor Each Geometry ElementFor Each Geometry Element InputFor Each Geometry Element ItemFor Each Geometry Element OutputFor Each Geometry Element ZoneFor Grease Pencil objects, apply the modifier to all the keyframesFor Parallelogram, the relative X difference between the top and bottom edges. For Trapezoid, the amount to move the top edge in the positive X axisFor PoseBone paths, use the bone head location when calculating this pathFor RGB curves, the color that black is mapped toFor RGB curves, the color that white is mapped toFor Tree-IK: Weight of orientation control for this targetFor Tree-IK: Weight of position control for this targetFor a given incident vector A, surface normal B and ratio of indices of refraction, Ior, refract returns the refraction vector, RFor all WebP textures, create a PNG fallback textureFor backwards compatibility onlyFor bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)For box projection, amount of blend to use between sidesFor channels with cyclic extrapolation, keyframe insertion is automatically remapped inside the cycle time range, and keeps ends in sync. Curves newly added to actions with a Manual Frame Range and Cyclic Animation are automatically made cyclic.For colliders participating in physics simulation, control which level in the modifier stack is used as the collision surfaceFor constraints with names formed like 'base@bonename', use the part after '@' as the new subtarget after all bones are created. Use '@CTRL', '@DEF' or '@MCH' to simply replace the prefixFor curves, point clouds, and Grease Pencil, take the radius attribute into account when computing the bounds.For each action slot, a list of animation channels that are meant for that slotFor files with several movie streams, use the stream with the given indexFor libraries with overrides created, show the overridden values that are defined/controlled automatically (e.g. to make users of an overridden data-block point to the override data, not the original linked data)For mesh objects, merge UV coordinates that share a vertex to account for imprecision in some modifiersFor meshes with modifiers applied, the coordinate of the vertex with no deforming modifiers applied, as used for generated texture coordinatesFor meshes, outputs normals without custom normal attributes taken into accountFor multires, show low resolution while navigating the viewFor node-based textures, which output node to useFor points, the distance along the control point's spline, For splines, the distance along the entire curveFor points, the portion of the spline's total length at the control point. For Splines, the factor of that spline within the entire curveFor reactor systems, index of particle system on the target objectFor reactor systems, the object that has the target particle system (empty if same object)For security reasons, automatic execution of Python scripts in this file was disabled:For selected keyframes, select/deselect any combination of the key itself and its handlesFor templates, prevents the user from removing predefined operation (NOT USED)For transparent transmission, keep surfaces with roughness above the threshold opaqueForceForce AxisForce Backface CullingForce CollectionForce Connect ChildrenForce DeleteForce FalloffForce FieldForce Field 1Force Field 2Force Field SettingsForce FieldsForce IntersectionForce Keeping Channel for ObjectsForce Keeping Channels for BonesForce ReloadForce SquareForce Start/End KeyingForce a full reload of UI translationForce connection of children bones to their parent, even if their computed head/tail positions do not match (can be useful with pure-joints-type armatures)Force effector weightForce exporting animation on every object. Can be useful when using constraints or driver. Also useful when exporting only selectionForce exporting at least one key of animation for all bones (needed with some target applications, like UE4)Force field based on a textureForce field of the fluid domainForce gets absorbed by collision objectsForce loaded ID to be tagged as indirectly linked (used in reload context only)Force reload the image if it is already opened elsewhere in BlenderForce the curve view to fit a defined boundaryForce the path view to fit a defined boundaryForce unlock failed: {:s}Force unlocking may be necessary in the case of a crash or power failure,Force updates of dependencies - Only use this if drivers are not updating correctlyForce using this center value (when set)Forcefield based on the Lennard-Jones potentialForcefield depends on the speed of the particlesForcesForces Rigify to delete and rebuild all of the rig widget objects. By default, already existing widgets are reused as-is to facilitate manual editingForces all linked data to be considered as directly linked. Workaround for current issues/limitations in BAT (Blender studio pipeline tool)Forces the use of Auto Merge and SplitForegroundForeground color of Debug iconForeground color of Error iconForeground color of Info iconForeground color of Operator iconForeground color of Property iconForeground color of Warning iconForkedForm of curvesFormatFormat PresetsFormat of multiview mediaFormat of timecode displayed when not displaying timing in terms of framesFormat used for re-saving this fileFormatted string of file extensions supported by the file handler, each extension should start with a "." and be separated by ";". For Example: ``".blend;.ble"``Fortune (may look better, less accurate)ForwardForward AxisForward Path TracingForward the output of the simulation input node directly to the output node and ignore the nodes in the simulation zoneFournier-Forand phase function, used for the scattering of light in underwater environmentsFourthFourth coefficient of fourth order Brown-Conrady radial distortionFoveon (Sigma)FractalFractal Brownian Motion, use Brownian noise as a basisFractal noise algorithmFractal randomness factorFractionFraction ModeFraction of light that is scattered backwardsFraction of pheomelanin in melanin, gives yellowish to reddish color, as opposed to the brownish to black color of eumelaninFractional ObstaclesFractional obstacles improve and smoothen the fluid-obstacle boundaryFrameFrame %dFrame %d / %dFrame %d: %sFrame '%s' not found, animation must be completeFrame Based SpeedFrame CountFrame DroppingFrame EndFrame File PathFrame InterpolationFrame LockedFrame Map NewFrame Map OldFrame MethodFrame NodeFrame NumberFrame NumbersFrame OffsetFrame OverlayFrame RangeFrame Range BeforeFrame Range StartFrame RateFrame Rate PresetsFrame RelativeFrame ScaleFrame SelectedFrame Selection in the Dope SheetFrame StartFrame StepFrame TypeFrame already exists on frame number %dFrame already exists on this frame number %dFrame at which simulations endFrame at which simulations startFrame currently being displayed for this layerFrame does not exist on frame number %dFrame for absolute keysFrame is selected for editing in the Dope SheetFrame not found in annotation layerFrame number marker is keyframed onFrame number of input stripFrame number of keyframe immediately after the current frameFrame number of keyframe immediately before the current frameFrame number of the input stripFrame number that volume grids will be loaded at, based on scene time and volume parametersFrame number to start emitting particlesFrame number to stop emitting particlesFrame of referenced Action to evaluateFrame offset that is used when loading the simulation from the cache. It is not considered when baking the simulation, only when loading it.Frame on which the simulation startsFrame on which the simulation starts (first frame baked)Frame on which the simulation stopsFrame on which the simulation stops (last frame baked)Frame player from IRIDASFrame player from Tweak SoftwareFrame that modifier's influence ends (if Restrict Frame Range is in use)Frame that modifier's influence ends (if applicable)Frame that modifier's influence starts (if Restrict Frame Range is in use)Frame that modifier's influence starts (if applicable)Frame the property under the cursor in the Graph EditorFrame the whole array property instead of only the index under the cursorFrame this control-point occurs onFrame to insert keyframe onFrame to stop propagating frames to (for 'Before Frame' mode)Frame where key will be addedFrame where selected strips will be snappedFrame where selected strips will be splitFrame where the baking endsFrame where the baking startsFrame:Frame: %dFrame: %d / %dFrame: - / %dFrame: {:d} ({:s})Framerate baseFramerate, expressed in frames per secondFramesFrames AfterFrames BeforeFrames LimitFrames in absolute range of the scene frameFrames in relative range of the Grease Pencil keyframesFrames per secondFrames to insert after current stripFrames {} - {}FreeFree AxisFree Entire Fluid SimulationFree Fluid DataFree Fluid GuidingFree Fluid MeshFree Fluid NoiseFree Fluid ParticlesFree HandleFree Handle SelectedFree LookFree Lossless Audio CodecFree the bake, rather than generating itFreehand annotation sketchbookFreehand curve defining part of a sketchFreehand curves defining the sketch on this frameFreestyleFreestyle AlphaFreestyle AnimationFreestyle ColorFreestyle GeometryFreestyle LineFreestyle Line SetFreestyle Line StyleFreestyle LinestylesFreestyle MarkFreestyle ModuleFreestyle SettingsFreestyle StrokesFreestyle TextureFreestyle ThicknessFreestyle line style, reusable by multiple line setsFreestyle settings for a ViewLayer data-blockFreestyle: Mesh loadingFreestyle: Stroke renderingFreestyle: View map creationFreestyleLineStyleNewFreestyleLineStyleSmoothFreeze CullingFreeze OperatorFreeze view culling boundsFrench - FrançaisFrequencyFrequency Cutoff (Hz)Frequency factor of the braidsFrequency factor of the curlsFrequency of the Perlin noiseFrequency of the haptic vibration in hertz. 0.0 specifies the OpenXR runtime's default frequency.FresnelFresnel TypeFresnel conductor based on the complex refractive index per color channelFresnel method used to tint the metalFribidi LibraryFrictionFriction FactorFriction for cloth collisionsFriction force if a collision happened (higher = less movement)Friction with self contactFriendFrizzFrizz Hair CurvesFromFrom ActiveFrom Current FrameFrom EnvelopesFrom InstancerFrom LeftFrom MaxFrom Maximum XFrom Maximum YFrom Maximum ZFrom MinFrom Minimum XFrom Minimum YFrom Minimum ZFrom MixFrom ModeFrom NodeFrom RightFrom ShadowFrom SocketFrom active nodeFrom an ellipsoid (shape defined by the boundbox's dimensions, target is optional)From nodeFrom node linked to selected nodeFrom socketFrom socket linked to selected nodeFrom the first keyframe to the lastFrom the first selected keyframe to the lastFrontFront (X-Z)Front Faces OnlyFront OrthographicFront PerspectiveFront-Face FalloffFront/BackFuelFuel fieldFullFull Collection HierarchyFull CopyFull Global IlluminationFull ID name in the library .blend file (including the two leading 'id type' chars)Full Library PathFull NameFull PathFull SMPTE timecode (format is HH:MM:SS:FF)Full SampleFull merge by distanceFull path to the Blender file containing the active assetFull precisionFull precision for final renders, half precision otherwiseFull resolutionFullframeFunction NodeFur MaterialFuzziness while on collision, high values make collision handling faster but less stableFuzzyGGXGGX with additional correction to account for multiple scattering, preserve energy and prevent unexpected darkening at high roughnessGL Texture LimitGLSLGPUGPU BackendGPU ComputeGPU InstancesGPU SubdivisionGPU backend to use (requires restarting Blender for changes to take effect)GP_LayerGP_PaletteGPencilAdditiveGPencilAirbrushGPencilAllGPencilAnchoredGPencilAutomatic EasingGPencilBackGPencilBounceGPencilBoundaryGPencilBreakdownGPencilBrush TypeGPencilCaps TypeGPencilCast ShadowGPencilCircularGPencilCloneGPencilClosure ModeGPencilConcurrentGPencilCubicGPencilCurveGPencilCustomGPencilDissolveGPencilDissolve BetweenGPencilDissolve UnselectGPencilDotsGPencilDrag DotGPencilDynamic EffectsGPencilEase InGPencilEase In and OutGPencilEase OutGPencilEasingGPencilEasing (by strength)GPencilElasticGPencilExponentialGPencilExtendGPencilExtremeGPencilFill StyleGPencilFilter by TypeGPencilFlatGPencilGPencilGPencilGeneratedGPencilGrabGPencilGradientGPencilIlluminatedGPencilIlluminated (Enclosed Shapes)GPencilInterpolationGPencilJitterGPencilKeyframeGPencilKeyframe TypeGPencilKeyframesGPencilLineGPencilLineArtGPencilLinearGPencilMixGPencilModeGPencilMoving HoldGPencilNewGPencilNoneGPencilPinchGPencilPointGPencilPushGPencilQuadraticGPencilQuarticGPencilQuinticGPencilRadiusGPencilRandomizeGPencilRoundGPencilSequentialGPencilShadedGPencilShadow Region FilteringGPencilSinusoidalGPencilSmoothGPencilSolidGPencilSpaceGPencilStepsGPencilStrengthGPencilStrokeGPencilStroke MethodGPencilStroke StyleGPencilSuzanneGPencilTextureGPencilThicknessGPencilTwistGPencilTypeGPencilWaveGPencil Interpolation: GPencil Sculpt SettingsGabor TextureGainGamepadGammaGamma CorrectedGamma Crossfade StripGamma correction factor applied after tone mappingGamma correction value, applied as color^gamma. Gamma controls the relative intensity of the mid-tones compared to the full black and full whiteGapGap 1Gap 2Gap 3Gap ClosureGap between successive frequenciesGap between successive frequencies. Depth needs to be greater than 0 for this to have an effectGarbageGarbage Collection RateGarbage MatteGasGaussianGaussian Blur EffectGaussian Blur StripGaussian Blur effectGaussian filterGeneralGeneral Mass valueGeneral OverrideGeneral data-block management operationsGeneral media friction for point movementsGeneral properties for Grease Pencil stroke sculpting toolsGeneral settingsGeneral type of the attributeGenerateGenerate 'in-betweens' to smoothly interpolate between Grease Pencil framesGenerate 'internal' previews (materials, textures, images, etc.)Generate ControlGenerate Data LayersGenerate Deform BoneGenerate FoamGenerate Gabor noiseGenerate Hair CurvesGenerate Line Art from scene geometriesGenerate Line Art strokes from selected sourceGenerate NormalsGenerate SkinGenerate Spray MapGenerate UVsGenerate Worley noise based on the distance to random points. Typically used to generate textures such as stones, water, or biological cellsGenerate a 2D Bézier spline from the given control points and handlesGenerate a MaterialX network representation of the materialsGenerate a UV map based on seam edgesGenerate a blank imageGenerate a bokeh type blur similar to Defocus. Unlike defocus an in-focus region is defined in the compositorGenerate a checkerboard textureGenerate a circular ring of edgesGenerate a cone meshGenerate a cuboid mesh with variable side lengths and subdivisionsGenerate a curve from a meshGenerate a curve using a factorized or expanded polynomialGenerate a curve using standard math functions such as sin and cosGenerate a cylinder meshGenerate a default UV mapGenerate a dense volume with a field that controls the density at each grid voxel based on its positionGenerate a dirt map gradient based on cavityGenerate a factor value (from 0.0 to 1.0) between scene start and end time, using a curve mappingGenerate a fog volume sphere around every pointGenerate a input node socketGenerate a mesh on the "surface" of a volumeGenerate a mesh on the "surface" of a volume gridGenerate a mesh on the XY plane with faces on the inside of input curvesGenerate a mesh vertex for each point cloud pointGenerate a more accurate cryptomatte passGenerate a moving ocean surfaceGenerate a new surface with regular topology that follows the shape of the input meshGenerate a normal vector and a dot productGenerate a output node socketGenerate a paragraph of text with a specific font, using a curve instance to store each characterGenerate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfacesGenerate a perturbed normal from an RGB normal map image. Typically used for faking highly detailed surfacesGenerate a placeholder (empty ID) if not found in any library filesGenerate a planar mesh on the XY planeGenerate a point cloud by sampling positions along curvesGenerate a point cloud from a mesh's verticesGenerate a point cloud with positions and radii defined by fieldsGenerate a poly spline arcGenerate a poly spline circleGenerate a poly spline for each input splineGenerate a poly spline in a parabola shape with control points positionsGenerate a poly spline in a spiral shapeGenerate a poly spline in a star pattern by connecting alternating points of two circlesGenerate a poly spline line with two pointsGenerate a polygon with four pointsGenerate a procedural sky textureGenerate a procedural texture producing bricksGenerate a psychedelic color textureGenerate a reference to geometry at each of the input points, without duplicating its underlying dataGenerate a rig from the active metarig armatureGenerate a separate IK toe control for better IK/FK snappingGenerate a slider to pivot forward heel roll on the tip rather than the base of the toeGenerate a spherical mesh that consists of equally sized trianglesGenerate a spherical mesh with quads, except for triangles at the top and bottomGenerate a tangent direction for the Anisotropic BSDFGenerate an FK control chainGenerate an FK control chain for the tentacleGenerate an OBJ group for each part of a geometry using a different materialGenerate an OSL shader from a file or text data-block. Note: OSL shaders are not supported on all GPU backendsGenerate an approximate USD Preview Surface shader representation of a Principled BSDF node networkGenerate an arbitrary number copies of each selected input elementGenerate and export Mantaflow script from current domain settings during bake. This is only needed if you plan to analyze the cache (e.g. view grids, velocity vectors, particles) in Mantaflow directly (outside of Blender) after baking the simulation.Generate approximate caustics in shadows of refractive surfaces. Lights, caster and receiver objects must have shadow caustics options set to enable thisGenerate collections' previewsGenerate corner angle weighted normalsGenerate dot-dash styled strokesGenerate face area weighted normalsGenerate feature lines for this collectionGenerate feature lines for this object's dataGenerate floating-point bufferGenerate foam mask as a vertex color channelGenerate fractal Perlin noiseGenerate hard noise (sharp transitions)Generate image with bokeh shape for use with the Bokeh Blur filter nodeGenerate interpolated color and intensity values based on the input vectorGenerate intersection lines even with objects that disabled intersectionGenerate light/shadow separation lines from a reference light objectGenerate map of spray direction as a vertex color channelGenerate matte for individual objects and materials using Cryptomatte render passesGenerate motion paths for the selected objectsGenerate multiple strokes around original strokesGenerate multiple strokes from one strokeGenerate new curves on points by interpolating between existing curvesGenerate new keys to fix the selected object/bone to the camera on unkeyed framesGenerate new mesh topology based on the current shapeGenerate new vertices, edges, or faces from selected elements and move them based on an offset while keeping them connected by their boundaryGenerate noise wobble in Grease Pencil strokesGenerate objects' previewsGenerate ocean surface geometry at the specified resolutionGenerate points at the origins of instances. Note: Nested instances are not affected by this nodeGenerate points inside a volumeGenerate points inside a volume gridGenerate points spread out on the surface of a meshGenerate procedural bands or rings with noiseGenerate scenes' previewsGenerate selected .blend file's previewsGenerate sloped corners by adding geometry to the mesh's edges or verticesGenerate smooth groups identifiers for each group of smooth faces, as unique integer values by defaultGenerate soft noise (smooth transitions)Generate strokes from Freestyle marked edgesGenerate strokes from a range of occlusion levelsGenerate strokes from borders between materialsGenerate strokes from contours linesGenerate strokes from creased edgesGenerate strokes from intersectionsGenerate strokes from loose edgesGenerate strokes from the objects in this collectionGenerate strokes from this objectGenerate system information, saved into a text fileGenerate values using a built-in functionGenerate vertex weights based on distance to objectGenerate vertex weights based on stroke angleGenerate vertices in a line and connect them with edgesGeneratedGenerated CoordinatesGenerated GeometryGenerated HeightGenerated KeyframeGenerated Keyframe SelectedGenerated MatrixGenerated TypeGenerated WidthGenerated coordinates centered to flow objectGenerated coordinates in parent object spaceGenerated grid to test UV mappingsGenerated imageGenerated image heightGenerated image typeGenerated image widthGenerated improved UV grid to test UV mappingsGenerated intermediate points for very fast mouse movements (Set to 0 to disable)Generated normals weighted by both face area and angleGenerated transform matrix in world spaceGenerates a symmetrical mesh using the mesh symmetry configurationGenerates new hair curves on a surface meshGenerates normals with round corners. Note: only supported in Cycles, and may slow down rendersGenerating Cycles/EEVEE compatible material, but won't be visible with {:s} engineGenerationGeneration ItemsGeneration has thrown an exception: Generative Modifiers Detected!Generator F-ModifierGenericGeneric Quantization BitsGeneric SpringGeneric data that is not color, will not apply any color transform (e.g. normal maps)Generic sculpt expand operatorGeodesicGeodesic StepGeometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion.GeometryGeometry AttributeGeometry Attribute ConstraintGeometry ComponentGeometry Custom GroupGeometry DataGeometry End FactorGeometry InputGeometry ModifiersGeometry NodeGeometry Node EditorGeometry Node SocketGeometry Node Socket InterfaceGeometry Node TreeGeometry NodesGeometry Nodes Instances (Experimental)Geometry Nodes ListsGeometry OffsetGeometry ProcessingGeometry ProximityGeometry SamplesGeometry SetGeometry SpaceGeometry Start FactorGeometry ThresholdGeometry attributeGeometry attribute that stores 2D integer vectorsGeometry attribute that stores 8-bit integersGeometry attribute that stores RGBA colors as floating-point values using 32-bits per channelGeometry attribute that stores RGBA colors as positive integer values using 8-bits per channelGeometry attribute that stores a 4 by 4 float matrixGeometry attribute that stores booleansGeometry attribute that stores floating-point 2D vectorsGeometry attribute that stores floating-point 3D vectorsGeometry attribute that stores floating-point valuesGeometry attribute that stores integer valuesGeometry attribute that stores rotationGeometry attribute that stores stringsGeometry attributesGeometry cannot be retrieved from the edited object itselfGeometry cannot be retrieved from the modifier objectGeometry color attributesGeometry domain that is iterated overGeometry generated in the current iteration. Will be joined with geometries from all other iterationsGeometry modifier '%s' could not be removedGeometry modifiers for changing line geometriesGeometry nodesGeometry socket of a nodeGeometry that is instanced on the pointsGeometry to InstanceGeometry to OriginGeometry to store a new attribute with the given name onGeometry to transformGeometry used for the hair tie instance (priority)Geometry whose elements are iterated overGeometryNodesGeorgian - ქართულიGerman - DeutschGet ExtensionsGet List ItemGet Named GridGet away from assigned object or loudest assigned signal sourceGet the node tree path as a stringGet volume grid from a volume geometry with the specified nameGetting StartedGhostGhostsGimbalGive access to the possible event values of this modal keymap's items (#KeyMapItem.propvalue), for API introspectionGive birth to unreacted particles eventuallyGive path length a random variationGive randomness to the modified F-CurveGive the particle life a random variationGive the particle size a random variationGive the starting velocity a random variationGizmoGizmo AGizmo BGizmo Group PropertiesGizmo HighlightGizmo PrimaryGizmo PropertiesGizmo SecondaryGizmo SizeGizmo View AlignGizmo group '%s' has 'PERSISTENT' option set!Gizmo group '%s' not found!Gizmo group this gizmo is a member ofGizmo group type '%s' not found!Gizmo target '%s.%s' expects '%s', '%s.%s' is '%s'Gizmo target property '%s.%s' expects an array of length %dGizmo target property '%s.%s' expects an array of length %d, found %dGizmo target property '%s.%s' not foundGizmo target property '%s.%s', index %d must be below %dGizmo to adjust camera focal length or orthographic scaleGizmo to adjust camera focus distance (depends on limits display)Gizmo to adjust image size and positionGizmo to adjust locationGizmo to adjust rotationGizmo to adjust scaleGizmo to adjust spot and area sizeGizmo to adjust the direction of the lightGizmo to adjust the force fieldGizmoType '%s' is for a 3D gizmo-group. The 'draw_select' callback is set where only 'test_select' will be used.GizmoType '%s' not knownGizmosGizmos for the active modifierGizmos hidden in this viewGizmos:GlareGlass (Broken)Glass (Solid)Glass BSDFGlass-like shader mixing refraction and reflection at grazing anglesGlob FilterGlobalGlobal +X AxisGlobal +Y AxisGlobal +Z AxisGlobal -X AxisGlobal -Y AxisGlobal -Z AxisGlobal CoordinatesGlobal GravityGlobal HairGlobal IlluminationGlobal Influence:Global TransformGlobal TypeGlobal UndoGlobal XGlobal YGlobal ZGlobal bar at the bottom of the screen for general status informationGlobal bar at the top of the screen for global per-window settingsGlobal child particles percentageGlobal child particles percentage during renderingGlobal gravity weightGlobal index of the item among all items in the interfaceGlobal influence of current modifications on vgroupGlobal maximum subdivision levelGlobal maximum subdivision level during renderingGlobal preferencesGlobal scene frame number at which this movie starts playing (affects all data associated with a clip)Global spacing between charactersGlobal starting frame of the movie/sequence, assuming first picture has a #1Global starting frame of the sequence, assuming first has a #1Global undo works by keeping a full copy of the file itself in memory, so takes extra memoryGlobally disable in planar light probesGlobally disable in rendersGlobally disable in renders • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in renders • Shift to set childrenGlobally disable in spherical light probesGlobally disable in viewportsGlobally disable in viewports • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in viewports • Shift to set childrenGlobally disable in volume probesGlossGlossyGlossy BSDFGlossy BouncesGlossy ColorGlossy DepthGlossy DirectGlossy IndirectGlossy VisibilityGlossy refraction with sharp or microfacet distribution, typically used for materials that transmit lightGlowGlow ColorGlow EffectGlow StripGlow UnderGlow effectGlow modeGlow only areas with alpha (not supported with Regular blend mode)Glue ModeGlue rigid bodies togetherGo to assigned object or loudest assigned signal sourceGo to closest enemy and attack when in rangeGo to parent node treeGo to pose mode to copy pose bone colorsGoalGoal (vertex target position) frictionGoal (vertex target position) spring stiffnessGoal DampingGoal DefaultGoal MaximumGoal MinimumGoal StiffnessGoal Vertex GroupGoal distance between curve roots for the Density brushGoal maximum, vertex group weights are scaled to match this rangeGoal maximum, vertex weights are scaled to match this rangeGoal minimum, vertex group weights are scaled to match this rangeGoal minimum, vertex weights are scaled to match this rangeGoal objectGoldGoldenGolden RatioGolden Triangle AGolden Triangle BGoodGood for re-importing glTFs exported from Blender, and re-exporting glTFs to glTFs after Blender editing. Bone tips are placed on their local +Y axis (in glTF space)Good smoothness and speedGpencil SettingsGrabGrab Active VertexGrab CursorGrab SilhouetteGrab UVsGrabs trying to automask the silhouette of the objectGradientGradient ColorsGradient Fill ModeGradient High/OffGradient LowGradient MappingGradient SpacingGradient Stroke ModeGradient TextureGradient TypeGradient WidthGradient from the center of Dot and Box strokes (set to 1 for a solid stroke)Gradient tinting colorsGramsGranite (Broken)Granite (Solid)Graph EditorGraph Editor 2D-Value cursor - X-Value componentGraph Editor 2D-Value cursor - Y-Value componentGraph Editor instance has some ghost curves storedGraph Editor space dataGraph Editor/DriversGraphical definition equalizationGraphical definition in 2 sectionsGraphical definition in 3 sectionsGraphics driver and operating system settingsGraphsGrave Accent / Tilde ActionGravelGravitationGravityGravity FactorGravity FalloffGravity in X, Y and Z directionGravity or external force vectorGray ScaleGrayscaleGrease PencilGrease Pencil Brush SettingsGrease Pencil ColorGrease Pencil Color ModifierGrease Pencil Dash ModifierGrease Pencil DrawGrease Pencil DrawingGrease Pencil Edit ModeGrease Pencil Envelope ModifierGrease Pencil Eraser RadiusGrease Pencil Euclidean DistanceGrease Pencil FrameGrease Pencil FramesGrease Pencil GroupGrease Pencil InterpolateGrease Pencil Interpolate SettingsGrease Pencil KeyframeGrease Pencil Lattice ModifierGrease Pencil LayerGrease Pencil Layer GroupGrease Pencil LayersGrease Pencil Manhattan DistanceGrease Pencil Mask LayersGrease Pencil Masking LayersGrease Pencil Material SlotsGrease Pencil Mirror ModifierGrease Pencil Noise ModifierGrease Pencil Object does not support this set origin operationGrease Pencil ObjectsGrease Pencil Offset ModifierGrease Pencil OpacityGrease Pencil Opacity ModifierGrease Pencil OptionsGrease Pencil PaintGrease Pencil RenderGrease Pencil SculptGrease Pencil Sculpt GuideGrease Pencil Sculpt ModeGrease Pencil Sculpt PaintGrease Pencil SettingsGrease Pencil Texture ModifierGrease Pencil Thickness ModifierGrease Pencil Time ModifierGrease Pencil Tint ModifierGrease Pencil VertexGrease Pencil Vertex PaintGrease Pencil Vertex Paint StrokesGrease Pencil Vertex SelectGrease Pencil Vertex SizeGrease Pencil Weight PaintGrease Pencil Weight Paint StrokesGrease Pencil build modifierGrease Pencil color settings for materialGrease Pencil component containing layers and curves dataGrease Pencil data-blockGrease Pencil data-blocksGrease Pencil framesGrease Pencil from Curve or Mesh objectsGrease Pencil layer groupsGrease Pencil layer is visible in the viewportGrease Pencil layer to which assign the generated strokesGrease Pencil layersGrease Pencil length modifierGrease Pencil material assigned to the generated strokesGrease Pencil node in the layer tree. Either a layer or a groupGrease Pencil settings for the sceneGrease Pencil subdivide modifierGrease Pencil to CurvesGrease Pencil(s)Grease Pencil: {} layersGreasePencilGreaterGreater ThanGreater Than ModeGreater Than or EqualGreek - ΕλληνικάGreenGreen ChannelGreen channelGreen component of the color fieldGreen-MagentaGreen:GreyGreyscaleGridGrid 1Grid 2Grid ColorGrid DisplayGrid FillGrid GradientGrid InfoGrid LaplacianGrid LevelsGrid LinesGrid NameGrid Over ImageGrid RandomnessGrid ScaleGrid Scale UnitGrid Shape SourceGrid SubdivisionsGrid aligns with pixels from imageGrid allows horizontal and vertical linesGrid allows isometric and vertical linesGrid cell size scaled by scene unit system settingsGrid in the volume object that is converted to a meshGrid to MeshGrid tree is loaded in memoryGrid type not supportedGridlinesGridsGroupGroup '{}' ({})Group AddGroup IDGroup IndexGroup InputGroup NameGroup NodeGroup OutputGroup RemoveGroup Socket NodeGroup SocketsGroup by NLA TrackGroup faces into regions surrounded by the selected boundary edgesGroup of Grease Pencil layersGroup of ID propertiesGroup of geometry attributesGroup of vertices, used for armature deform and other purposesGroup selected strips into a meta-stripGroupingGrouping MethodGroupings of F-Curves for display purposes, in e.g. the dopesheet and graph editorGroupsGroups of F-CurvesGrowGrow Face SetGrow MaskGrow VisibilityGrow or shrink curves by changing their size uniformly instead of using trimming or extrapolationGrow the selection by one pointGrow the visibility by one face based on mesh topologyGuess Original Bind PoseGuideGuide CurvesGuide Direct LightGuide DistanceGuide Group IDGuide HairsGuide IndexGuide MapGuide MaskGuide ModeGuide ParentGuide SelectionGuide UpGuide VelocityGuide curves or points used for the selection of guide curvesGuide index map that was used for the operationGuide index map to be used. This input has priorityGuide spacingGuide velocity field of the fluid domainGuide-free time from particle life's endGuided diffuse BSDF component based on the incoming light distribution and the cosine product (closed form product)GuidesGuides for drawingGuidingGuiding Distribution TypeGuiding LinesGuiding Roughness ThresholdGuiding modeGuiding size (higher value results in larger vortices)Guiding sourceGuiding velocity factor (higher value results in greater guiding velocities)Guiding weight (higher value results in greater lag)HH.264H264 in MP4H264 in MatroskaH264 in Matroska for scrubbingHDRHDRIsHIPHSLHSVHSV (Hue, Saturation, Value) color spaceHSV Limit ChannelHairHair Attachment InfoHair BSDFHair BSDF component to useHair CurvesHair Curves NoiseHair DynamicsHair Dynamics PresetsHair Grid MaximumHair Grid MinimumHair Grid ResolutionHair LengthHair MaterialHair RadiusHair ShapeHair TieHair Tie ScaleHair curve data-blocksHair data-block for hair curvesHair dynamics disabledHair keys are in global coordinate spaceHair pigment. Specify its absolute quantity between 0 and 1Hair roughness. A low value leads to a metallic lookHair stiffness for effectorsHair strandsHalfHalf Float PrecisionHaloHandleHandle 1Handle 1 LocationHandle 1 TypeHandle 1 selectedHandle 1 selection statusHandle 2Handle 2 LocationHandle 2 TypeHandle 2 selectedHandle 2 selection statusHandle All EventsHandle LengthHandle Overlapping EdgesHandle SmoothingHandle TypeHandle Type SelectionHandle Type Selection nodeHandle VertexHandle Vertex SelectHandle Vertex SizeHandle area action zones for mouse actions/gesturesHandle clicks to select NLA StripsHandle clicks to select NLA tracksHandle dropping an extension URLHandle each pixel color as individual vector for displacement (area plane mapping only)Handle mouse clicks over animation channelsHandle mouse clicks to select and activate itemsHandle the text behavior when it does not fit in the text boxesHandle typeHandle type for handles of new keyframesHandle typesHandlesHaptic AmplitudeHaptic DurationHaptic FrequencyHaptic Match User PathsHaptic NameHaptic application modeHaptic duration in seconds. 0.0 is the minimum supported duration.Haptic modeHaptic vibration output action, to be applied with a duration, frequency, and amplitudeHardHard LightHard coded Non-Linear, Gamma:1.7HardenHarden NormalsHardnessHardness FactorHarmonicHarmonic DampingHarmonic effector weightHarmonious Triangle AHarmonious Triangle BHarmonyHas AccumulateHas AlphaHas Auto SmoothHas Auto-Smooth PressureHas BundleHas ColorHas Crease/Pinch FactorHas Custom NormalsHas DataHas Data-BlockHas DirectionHas DyntopoHas Ghost CurvesHas GravityHas Hardness PressureHas HeightHas IKHas JitterHas LayersHas Linear Color SpaceHas MaximumHas MinimumHas Motion PathsHas NeighborHas OverlayHas PersistenceHas Pinch FactorHas Plane DepthHas Plane HeightHas Plane OffsetHas RadiusHas Rake FactorHas Random Texture AngleHas Sculpt PlaneHas Secondary ColorHas Size PressureHas Smooth StrokeHas Space AttenuationHas SpacingHas Specular HighlightHas Strength PressureHas Texture Angle SourceHas TiltHas Topology RakeHas ViewHas WeightHas export collectionsHas the current session been saved to disk as a .blend fileHas unsaved changesHashHash ValueHash of compile bytecode, for quick equality checkingHash of the compiled bytecode of the custom shader, for quick equality checkingHash table containing node instance dataHash: {:s}Have recent edits been saved to diskHeadHead SelectHead/TailHeaderHeader BackgroundHeader PositionHeader TextHeader Text HighlightHeader and side bars visibility togglesHeader seek failedHeadsHealthHeatHeat GridHebrew - תירִבְעִHectogramsHeel IK InfluenceHeightHeight (in domain grid units) of fluid emission above the mesh surface. Higher values result in emission further away from the mesh surface. If this value and the emitter size are smaller than the domain grid unit, fluid will not be createdHeight MinHeight above surface. Connect the height map texture to this inputHeight from sea levelHeight of marker's pattern in screen coordinatesHeight of marker's search in screen coordinatesHeight of the created planeHeight of the generated coneHeight of the nodeHeight of the waveHeight:Helicopter ModeHelpHelper to draw smooth and clean lines. Press Shift for an invert effect (even if this option is not active)HelpersHenyey-Greenstein, default phase function for the scattering of lightHeptagonalHetero TerrainHeuristic for placing bones. Tries to make bones prettyHexHexagonalHexagonal GridHiddenHidden %dHideHide (un)selected UV verticesHide (un)selected control pointsHide (un)selected metaball element(s)Hide (un)selected vertices, edges or facesHide .blend files items that are not data-blocks with asset metadataHide Hotkey ListHide KeymapHide LayerHide Operator PropertiesHide PanelsHide SelectHide ValueHide active/inactive Grease Pencil material(s)Hide all but this collection and its parentsHide all the objects and collections inside the collectionHide elementHide filtering optionsHide frames outside the specified frame rangeHide in ModifierHide in ViewportHide inactive materials instead of the active oneHide or show vertices inside the selectionHide or show vertices outside the selectionHide or unhide the regionHide points from the end of each stroke to the start (e.g. for animating lines being erased)Hide points in the order they occur in each stroke (e.g. for animating ink fading or vanishing after getting drawn)Hide selected curves from Graph Editor viewHide selected facesHide selected objects and collectionsHide selected particlesHide selected tracksHide selected verticesHide selected/unselected Grease Pencil layersHide small geometry primitives to improve performanceHide the collection in this view layerHide the socketHide the socket input valueHide the socket input value even when the socket is not connectedHide the solid mesh and offset the overlay towards the view. Selection is occluded by inactive geometry, unless X-Ray is enabledHide this curve in Edit modeHide unselected rather than selectedHide unselected rather than selected curvesHide unselected rather than selected layersHide unselected rather than selected objectsHide unselected rather than selected verticesHide unselected render objects of same type as active by setting the hide render flagHide unselected tracksHide verticesHide/show all masked vertices above a thresholdHide/show all verticesHide/show some verticesHides all F-Curves other than the ones being framedHierarchiesHierarchyHierarchy Root IDHighHigh ColorHigh ContrastHigh PrecisionHigh QualityHigh Quality NormalsHigh Viscosity SolverHigh performanceHigh qualityHigh quality pixel interpolationHigher bound for timestep in second in case of automatic substepsHigher value increase resolution towards the viewpointHigher values give a smoother strokeHigher values make the change more abruptHigher values produce a harder frequency cutoffHighestHighest DimensionHighest FrequencyHighest X value to allowHighest Y value to allowHighest Z value to allowHighest fractal dimensionHighest possible particle lifetimeHighlightHighlight AngleHighlight KeyframesHighlight LineHighlight RangeHighlight only the cells of type EmptyHighlight only the cells of type FluidHighlight only the cells of type InflowHighlight only the cells of type ObstacleHighlight only the cells of type OutflowHighlight selected file(s)Highlight the cells regardless of their typeHighlight the current lineHighlight the voxels with values of the color mapped field within the rangeHighlightsHindi - हिन्दीHingeHintingHistogramHistogram for viewing image statisticsHistoryHit ColorHit DistanceHit NormalHit PositionHoldHold Alt to use the active tool when the gizmo would normally be required Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold Alt-LMB to place the Cursor (instead of LMB), allows tools to activate on press instead of drag. Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold ForwardHold each interpolated value from the F-Curve for several frames without changing the timingHold the first frame if no previous strips in track, and always hold last frameHold this modifier to emulate the middle mouse buttonHold values of endpoint keyframesHoldoutHole TolerantHolesHomeHoneyHookHook CenterHook ModifierHook modifier to modify the location of stroke pointsHook modifier to modify the location of verticesHook selected vertices to a newly created objectHook selected vertices to the first selected objectHooksHorizontalHorizontal AlignmentHorizontal Distance from the Z axis at the end of the spiralHorizontal Distance from the Z axis at the start of the spiralHorizontal FOVHorizontal ListHorizontal SplitHorizontal aspect ratio (only used for camera projectors)Horizontal aspect ratio - for anamorphic or non-square pixel outputHorizontal dimension of the baking mapHorizontal dimension of the baking map (external only)Horizontal location of the windowHorizontal offset from the object originHorizontal position of the text box relative to LocationHorizontal resolution of the sphereHorizontal scale (only used for camera projectors)Horizontal size of the image sensor area in millimetersHorizontal text alignmentHostnameHoursHow Waveforms are displayedHow annotation strokes are orientated in 3D spaceHow are strokes animated (i.e. are they appearing or disappearing)How close float values need to be to be equalHow close the brush falloff starts from the edge of the brushHow factor values are displayedHow far along the control point is along its curveHow far in frames to offset the animationHow far to each side the operator will average the key valuesHow fast colors get mixed within wet paintHow fast shrink effect moves on the canvas surfaceHow fast spread effect moves on the canvas surfaceHow fast velocity's direction is randomizedHow flat the hairs areHow incompressible the fluid is (speed of sound)How intense (bright) the specular reflection isHow loud the sound isHow many boids in a lineHow many bones are included in the IK effect - 0 uses all bonesHow many bones are included in the chainHow many collision iterations should be done (higher is better quality but slower)How many copies of strokes be displayedHow many degrees path has to curve to make another render segmentHow many frames the Map Old will lastHow many frames to fadeHow many keys to make new particles withHow many particles are effectors (0 is all particles)How many pixels path has to cover to make another render segmentHow many samples to calculate per frame, helps with subframe dataHow many slices per voxel should be generatedHow many steps paths are displayed with (power of 2)How many steps paths are rendered with (power of 2)How many steps to display the path withHow many tiles to addHow many tiles will be shown in the backgroundHow many times the Density brush tries to add a new curveHow many times to blur the values for all elementsHow many times to repeat the filterHow many times to repeat the smoothing stepHow much changes in color affect the mask generationHow much clump affects kink amplitudeHow much creases and valleys are intensifiedHow much foam accumulates over time (baked ocean only)How much grab will follow cursor rotationHow much grab will pull vertices out of surface during a grabHow much influence the weightmap has for weighted parameterization, 0 being no influenceHow much intermediary new edges are shrunk/expandedHow much of effector force gets lost during collision with this object (in percent)How much of generated normals to mix with existing onesHow much of the original shape is preserved when smoothingHow much smooth the resulting shape is, ignoring high frequency detailsHow much smoothing is applied to polished surfacesHow much strength fading applies on top of stroke opacityHow much strength fading applies on top of stroke thicknessHow much surface acceleration affects drippingHow much surface velocity affects drippingHow much the applied forces are propagated through the clothHow much the cloth preserves the original shape, acting as a soft bodyHow much the crease brush pinchesHow much the force is reduced when acting parallel to a surface, e.g. clothHow much the material resists bendingHow much the material resists compressionHow much the material resists shearingHow much the material resists stretchingHow much the new decimated curve is allowed to deviate from the originalHow much the object 'weighs' irrespective of gravityHow much the position of each individual vertex influences the final resultHow much the rays used to connect the internal points can diverge from the vertex normalHow much the spring has to be stretched/compressed in order to change its rest lengthHow much the spring rest length can change after the elastic limit is crossedHow much the tilt of the pen will affect the brush. Negative values indicate inverting the tilt directions.How much the waves are aligned to each otherHow much to blend to the default valueHow much to blend to the smoothed curveHow much to prioritize regular grids of quads as well as quads that touch existing quadsHow much to simplify baked values (0.0 to disable, the higher the more simplified)How much velocity's z-component is kept constantHow normals are computed during importHow often rows are offset. A value of 2 gives an even/uneven pattern of rows.How often rows consist of "squished" bricksHow often to evaluate animated values (in frames)How particles are displayed in viewportHow particles are renderedHow particles that left the domain are treatedHow planes are oriented relative to each others' local axisHow powerful the effect of the brush is when appliedHow quickly strength falls off with distance from the force fieldHow roll angle is calculatedHow should strokes start to appear/disappearHow smooth is the transition between each cascadeHow smoothly the boids landHow strokes are being builtHow strong a force must be to start effecting a boid on landHow strong the distance affects volume, depending on distance modelHow strongly the fluid tries to keep from clustering (factor of stiffness)How the attributes to remove are chosenHow the brush falloff is applied across the boundaryHow the deformation of the brush will affect the objectHow the footage fits in the camera frameHow the image fits in the camera frameHow the image is extrapolated past its original boundsHow the mesh is going to be subdivided to create a new levelHow the rules in the list are evaluatedHow the stretching of the tentacle is controlledHow the texture effect is calculated (RGB and Curl need a RGB texture, else Gradient will be used instead)How the transformation is going to be applied to the targetHow the transformation is specifiedHow the voxel size is specifiedHow this item has been handled by the append operation. Only set if the data has been appendedHow to affect (generate) normalsHow to affect destination elements with source valuesHow to align the planesHow to apply custom and units scalings in generated FBX file (Blender uses FBX scale to detect units on import, but many other applications do not handle the same way)How to choose number of vertices on filletHow to create guiding velocitiesHow to define coordinates to point custom normals toHow to determine rotation around the poleHow to display object in viewportHow to distribute particles on selected elementHow to export the Blender scene to the Hydra render engineHow to export vertex colorHow to find endpoint positions for the trimmed splineHow to find the point on the surface to attach toHow to generate points from the input curveHow to generate the imageHow to handle faces at the polesHow to interpolate the values between neighboring voxelsHow to match source and destination layersHow to mix generated normals with existing onesHow to resolve overlap after transformationHow to sample the background lightHow to simplify the strokeHow to solve conflict due to differences in internal and external textHow to specify the amount of detail for the new meshHow to specify the amount of samplesHow to store proxies for this projectHow to subdivide quad corners (anything other than Straight Cut will prevent n-gons)How to sync playbackHow to unpackHow to use per view layer sample settingsHow to use this collection in Line Art calculationHow to use this object in Line Art calculationHow weights are mapped to their new valuesHow weights from vgroup B affect weights of vgroup AHow widely the emitted light fans out, as in the case of a gridded softboxHow zooming to frame focuses around current frameHueHue CorrectHue JitterHue ModeHue correction modifier for sequence stripHue levelHue rotation offset, from 0 (-180°) to 1 (+180°). Note that 0 and 1 have the same resultHue, Saturation, LightnessHue, Saturation, ValueHue/SaturationHue/Saturation/ValueHue:Hull errorHuman readable nameHungarian - MagyarHybrid MultifractalHydra DebugHydra Render EngineHydra Storm propertiesHydra Storm render engineHydra settings for the sceneHyper key pressed, -1 for any stateHyper key pressed. An additional modifier which can be configured on Linux, typically replacing CapsLockHyperbolic Cosine ModeHyperbolic Sine ModeHyperbolic Tangent ModeI18n BranchesI18n Update TranslationICO SphereIDIDActionIDAction ClipsIDArmatureIDArmaturesIDBlurIDBoneIDBone ConstraintsIDBonesIDBrushIDBrushesIDCache FileIDCameraIDCamerasIDCollectionIDCollectionsIDColorizeIDConstraintsIDCurveIDCurvesIDDataIDData-block TypeIDEffectsIDEmptyIDFilter by TypeIDFlipIDFontIDGlowIDGrease PencilIDGrease Pencil v3IDGrease PencilsIDHair CurvesIDID TypeIDImageIDKeyIDLatticeIDLatticesIDLibraryIDLightIDLight ProbeIDLight ProbesIDLightsIDLine StyleIDMaskIDMaterialIDMaterialsIDMeshIDMeshesIDMetaballIDMetaballsIDModifiersIDMovie ClipIDNode TreeIDNodesIDObjectIDObjectsIDOutputIDPaint CurveIDPaletteIDParticleIDParticlesIDPhysicsIDPixelateIDPoint CloudIDRenderIDRimIDSceneIDScenesIDScreenIDSequence StripsIDShader TypeIDShadowIDSoundIDSpeakerIDSpeakersIDStripIDStrip ModifiersIDSurfaceIDSwirlIDTarget ID TypeIDTextIDTextureIDTexture TypeIDToolIDTypeIDUnspecifiedIDView LayerIDVolumeIDVolume ScatterIDVolumesIDWave DistortionIDWindow ManagerIDWorkspaceIDWorldID %s has mismatched lib pointer!ID %s has null lib pointer while being in library %s!ID %s is in local database while being linked from library %s!ID %s not found in library %s anymore!ID %s uses shapekey %s, but its 'from' pointer is invalid (%p), fixing...ID '%s' is linked, cannot edit its overridesID '%s' isn't an overrideID / IndexID DataID Data OperationID FromID Item Use ID PointerID Library OverrideID Library Override PropertyID Library Override Property OperationID MaskID MaterialsID NameID PropertyID Property GroupID TypeID has been kept linkedID nameID name of the itemID name of the menu this was called fromID of each curveID of the catalog to deleteID of the itemID or IndexID or Index FieldID to group curves together for guide map creationID type '%s' is not valid for an objectID type of the itemID valueID-BlockID-Block representing source data, usually ID_SCE (i.e. Scene)ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)ID-Block:ID-block that the specific property used can be found from (id_type property must be set first)ID-block to which masking element would be parented to or to its propertyIDsIES TextIES TextureIES light pathIKIK ControlIK Lin WeightIK Linear ControlIK Local LocationIK ParamIK Rotation ControlIK Rotation WeightIK SolverIK StretchIK TypeIK Wrist PivotIK X LimitIK X LockIK X MaximumIK X MinimumIK X StiffnessIK Y LimitIK Y LockIK Y MaximumIK Y MinimumIK Y StiffnessIK Z LimitIK Z LockIK Z MaximumIK Z MinimumIK Z StiffnessIK solver for which these parameters are definedIK stiffness around the X axisIK stiffness around the Y axisIK stiffness around the Z axisIORIOR LevelISO code (eg. "fr_FR")ITU 601ITU 709Ice (Crushed)Ice (Solid)Ico SphereIconIcon AlphaIcon BorderIcon ColorsIcon IDIcon PixelsIcon SaturationIcon SizeIcon VisibleIcon pixels components, as floats (RGBA concatenated values)Icon pixels, as bytes (always 32-bit RGBA)Ideal for fulldomes, ignore the sensor dimensionsIdentified {:d} problematic tracksIdentifierIdentifier (not necessarily unique) for the asset libraryIdentifier FallbackIdentifier for a set of channels in this Action, that can be used by a data-block to specify what it gets animated byIdentifier for the Python scripts directoryIdentifier for the asset's catalog, used by Blender to look up the asset's catalog path. Must be a UUID according to RFC4122.Identifier for this bake which remains unchanged even when the bake node is renamed, grouped or ungroupedIdentifier of caller (in case of add-on calling this exporter). Can be useful in case of Extension added by other add-onsIdentifier of operator to call on action eventIdentifier of operator to call on input eventIdentifier of the asset shelf to displayIdentifier of the item to removeIdentifier of the item to restoreIdentifier of the list, if any was passed to the "list_id" parameter of "template_list()"Identifier of the socketIdentifier of the toolIdentifier to refer to the asset libraryIdentifier type of ID blockIf 0, global; if 1, based on pixel intensityIf 0, same for all channels; if 1, each independentIf a file with the same name already exists, use that instead of copyingIf a material with the same name already exists, reference that instead of importingIf a texture exists in WebP format, loads the WebP texture instead of the fallback PNG/JPEG oneIf a vertex is further away from offset plane than this, then it is not affectedIf all keyframes are identical for object transformations, force keeping the minimal animationIf all keyframes are identical in a rig, force keeping the minimal animation. When off, all possible channels for the bones will be exported, even if empty (minimal animation, 2 keyframes)If any exists, show markers in a separate row at the bottom of the editorIf checked, update scene's start and end frame to match those of the Alembic archiveIf enabled, out-of-view edges are ignoredIf enabled, the screenshot will have the same height as widthIf enabled, the spill strength for each color channel can be specified. If disabled, the spill channel will have a unit scale, while other channels will be zeroIf exporting smoothgroups, generate 'bitflags' values for the groups, instead of unique integer values. The same bitflag value can be re-used for different groups of smooth faces, as long as they have no common sharp edges or verticesIf false, faces will be deselectedIf less than zero, darkens image; otherwise, makes it brighterIf loading grids failed, error message with detailsIf non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximationIf non-zero, the maximum value for a direct sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for an indirect sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for indirect lighting in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light-probes.If non-zero, the maximum value for indirect lighting on surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by ray-tracing and light-probes.If non-zero, the maximum value for lights contribution in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for lights contribution on a surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for world contribution that will be recorded inside the world light probe. The excess contribution is converted to a sun light. This reduces the light bleeding caused by very bright light sources.If not None, object instancing method to useIf not specified, renders will be denoised in-placeIf not used, set to 1If not zero, row of the UI panel where the button for this collection is shownIf not zero, the distance from the hook where influence endsIf removing disconnected pieces, minimum size of components to preserve as a ratio of the number of polygons in the largest componentIf set, add a transform primitive with the given path to the stage as the parent of all exported dataIf set, add the given namespace as a prefix to exported custom property names. This only applies to property names that do not already have a prefix (e.g., it would apply to name 'bar' but not 'foo:bar') and does not apply to blender object and data names which are always exported in the 'userProperties:blender' namespaceIf set, control orientation is taken from the specified boneIf the Import USD Preview option is enabled, the material blend method will automatically be set based on the shader's opacity and opacityThreshold inputsIf the angle between the color and the key color in CrCb space is larger than this maximum angle, it is not keyedIf the angle between the color and the key color in CrCb space is less than this minimum angle, it is keyedIf the average color difference between the two images is less than this threshold, it is keyedIf the average color difference between the two images is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the difference in hue between the color and key color is less than this threshold, it is keyedIf the difference in saturation between the color and key color is less than this threshold, it is keyedIf the difference in value between the color and key color is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the file contains multiple audio channels they are rendered to a single oneIf the object is an instance, the parent object that generated itIf the profile spline is cyclic, fill the ends of the generated mesh with N-gonsIf the selection should be rotated to match the cursorIf the selection should be snapped as a whole or by each object centerIf the tool uses brushes and is limited to a specific brush type, the identifier of the brush typeIf there is an neighbor edge that has a Contrast Limit times bigger contrast than current edge, current edge will be discarded. This allows to eliminate spurious crossing edgesIf this is set, the Keying Set gets a custom ID, otherwise it takes the name of the class used to define the Keying Set (for example, if the class name is "BUILTIN_KSI_location", and bl_idname is not set by the script, then bl_idname = "BUILTIN_KSI_location")If this is set, the asset gets a custom ID, otherwise it takes the name of the class used to define the asset (for example, if the class name is "OBJECT_AST_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_AST_hello")If this is set, the file handler gets a custom ID, otherwise it takes the name of the class used to define the file handler (for example, if the class name is "OBJECT_FH_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_FH_hello")If this is set, the uilist gets a custom ID, otherwise it takes the name of the class used to define the uilist (for example, if the class name is "OBJECT_UL_vgroups", and bl_idname is not set by the script, then bl_idname = "OBJECT_UL_vgroups")If this language should be used in the current operatorIf true, chains of feature edges are split at material boundariesIf true, only feature edges of the same object are joinedIf true, the correction will be applied on the blue channelIf true, the correction will be applied on the green channelIf true, the correction will be applied on the red channelIf true, the gizmo is displayed in screen space. Otherwise it's in object spaceIf true, the interface is currently locked by a running job and data should not be modified from application timers. Otherwise, the running job might conflict with the handler causing unexpected results or even crashes.If true, the spatial noise does not show any coherenceIf true, the spatial noise is smoothIf vertex has multiple adjacent edges, it is hulled to them directlyIf you trust its source, add the repository and try again.If you want to use VC for any other purpose than vertex color, you should use custom attributes.IgnoreIgnore Background ClickIgnore ConnectionsIgnore Leaf BonesIgnore Material LockingIgnore Muted StripsIgnore SelectionIgnore SharpnessIgnore SnapIgnore Sound StripsIgnore TransparentIgnore alpha channel from the file and make image fully opaqueIgnore faces pointing away from the view (faster)Ignore frames outside of the preview rangeIgnore generated timecodes, seek in movie stream based on calculated timestampIgnore parent scaling without compensating for parent shear. Replicates the effect of disabling the original Inherit Scale checkbox.Ignore per render layer number of samplesIgnore points on the stroke that deviate from their neighbors by more than this angle when determining the extrapolation shapeIgnore the axis direction, use the shortest rotation to alignIgnore the key-map for this gizmoIgnore the last bone at the end of each chain (used to mark the length of the previous bone)Ignore the relative lengths of the bones when fitting to the curveIgnore the select action when the element is already selectedIgnored {}Ignored {} (not of the same type as {})Illuminant AIlluminant BIlluminant CIlluminant D50Illuminant D55Illuminant D65Illuminant D75Illuminant D93Illuminant EIlluminant F1Illuminant F10Illuminant F11Illuminant F12Illuminant F2Illuminant F3Illuminant F4Illuminant F5Illuminant F6Illuminant F7Illuminant F8Illuminant F9Illuminant LED-B1Illuminant LED-B2Illuminant LED-B3Illuminant LED-B4Illuminant LED-B5Illuminant LED-BH1Illuminant LED-RGB1Illuminant LED-V1Illuminant LED-V2Illumination FilteringImageImageBackImageBothImageBoxImageCheckerImageClipImageClip CubeImageCubeImageEdgesImageEmpty Image SideImageExtendImageExtensionImageFillImageFlatImageFlipImageFrontImageGeneratedImageImage SequenceImageMappingImageMirrorImageMixImageMovieImageNewImageNew...ImageProjectionImageRepeatImageSingle ImageImageSourceImageSphereImageTubeImageUDIM TilesImageViewerImage '%s' could not be saved to '%s'Image '%s' does not have any image dataImage '%s' failed to load image bufferImage '%s' skipped, packing movies or image sequences not supportedImage 1Image 2Image BorderImage Boundary TrimmingImage CoordinatesImage Display MethodImage EdgesImage EditorImage Editor not foundImage EditorsImage FilesImage FormatImage IDImage InfoImage MaskImage NameImage Node SocketImage Node Socket InterfaceImage OpacityImage OutlineImage PaintImage Paint CapabilitiesImage Painting does not have a stencilImage Painting does not have a texture to paint onImage PinImage PixelsImage PreviewImage QualityImage SearchImage SequenceImage SizeImage StripImage TextureImage TexturesImage ThresholdImage TilesImage UserImage and UV editor space dataImage and settings for display in the 3D View backgroundImage bit depthImage brightness scaleImage buffer pixels in floating-point valuesImage cannot be saved, no valid file path: "%s"Image cannot be saved, use a different file format: "%s"Image could not be foundImage data could not be foundImage data-block nameImage data-block name to unpackImage data-block referencing an external or packed imageImage data-blocksImage displayed and edited in this spaceImage displayed in the track during editing in clip editorImage editor could not be launched, ensure that the path in User Preferences > File is valid, and Blender has rights to launch itImage filepath to use when saving externallyImage format is not a movie formatImage has changed and is not savedImage has left and right viewsImage has more than one viewImage heightImage is not editableImage is packed, unpack before editingImage is projected flat using the X and Y coordinates of the texture vectorImage is projected from the tube using the Z axis as centralImage is projected spherically using the Z axis as centralImage is projected using different components for each side of the object space bounding boxImage nodeImage not packedImage objects can only be added in Object ModeImage opacity to blend the image against the background colorImage or MovieImage path not setImage path {!r} not found, image may be packed or unsavedImage pixels components, as floats (RGBA concatenated values)Image pixels, as bytes (always 32-bit RGBA)Image project data invalidImage requires 4 color channels to paintImage requires 4 color channels to paint: %sImage save failed: invalid surfaceImage save failed: not enough free memoryImage socket of a nodeImage stripImage too smallImage used as canvasImage used as clone sourceImage used as painting targetImage used as stencilImage widthImage/Color input on which RGB color transformation will be appliedImage/Movie file nameImage/Movie file name (without data refreshing)Image/UV EditorImagesImages & SoundsImages are rendered in a maximized Image EditorImages are rendered in a new windowImages are rendered in an Image EditorImages are rendered without changing the user interfaceImages are saved with RGB (color) dataImages are saved with RGB and Alpha data (if supported)Images cannot be copied while renderingImages get saved in 8-bit grayscale (only PNG, JPEG, TGA, TIF)Imaginary part of the conductor's refractive index, often called kImmediateImmediate ChildrenImperialImplyImportImport All MaterialsImport AnimationImport CSVImport Enums As StringsImport FBX animationImport FBX file into current sceneImport FBX subdivision information as subdivision surface modifiersImport InfoImport MethodImport OBJImport OBJ groups as vertex groupsImport OpenVDB volume fileImport PLYImport PathsImport Preferences From Previous VersionImport STLImport SVG as curvesImport SVG into Grease PencilImport Scene ExtrasImport Scene as CollectionImport SettingsImport Subdivision SchemeImport TextImport TexturesImport USD PreviewImport USD attributes in the 'userProperties' namespace as Blender custom properties. The namespace will be stripped from the property namesImport USD scene graph instances as collection instancesImport USD stage into current sceneImport Unused Materials & ImagesImport VDBImport WebP TexturesImport a mesh from an STL fileImport a point cloud from a PLY fileImport a string from a text fileImport all USD custom attributes as Blender custom properties. Namespaces will be retained in the property namesImport an PLY file as an objectImport an STL file as an objectImport custom normals, if available (otherwise Blender will compute them)Import custom normals, if available (otherwise Blender will recompute them)Import custom vertex attributesImport each FBX material as a unique Blender materialImport each OBJ 'g' as a separate objectImport each OBJ 'o' as a separate objectImport each USD material as a unique Blender materialImport final render geometryImport geometry from an CSV fileImport geometry from an OBJ fileImport given add-on's translation data from PO filesImport guide geometryImport key configuration from a Python scriptImport materials & Images not assigned to any meshImport only defined USD primitives. When disabled this allows importing USD primitives which are not defined, such as those with an override specifierImport only the primitive at the given path and its descendants. Multiple paths may be specified in a list delimited by commas or semicolonsImport options categoriesImport proxy geometryImport scene extras as custom properties. Existing custom properties will be overwrittenImport sequentially numbered images as an animated image sequence instead of separate planesImport target typeImport textures as packed dataImport the asset as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data insteadImport the asset as copied data-block, with no link to the original asset data-blockImport the asset as linked data-block, and pack it in the current file (ensures that it remains unchanged in case the library data is modified, is not available anymore, etc.)Import the assets as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data instead.Import the assets as copied data-block, with no link to the original asset data-blockImport the assets as linked data-blockImport the scene as a collectionImport user properties as custom propertiesImport vertex color attributesImport volume data from a .vdb fileImport {} filesImport-ExportImport-Export BVH from armature objectsImport-Export as glTF 2.0Importance WeightsImportance map size is resolution x resolution/2; higher values potentially produce less noise, at the cost of memory and speedImported IDImporting Alembic...Importing USD...Impossible to resync data-block %s and its dependencies, as its linked reference is missingImprove and stabilize the enhanced shapeImproved PerlinImpulse ClampingImpulse threshold that must be reached for the constraint to breakIn Active GroupIn AirIn FrontIn RangeIn XIn ZIn a local override camera, whether this background image comes from the linked reference camera, or is local to the overrideIn a local override data, whether this NLA track comes from the linked reference data, or is local to the overrideIn a local override object, whether this constraint comes from the linked reference object, or is local to the overrideIn a local override object, whether this modifier comes from the linked reference object, or is local to the overrideIn addition to toggling the editability, also affect the visibilityIn dynamic-topology mode, how mesh detail size is calculatedIn dynamic-topology mode, how to add or remove mesh detailIn offset mode, the distance between each socket on each axis. In end points mode, the position of the final vertexIn progressIn tweak mode, display the effects of the tracks above the tweak stripIn-BetweensInactiveInchInchesIncidentIncludeInclude ActiveInclude All Bone InfluencesInclude EditedInclude Focal LengthInclude HandlesInclude LabelsInclude Missing NLAInclude Nested CollectionsInclude Non-EditedInclude a 'self' variable in the name-space, so drivers can easily reference the data being modified (object, bone, etc...)Include a custom note in image/video metadataInclude active collection and nested collectionsInclude all Keyframe typesInclude all mesh UV maps in the exportInclude all scene framesInclude all visible objectsInclude alpha of second input in this operationInclude animation data-blocks with no NLA data (NLA editor only)Include bone's tail as last element in chainInclude channels from objects/bone that are not visibleInclude collection in the active view layerInclude drivers that relied on any fallback values for their evaluation in the Only Show Errors filter, even if the driver evaluation succeededInclude focal length into the presetInclude handles of keyframes when calculating extentsInclude mesh color attributes in the exportInclude normals of exported meshes in the exportInclude only active frameInclude only the active objectInclude selected blockers to cast shadows from the active emitterInclude selected framesInclude selected objectsInclude selected receivers to receive light from the active emitterInclude the .blend filename in image/video metadataInclude the active camera's lens in image metadataInclude the current date in image/video metadataInclude the frame number in image metadataInclude the hostname of the machine that rendered the frameInclude the mask layers when rendering the view-layerInclude the name of the active camera in image metadataInclude the name of the active object and the current frame number in the text info overlayInclude the name of the active scene in image/video metadataInclude the name of the foreground sequence strip in image metadataInclude the name of the last marker in image metadataInclude the name of the view orientation in the text info overlayInclude the number of frames displayed per second in the text info overlay while animation is played backInclude the peak memory usage in image metadataInclude the render time in image metadataInclude the rendered frame range in image/video metadataInclude the rendered frame timecode as HH:MM:SS.FF in image metadataInclude the sun itself in the outputInclude this collection but do not generate intersection linesInclude this object but do not generate intersection linesInclude this selection set when copying to the clipboard. If none are specified, all sets will be copied.Include tool subgroupsInclude transformations induced by target parents into target local spaceInclude unused linked data-blocks into deletionInclude unused local data-blocks into deletionInclude visualization of Grease Pencil related animation data and framesInclude visualization of Line Style related Animation dataInclude visualization of animation data related to data-blocks linked to modifiersInclude visualization of armature related animation dataInclude visualization of cache file related animation dataInclude visualization of camera related animation dataInclude visualization of curve related animation dataInclude visualization of hair related animation dataInclude visualization of lattice related animation dataInclude visualization of light related animation dataInclude visualization of lightprobe related animation dataInclude visualization of material related animation dataInclude visualization of mesh related animation dataInclude visualization of metaball related animation dataInclude visualization of movie clip related animation dataInclude visualization of node related animation dataInclude visualization of object-level animation data (mostly transforms)Include visualization of particle related animation dataInclude visualization of point cloud related animation dataInclude visualization of scene related animation dataInclude visualization of shape key related animation dataInclude visualization of speaker related animation dataInclude visualization of texture related animation dataInclude visualization of volume related animation dataInclude visualization of world related animation dataInclusiveIncomingIncompatible output nodeIncomplete built-in keying set, appears to be missing type infoIncorrect armature for type '{:s}'Incorrect armature...Incorrect context for running data-block fake user togglingIncorrect context for running font unlinkIncorrect context for running object data unlinkIncrease ContrastIncrease for uniform offset distanceIncrease jump heightIncrease or decrease the amount of displacementIncrease or decrease the value of selected keys in relationship to the neighboring oneIncrease segmentsIncrementIncrement number in filenameIncrementalIncrementally refit the curve (high quality)Indent selected textIndent selected text or autocompleteIndent using spacesIndent using tabsIndexIndex %d is invalidIndex BasedIndex Layer NameIndex Of Refraction of the scattering particlesIndex SwitchIndex Switch ItemIndex corresponding to the shortcut, e.g. number key 1 corresponds to index 1 etc..Index in CurveIndex in FaceIndex in ToolbarIndex number for the "Color Index" passIndex number for the "Layer Index" passIndex number for the "Material Index" render passIndex number for the "Object Index" render passIndex number of cache filesIndex number of the vertex groupIndex of NLA action track to perform pushdown operation onIndex of NearestIndex of Refraction (IOR) for specular reflection and transmission. For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium). The default value of 1.5 is a good approximation for glassIndex of Refraction (IOR) used for rays that enter the subsurface componentIndex of active AOVIndex of active annotation layerIndex of active bookmark (-1 if none)Index of active language in langs collectionIndex of active layer in list of all mask's layersIndex of active lightgroupIndex of active line set slotIndex of active material slotIndex of active objectIndex of active particle system slotIndex of active pose markerIndex of active recent folder (-1 if none)Index of active system bookmark (-1 if none)Index of active system folder (-1 if none)Index of active texture paint slotIndex of active texture slotIndex of active track in rotation stabilization tracks listIndex of active track in translation stabilization tracks listIndex of active volume gridIndex of character after end of selection in the selection end lineIndex of clone texture paint slotIndex of current TextLine in TextLine collectionIndex of current character in current line, and also start index of character in selection if one existsIndex of each CurveIndex of last TextLine in selectionIndex of material slot used for rendering particlesIndex of mesh face that the triangle is a part ofIndex of nearest elementIndex of previous neighboring point on segmentIndex of refraction (IOR) of the thin filmIndex of refraction determines how much the ray is bent. At 1.0 rays pass straight through like in a transparent material; higher values cause larger deflection in angle. Default value is 1.55 (the IOR of keratin)Index of source weight in active vertex groupIndex of the Grease Pencil layerIndex of the active element in the specified domainIndex of the active itemIndex of the active objectIndex of the asset library being edited in the Preferences UIIndex of the closest guide curve for each generated curveIndex of the collection to assign selected bones to. When the operator should create a new bone collection, use new_collection_name to define the collection name, and set this parameter to the parent index of the new bone collectionIndex of the collection to change visibilityIndex of the collection to move selected bones to. When the operator should create a new bone collection, do not include this parameter and pass new_collection_nameIndex of the current iteration. Starts counting at zeroIndex of the currently active selection setIndex of the element in the source geometry. Note that the same index can occur more than once when iterating over multiple components at onceIndex of the extensions repository being edited in the Preferences UIIndex of the face group inside each boundary edge regionIndex of the first loop of this faceIndex of the instance used for each point. This is only used when Pick Instances is on. By default the point index is usedIndex of the main guide curve per curveIndex of the material used for generated strokes (0 keep original material)Index of the reportIndex of the root point of a curveIndex of the script directory to removeIndex of the segment to removeIndex of the strand within a braid that each curve belongs toIndex of the tag set for editingIndex of the tip point of a curveIndex of this bone collection in the armature.collections_all array. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this collection into its parent's list of children. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this curveIndex of this edgeIndex of this faceIndex of this loopIndex of this loop triangleIndex of this pointIndex of this vertexIndex out of rangeIndex to removeIndex to the specific property affected by F-Curve if applicableIndex to the specific setting if applicableIndexesIndicate that this is a corrective action. Corrective actions will activate based on the activation of two other actions (using End Frame if both inputs are at their End Frame, and Start Frame if either is at Start Frame)Indicates that a keyconfig was defined by the userIndicates that a keymap is used for translate modal events for an operatorIndicates that the most recent variable evaluation used the fallback valueIndicates that there are any user visible changes since the brush has been imported or read from the fileIndicates whether an extra user is set or not (mainly for internal/debug usages)IndicesIndices cannot have duplicatesIndices must be in rangeIndices must be sorted in ascending orderIndices of mesh loops that make up the triangleIndices of triangle verticesIndices of vertices bound to the modifier. For Bézier curves, handles count as additional vertices.Indices of vertices in case of a vertex parenting relationIndirectIndirect LightIndirect OnlyIndirect library data-block, cannot be made local, Shift + Click to create a library override hierarchyIndirect onlyIndividualIndividual CentersIndividual OriginsIndividual SilhouetteIndividual face insetIndividual files for each view with the prefix as defined by the scene viewsIndividual pose bones for the armatureIndonesian - Bahasa indonesiaIndustry CompatibleInferred Structure TypeInflateInflate meshInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshesInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshes.Inflates the clothInflowInflow Level SetInfluenceInfluence DistanceInfluence ScaleInfluence ThresholdInfluence distance from the objectInfluence distance of the probeInfluence factor by which the modifier changes the propertyInfluence of metaball elementsInfluence of newly created track on a final solutionInfluence of stabilization algorithm on footage locationInfluence of stabilization algorithm on footage rotationInfluence of stabilization algorithm on footage scaleInfluence of target density on the simulationInfluence of the added constraintInfluence of the deformationInfluence of the jaw on the bottom lip chainsInfluence of the jaw on the locked mouthInfluence of the secondary IK on the heel control rotationInfluence of the zoom factor on scroll speedInfluence of this track on 2D stabilizationInfluence of this track on a final solutionInfluence setting is controlled by an F-Curve rather than automatically determinedInfoInfo Icon ForegroundInfo on current cache statusInfo space dataInfo written to %s text datablock!InformationInformation about ID that was updatedInformation about an entity that makes it possible for the asset system to deal with the entity as assetInformation about the color space used for data-blocks in a blend fileInheritInherit End RollInherit RotationInherit ScaleInherit all effects of parent scalingInherit scaling, but remove shearing of the child in the rest orientationInherit uniform scaling representing the overall change in the volume of the parentInitInit settings for i18n files update operatorsInitialInitial ColorInitial PositionInitial QueryInitial Rest LengthInitial TemperatureInitial VelocityInitial boid health when bornInitial color of the surfaceInitial falloff of the expand operationInitialize Face SetsInitialize the strip with this colorInnerInner Cone AngleInner CreaseInner MaskInner MiterInner ProximityInner RadiusInner SelectedInner ThicknessInner VertInner face thickness (only used by softbodies)InpaintInputInput 1Input 2Input Color SpaceInput FieldsInput FilepathInput ItemInput ItemsInput MatrixInput NameInput NodeInput SamplesInput TypeInput White PointInput an image data-blockInput color space settingsInput color that should be mapped to blackInput color that should be mapped to whiteInput configuration, including keymapsInput curves do not have Bézier typeInput data for the simulation zoneInput does not exist: "{}"Input geometry has no elements in the iteration domain.Input geometry has unsupported type: Input grids have incompatible transformsInput image or movie fileInput image or movie from a movie clip data-block, typically used for motion trackingInput line for the interactive consoleInput mask from a mask data-block, created in the image editorInput normalized normal values to other nodes in the treeInput numerical values to other nodes in the treeInput or output socket of a nodeInput or output socket typeInput properties of a GizmoInput properties of a Gizmo GroupInput render passes from a scene renderInput target edge length in the new meshInput target number of faces in the new meshInput texture coordinatesInput the current scene time in seconds or framesInput threshold for button/axis actionsInput threshold for float/2D vector actionsInput to use when the socket is unconnected. Requires "Hide Value".Input type to use for the Scene stripInput value used for unconnected socketInput/Output TypeInputsInsInsertInsert AfterInsert BeforeInsert Keyframes - Only NeededInsert Keyframes - VisualInsert Keyframes for specified Keying Set, with menu of available Keying Sets if undefinedInsert Keyframes is not yet implemented for this modeInsert Keyframes only for properties that are already animatedInsert PointInsert Point into a curve segmentInsert Unicode CharacterInsert a blank frame in all editable layersInsert a blank frame on the current scene frameInsert a keyframe for all element of the arrayInsert a keyframe for all properties that are likely to get animated in a character rig (only selected bones)Insert a keyframe for all properties that are likely to get animated in a character rig (useful when blocking out a shot)Insert a keyframe for current UI-active propertyInsert a keyframe for selected F-Curves at the cursor pointInsert a keyframe for the active F-Curve at the cursor pointInsert a keyframe on all visible and editable F-Curves using each curve's current valueInsert a keyframe on each of the already existing F-CurvesInsert a keyframe on each of the location and rotation channelsInsert a keyframe on each of the location and rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location and scale channelsInsert a keyframe on each of the location and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location channelsInsert a keyframe on each of the location channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation, and scale channelsInsert a keyframe on each of the rotation and scale channelsInsert a keyframe on each of the rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the rotation channelsInsert a keyframe on each of the rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the scale channelsInsert a keyframe on each of the scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on selected F-Curves using each curve's current valueInsert a keyframe on the active F-Curve using the curve's current valueInsert a keyframe to selected tracks at current frameInsert a new item into collection after the one referenced in subitem_reference_name/_id or _indexInsert a new item into collection before the one referenced in subitem_reference_name/_id or _index (NOT USED)Insert after panelInsert after socketInsert before panelInsert before socketInsert gap at current frame to first strips at the right, independent of selection or locked state of stripsInsert into panelInsert keyframes based on 'visual transforms'Insert keyframes for additional location offsetInsert keyframes for additional rotation offsetInsert keyframes for additional scale factorInsert keyframes for the specified channelsInsert keyframes on the current frame using either the active keying set, or the user preferences if no keying set is activeInsert line break at cursor positionInsert mask shape keyframe for active mask layer at the current frameInsert new keyframe at the cursor position for the active F-CurveInsert selected nodes into a node groupInsert text at cursor positionInserting keyframes failed:Inserting keys on {:d} data-block(s) has been skipped because of missing action slots.Inserting keys on {:d} data-block(s) has been skipped because the RNA path wasn't valid for them.Inserting keys on {:d} data-block(s) has been skipped because there were no layers that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because there were no strips that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because they are not editable.Inserting keys on {:d} data-block(s) has been skipped because they cannot be animated.Inset face boundariesInset new faces into selected facesInset the region along existing edgesInsideInside Annotated AreaInside PaddingInside distance in UI units from the edge of the region within which to start panningInside of miter is arcInside of miter is sharpInspection IndexInspection index is out of rangeInstallInstall a user defined lightInstall an add-onInstall an application templateInstall custom HDRIsInstall custom MatCapsInstall custom Studio LightsInstall extensions from files into a locally managed repositoryInstall this fileInstalledInstalling keymap failed: {:s}InstanceInstance BoundsInstance CollectionInstance Collection WeightsInstance CollectionsInstance Collections on AppendingInstance Collections on LinkingInstance CountInstance Empty SizeInstance Faces ScaleInstance IndexInstance ModifierInstance ObjectInstance Object DataInstance OffsetInstance OnInstance Random IDInstance RotationInstance ScaleInstance SeedInstance TransformInstance Transform FieldInstance TypeInstance an existing collectionInstance on ElementsInstance on PointsInstance selected collections to active sceneInstanced CollectionInstanced ObjectsInstancerInstancesInstances are ignoredInstances as LayersInstances in input geometry are ignoredInstances of objects or collectionsInstances to PointsInstances: {}InstancingInstantiate child objects on all facesInstantiate child objects on all verticesInstantiate collections as empties, instead of linking them into the current view layerInstantiate object data IDs (i.e. create objects for them if needed)Instead of per-brush color, the color is shared across brushesInstead of per-brush input samples, the value is shared across brushesInstead of per-brush size, the size is shared across brushesInstead of per-brush strength, the strength is shared across brushesInstead of per-brush weight, the weight is shared across brushesIntInt 2DInt8IntegerInteger 64-bitInteger ArrayInteger AttributeInteger Attribute ValueInteger MathInteger Node SocketInteger Node Socket InterfaceInteger ValueInteger VectorInteger number socket of a nodeInteger pixel coordinatesInteger value in geometry attributeIntegrateIntegrate deformation from this modifier's input with the mesh-cache coordinates (useful for shape keys)IntegrationIntegration SchemeIntegration TypeIntegrator PresetsIntel binary detected. Expect reduced performance.Intensify DetailsIntensityIntensity of the haptic vibration, ranging from 0.0 to 1.0Intensity of the noiseIntensity of the sheen layer, which simulates very small fibers on the surfaceInteraction RadiusInteraction radius is a factor of 4 * particle sizeInteractive NavigationInteractive Python consoleInteractive programmatic console for advanced editing and script developmentInteractively add an objectInteractively change the current frame numberInteractively define frame range used for playbackInteractively fly around the sceneInteractively navigate around the scene (uses the mode (walk/fly) preference)Interactively point cameras and lights to a location (Ctrl translates)Interactively set the current frame and value cursorInteractively walk around the sceneInteractively walk or free navigate around the sceneInterceptInterfaceInterface FontInterface declaration for this node treeInterior Band WidthInterior RadiusInterlaceInterlace TypeInterleaveInternalInternal AttributesInternal Error - AnimData block is not validInternal Error: edges array wrong size: %u instead of %uInternal Error: faces array wrong size: %u instead of %uInternal Error: loops array wrong size: %u instead of %uInternal FrictionInternal IES fileInternal LinksInternal Spring Max DiversionInternal Spring Max LengthInternal SpringsInternal Springs Vertex GroupInternal clipboard has no poseInternal clipboard is emptyInternal clipboard is not from a materialInternal clipboard is not from pose modeInternal error!Internal input-to-output connections for mutingInternal ownerInternal pose library error, canceling operatorInternal shader script to define the shaderInternal use (edit a property data_path)Internally render past the image border to avoid screen-space effects disappearingInternet access is required to install and update online extensions. Internet access is required to install extensions from the internet.Internet:Interocular DistanceInterpolateInterpolate CurvesInterpolate Grease Pencil strokes between framesInterpolate Hair CurvesInterpolate LengthInterpolate Point CountInterpolate RadiusInterpolate ShapeInterpolate all source edges hit by the projection of destination one along its own normal (from vertices)Interpolate all source polygons intersected by the projection of destination one along its own normalInterpolate between 2×2 samplesInterpolate between Action Start and End frames, with the Evaluation Time slider instead of the Target object/boneInterpolate between new and original normalsInterpolate between original and new normalsInterpolate hair using B-SplinesInterpolate new particles from the existing onesInterpolate pixels using selected filterInterpolate radii of selected pointsInterpolate tilt of selected pointsInterpolate weight of selected pointsInterpolatedInterpolates between Action Start and End framesInterpolates existing custom normals to resulting meshInterpolates existing guide curves on a surface meshInterpolationInterpolation CurveInterpolation FalloffInterpolation GuidesInterpolation TiltInterpolation TypeInterpolation Type UInterpolation Type VInterpolation Type WInterpolation UInterpolation factor between current brush weight, and keys' weightsInterpolation fallback for sampled animations, when the property is not keyedInterpolation methodInterpolation method to use for segment of the F-Curve from this Keyframe until the next KeyframeInterpolation method to use for smoke/fire volumesInterpolation method to use for smoke/fire volumes in solid modeInterpolation method to use for volumesInterpolation method to use for volumes in solid modeInterpolation method to use the next time 'Interpolate Sequence' is runInterpolation mode used for first keyframe on newly added F-Curves (subsequent keyframes take interpolation from preceding keyframe)Interpolation to use for sub-pixel shifts and rotations due to stabilizationInterpolation type for absolute shape keysInterpolation:IntersectIntersect ModeIntersect existing selectionIntersect selected with unselected facesIntersecting EdgesIntersectionIntersection OnlyIntersection PriorityIntersection TypeIntersection With ContourIntersection generated by this collection will have this mask valueIntersection onlyIntersectionsInterval between paints for AirbrushInterval of time warp when teleporting in navigation modeIntroduce jitter/randomness into strokesIntroduces jitter while doing distortion, which can be faster but can produce grainy or noisy resultsInvalidInvalid Context ErrorInvalid DistanceInvalid InputInvalid Input ErrorInvalid UDIM index range was specifiedInvalid UV map: UV islands must not overlapInvalid anchor ('%s') found, needed to create library override from data-block '%s'Invalid cage object, the cage mesh must have the same number of faces as the active objectInvalid color palette index: %dInvalid contextInvalid context for keying setInvalid depsgraphInvalid frame range (%d - %d)Invalid frame range (%d - %d). Start Frame is larger than End FrameInvalid frame totalInvalid headerInvalid hierarchy root ('%s') found, needed to create library override from data-block '%s'Invalid index %d for B-Bone segments of '%s'!Invalid mesh; more detail on the consoleInvalid object: verify object pathInvalid old/new ID pair ('%s' / '%s')Invalid original modifier index '%d'Invalid panel identifierInvalid path template in File Output node. Skipping writing file.Invalid resolutionInvalid selection orderInvalid slot name '%s': name must not be empty.Invalid surface UVs on {} curvesInvalid target %r (must be 'ARMATURE' or 'OBJECT')Invalid target settingsInvalid target!Invalid variable name, click here for detailsInvalid vertex group indexInvalid vertex index %d (expected to be within 0 to %d range)Invalid/unset axisInverseInverse ClampedInverse ColorInverse GainInverse GammaInverse KinematicsInverse LiftInverse MatrixInverse OffsetInverse Parent MatrixInverse PowerInverse QuadraticInverse ScaleInverse SlopeInverse Smooth PressureInverse Square Root ModeInverse Square falloffInverse distance modelInverse distance model with clampingInverse of layer's parent transformation matrixInverse of object's parent matrix at time of parentingInverse selection (overrides 'Select All' when True)Inversion ModeInvertInvert AlphaInvert ArcInvert CollectionInvert Collection FilteringInvert ColorInvert CullInvert CurvatureInvert DisplacementInvert Dopesheet SortInvert FalloffInvert GridInvert LayerInvert Layer PassInvert MaterialInvert Material PassInvert MatrixInvert PanInvert Pan AxisInvert Pitch (X) AxisInvert Pressure for DensityInvert Pressure for FlowInvert Pressure for HardnessInvert Pressure for Wet MixInvert Pressure for Wet PersistenceInvert RGB valuesInvert Roll (Z) AxisInvert RotateInvert RotationInvert SelectionInvert Silhouette FilteringInvert SprayInvert UnselectedInvert Vertex GroupInvert Weights AInvert Weights BInvert Wheel Zoom DirectionInvert XInvert X AxisInvert YInvert Y AxisInvert Yaw (Y) AxisInvert ZInvert Z AxisInvert Zoom DirectionInvert a color, producing a negativeInvert action for the duration of the strokeInvert action of brush for duration of strokeInvert active vertex group's weightsInvert affected normalsInvert all the alpha values in the imageInvert alpha channelInvert and draw opposite arcInvert blue channelInvert colors, producing a negativeInvert destination stroke to match start and end with source strokeInvert existing selectionInvert face mark filteringInvert filter searchInvert filtering (show hidden items, and vice versa)Invert green channelInvert image's channelsInvert layer filterInvert layer pass filterInvert locks of all vertex groups of the active objectInvert locks of selected vertex groups of the active objectInvert locks of unselected vertex groups of the active objectInvert maskInvert material filterInvert material pass filterInvert output weight valuesInvert pinning for the selection instead of setting itInvert red channelInvert selection of all elementsInvert sort order of dopesheet channelsInvert source vertex group valuesInvert stabilization to reintroduce motion to the imageInvert the X locationInvert the X rotationInvert the Y locationInvert the Y rotationInvert the Z locationInvert the Z rotationInvert the axis of mouse movement for zoomingInvert the bump mapping direction to push into the surface instead of outInvert the curvature of the stroke's extensionInvert the expand active elementsInvert the face directionInvert the fade-out direction of the linear mappingInvert the gain colorInvert the gamma colorInvert the generated maskInvert the influence of vertex group AInvert the influence of vertex group BInvert the lift colorInvert the lock state of all vertex groupsInvert the maskInvert the mask black/whiteInvert the modulation of pressure in densityInvert the modulation of pressure in flowInvert the modulation of pressure in hardnessInvert the modulation of pressure in wet mixInvert the modulation of pressure in wet persistenceInvert the mouse inputInvert the object state filterInvert the offset colorInvert the power colorInvert the resulting falloff weightInvert the rotation angleInvert the slope colorInvert the spray direction mapInvert the stencil layerInvert the vertex group influenceInvert the visibility of all verticesInvert the weight of active vertex groupInvert to Scrape or FillInvert vertex group influenceInvert vertex group influence (collapse only)Invert vertex group mask influenceInvert vertex group weightsInvert visibility collection (Deprecated)Invert what is considered object and what is notInvertedInverted Cavity MaskInvertibleInvokeInvoke all configured exporters for all collectionsInvoke all configured exporters on this collectionInvoke the export operationInwards component of the vortex forceIronIrradiance Atlas texture could not be createdIrradiance Pool SizeIrradiance Visibility SizeIs ActiveIs ArchiveIs AttributeIs Axis AlignedIs BakedIs Camera RayIs Controller AimIs Controller GripIs DataIs Diffuse RayIs Edge LooseIs Edge ManifoldIs Edge SmoothIs EditableIs EditmodeIs EmptyIs EvaluatedIs Face PlanarIs Face SmoothIs Fallback UsedIs Fill VisibleIs FloatIs Generated TileIs Glossy RayIs Grease PencilIs HDRIs HiddenIs HitIs In HierarchyIs IndirectIs Inspect OutputIs InstanceIs Interface LockedIs InternalIs Layered ActionIs Legacy ActionIs LoadedIs Local OverrideIs Microsoft Store InstallIs Name ValidIs OpenIs OrthographicIs OutputIs PerspectiveIs PinnedIs PlanarIs PortalIs Reflection RayIs RequiredIs SequenceIs Shadow RayIs Singular RayIs Spline CyclicIs StrandIs Stroke StartIs Stroke VisibleIs System OverrideIs TileIs Transmission RayIs ValidIs Valid OffsetIs ViewportIs Volume Scatter RayIs marker muted for current frameIs part of an IK chainIs the name of the AOV conflictingIs this ID block linked indirectlyIs this a valid name for a driver variableIs this image tile generatedIs this keymap item modified by the userIs this keymap item user defined (does not just replace a builtin item)IslandIsland CountIsland IndexIsland MarginIsland selectionIsland that stays in place when stitching islandsIslands PrecisionIsolateIsolate ActionIsolate Multi User DataIsolate selected bones into a separate armatureIsometricIt cannot be a reserved keyword in PythonIt cannot be left blankIt cannot contain dots (e.g. 'a.dot')It cannot contain spaces (e.g. 'a space')It cannot contain special (non-alphabetical/numeric) charactersIt cannot start with a numberIt cannot start with a special character, including '$', '@', '!', '~', '+', '-', '_', '.', or ' 'Italian - ItalianoItalicItalic angle of the charactersItemItem FormatItem IdentifierItem TypeItem has no users and will be removedItem has no users and will be removed. Click to protect from deletionItem in a Key MapItem in a node tree interfaceItem is not protected from deletionItem is protected from deletionItemsItems ExpandedItems Not FoundItems in the action map, mapping an XR event to an operator, pose, or haptic outputItems in the keymap, linking an operator to an input eventItems in the node interfaceItems in the node panelIterationIteration index that is used by inspection features like the viewer node or socket inspectionIterationsIterations: {:d} .. {:d} (avg. {:d})Iterative procedure did not convergeJ2KJP2JPEGJPEG (.jpg)JPEG Format (.jpg)JPEG QualityJPEG quality of proxy imagesJPEG-like lossy compression on 256 row image blocksJPEG-like lossy compression on 32 row image blocksJPEG2000Japanese - 日本語JitterJitter CameraJitter KeyframeJitter Keyframe SelectedJitter PressureJitter UnitJitter brush colorJitter camera position to create accurate blurring using render samples (only for final render)Jitter factor of brush radius for new strokesJitter in screen space or relative to brush sizeJitter the position of the brush in pixels while paintingJitter the position of the brush while paintingJitteredJittered ShadowsJittered Shadows (Viewport)Jittering AmountJittering happens in screen space, in pixelsJittering happens relative to the brush sizeJoinJoin AreasJoin BundleJoin DownJoin GeometryJoin Geometry ModeJoin LeftJoin Nodes in FrameJoin Palette SwatchesJoin RightJoin StringsJoin StrokesJoin TrianglesJoin UpJoin curve endpoints if overlapping control points are detected (if disabled, no curves will be cyclic)Join groups of Grease Pencil layers into oneJoin selected areas into new windowJoin selected objects into active objectJoin selected tracksJoin the last drawn stroke with previous strokes in the active layer by distanceJoin the new mesh as separate geometry, without performing any boolean operationJoin two curves by their selected endsJoining results in %d vertices, limit is %ldJoint BindingsJointsJoints:%s/%s | Bones:%s/%sJumpJump HeightJump SpeedJump by framesJump cursor to lineJump to Line NumberJump to a different tab inside the properties editorJump to a file for the text editorJump to end of current pathJump to first/last frame in frame rangeJump to next failed frameJump to previous failed frameJump to previous/next keyframeJump to previous/next markerJump to special frameJump to start of current pathJump to the last frame of the frame rangeJump when in walk modeJust add the margin, ignoring any UV scaleJustifyK0K1K2K3K4KHR_materials_variants_uiKTX2 CompressionKeepKeep Anchor PointKeep AnimationKeep AxisKeep BoundariesKeep CapsKeep ConnectedKeep ContourKeep CornersKeep Corners, JunctionsKeep Corners, Junctions, ConcaveKeep ExistingKeep HierarchyKeep InputsKeep Last SegmentKeep LengthsKeep LoopKeep ModifierKeep Named NodesKeep NormalsKeep OffsetKeep OpenKeep OriginalKeep RangeKeep RootKeep ShapeKeep SharpKeep Sharp EdgesKeep SingleKeep TransformKeep UV and edit mode mesh selection in syncKeep User InterfaceKeep World TransformKeep a backup (.blend1) version of the files when saving with cleared previewsKeep a backup (.blend1) version of the files when saving with generated previewsKeep all current texture sizesKeep an even thickness of the distribution of duplicatesKeep applying paint effect while holding mouse (spray)Keep children nodesKeep existing header alignmentKeep frame and do not change with timeKeep from going through other boidsKeep gizmo visible even when the node is not selectedKeep material assigned to brushKeep non-manifold boundaries of the input mesh in place by avoiding the dual transformation thereKeep only frames above frame 0Keep original file after copying to configuration folderKeep original objects instead of replacing themKeep original strokes and create a copy before reprojectingKeep original textures files if possible. WARNING: if you use more than one texture, where pbr standard requires only one, only one texture will be used. This can lead to unexpected resultsKeep original tracksKeep path lengths constantKeep paths from intersecting the emitterKeep render data around for faster re-renders and animation renders, at the cost of increased memory usageKeep root keys unmodifiedKeep sharp edges as computed for default custom normals, instead of setting a single weighted normal for each vertexKeep size of normals constant in relation to 3D viewKeep strip offset relative to the current frame when pastingKeep the brush anchored to the initial locationKeep the caps as they are and don't flatten them when erasingKeep the children nodes of the group and only delete the group itselfKeep the computed view map and avoid recalculating it if mesh geometry is unchangedKeep the current data-block displayedKeep the input links to duplicated nodesKeep the liquid objects visible during renderingKeep the modifier at the end of the listKeep the part of the grids that is common between all operandsKeep the part of the mesh that is common between all operandsKeep the position of the last segment in the IK chain fixedKeep the smoke objects visible during renderingKeep the texture at a constant length regardless of the length of each strokeKeep the values of the active group while normalizing othersKeep the world transform of strokes from the clipboard unchangedKeep the zig-zag "noise" in initial chainingKeep triangulated faces resulting from decimation (collapse only)Keep verts assigned to at least one group when cleaningKeep volume opacity and detail the same regardless of object scaleKeeping the modifiers will increase polycount when returning to object modeKeeps the hue constantKernel Data TypeKernel OptimizationKernel RadiusKernels can be optimized based on scene content. Optimized kernels are requested at the start of a render. If optimized kernels are not available, rendering will proceed using generic kernels until the optimized set is available in the cache. This can result in additional CPU usage for a brief time (tens of seconds)KerningKeyKeyKeyKey %dKey All BonesKey BlocksKey ColorKey ConfigKey ConfigurationKey ConfigurationsKey FrameKey MapKey Map ItemKey MapsKey angular velocityKey configuration that can be extended by add-ons, and is added to the active configuration when handling eventsKey locationKey location for a particle over timeKey location/rotation/scale as well as custom propertiesKey mapped to particular frame that can be moved to change playback speedKey maps configured as part of this configurationKey rotation quaternionKey velocityKey-BindingKey-Config PreferencesKeyConfig '%s' cannot be removedKeyConfigsKeyMap "%s" (base) must be a user keymapKeyMap "%s" (other) must be an add-on or active keymapKeyMap "%s" does not match "%s"KeyMap "%s" item not part of the keymapKeyMap '%s' not found in KeyConfig '%s'KeyMap ItemsKeyMap item result may be incorrect since an update is pending, call `context.window_manager.keyconfigs.update()` to ensure matches can be found.KeyMapItem '%s' not found in KeyMap '%s'KeyMaps are equalKeyPresetsKeyboardKeyedKeyed StatesKeyed TimingKeyed particles target is validKeyframeKeyframe AKeyframe Animation StripKeyframe BKeyframe BorderKeyframe Border SelectedKeyframe Insert NeededKeyframe Insert PieKeyframe IntervalKeyframe NumbersKeyframe PointsKeyframe Scale FactorKeyframe SelectedKeyframe SelectionKeyframe from the final transformations (with constraints applied)Keyframe not in F-CurveKeyframe pasting is not available for Grease Pencil or mask modeKeyframe pasting is not available for mask modeKeyframe to setKeyframedKeyframed TracksKeyframesKeyframes AfterKeyframes BeforeKeyframes around cursor that we zoom aroundKeyframes cannot be added to sampled F-CurvesKeyframingKeyframing SettingsKeyingKeying ScreenKeying SetKeying Set NameKeying Set PathKeying Set Paths to define settings that get keyframed togetherKeying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)Keying Set does not contain any pathsKeying SetsKeying Sets AllKeying set '%s' - successfully added %d keyframesKeying set '%s' not foundKeying set could not be addedKeying set failed to insert any keyframesKeying set failed to remove any keyframesKeying set is active, which mayKeying set path could not be addedKeying set path could not be removedKeying set pathsKeying set paths could not be removedKeyingSetKeymapKeymap is defined by the userKeysKeys StepKhronos PBR NeutralKhronos PBR Neutral Image Encoding for sRGB DisplayKhronos PBR Neutral sRGBKill ParticlesKill collided particlesKilogramsKilometersKilometers per hourKinematicKinematic ConstraintKinetic Energy Potential MaximumKinkKink AmplitudeKink Amplitude FactorKink FrequencyKink Frequency FactorKink TypeKiteKnot ModeKnown relative offset of original shot, will be subtracted (e.g. for panning shot, can be animated)Korean - 한국어Kr Derivative EpsilonKr derivative epsilon for computing suggestive contoursKyrgyz - Кыргыз тилиLIB: %s: '%s' is directly linked from '%s' (parent '%s'), but is a non-linkable data typeLIB: %s: '%s' missing from '%s', parent '%s'LIB: Data refers to main .blend file: '%s' from %sLIB: object lost from scene: '%s'LMBLZWLabelLabel Font SizeLabel SizeLabel reroute nodes based on the label of connected reroute nodesLabel to display for the socket subtype in the UILabel to display for the socket type in the UILacunarityLambda BorderLambda FactorLambda factorLambda factor in borderLambertian and Oren-Nayar diffuse reflectionLambertian diffuse transmissionLambertian emission shaderLampLand Personal SpaceLand Stick ForceLanding SmoothnessLandmarkLandmark ControlsLandmarksLanguageLanguage IDLanguage NameLanguage label (eg. "French (Français)")Language used for translationLanguagesLanguages to update in work repositoryLaplacianLaplacian DeformLaplacian Deform ModifierLaplacian Smooth ModifierLaplacian smooth of selected verticesLaplacianDeformLaplacianSmoothLargeLastLast Action Slot IdentifierLast FrameLast QI value of the QI rangeLast frame from action to useLast frame of the Action to useLast frame of the action's timelineLast frame of the segmentLast frame to transferLast known location of the viewer pose (center between the eyes) in world spaceLast known rotation of the viewer pose (center between the eyes) in world spaceLast selected elementLast selected not foundLathe around an axis, treating the input mesh as a profileLatitude MinLatticeLatticeNewLattice DeformLattice ModifierLattice data-block defining a grid for deforming other objectsLattice data-blocksLattice deformation modifierLattice object to deform withLattice(s)LatticesLaunch Blender without --offline-modeLaunched with "--offline-mode", cannot be changedLayerLayer '%s' not found in object '%s'Layer AboveLayer BelowLayer CollectionLayer CountLayer GroupLayer Group is locked or not visibleLayer GroupsLayer IndexLayer MappingLayer ModeLayer ObjectsLayer OpacityLayer PassLayer SamplesLayer SelectionLayer StepLayer WeightLayer above activeLayer already addedLayer below activeLayer collectionLayer collection childrenLayer in multilayer imageLayer is already added as a maskLayer is locked or not visibleLayer is selected for editing in the Dope SheetLayer nameLayer not found in annotation dataLayer of the cache, used to load or override data from the first the first layerLayer of vertex colors in a Mesh data-blockLayer pass filterLayeredLayered RecordingLayersLayers TintingLayers as InstancesLayers for the FK controls to be onLayers for the optional IK controls to be onLayers for the primary controls to be onLayers for the secondary controls to be onLayers for the tweak controls to be onLayers included in the interpolationLayers of the cacheLayers used as boundariesLayers:%s | Frames:%s | Strokes:%s | Points:%sLayoutLayout panels can not be used in this contextLazy ConnectLazy Source!Lazy Target!LeadLeader key like functionality for accessing toolsLeadingLeatherLeave as isLeave at current stateLeave orientation unchangedLeftLeft EyeLeft HandleLeft Handle FieldLeft Handle SelectedLeft Handle TypeLeft KeyLeft NeighborLeft OrthographicLeft PerspectiveLeft handle selection statusLeft-bottom corner of search area in normalized coordinates relative to marker positionLeft/RightLegLegacy Add-onLegacy Add-onsLegacy BehaviorLegacy Compute Device TypeLegacy NoiseLegacy NormalLegacy OverwriteLegacy Target PathLegacy tracking constraint prone to twisting artifactsLegacy unique node type identifier, redundant with bl_idname propertyLegacy vertex color layers. Deprecated, use color attributes instead.Legal rights and conditions for the modelLengthLength AverageLength FactorLength ModeLength ModifierLength UnitLength WeightLength at rest positionLength in geometry spaceLength in ratio to the stroke's lengthLength of ALength of a dash cycle measured in stroke samplesLength of child pathsLength of displaying path, in framesLength of each curveLength of each curve to be rolledLength of each frameLength of each individual edgeLength of each segmentLength of first Bézier Handle (for B-Bones only)Length of newly added curves when it is not interpolated from other curvesLength of rays, defines how far away other faces give occlusion effectLength of reorder indices must be the same as the number of curvesLength of second Bézier Handle (for B-Bones only)Length of sizes must be the same as the selection sizeLength of the 1st dash for dashed linesLength of the 1st dash for splittingLength of the 1st gap for dashed linesLength of the 1st gap for splittingLength of the 2nd dash for dashed linesLength of the 2nd dash for splittingLength of the 2nd gap for dashed linesLength of the 2nd gap for splittingLength of the 3rd dash for dashed linesLength of the 3rd dash for splittingLength of the 3rd gap for dashed linesLength of the 3rd gap for splittingLength of the arcLength of the boneLength of the bone. Changing moves the tail end.Length of the depth added in the local Z direction along the curve, perpendicular to its normalsLength of the flare at the end of the braidLength of the generated hair curvesLength of the hairLength of the line's headLength of the line's tailLength of tips to be removedLength to fit array withinLength to make selected keyframes' Bézier handlesLennard-Jones effector weightLensLens DistortionLens UnitLens focal length (mm)LessLess ThanLess Than ModeLess Than or EqualLess than 90 limits the angle used in the tonal rangeLet smoke disappear over timeLet the driver determine this property's valueLet the emitter object orientation give the particle a starting velocityLet the mouse wrap around the view boundaries so mouse movements are not limited by the screen size (used by transform, dragging of UI controls, etc.)Let the object give the particle a starting velocityLet the surface normal give the particle a starting velocityLet the surface tangent give the particle a starting velocityLet the target particle give the particle a starting velocityLet the text overflow outside the text boxesLet the vector away from the target particle's location give the particle a starting velocityLevelLevel EndLevel SetLevel StartLevel of detail in the added turbulent noiseLevel of smoothing on the roll path to include shape variationLevel of subdivisionLevel set representation of the fluidLevel set representation of the inflowLevel set representation of the obstaclesLevel set representation of the outflowLevelsLevels ViewportLib Reload: Replacing all references to old data-block '%s' by reloaded one failed, old one (%d remaining users) had to be kept and was renamed to '%s'LibrariesLibraryLibrary "%s" needs overrides resyncLibrary '%s', '%s' had multiple instances, save and reload!Library (Object Data)Library (blendfile) reference in a BlendImportContext data. Currently only exposed as read-only data for the pre/post blendimport handlersLibrary BrowserLibrary EditableLibrary ID %s in library %s, this should not happen!Library ID %s not found at expected path %s!Library ID representing the blendfile from which the ID was imported. None until the ID has been linked or appendedLibrary NameLibrary OperationLibrary OverridableLibrary Overridden IDLibrary OverrideLibrary Override OperationLibrary Override Troubleshoot OperationLibrary Override View ModeLibrary OverridesLibrary Overrides Need resyncLibrary PathLibrary Weak ReferenceLibrary data-blocksLibrary database with null library data-block pointer!Library file the data-block is linked fromLibrary file, loading empty sceneLibrary override ID used as root of the override hierarchy this ID is a member ofLibrary override dataLibrary override data-blocks only support Disk Cache storageLibrary override of linked data-block, click to make fully local, Shift + Click to clear the library override and toggle if it can be editedLibrary override templates have been removed: removing all override data from the data-block '%s'Library path '%s' does not exist, correct this before savingLibrary path '%s' is now valid, please reload the libraryLibrary path is not editable, use the Relocate operationLibrary to reloadLibrary to relocateLicenseLicensed under the GNU General Public LicenseLifeLife TimeLife Time FactorLife span of the particlesLifetimeLifetime RandomnessLifetime of the wave in frames, zero means infiniteLiftLift ForceLift/Gamma/GainLightLightAreaLightAutoLightBackLightEmission SamplingLightFrontLightFront and BackLightLightLightLightProbeLightMatCapLightNewLightNoneLightPlaneLightPointLightPowerLightSphereLightSpotLightStrengthLightStudioLightSunLightTypeLightUse TemperatureLightVolumeLightWorldLight AdaptationLight Angle: %.3fLight ColorsLight ContourLight DirectionLight FalloffLight GroupLight GroupsLight Intensity ScaleLight LinkingLight Linking SpecialsLight Linking for %sLight ObjectLight OutputLight PathLight PathsLight Power: %.3fLight ProbeLight Probe VolumeLight Probe Volume Backface CullingLight Probe data-block for lighting capture objectsLight Probe data-blocksLight Probe(s)Light ProbesLight Probes Volume PoolLight Radius: %.3fLight ReferenceLight Sampling ThresholdLight Size X: %.3fLight Size Y: %.3fLight Size: %.3fLight ThresholdLight TreeLight TypeLight colorLight color temperature in KelvinLight data-block for lighting a sceneLight data-blocksLight energy emitted over the entire area of the light in all directions, in units of radiant power (W)Light link selected blockers to the active emitter objectLight link selected receivers to the active emitter objectLight linking settingsLight linking settings of objects and children collections of a collectionLight linking settings of the collectionLight linking settings of the collection objectLight or shadow receiving state of the object or collectionLight probe that captures incoming light from a single direction on a planeLight probe that captures low frequency lighting inside a volumeLight probe that captures precise lighting from all directions at a single point in spaceLight scattering distribution on rough surfaceLight size for ray shadow sampling (Raytraced shadows)Light strength before applying falloff modificationLight used for Studio lighting in solid shading modeLight(s)LightProbeLightProbeNewLightenLighten ModeLighter pressure causes more smoothing to be appliedLightgroupLightgroup SyncLightgroup that the object belongs toLightgroup that the world belongs toLightingLighting Method for Solid/Texture Viewport ShadingLighting ModeLighting for a World data-blockLightnessLightness:LightsLights affect Grease Pencil objectLights used to display objects in solid draw modeLights used to display objects in solid shading modeLimb SegmentsLimb TypeLimbNodeLimestone (Broken)Limestone (Solid)LimitLimit DistanceLimit Distance ConstraintLimit F-ModifierLimit Frame RangeLimit LocationLimit Location ConstraintLimit MethodLimit ModeLimit RadiusLimit RotationLimit Rotation ConstraintLimit ScaleLimit SizeLimit Size ConstraintLimit StrengthLimit SurfaceLimit View to ContentsLimit XLimit YLimit ZLimit below which to merge verticesLimit brush application to the distance specified by spacingLimit colliders to this CollectionLimit colliders to this collectionLimit deform weights associated with a vertex to a specified number by removing lowest weightsLimit distance in normalized coordinatesLimit effectors to this collectionLimit fluid objects to this collectionLimit for snap middle vertices to the axis centerLimit forces to this collectionLimit maximum number of lightsLimit maximum steepness of wave slope between simulation points (use higher values for smoother waves at expense of reduced detail)Limit merging geometryLimit movement around the X axisLimit movement around the Y axisLimit movement around the Z axisLimit movement to viewer's initial directionLimit rotation around X axisLimit rotation around Y axisLimit rotation around Z axisLimit speed of tracking to make visual feedback easier (this does not affect the tracking quality)Limit texture size to 1024 pixelsLimit texture size to 128 pixelsLimit texture size to 2048 pixelsLimit texture size to 256 pixelsLimit texture size to 4096 pixelsLimit texture size to 512 pixelsLimit texture size to 8192 pixelsLimit texture size used by final renderingLimit texture size used by viewport renderingLimit the amount of automatic scalingLimit the distance from target objectLimit the distance from the offset plane that a vertex can be affectedLimit the distance used for projection (zero disables)Limit the location of the constrained objectLimit the maximum value of the radius in order to avoid overlapping filletsLimit the number of simultaneous internet connections online operations may make at once. Zero disables the limit.Limit the render time (excluding synchronization time). Zero disables the limitLimit the resolution at 1 unit from the light origin instead of relative to the shadowed pixelLimit the rotation of the constrained objectLimit the scaling of the constrained objectLimit the texture size to save graphics memoryLimit the time/value ranges of the modified F-CurveLimit timeline height to maximum used channel slotLimit toLimit to Frame RangeLimit to Playback RangeLimit to SegmentLimit to ViewportLimit to select color for glow effectLimit translation on X axisLimit translation on Y axisLimit translation on Z axisLimited Global IlluminationLimiterLimitsLimits the Property Value slider to a range, values outside the range must be inputted numericallyLin errorLineLine ArtLine Art ModifierLine Art SettingsLine Art settings for materialLine Art settings for the objectLine Art stroke source typeLine BeginLine BreakLine ColorLine Color AlphaLine Color BlueLine Color GreenLine Color RedLine EndLine ErrorLine InfoLine InputLine NumbersLine Numbers BackgroundLine OutputLine PriorityLine RadiusLine SampleLine Set CollectionLine Set NameLine SetsLine SpacingLine StyleLine Style Alpha ModifierLine Style Color ModifierLine Style Geometry ModifierLine Style ModifierLine Style OutputLine Style Thickness ModifierLine Style data-blocksLine StylesLine ThicknessLine Thickness ModeLine TypeLine WidthLine color used for Freestyle line renderingLine number to jump toLine of text in a Text data-blockLine set '%s' could not be removedLine set for associating lines and style parametersLine set nameLine sets for associating lines and style parametersLine style settingsLine thickness based on random noiseLine thickness based on the angle between two adjacent facesLine thickness based on the radial curvature of 3D mesh surfacesLine thickness for motion pathLine thickness in pixelsLine thickness mode for Freestyle line drawingLine to jump toLineSetLineSet %iLineStyleLineStyle Texture SlotLinearLinear AP0 with ACES white pointLinear AP1 with ACES white pointLinear BT.2020 with illuminant D65 white pointLinear BT.709 with illuminant D65 white pointLinear CIE-XYZ D65Linear CIE-XYZ ELinear ClampedLinear DCI-P3 D65Linear DCI-P3 with illuminant D65 white pointLinear DampingLinear DragLinear E-Gamut with illuminant D65 white pointLinear ExtrapolationLinear FilmLight E-GamutLinear GizmoLinear GradientLinear LightLinear Light ModeLinear ModifiersLinear MotorLinear Rec.2020Linear Rec.709Linear Velocity Deactivation ThresholdLinear Velocity below which simulation stops simulating objectLinear distance modelLinear distance model with clampingLinear falloffLinear interpolationLinear interpolation between From Min and From Max valuesLinear interpolation between keyframesLinear viscosityLinearly blend the smooth data to the border frames of the selectionLinearly scale along Z axis of the modifier spaceLineartLinesLines OnlyLines of textLineset SpecialsLinkLink Active to SelectedLink Animation DataLink CollectionsLink Fonts to TextLink Instance CollectionLink LimitLink MaterialsLink Materials ToLink Object DataLink StateLink active node to selected nodes basing on various criteriaLink after collectionLink all to boneLink all to objectLink before collectionLink between collectionsLink between nodes in a node treeLink from a Library .blend fileLink from this outputLink in the collections from the current scene (shallow copy)Link inside collectionLink is hidden due to invisible socketsLink is muted and can be ignoredLink is validLink material to object or the object's dataLink objects to a collectionLink objects to a new collectionLink selected collections to active sceneLink selected strips together for simplified group selectionLink selection to another sceneLink the objects or data-blocks rather than appendingLink to CollectionLink to Collection RecursiveLink to New CollectionLink to Viewer NodeLink to viewer nodeLink/Transfer DataLinkedLinked CopyLinked DataLinked Data-blocksLinked HandleLinked ID Session UIDLinked ID used as reference by this overrideLinked PackedLinked TimeLinked actions will be duplicated for each selected strip.Linked bone collections are not editableLinked data-blocks cannot be renamedLinked data-blocks do not allow editing cachesLinked object baking requires Disk Cache to be enabledLinked or library override data-blocks do not allow adding or removing cachesLinking or appending from a very old .blend file format (%d.%d), no animation conversion will be done! You may want to re-save your lib file with current BlenderLinksLinks can only go into a zone but not outLiquidLiquid DomainLiquid Domain MaterialListList .blend files' contentList ItemList Item ColorsList LengthList NameList all sub-directories' content, one level of recursionList all sub-directories' content, three levels of recursionList all sub-directories' content, two levels of recursionList all the operators in a text-block, useful for scriptingList objects under the mouse (object mode only)List of AOVsList of LightgroupsList of Mask LayersList of Masking LayersList of all bone collections of the armatureList of alpha transparency modifiersList of background imagesList of chained animation segmentsList of gizmos in the Gizmo MapList of grids and metadata are loaded in memoryList of groups of bones for easy selectionList of libraries to search and import that ID from. The ID will be imported from the first file in that list that contains itList of line color modifiersList of line thickness modifiersList of object and material crypto IDs to include in matteList of overridden propertiesList of overriding operations for a propertyList of stroke geometry modifiersLists committers to Blender's source codeLithuanian - LietuviškaiLive EditLive UnwrapLive filtering stringLive search filtering stringLoadLoad Factory "{}" Preferences.Load Factory "{}" Startup File and PreferencesLoad Factory Blender PreferencesLoad Factory Default Startup File and PreferencesLoad Factory {:s} PreferencesLoad OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization levelLoad UILoad a BVH motion capture fileLoad a FBX fileLoad a SVG fileLoad a Wavefront OBJ sceneLoad a cache fileLoad a glTF 2.0 fileLoad a new font from a fileLoad a presetLoad a sequence of frames or a movie fileLoad a sound fileLoad a sound file as monoLoad an Alembic archiveLoad and apply a Blender XML theme fileLoad factory default preferences. To make changes to preferences permanent, use "Save Preferences"Load factory default startup file and preferences. To make changes permanent, use "Save Startup File" and "Save Preferences"Load last saved preferencesLoad online manualLoad sound with the movieLoad the default ('factory startup') blend file. This is independent of the normal start-up file that the user can saveLoad translations' settings from a persistent JSON fileLoad user interface setup from the .blend fileLoad user interface setup in the .blend fileLoad user interface setup when loading .blend filesLoading "%s" failed: Loading Asset LibrariesLoading export settings failed. Removed corrupted settingsLoading failed: Loading previews...Loading...LocalLocal +X TangentLocal +Z TangentLocal -X TangentLocal -Z TangentLocal CameraLocal CollectionsLocal Data-blocksLocal LocationLocal MatrixLocal SpaceLocal Space (Owner Orientation)Local Up/DownLocal ViewLocal With ParentLocal rotation of the gizmo. Only used if the local transforms are used in the 3D viewLocal space unit length custom normal vectors of the face corners of this triangleLocal space unit length normal vector for this faceLocal space unit length normal vector for this triangleLocal space unit length tangent vector of this vertex for this face (must be computed beforehand using calc_tangents)Local transformation matrix of the layerLocalize AllLocalize all appended data, including those indirectly linked from other librariesLocationLocation & RotationLocation & ScaleLocation (Object Space)Location AxisLocation InfluenceLocation Mix ModeLocation XLocation YLocation ZLocation for adding new nodesLocation for the newly added objectLocation of center of massLocation of custom proxy fileLocation of head end of the boneLocation of head end of the bone relative to armatureLocation of head end of the bone relative to its parentLocation of head of the channel's boneLocation of marker on frameLocation of tail end of the boneLocation of tail end of the bone relative to armatureLocation of tail end of the bone relative to its parentLocation of tail of the channel's boneLocation of target that object will not pass throughLocation of the action's corresponding controller aim in world spaceLocation of the extension to installLocation of the hair key in its local coordinate system, relative to the emitting faceLocation of the hair key in object spaceLocation of the node in the entire canvasLocation of the node within its parent frameLocation of the objectLocation of the textLocation of this character in the text data (only for text curves)Location of vertex in area spaceLocation of vertex in normalized spaceLocation offset to apply to base pose when determining viewer locationLocation on disk where the bake data is storedLocation onlyLocation to DeltasLocation to add new vertex atLocation to store the proxy filesLocation, Rotation & ScaleLocation, Rotation, Scale & Custom PropertiesLocation:LocationsLockLock ActiveLock AdjustLock AxisLock BordersLock Camera to ViewLock DirectionLock Direction (Alt)Lock ElevationLock Elevation (Alt)Lock EndsLock FrameLock Frame SelectionLock HorizonLock IK XLock InterfaceLock LocationLock MarkersLock Mesh Border VerticesLock MethodLock Object ModesLock OrderLock Pinned IslandsLock Polygon NormalsLock RootsLock RotationLock Rotation (4D Angle)Lock Rotation When ScalingLock Rotations (4D)Lock ScaleLock ShapeLock TipsLock Track ConstraintLock Up OrientationLock ValueLock XLock X PosLock X RotationLock YLock Y PosLock Y RotationLock ZLock Z PosLock Z RotationLock action to executeLock action to execute on vertex groupsLock all Grease Pencil layers to prevent them from being accidentally modifiedLock all Grease Pencil materials to prevent them from being accidentally modifiedLock all shape keysLock all shape keys of the active objectLock all vertex groupsLock all vertex groups of the active objectLock and hide any material not usedLock any material not used in any selected strokeLock border vertices during simplification to avoid gaps on connected meshesLock channelLock current frame displayed by layerLock curves view to time cursor during playback and trackingLock editing of 'angle' component of four-component rotations when transformingLock editing of four component rotations by components (instead of as Eulers)Lock editing of location when transformingLock editing of rotation when transformingLock editing of scale when transformingLock interface during rendering in favor of giving more memory to the rendererLock motion to the reconstructed camera movementLock motion to the reconstructed object movementLock motion to the target motion trackLock motion to the target pathLock not held!Lock repositories - to test lockingLock rotation to the axis between the curve endsLock selected and unlock unselected vertex groups of the active objectLock selected tracksLock selected vertex groups of the active objectLock strip so that it cannot be transformedLock strips so they cannot be transformedLock the order of shown items (user cannot change it)Lock the position of root pointsLock the position of the vertices in the simulation falloff area to avoid artifacts and create a softer transition with unaffected areasLock the view to the active object/boneLock tip position when smoothingLock to BoneLock to CursorLock to ObjectLock to SelectionLock to Time CursorLock unselected vertex groups of the active objectLock view rotation of side views to Top/Front/RightLock viewport to selected markers during playbackLock-RelativeLock/MuteLock/Unlock all layersLock/unlock selected tracksLockedLocked AxisLocked InfluenceLocked MarkerLocked TrackLocked Track ConstraintLocked TracksLocksLogLog Encoding with Chroma inset and rotation of primaries, and with 25 Stops of Dynamic RangeLog LevelLog based filmic shaper with 16.5 stops of latitude, and 25 stops of dynamic rangeLog conversion gammaLog conversion reference blackpointLog conversion reference whitepointLog of operations, warnings and error messagesLog the channel list info in the terminal. This operator is only available in debug builds of BlenderLogarithm A base BLogarithm ModeLogarithmic DissolveLogical ANDLogical ORLong HairLong KeyLong Key SelectedLong ListLongestLongest DiagonalLongitude MinLookLook AheadLook AtLook up the most appropriate tool for the given brush type and activate thatLook up the transformation matrix from an external fileLook up transformation from an external fileLoopLoop ColorsLoop CountLoop CutLoop PairsLoop SlideLoop StartLoop TotalLoop TrianglesLoop and InvertLoop back and forthLoop back and forth starting in reverseLoop cut does not work well on deformed edit mesh displayLoop in a Mesh data-blockLoop in parentsLoop the animation playbackLoopsLoops are not connected by wire/boundary edgesLoops of the mesh (face corners)Loops on each side of the profileLooseLoose As ContourLoose EdgesLoose Edges As ContourLoose PointsLoose edges will have contour typeLosslessLossless OutputLossless run length encoding compressionLossless wavelet compression, effective for noisy/grainy imagesLossless zip compression of 16 row image blocksLossless zip compression, each image row compressed separatelyLossy compression for 16 bit float images, at fixed 2.3:1 ratioLossy compression for 32 bit float images (stores 24 bits of each float)LowLow ColorLow ContrastLow QualityLow Resolution MeshLowerLower (inclusive) bound for a vertex's weight to be added to the vgroupLower BoundLower CaseLower ConcavityLower LeftLower MemoryLower RightLower X Angle LimitLower X LimitLower X angle boundLower Y Angle LimitLower Y LimitLower Y angle boundLower Z Angle LimitLower Z LimitLower Z angle boundLower bound for timestep in second in case of automatic substepsLower bound of envelope at this control-pointLower bound of the highlighting rangeLower bound of the input range the mapping is appliedLower clamping threshold for marking fluid cells as wave crests (lower value results in more marked cells)Lower clamping threshold for marking fluid cells where air is trapped (lower value results in more marked cells)Lower clamping threshold that indicates the fluid speed where cells start to emit particles (lower values result in generally more particles)Lower distance from Reference Value for 1:1 default influenceLower for more projection groups, higher for less distortionLower half of the texture is for tips of the strokeLower limit of X axis rotationLower limit of X axis translationLower limit of Y axis rotationLower limit of Y axis translationLower limit of Z axis rotationLower limit of Z axis translationLower mesh concavity bound (high values tend to smoothen and fill out concave regions)Lower or upper caseLower values give a smoother curveLower values will reduce background bleeding onto foreground elementsLower/Upper limits for deformLowestLowest FrequencyLowest QualityLowest X value to allowLowest Y value to allowLowest Z value to allowLowest corner of the parallax bounding boxLowest possible particle lifetimeLumaLuma WaveformLuminanceLuminance KeyLuminance NoiseMAC GridMB4MB5MB6MB7MDDMFTMMBMMB ActionMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MagicMagic TextureMagneticMagnetic effector weightMagnifyMagnitudeMagnitude of AMainMain 1 to 0 keys act as the numpad ones (useful for laptops)Main ActionsMain AnnotationsMain ArmaturesMain AxisMain BrushesMain Cache FilesMain CamerasMain CollectionsMain CurvesMain FontsMain GeometryMain Grease PencilsMain Hair CurvesMain ImagesMain ItemsMain LatticesMain LibrariesMain Light ProbesMain LightsMain Line StylesMain MasksMain MaterialsMain MeshesMain MetaballsMain Movie ClipsMain Node TreesMain ObjectsMain Paint CurvesMain PalettesMain Particle SettingsMain Point CloudsMain ScenesMain ScreensMain SoundsMain SpeakersMain TextsMain TexturesMain VolumesMain Window ManagersMain WorkspacesMain WorldsMain axis of movementMain basic settingsMain data structure representing a .blend file and all its data-blocksMain direction of the waves when they are (partially) alignedMaintain VolumeMaintain Volume ConstraintMaintain a constant volume along a single scaling axisMaintain parent child relationshipsMaintain speed, flight level or wanderMaintain symmetry on an axisMaintain the object's volume as it stretchesMaintain the relative weights for the groupMaintain thickness by adjusting for sharp corners (slow, disable when not needed)Maintained by community developersMaintainerMajor RadiusMajor SegmentsMajor/MinorMajorantMajorityMakeMake Cyclic (F-Modifier)Make Data Single UserMake HolesMake InternalMake LocalMake Sculpt Mode tools deform the base mesh while previewing the displacement of higher subdivision levelsMake Selected Objects Single-UserMake Selected Strips Single-UserMake SingleMake Single UserMake UniformMake UniqueMake a copy of all selected keyframesMake a copy of all selected keyframes and move themMake a copy of the active Grease Pencil frame(s)Make a copy of the active Grease Pencil layerMake a copy of the active Grease Pencil layer to selected objectMake a copy of the active vertex groupMake a full copy of the current sceneMake a link between selected output and input socketsMake a link from one socket to anotherMake a spline cyclic by clicking endpointsMake active text file internalMake all affected normals parallelMake all paths to external files absoluteMake all paths to external files relative to current .blendMake all users of selected data-blocks to use instead a new chosen oneMake all users of selected data-blocks to use instead current (clicked) oneMake an extra IK hand control pivoting around the tip of the handMake an image from biggest 3D view for reprojectionMake annotations on the active dataMake any edits to any catalogs permanent by writing the current set up to the asset libraryMake box select pass through to sequence slide when the cursor is hovering on a stripMake channels grouped under this channel visibleMake copies of node groups when duplicating nodes in the node editorMake copies of selected elements and move themMake copies of the selected Grease Pencil strokes and move themMake copies of the selected bones within the same armatureMake copies of the selected bones within the same armature and move themMake copies of the selected metaball elements and move themMake curve path children rotate along the pathMake cut even if strip is not selected preserving selection state after cutMake data single-user, apply modifier, and remove it from the list.Make edges 'sail'Make face and vertex normals point either outside or inside the meshMake faces use the minimal vertex weight assigned to their vertices (ensures new faces remain parallel to their original ones, slow, disable when not needed)Make group from selected nodesMake hairs less puffyMake hairs longerMake hairs longer or shorterMake hairs more puffyMake hairs shorterMake hairs stand upMake image transparent outside of radiusMake instanced objects attached to this object realMake instancer visible in the viewportMake instancer visible when renderingMake internalMake library linked data-blocks local to this fileMake linked action local to each stripMake linked data local to each objectMake materials local to each data-blockMake module file internal after loadingMake more room for large scenes to fit by distributing memory across interconnected devices (e.g. via NVLink) rather than duplicating itMake object animation data local to each objectMake object data (mesh, curve etc.) animation data local to each objectMake only active layer visible/editableMake paths of used library blendfiles relative to current blendfileMake previously hidden curves visible again in Graph Editor viewMake selected hair the same lengthMake selected objects appear in NLA Editor by adding Animation DataMake selected objects explodeMake selected objects liquidMake shape keys relative, otherwise play through shapes as a sequence using the evaluation timeMake simulation respect deformations in the base meshMake single user object dataMake single user objectsMake skin radii of selected vertices equal on each axisMake sure active color will be exported first. Could be important since some other software can discard other color attributes besides the first oneMake target the 'detachable' parent of ownerMake text file internal after loadingMake text internalMake text internal (separate copy)Make the HDR rotation fixed and not follow the cameraMake the active boolean socket a toggle for its parent panelMake the control bone a mechanism bone invisible to the user and only affected by constraintsMake the current file the default startup fileMake the current pose more similar to its breakdown poseMake the current pose more similar to, or further away from, the rest poseMake the current preferences defaultMake the edge loop match the shape of the adjacent edge loopMake the image render behind all objectsMake the layer display in front of objectsMake the lighting fixed and not follow the cameraMake the object display in front of othersMake the object track another object, using various methods/constraintsMake the object's data single user if neededMake the panel toggle a stand-alone socketMake the surface thickMake the values of the selected keyframes' handles the same as their respective keyframesMake this Blender version open blend files for all users. Requires elevated privileges.Make this a node-based textureMake this brush to smudge existing paint as it movesMake this collection activeMake this curve or surface a closed loop in the U directionMake this nurbs curve or surface act like a Bézier spline in the U directionMake this nurbs curve or surface meet the endpoints in the U directionMake this nurbs surface act like a Bézier spline in the V directionMake this nurbs surface meet the endpoints in the V directionMake this spline a closed loopMake this spline filledMake this surface a closed loop in the V directionMake widgets for left and right side bones linked duplicates with negative X scale for the right side, based on bone name symmetryMakes path guiding deterministic which means renderings will be reproducible with the same pixel values every time. This feature slows down trainingManageManage UI translationsManage Unused DataManage add-ons installed via ExtensionsMandatoryManeuver to avoid collisions with other boids and deflector objects in near futureManhattan distanceManifoldManipulate both stroke and fill texture coordinatesManipulate how light intensity decreases over distance. Typically used for non-physically-based effects; in reality light always falls off quadraticallyManipulate objects in a 3D environmentManipulate only fill texture coordinatesManipulate only stroke texture coordinatesManualManual CalibrationManual DetailManual Frame RangeManual OrientationManual RangeManual ScaleManual Squash & StretchManual adjustManually Create LaterManually Create Later (Single)Manually add ORG, MCH or DEF as needed.Manually determine the number of threadsManually determined frame rangeManually set grid divisionsManually set handle with rotation locked together with its pairManually set the path for extensions to be stored. When disabled a user's extensions directory is created.Manually set the resolution of the sampling map, higher values are slower and require more memory but reduce noiseManually specify the intended playback frame range for the action (this range is used by some tools, but does not affect animation evaluation)MapMap FromMap RangeMap ResolutionMap TaperMap ToMap To X FromMap To Y FromMap To Z FromMap TypeMap UVMap UVs taking aspect ratio of the image associated with the material into accountMap UVs taking vertex position after Subdivision Surface modifier has been appliedMap UVs to the camera region taking resolution and aspect into accountMap X and Y coordinates directlyMap a texture using UV coordinates, to apply a texture to objects in compositingMap all values below 0.5 to 0.0, and all others to 1.0Map an action to the transform axes of a boneMap an input float to a curve and outputs a float valueMap effect of the taper object to the beveled part of the curveMap input vector components with curvesMap one set of colors to another in order to approximate the appearance of high dynamic rangeMap tablet pressure to curve radiusMap the geometry factor to the length of a segment and to the number of subdivisions of a segmentMap the geometry factor to the length of a splineMap the geometry factor to the number of subdivisions of a spline (U resolution)Map the texture intensity to the color ramp. Note that the alpha value is used for image textures, enable "Calculate Alpha" for images without an alpha channel.Map transformations of the target to the objectMap using the normal vectorMap values to 0 to 1 range, based on the minimum and maximum pixel valuesMap values to colors with the use of a gradientMap with Z as central axisMappingMapping CurveMapping StartMapping TypeMapping XMapping from the target geometry to hit pointsMarbleMarble (Broken)Marble (Solid)Marble TextureMarginMargin ColumnMargin MethodMargin TypeMargin added around fluid to minimize boundary interferenceMargin for the camera space cullingMargin to reduce bleed from adjacent islandsMargin to take into account when fixing UV seams during painting. Higher number would improve seam-fixes for mipmaps, but decreases performance.MarkMark LooseMark RootMark SeamsMark Seams along beveled edgesMark SharpMark actions with no F-Curves for deletion after save and reload of file preserving "action libraries"Mark beveled edges as sharpMark boundary edges as seamsMark boundary edges as sharpMark keyframes where the key value flow changes direction, based on comparison with adjacent keysMark selected UV edges as seamsMark selected vertices as looseMark selected vertices as rootsMark/clear selected vertices as looseMarkerMarker %.2f offset %sMarker %d offset %sMarker DisplayMarker NameMarker NamesMarker OutlineMarker SelectedMarker SettingsMarker for noting points in the timelineMarker is disabled at current frameMarker is enabled at current frameMarker offset %sMarker position at frame in normalized coordinatesMarker selection stateMarkersMarkers are lockedMarkers specific to this action, for labeling posesMarkers used in all timelines for the current sceneMaskMaskDrawMaskEvenMaskFeather OffsetMaskFillMaskMask ToolMaskNewMaskSmoothMask BorderMask ColorMask DisplayMask EditMask ID used as mask input for the modifierMask InputMask LayerMask LayersMask MappingMask ModifierMask Non-Group VerticesMask ParentMask Pressure ModeMask SettingsMask Shrink/FattenMask Spline PointMask Spline PointsMask Spline UW PointMask SplinesMask Stencil DimensionsMask Stencil PositionMask StripMask TextureMask Texture OpacityMask Texture Overlay AlphaMask Texture SlotMask TimeMask ToolsMask UV Loop LayerMask UV Loop Layer IndexMask UV loop layer indexMask ValueMask Vertex GroupMask active layer with layer above or belowMask animation is in sync with scene frameMask animation is offset to start of stripMask bits to match from Collection Line Art settingsMask bits to match from Material Line Art settingsMask collection in the active view layerMask data-block defining mask for compositingMask displayed and edited in this spaceMask for which curves are eligible to be selected as guidesMask layer '%s' does not contain spline givenMask layer '%s' not found in mask '%s'Mask layer nameMask layer not found for given splineMask level to use when mode is 'Value'; zero means no masking and one is fully maskedMask modifier for sequence stripMask modifier to hide parts of the meshMask not foundMask only contiguous color areasMask out objects in collection from view layerMask out objects in collection from view layer • Ctrl to isolate collection • Shift to set inside collectionsMask painting according to mesh geometry cavityMask splineMask that this strip usesMask to blend overall effectMask to one side of a line defined by the cursorMask within a rectangle defined by the cursorMask within a shape defined by the cursorMaskLayerMaskingMasking TexMasking textureMasking vertex group nameMasksMasks data-blocksMassMass UnitMass Vertex GroupMass from SizeMass of each simulation particleMass of the particlesMasterMaster ControlMatCapMatCapsMatchMatch CaseMatch IndicesMatch IntersectionMatch MasksMatch OutputMatch Point DensityMatch ReferenceMatch StringMatch TypeMatch absolute/relative setting with input pathMatch moving settingsMatch normals of new faces to adjacent facesMatch output vertex group based on nameMatch paths against this valueMatch real world lights with IES files, which store the directional intensity distribution of light sourcesMatch target data layers to affect by nameMatch target data layers to affect by order (indices)Match texture space to object's bounding boxMatch the beginning of vertex group names from mesh objects, match all when left emptyMatch the camera to 1:1 to the render outputMatch the surface normalMatch-moving camera data for trackingMatch-moving data for trackingMatch-moving dopesheet dataMatch-moving marker data for trackingMatch-moving object tracking and reconstruction dataMatch-moving plane marker data for trackingMatch-moving plane track data for trackingMatch-moving reconstructed camera data from trackerMatch-moving reconstruction data from trackerMatch-moving track data for trackingMatching light typesMaterialMaterialAlpha BlendMaterialAlpha ClipMaterialAlpha HashedMaterialBlend ModeMaterialClothMaterialCubeMaterialFlatMaterialFluidMaterialHairMaterialNewMaterialOpaqueMaterialPreview Render TypeMaterialShader BallMaterialSphereMaterialThicknessMaterial %s could not be converted because of different Blend Mode and Shadow Mode (need manual adjustment)Material %s could not be converted because of non-trivial alpha blending (need manual adjustment)Material '%s' could not be foundMaterial AttributeMaterial BordersMaterial BoundariesMaterial BoundaryMaterial GroupsMaterial IndexMaterial Layer TypeMaterial Line ArtMaterial Link ToMaterial MaskMaterial ModeMaterial NameMaterial Name CollisionMaterial Node SocketMaterial Node Socket InterfaceMaterial OffsetMaterial OutputMaterial OverrideMaterial PassMaterial PresetMaterial PresetsMaterial PreviewMaterial PropertiesMaterial PurposeMaterial SelectionMaterial Selection nodeMaterial SlotMaterial SlotsMaterial SpecialsMaterial StepMaterial VariantsMaterial data-block to define the appearance of geometric objects for renderingMaterial data-block used by this material slotMaterial data-blocksMaterial for bevel faces (-1 means use adjacent faces)Material index of generated faces, -1 for automaticMaterial layer type of new paint slotMaterial of the generated hair curvesMaterial passMaterial settingsMaterial shader nodeMaterial slot in an objectMaterial slot index of this characterMaterial slot index of this curveMaterial slot index of this faceMaterial slot index of this triangleMaterial slot nameMaterial slot used for rendering particlesMaterial slots in the objectMaterial socket of a nodeMaterial to override all other materials in this view layerMaterial used for filteringMaterial used for outline strokesMaterial used for secondary uses for this brushMaterial used for strokes drawn using this brushMaterial value that gives no displacementMaterial(s)MaterialX NetworkMaterialsMaterials & TexturesMathMath NodeMatrixMatrix Attribute ValueMatrix DeterminantMatrix FieldMatrix Node SocketMatrix Node Socket InterfaceMatrix ObjectMatrix OrientationMatrix WorldMatrix access to location, rotation and scale (including deltas), before constraints and parenting are appliedMatrix combining location and rotation of the bone (head position, direction and roll), in armature space (does not include/support bone's length/size)Matrix combining location and rotation of the cursorMatrix value in geometry attributeMatrix value socket of a nodeMatteMatte ID:Matte NodeMatte ObjectsMatte Objects:MattesMaxMax 2D AngleMax 2D LengthMax Air AccelerationMax Air Angular VelocityMax Air SpeedMax AngleMax B-FramesMax B-framesMax BendingMax BlurMax BouncesMax Child ParticlesMax CompressionMax Creation DiversionMax CurvatureMax DepthMax DisplaceMax DistanceMax Element DistanceMax Error MarginMax Face AngleMax HeightMax ImpulseMax Land AccelerationMax Land Angular VelocityMax Land SpeedMax LatitudeMax LightsMax LongitudeMax NeighborsMax RateMax Ray DistanceMax SamplesMax Sewing ForceMax Shape AngleMax ShearingMax ShrinkingMax SizeMax SpeedMax Spring Creation LengthMax StepMax StepsMax SubdivisionMax SubdivisionsMax TensionMax Texture Memory Per FieldMax ThicknessMax ThresholdMax VelocityMax Vertex Count for Geodesic Move PreviewMax Vertex DisplacementMax X:Max Y:Max amount to shrink cloth byMax number of links allowed for this socketMax size of the bokeh shape for the depth of field (lower is faster)MaximalMaximal # solver steps/frameMaximal ScaleMaximal Spring length * Ball SizeMaximal velocity per cell (greater CFL numbers will minimize the number of simulation steps and the computation time.)MaximizeMaximize AreaMaximized AreaMaximumMaximum 2D angle for splitting chainsMaximum CurvatureMaximum DistanceMaximum ErrorMaximum GapMaximum Height value for the central cylindrical lensMaximum IterationsMaximum Kinetic Energy PotentialMaximum LifetimeMaximum Longitude value for the central cylindrical lensMaximum ModeMaximum Radial DistanceMaximum RadiusMaximum ResolutionMaximum Trapped Air PotentialMaximum ValueMaximum VolumeMaximum Wave Crest PotentialMaximum XMaximum X value for the render regionMaximum X value to crop the imageMaximum YMaximum Y value for the render regionMaximum Y value to crop the imageMaximum ZMaximum acceleration in air (relative to maximum speed)Maximum acceleration on land (relative to maximum speed)Maximum allowed distance between source and destination element, for non-topology mappingsMaximum amount of close guide curves that are taken into account for interpolationMaximum angle between face normals that will be considered as smoothMaximum angle between old and new normalsMaximum angle to displayMaximum angle to modify thicknessMaximum angles for IK LimitMaximum angular motor impulseMaximum angular velocity in air (relative to 180 degrees)Maximum angular velocity on land (relative to 180 degrees)Maximum bending stiffness valueMaximum blur distance a pixel can spread overMaximum boundary of volumeMaximum brightness to consider when rejecting bokeh sprites based on neighborhood (lower is faster)Maximum caused damage on attack per secondMaximum compression stiffness valueMaximum curvilinear 2D length for the selection of chainsMaximum damping coefficient when singular value is nearly 0 (higher values produce results with more stability, less reactivity)Maximum density of hairMaximum distance allowed between the new Bézier curve and the original backbone geometryMaximum distance between elements to mergeMaximum distance between the original stroke and its polygonal approximationMaximum distance between welded verticesMaximum distance for snapping in pixelsMaximum distance for the field to workMaximum distance for volume calculation, no matter how far away the object isMaximum distance from brush to mesh surface to affect paintMaximum distance from which a boid can attackMaximum distance the objects can spread over each axisMaximum distance to search for disconnected loose parts in the meshMaximum edge length for dynamic topology sculpting (as divisor of Blender unit - higher value means smaller edge length)Maximum edge length for dynamic topology sculpting (in brush percentage)Maximum edge length for dynamic topology sculpting (in pixels)Maximum error during substepsMaximum face angle for smooth edgesMaximum for measuring thicknessMaximum for sliderMaximum height of a jumpMaximum iterations during substepsMaximum joint velocity in radians/secondMaximum latitude (vertical angle) for the equirectangular lensMaximum length of the particle color vectorMaximum level of depth intersection in object space (use 0.0 to disable)Maximum level of surface intersection used to influence waves (use 0.0 to disable)Maximum light contribution, reducing noiseMaximum linear motor impulseMaximum longitude (horizontal angle) for the equirectangular lensMaximum memory for a volume field texture in Mb (unless overridden by field prim)Maximum memory usage in megabytes (0 means unlimited)Maximum number of B-frames between non-B-frames; influences file size and seekabilityMaximum number of CPU cores to use simultaneously while rendering (for multi-core/CPU systems)Maximum number of additional cellsMaximum number of bounces the background light will contribute to the renderMaximum number of bounces the light will contribute to the renderMaximum number of cycles to allow after last keyframe (0 = infinite)Maximum number of cycles to allow before first keyframe (0 = infinite)Maximum number of deform weightsMaximum number of diffuse reflection bounces, bounded by total maximumMaximum number of fluid particles that are allowed in this simulationMaximum number of frames that the build effect can run for (unless another GP keyframe occurs before this time has elapsed)Maximum number of frames to show after current frameMaximum number of frames to show after current frame (0 = don't show any frames after current)Maximum number of frames to show before current frameMaximum number of frames to show before current frame (0 = don't show any frames before current)Maximum number of glossy reflection bounces, bounded by total maximumMaximum number of iterations for convergence in case of reiterationMaximum number of lines to store for the console bufferMaximum number of occlusions for the generated strokesMaximum number of particles generated per trapped air cell per frameMaximum number of particles generated per wave crest cell per frameMaximum number of particles per cell (ensures that each cell has at most this amount of particles)Maximum number of recently opened files to rememberMaximum number of simulation steps to perform for one frameMaximum number of solving iterationsMaximum number of textures added %dMaximum number of transmission bounces, bounded by total maximumMaximum number of transparent bounces. This is independent of maximum number of other bouncesMaximum number of vertices in the mesh for using geodesic falloff when moving the origin of expand. If the total number of vertices is greater than this value, the falloff will be set to spherical when movingMaximum number of volumetric scattering eventsMaximum of VGroup A's and VGroup B's weightsMaximum opacity of bones in wireframe display modeMaximum output value of the mappingMaximum radial distance for the field to workMaximum root to tip angle (tip distance/root distance for long hair)Maximum rotationMaximum rotation over each axisMaximum roughness to use the tracing pipeline for. Higher roughness surfaces will use fast GI approximation. A value of 1 will disable fast GI approximation.Maximum scale randomization over each axisMaximum sewing forceMaximum shear scaling valueMaximum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Maximum speed for jumpingMaximum speed in UI units per secondMaximum speed in airMaximum speed on landMaximum supported scale factor for the spline control bonesMaximum surface intersection count used by the accurate volume intersection method. Will create artifact if it is exceeded. Higher count increases VRAM usage.Maximum temperature of the flames (higher value results in faster rising flames)Maximum tension stiffness valueMaximum thicknessMaximum thickness in the main directionMaximum valueMaximum value for clippingMaximum value for target channel rangeMaximum volume stretching factorMaximum volume, no matter how near the object isMballMeanMean Bevel Weight:Mean Crease:Mean Radius X:Mean Radius Y:Mean Radius:Mean Tilt:Mean Vertex Crease:Mean Weight:MeasureMeasure brush size relative to the sceneMeasure brush size relative to the viewMeasure brush size relative to the view or the sceneMeasure distance and angles • {:s} anywhere for new measurement • Drag ruler segment to measure an angle • {:s} to remove the active ruler • Ctrl while dragging to snap • Shift while dragging to measure surface thicknessMeasurementMedia TypeMedia player for video and PNG/JPEG/SGI image sequencesMedianMedian CenterMedian PointMedian face centerMedian:MediumMedium High ContrastMedium QualityMedium-format (Hasselblad)MelaninMelanin ConcentrationMelanin RednessMemoryMemory & LimitsMemory Cache LimitMemory cache limit (in megabytes)Memory: %sMenuMenu "%s" not foundMenu Backdrop ColorsMenu BackgroundMenu ErrorMenu ExpandedMenu ID NameMenu ItemMenu Item ColorsMenu ItemsMenu Missing:Menu NameMenu Node SocketMenu Node Socket InterfaceMenu SwitchMenu UndefinedMenu Widget ColorsMenu bone selectionMenu object selectionMenu socket of a nodeMenu to search inMenusMergeMerge AddMerge AnimationMerge AnimationsMerge DistanceMerge End VerticesMerge FactorMerge LayersMerge Nodes (Add)Merge Nodes (Subtract)Merge OverlappingMerge Parent Rotation And ScaleMerge Selected NodesMerge Selected Nodes using Geometry NodesMerge Selected Nodes using MathMerge Selected Nodes using MixMerge Selected Nodes using ShadersMerge SubtractMerge ThresholdMerge TypeMerge USD primitives with their Xform parent if possible. USD does not allow nested UsdGeomGprims, intermediary Xform prims will be defined to keep the USD file valid when encountering object hierarchies.Merge UV coordinates that share a vertex to account for imprecision in some modifiersMerge UVsMerge VerticesMerge active tool properties on activation (does not overwrite existing)Merge adjacent triangles into quadsMerge adjacent vertices (screw offset must be zero)Merge all geometry from the intersectionMerge all the sound's channels into oneMerge by ActionsMerge by DistanceMerge by NLA Track NamesMerge custom normals of selected verticesMerge first/last when the angle is a full revolutionMerge method to useMerge parent XformMerge points by distanceMerge rather than creating facesMerge selected nodesMerge selected to other unselected verticesMerge selected verticesMerge separately generated geometries into a single oneMerge the animation of the selected objects into the action of the active object. Actions are not deleted by this, but might end up with zero usersMerge triangles into four sided polygons where possibleMerge using Alpha Over nodesMerge using Math nodesMerge using Mesh Boolean or Join Geometry nodesMerge using Mix nodesMerge vertices based on their proximityMerge vertices in adjacent duplicatesMerge vertices in first and last duplicatesMerge vertices or points within a given distanceMerge vertices within the merge thresholdMerge:Merged %d IDs from '%s' Main into '%s' Main; %d IDs and %d Libraries already existed as part of the destination Main, and %d IDs missing from destination Main, were freed together with the source MainMerged Animation NameMerges vertices by distanceMeshMeshAmount of Adjacent FacesMeshAmount of Connecting EdgesMeshAmount of Faces Around an EdgeMeshAmount of Faces in IslandMeshAngleMeshAngle SnappingMeshAreaMeshArea 3DMeshAverageMeshBevelMeshBoundary ShapeMeshCircleMeshClippingMeshCollapseMeshConeMeshCoplanarMeshCornice MoldingMeshCreaseMeshCrown MoldingMeshCubeMeshCylinderMeshDirectionMeshDisplay Stretch TypeMeshFace AnglesMeshFillMeshFill ColorMeshFlatMeshFlat/SmoothMeshFreestyle Edge MarksMeshFreestyle Face MarksMeshGridMeshIcosphereMeshLengthMeshLength 3DMeshLineMeshMaterialMeshModeMeshModifiedMeshNewMeshNoneMeshNormalMeshObjectMeshObject IndexMeshPerimeterMeshPinnedMeshPlanarMeshPlaneMeshPolygon SidesMeshPresetMeshRelativeMeshRimMeshRoundMeshScreenMeshSeamMeshSharpnessMeshSmoothMeshSphereMeshSprayMeshStepsMeshSupport LoopsMeshSuzanneMeshTypeMeshUn-SubdivideMeshVertex CreaseMeshVertex GroupsMeshWindingMesh '%s' has no skin vertex dataMesh '%s' has polygons with more than 4 vertices, cannot compute/export tangent space for itMesh '%s', Attribute '%s' (domain %d, type %d) cannot be converted to USDMesh 1Mesh 2Mesh AnalysisMesh AttributesMesh BooleanMesh BoundaryMesh Boundary Auto-MaskingMesh CacheMesh CircleMesh DeformMesh EdgeMesh EdgesMesh Edit ModeMesh Edit Mode OverlaysMesh GeneratorMesh IslandMesh LineMesh LoopMesh Loop TriangleMesh Loop TrianglesMesh LoopsMesh ModeMesh Normal VectorMesh NormalsMesh PolygonMesh PolygonsMesh SculptMesh Select ModeMesh Selection ModeMesh Sequence CacheMesh Simplification RatioMesh Skin Vertex LayerMesh SourceMesh Statistics VisualizationMesh Texture PaintMesh UV LayerMesh UV map requiredMesh VertexMesh Vertex ColorMesh Vertex Color LayerMesh Vertex PaintMesh VerticesMesh Visualize StatisticsMesh VolumeMesh Volume + ProximityMesh Weight PaintMesh component containing point, corner, edge and face dataMesh consisting of triangles only, allowing for more detailed interactions than convex hullsMesh data-block defining geometric surfacesMesh data-blocksMesh deform modifierMesh deformation modifier to deform with other meshesMesh detail does not change on each stroke, only when using Flood FillMesh detail is constant in world space according to detail sizeMesh detail is relative to brush sizeMesh detail is relative to the brush size and detail sizeMesh does not have an active color attribute "%s"Mesh from Curve, Surface, Metaball, Text, or Point Cloud objectsMesh generatorMesh has no UV dataMesh has no VCol dataMesh has no face areaMesh has no faces for material assignmentMesh object that the curves can be attached toMesh object to deform withMesh object to use as a start capMesh object to use as an end capMesh object to use for Boolean operationMesh object(s) have no active vertex/edge/faceMesh scaleMesh settingsMesh should be unwrapped before multires data bakingMesh target to shrink toMesh to CurveMesh to Density GridMesh to PointsMesh to SDF GridMesh to VolumeMesh to Volume ModifierMesh to triangulateMesh(es)Mesh(es) do not have shape keysMesh: {} vertices, {} edges, {} facesMeshCacheMeshDeformMeshDeform ModifierMeshSequenceCacheMeshUVLoop (Deprecated)MeshesMessageMessage extraction process failed!MetaMeta StackMeta StripMeta StripsMeta Strips SelectedMeta strip stack, last is currently edited meta stripMetaStripMetaballMetaballNewMetaball '%s' does not contain spline givenMetaball ElementMetaball ElementsMetaball data-block to define blobby surfacesMetaball data-blocksMetaball edit update behaviorMetaball elementsMetaball typeMetaball(s)MetaballsMetadataMetadata BackgroundMetadata InputMetadata TextMetalMetalRT for ray tracing uses less memory for scenes which use curves extensively, and can give better performance in specific casesMetallicMetallic BSDFMetallic reflection with microfacet distribution, and metallic fresnelMetarig Sample written to text datablock {:s}Metarig written to text datablock {:s}MeterMetersMeters Per UnitMeters per secondMeters per second squaredMethodMethod QuadsMethod for calculating booleansMethod for computing the plane sizeMethod for controlling how the strip combines with other stripsMethod for extending UV vertex selectionMethod for making user interface text render sharpMethod for reading the inputs timecodeMethod for rendering subsurface scatteringMethod for sampling inputMethod for sampling the high resolution flowMethod for setting materials on the new facesMethod for smoothing values between pixelsMethod for splitting the n-gons into trianglesMethod for splitting the quads into trianglesMethod of anti-aliasing in 3d viewportMethod of anti-aliasing when rendering 3d viewportMethod of anti-aliasing when rendering final imageMethod of blending mask layersMethod of bridging multiple loopsMethod of calculating aerodynamic interactionMethod of merging pasted keys and existingMethod of modifying geometryMethod of modifying the existing F-CurveMethod of projecting depthMethod to be used to sort channels in dopesheet viewMethod to calculate rotation angleMethod to control playback timeMethod to display/shade objects in the 3D ViewMethod to fit image and field of view angle inside the sensorMethod to project 2D image on object with a 3D texture vectorMethod to scale the plane with the camera frameMethod to set the rotation origins for the segments of the brushMethod to space UV edge loopsMethod to use for assigning weightsMethod to use for scattering pointsMethod to use for splittingMethod to use for the displacementMethod to use for the tangentMethod used for combining Active Action's result with result of NLA stackMethod used for combining strip's result with accumulated resultMethod used for deleting Grease Pencil framesMethod used for deleting mesh dataMethod used for determining the scaling of the X and Z axes of the bonesMethod used for determining the scaling of the Y axis of the bones, on top of the shape and scaling of the curve itselfMethod used for displaying images on the screenMethod used for dissolving stroke pointsMethod used for evaluating value of F-Curve outside first and last keyframesMethod used for simplifying stroke pointsMethod used for smoothingMethod used to convert the float to an integerMethod used to define which Group-name to useMethod used to describe the rotationMethod used to determine color of F-Curve in Graph EditorMethod used to determine control handlesMethod used to determine radius and placementMethod used to determine when to stop propagating pose to keyframesMethod used to map source edges to destination onesMethod used to map source faces to destination onesMethod used to map source faces' corners to destination onesMethod used to map source vertices to destination onesMethod used to match target and driven propertiesMethod used to reference pathsMethod used to store the dataMetricMicrofacet roughness of the surface (0.0 is a perfect mirror reflection, 1.0 is completely rough)MicrofiberMicroflake-based model of multiple scattering between normal-oriented fibersMicrometersMicrosecondsMicrosoft Store installationMid LevelMiddleMiddle Control PositionMiddle ControlsMiddle Mouse ActionMidlevelMidpointMidpoint SnapMidpointsMidtonesMidtones EndMidtones StartMieMight look better than Temperance, but also might have errors. A bone with one child has its tip placed at its child's root. Non-uniform scalings may get messed up though, so bewareMilesMiles per hourMilligramsMillimetersMillisecondsMinMin 2D AngleMin 2D LengthMin Air SpeedMin AngleMin CurvatureMin DistanceMin HeightMin LatitudeMin Light BouncesMin LongitudeMin MaxMin RateMin SamplesMin StepMin ThicknessMin Transparent BouncesMin X:Min Y:Min and max values are the same!Min/MaxMiniMini Axes BrightnessMini Axes SizeMini Axes TypeMinimalMinimal # solver steps/frameMinimal InfoMinimal Spring length * Ball SizeMinimal distance accepted between two featuresMinimal value of correlation between matched pattern and reference that is still treated as successful trackingMinimizeMinimize Stretch. Blend %.2fMinimumMinimum 2D angle for splitting chainsMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise thresholdMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold, for viewport rendersMinimum CurvatureMinimum DistanceMinimum ErrorMinimum Grid SpacingMinimum Height value for the central cylindrical lensMinimum IterationsMinimum Kinetic Energy PotentialMinimum LengthMinimum LifetimeMinimum Longitude value for the central cylindrical lensMinimum ModeMinimum Radial DistanceMinimum StretchMinimum Trapped Air PotentialMinimum ValueMinimum VerticesMinimum VolumeMinimum Wave Crest PotentialMinimum XMinimum X value for the render regionMinimum X value to crop the imageMinimum YMinimum Y value for the render regionMinimum Y value to crop the imageMinimum ZMinimum amount of fluid grid values (smoke density, fuel and heat) a cell can contain, before it is considered emptyMinimum amplitude value needed to influence the envelopeMinimum angle to displayMinimum angle to modify thicknessMinimum angles for IK LimitMinimum boundary of volumeMinimum curvilinear 2D length for the selection of chainsMinimum density of a volume cell to contain a grid pointMinimum density of a voxel to contain a grid pointMinimum distance between cloth faces before collision response takes effectMinimum distance between collision objects before collision response takes effectMinimum distance between nodes for Auto-offsetting nodesMinimum distance between two guidesMinimum distance between two guides for new guide mapMinimum distance for the field's falloffMinimum distance from last point before selection continuesMinimum distance from last point before stroke continuesMinimum error during substepsMinimum for measuring thicknessMinimum for sliderMinimum intensity to trigger a glowMinimum iterations during substepsMinimum latitude (vertical angle) for the equirectangular lensMinimum light intensity for a light to contribute to the lightingMinimum longitude (horizontal angle) for the equirectangular lensMinimum mask value to consider the vertex valid to extract a face from the original meshMinimum number of light bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum number of occlusions for the generated strokesMinimum number of particles per cell (ensures that each cell has at least this amount of particles)Minimum number of pixels between each gridline in 2D ViewportsMinimum number of simulation steps to perform for one frameMinimum number of transparent bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum of VGroup A's and VGroup B's weightsMinimum output value of the mappingMinimum radial distance for the field's falloffMinimum radius when the minimum pressure is applied (also the minimum when tapering)Minimum root to tip angle (tip distance/root distance for long hair)Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Minimum speed in air (relative to maximum speed)Minimum temperature of the flames (higher value results in faster rising flames)Minimum thicknessMinimum thickness in the direction perpendicular to the main directionMinimum valueMinimum value for clippingMinimum value for target channel rangeMinimum value for the random selectionMinimum value for vertex weightMinimum volume stretching factorMinimum volume, no matter how far away the object isMinkowski 1/2Minkowski ExponentMinkowski distanceMinkowski exponentMinor RadiusMinor SegmentsMinorityMinutesMirrorMirror As Bone NameMirror AxisMirror BallMirror BoneMirror EditingMirror ModifierMirror ObjectMirror Of ControlMirror Rigify type and parameters of selected bones to the opposite side. Names should end in L/RMirror TransformMirror UMirror UDIMMirror VMirror VR SessionMirror Vertex GroupsMirror VerticesMirror WeightsMirror WidgetsMirror With ParentsMirror XMirror YMirror all control points without inverting the lattice deformMirror all vertex groups weightsMirror along the local X, Y and/or Z axes, over the object originMirror ball mapping for environment mapsMirror brush across the X axisMirror brush across the Y axisMirror brush across the Z axisMirror group is locked, abortingMirror selected items around one or more axesMirror the U texture coordinate around the flip offset pointMirror the V texture coordinate around the flip offset pointMirror the X axisMirror the Y axisMirror the Z axisMirror the bone selectionMirror the current shape key along the local X axisMirror the image repetition on the X directionMirror the image repetition on the Y directionMirror the left/right vertex groups when painting. The symmetry axis is determined by the symmetry settings.Mirror the movement of one handle onto the otherMirror the texture coordinate around each tile centerMirror vertex group, flip weights and/or names, editing only selected vertices, flipping when both sides are selected otherwise copy from unselectedMirror vertex groups (e.g. .R->.L)Mirror weightsMirror%sMirrored UV offset on the U axisMirrored UV offset on the V axisMirrored parameters of {:d} bonesMirroring modifierMiscMiscellaneousMiss ColorMissing %s%s%s component(s) of euler rotation for ID='%s' and RNA-Path='%s'Missing 'window' in contextMissing Add-onsMissing Built-in Add-onsMissing DataMissing GeometryMissing MaterialsMissing Menu: %sMissing OpenColorIO ConfigurationMissing PanelMissing StencilMissing TextureMissing UV map for attaching curves on evaluated surfaceMissing UV map for attaching curves on original surfaceMissing UVsMissing bone nameMissing headerMissing libraryMissing property for input socket "%s"Missing script filesMissing surface meshMissing%s%s%s%s detected!Missing: %sMissing: %s.%sMistMist PassMist settings for a World data-blockMitchMiter OuterMiter Profile ShapeMiter ShapeMixMix (Legacy)Mix ColorMix FactorMix LocationMix ModeMix NodeMix Node PositionMix RotationMix ScaleMix ShaderMix Stroke FactorMix VectorMix attribute values of neighboring elementsMix factorMix factor of the locations of the verticesMix modeMix source value into destination one, using given threshold as factorMix the scene's audio to a sound fileMix the weights of two vertex groupsMix two input colorsMix two shaders together. Typically used for material layeringMix values by a factorMixdown the sound to monoMixing BufferModalModal EventsModal KeymapModal OperatorsModal key-maps not supported for add-on key-configModeMode TypeMode defines the merge ruleMode for calculating rotation channel valuesMode for curve normal evaluationMode for how the desired voxel size is specifiedMode of automatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Mode of color processingMode of filling curveMode of operation for projection paintingMode of tools taking input from interfaceMode to define lengthMode to display framesMode to draw boundary limitsMode to load image viewsMode to load movie viewsMode used to apply the textureMode used to mix with texture output colorModel all three physical processes in a volume, represented by their coefficientsModesModifiedModified DateModified EdgesModifierModifierBlocksModifierModeModifierSharpModifierSmoothModifierToModifierVoxelModifier "%s" is not in the object's modifier listModifier "%s" is not in the strip's modifier listModifier '%s' not in object '%s'Modifier '%s' was not copied to any objectsModifier GizmoModifier NameModifier OperationModifier PropertiesModifier TypeModifier UIDModifier affecting the geometry data of an objectModifier affecting/generating custom normalsModifier can only be added once to object '%s'Modifier cannot be applied to a mesh with shape keysModifier containing the node is disabledModifier could not be added (see console for details)Modifier could not be added to (%s : %s) (see console for details)Modifier disabledModifier for sequence stripModifier for values of F-CurveModifier has baked dataModifier is disabledModifier is disabled or returned error, skipping applyModifier is disabled, skipping applyModifier nameModifier node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserModifier number to assign toModifier number to removeModifier requires more than 3 input facesModifier requires original dataModifier requires original data, bad stack positionModifier stateModifier to cast to other shapesModifier transferring some data from a source meshModifier was not found in the stackModifiersModifiers affecting all the F-Curves in the referenced ActionModifiers affecting the geometric data of the objectModifiers affecting the shape of the F-CurveModifiers affecting this stripModifiers cannot be added to object '%s'Modifiers cannot be applied in edit modeModifiers cannot be applied on override dataModifiers cannot be applied to multi-user dataModifies the entire mesh using elastic deformModifyModify ActiveModify Curve BendModify HiddenModify Mask StencilModify Pose AssetModify SharpnessModify either the primary or mask stencilModify fill and stroke colorsModify fill color onlyModify labels of all selected nodesModify of the weights of a vertex groupModify properties such as curve vertex radius, font size and bone envelopeModify stroke color onlyModify stroke hardnessModify the base mesh to conform to the displaced meshModify the detail size of dyntopo interactivelyModify the direction of the surface normalsModify the direction of the surface normals using a weighting methodModify the intensity of the lighting captured by this probeModify the mesh voxel size interactively used in the voxel remesherModify the stroke geometry so that it corresponds to its main direction lineModify the stroke geometry so that it looks more 'polygonal'ModularModulates colors of streaks and ghosts for a spectral dispersion effectModuleModule DebugModule NameModule nameModule name of the add-on to disableModule name of the add-on to enableModule name of the add-on to expandModule name of the add-on to removeModules Installed ({:s}) from {!r} into {!r}Modulo ModeModulo that is periodic for both negative and positive operandsModulo which is the remainder of A / BMonoMonospaced FontMore than one collection is selectedMore than one item is selectedMore than one rendering engine is availableMore uneven result (varies with location), more similar to a real terrainMore...More/LessMorph into sphereMortarMortar SizeMortar SmoothMost basic thickness calculationMost compact representation, uses '+' as separator for sub-second frame numbers, with left and right truncation of the timecode as necessaryMotionMotion BlurMotion Blur PositionMotion Blur StepsMotion ModelMotion PathMotion Path Cache PointMotion Path PointsMotion Path SettingsMotion Path for this elementMotion Path settings for animation visualizationMotion Path settings for visualizationMotion PathsMotion StepsMotion ThresholdMotion TrackingMotion Tracking constraint to be converted not foundMotion Tracking object not foundMotion path frame extents invalid for %s (%d to %d)%sMotion path points will be baked into the camera space of the active camera. This means they will only look right when looking through that camera. Switching cameras using markers is not supported.Motion stepsMotion tracking toolsMotorMouseMouse Directional ConstraintMouse Drag ThresholdMouse EventMouse PositionMouse Position XMouse Position YMouse SelectMouse SensitivityMouse XMouse YMouse button used for selectionMouse cursor style to use during the modal operatorMouse locationMouse location in normalized coordinates, 0.0 to 1.0 is within the image boundsMouse location to select channelMouse location to select nearest entityMouse path values for operators that record such pathsMoveMove Current HandleMove DirectionMove Entire PointMove PointMove SegmentMove StripsMove TypeMove UVs according to mergeMove a node to detach linksMove a point or its handlesMove active itemMove after collectionMove all selected elements in first places, preserving their relative order. Warning: This will affect unselected elements' indices as wellMove all slots of the action on the active object into newly created, separate actions. All users of those slots will be reassigned to the new actions. The current action won't be deleted but will be empty and might end up having zero usersMove along X axisMove along Y axisMove along controller's forward axisMove along navigation back axisMove along navigation down axisMove along navigation forward axisMove along navigation left axisMove along navigation right axisMove along navigation up axisMove along viewer's back axisMove along viewer's forward axisMove along viewer's left axisMove along viewer's right axisMove an entry in the list up or downMove and AttachMove area hereMove asset out of any catalogMove asset to catalogMove assets out of any catalogMove assets to catalogMove before collectionMove between collectionsMove boid rule down in the listMove boid rule up in the listMove boid state down in the listMove boid state up in the listMove bones to a collectionMove catalog {} into {}Move catalog {} to the top level of the treeMove constraint down in constraint stackMove constraint up in constraint stackMove current frame forward/backward by a given numberMove cursor in textMove cursor positionMove cursor to position typeMove curves so that the first point is exactly on the surface meshMove directionMove effect down in the stackMove effect up in the stackMove faster (walk or fly)Move forward a few units at onceMove handle of newly added point freelyMove handles after closing the splineMove inputs and outputs from in the modifier to a new node groupMove inside collection (Ctrl to link)Move inside collection (Ctrl to link, Shift to parent)Move instance object down in the listMove instance object up in the listMove is affected by snapping settingsMove layer in the list, layers further down the list will overwrite data from the layers higher upMove modifier down in the stackMove modifier up and down in the stackMove modifier up in the stackMove node backdropMove nodes and attach to frameMove object geometry to object originMove object origin to position of the 3D cursorMove objects to a collectionMove objects to a new collectionMove particle target down in the listMove particle target up in the listMove points out of the way, as if combing themMove selected area edgesMove selected files to the trash or recycle binMove selected itemsMove selected items outward in a spherical shape around geometric centerMove selected keyframes to an inbetween position relative to adjacent keysMove selected objects out of local viewMove selected scene markers to the active Action as local 'pose' markersMove selected shape keys up/down in the listMove selected strips down a track if there's roomMove selected strips up a track if there's roomMove selected strokes to another layerMove selected time marker(s)Move selection to a new layerMove slower (walk or fly)Move start of strips to specified timeMove strips so transformed strips fitMove strokes slightly towards the camera to avoid clipping while preserve depth for the viewportMove texture slots up and downMove the 3D Cursor to the selected VR LandmarkMove the active Annotation layer up/down in the listMove the active Color up/down in the listMove the active Grease Pencil layer or GroupMove the active Selection Set up/down the list of setsMove the active bookmark up/down in the listMove the active dash segment up or downMove the active layer up/down in the listMove the active material up/down in the listMove the active time segment up or downMove the active vertex group up/down in the listMove the camera so selected objects are framedMove the clone source imageMove the closer handle of the adjacent vertexMove the currently selected line(s) up/downMove the cursor while selectingMove the entire point using its handlesMove the handle along its current angleMove the keyframes alongside the mediaMove the modifier within the list of modifiersMove the mouse to change the dyntopo detail size. LMB: confirm size, ESC/RMB: cancel, SHIFT: precision mode, CTRL: sample detail sizeMove the selected slots into a newly created actionMove the viewMove the view to frame the selected objectsMove the view to the current frameMove the view to the selection centerMove to CollectionMove to Collection RecursiveMove to FirstMove to LastMove to LayerMove to New Bone CollectionMove to New CollectionMove to New LayerMove to center of neighbors and match their velocityMove to next folderMove to parent directoryMove to parent node tree, remove from groupMove to previous folderMove top-level geometry instances in local or global spaceMove transformed strips to nearest free space to resolve overlapMove {} above {}Move {} below {}Move {} into {}Move {} {} above {}Move {} {} below {}Move {} {} into {}Move/Split AreaMove/turn relative to the VR viewer or controllerMoved %i slot(s) into the action of the active objectMoved strip is already inside provided meta stripMoved strip is parent of provided meta stripMovementMoves capture points away from surfaces to prevent artifactsMovieMovie ClipMovie Clip EditorMovie Clip ProxyMovie Clip UserMovie Clip data-blocksMovie Clip to get tracking data fromMovie ClipsMovie DistortionMovie FileMovie FilesMovie FormatMovie ObjectsMovie Plane TracksMovie StripMovie Tracking DopesheetMovie Tracking MarkersMovie Tracking Plane Marker DataMovie Tracking Plane MarkersMovie TracksMovie clip displayed and edited in this spaceMovie clip not foundMovie clip that this strip usesMovie clip to use tracking data from isn't setMovie fileMovie stripMovie tracking camera dataMovie tracking dataMovie tracking marker dataMovie tracking object dataMovie tracking object to followMovie tracking object to follow (if empty, camera object is used)Movie tracking plane track dataMovie tracking reconstructed camera dataMovie tracking reconstruction dataMovie tracking settingsMovie tracking stabilization dataMovie tracking track dataMovie tracking track to followMovieClipMovieClipActive TrackMovieClipAnnotation SourceMovieClipBundleMovieClipClipMovieClipDope SheetMovieClipGraphMovieClipKeep OriginalMovieClipMarkerMovieClipMarkersMovieClipMaskMovieClipModeMovieClipPlane TrackMovieClipPowerMovieClipTrackMovieClipTrackingMovieClipViewMovieClip StripMovieClip data-block referencing an external movie fileMovieTracking '%s' cannot be removedMoving HoldMoving Hold KeyframeMoving Hold Keyframe SelectedMoving things with a mouse drag confirms when releasing the buttonMsMovMsPanMsRotMsSmartZoomMsSubMovMsZoomMtex not found for this typeMulti FrameMulti InputMulti Input Sort IDMulti ModifierMulti ReactMulti camera system, adjust the cameras individuallyMulti constraint, stateful IK solverMulti-PaintMulti-ViewMulti-Word Fuzzy FilterMulti-Word Match SearchMulti-frame EditingMulti-scale hair scattering model by Huang et al. 2022, suitable for viewing both up close and from a distance, supports elliptical cross-sections and has more precise highlight in forward scattering directions.Multi-touch GesturesMulticam Select StripMulticam Source ChannelMultifractalMultiframeMultilayerMultipaint group is locked, abortingMultiple CachesMultiple EnginesMultiple FacesMultiple ImportanceMultiple Importance SampleMultiple Importance SamplingMultiple ScatteringMultiple SpringsMultiple StrokesMultiple ViewsMultiple add-ons with the same name found!Multiple file handlers can be used, drop to pick which to useMultiple image files, as a sequenceMultiple images cannot be saved to an identical path: "%s"Multiple importance sampling is used to combine direct light contributions from next-event estimation and forward path tracingMultiple strokes appear/disappear at onceMultiplication factor when using the fast or slow modifiersMultiplicative overrideMultiplied by Start/End for the total added point countMultiplierMultiplier for dicing rate of geometry outside of the camera view. The dicing rate of objects is gradually increased the further they are outside the camera view. Lower values provide higher quality reflections and shadows for off screen objects, while higher values use less memoryMultiplier for scaling the selected field to color mapMultiplier for scaling the vectorsMultiplier for the distance between 3D View grid linesMultiplier for the height value to control the overall distance for bump mappingMultiplier for the strength of the new strokesMultiplier for the thickness of the new strokesMultiplier for wave influence of this brushMultiplier of diameter propertiesMultiplier of obstacle velocityMultiplier of source velocity passed to fluid (source velocity is non-zero only if object is moving)Multiplier used to control the magnitude of the velocity vectors for time effectsMultiplyMultiply Add ModeMultiply AlphaMultiply B-Bone Scale In channels by the local scale values of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply B-Bone Scale Out channels by the local scale values of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply ColorsMultiply DepthMultiply FactorMultiply Mass with SizeMultiply MatricesMultiply ModeMultiply ModifierMultiply NormalMultiply RMultiply StripMultiply VGroup A's weights by VGroup B's onesMultiply Vertex Group with EnvelopeMultiply WeightsMultiply alpha along with color channelsMultiply brush influence by velocity color ramp alphaMultiply brush intersection depth (displace, waves) by velocity ramp alphaMultiply color by alpha (recommended for Blender input)Multiply component values togetherMultiply force by 1/distance²Multiply line length by particle speedMultiply mass by particle sizeMultiply normal vector with selectionMultiply position and outline by intensityMultiply recorded drawing speed by a factorMultiply source value to destination one, using given threshold as factorMultiply the B-Bone Ease In channel by the local Y scale value of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply the B-Bone Ease Out channel by the local Y scale value of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply the calculated weights with the existing values in the vertex groupMultiply the current speed of the strip with this number or remap current frame to this frameMultiply the filter size used by interpolationMultiply the final easing values by the Scale In/Out Y factorsMultiply the intensity of each pixelMultiply the original length by a factorMultiply the radius of the spline point by the taper radiusMultiply transformation matricesMultiply weights by envelope for all bones, instead of acting like Vertex Group based blending. The specified weights are still used, and only the listed bones are considered.Multiply with the speed factorMultiresMultires ModifierMultires data baking requires multi-resolution objectMultires modifier returned error, skipping applyMultiresolutionMultiresolution mesh modifierMultiscatter GGXMusicMust be in vertex selection modeMust have an active bone to add IK constraint toMust have more control points than OrderMuteMute (un)selected stripsMute FootageMute channelMute expanded settings for the modifierMute footage and show black background insteadMute or un-mute selected stripsMute the speakerMute this modifierMute unselected rather than selected stripsMutedMuted StripsMux Packet SizeMux RateMux packet size (byte)Mux rate (bits/second)N-GonN-Sphere RadiusN-gon MethodN-key opens a pie menu to toggle regionsNDOFNDOF Lock HorizonNDOF Motion DataNDOF View NavigateNGon FaceNGon Face-VertexNLA Evaluation EnabledNLA StripNLA Strip 'transitions' between adjacent stripsNLA Strip ControlsNLA Strip NameNLA Strip acts as a container for adjacent stripsNLA Strip is activeNLA Strip is played back in reverse order (only when timing is automatically determined)NLA Strip is selectedNLA Strip references some ActionNLA Strip representing a sound event for speakersNLA StripsNLA Strips on this NLA-trackNLA Strips that this strip acts as a container for (if it is of type Meta)NLA TrackNLA Track NamesNLA Track is activeNLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)NLA Track is lockedNLA Track is selectedNLA Track is the only one evaluated in this animation data-block, with all others mutedNLA TracksNLA Tracks (i.e. Animation Layers)NLA Tweak ModeNLA editor space dataNLA stack is evaluated when evaluating this blockNLA strip '%s' not found in track '%s'NLA-Strip F-CurvesNURBSNURBS Active U LinesNURBS Active V LinesNURBS U LinesNURBS V LinesNURBS order in the U direction. Higher values make each point influence a greater area, but have worse performance.NURBS order in the V direction. Higher values make each point influence a greater area, but have worse performance.NURBS weightNameName (id) of the operator to invokeName AfterName CollisionName FilterName after object source with a suffixName collisions: Name filter using '*', '?' and '[abc]' unix style wildcardsName for new mesh object and materialName for new paint slot sourceName for new presetName for the new brush assetName for the new pose assetName from loaded imageName of Action Group to assign setting(s) for this path toName of ID block to unpackName of Parent Bone for hook (if applicable), also recalculates and clears offsetName of PoseBone to use as targetName of Shape KeyName of UV mapName of Vertex Group which determines AnchorsName of Vertex Group which determines influence of modifier per pointName of Vertex color layerName of a file or directory within a file listName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and assign the selected bones to it. To assign to an existing collection, do not include this parameter and use collection_indexName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and move the selected bones to it. To move to an existing collection, do not include this parameter and use collection_indexName of color attributeName of modifier to redefineName of modifier to removeName of new attributeName of new color attributeName of new directoryName of new maskName of new mask layerName of newly created groupName of newly created lightgroupName of operator (translated) to call on action eventName of operator (translated) to call on input eventName of parent bone in case of a bone parenting relationName of parent bone. Only used when the parent object is an armature.Name of parent object in specified data-block to which parenting happensName of parent sub-object in specified data-block to which parenting happensName of single glTF animation to be exportedName of skin layerName of the AOVName of the AOV that this output writes toName of the Alembic attribute used for generating motion blur dataName of the AttributeName of the LightgroupName of the PaletteName of the Vertex Group which determines the influence of the modifier per pointName of the action mapName of the action map bindingName of the action map itemName of the active Shader AOVName of the attribute to retrieve the transform fromName of the bone collection to assign this bone to; empty to assign to the active bone collectionName of the bone collection to createName of the bone collection to unassign this bone from; empty to unassign from the active bone collectionName of the bone to unassign from the collection; empty to use the active boneName of the collection to selectName of the constraint to editName of the creator of the assetName of the custom transform orientationName of the dash segmentName of the data-block to use by the operatorName of the deviceName of the fileName of the grid for the X axis component of the velocity field if it was split into multiple gridsName of the grid for the Y axis component of the velocity field if it was split into multiple gridsName of the grid for the Z axis component of the velocity field if it was split into multiple gridsName of the haptic action to apply when executing this actionName of the key configurationName of the key mapName of the layerName of the materialName of the menuName of the modifierName of the modifier that contains the nodeName of the modifier to editName of the modifier to work onName of the new collectionName of the new custom orientationName of the new layerName of the new layer groupName of the newly added collectionName of the newly created boneName of the pie menuName of the preset, used to make the path nameName of the referenced bone collectionName of the rig type to generate a sample ofName of the shaderfx to editName of the slotName of the slot, for display in the user interface. This name combined with the slot's data-block type is unique within its ActionName of the socketName of the socket typeName of the source fileName of the strip modifier to editName of the themeName of the velocity field, or the base name if the velocity is split into multiple gridsName of the vertex color layer used for foamName of the vertex color layer used for the spray direction mapName of the workspace to append and activateName of this layer collection (same as its collection one)Name of vertex color to exportName of vertex group which determines surface emission rateName or Tag FilterName that can be displayed in the UI for this elementName that is mapped to the referenced data-blockName to use in scripted expressions/functions (no spaces or dots are allowed, and must start with a letter)Name used to save output from this surfaceName: {:s}Named AttributeNamed AttributesNamed GroupNamed Layer SelectionNamed Layer nodeNamesNamespaceNanometersNarrow Band WidthNarrownessNaturalNatural Drawing SpeedNatural LogarithmNatural scroll directionNavigateNavigate GizmoNavigate Gizmo SizeNavigate into folders by clicking on them once instead of twiceNavigate the VR scene by grabbing with controllersNavigationNavigationBackNavigationController ForwardNavigationDownNavigationForwardNavigationLeftNavigationModeNavigationRightNavigationTurn LeftNavigationTurn RightNavigationUpNavigationViewer BackNavigationViewer ForwardNavigationViewer LeftNavigationViewer RightNavigation BarNavigation ControlsNavigation LocationNavigation ModeNavigation RotationNavigation ScaleNavigation/Tabs BackgroundNdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofBackNdofDomNdofFitNdofFrontNdofIso1NdofIso2NdofMenuNdofMovNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNdofTCCWNdofTCWNearNear PlaneNear ThicknessNear clipping distance of shadow cameraNear-field hair scattering model by Chiang et al. 2016, suitable for close-up looks, but is more noisy when viewing from a distance.NearestNearest Corner and Best Matching Face NormalNearest Corner and Best Matching NormalNearest Corner of Nearest FaceNearest EdgeNearest Edge InterpolatedNearest Edge VertexNearest FaceNearest Face EdgeNearest Face InterpolatedNearest Face VertexNearest NeighborNearest Surface PointNearest VertexNearest VerticesNeck PositionNeck start positionNeed at least 4 selected point tracks to create a planeNeededNeedleNeeds at least a pair of adjacent selected strips with a gap between themNegate VolumeNegate influence inside the volumeNegate the alignment axisNegate the effect of the clump vertex groupNegate the effect of the density vertex groupNegate the effect of the field vertex groupNegate the effect of the kink vertex groupNegate the effect of the length vertex groupNegate the effect of the rotation vertex groupNegate the effect of the roughness 1 vertex groupNegate the effect of the roughness 2 vertex groupNegate the effect of the roughness end vertex groupNegate the effect of the size vertex groupNegate the effect of the tangent vertex groupNegate the effect of the twist vertex groupNegate the effect of the velocity vertex groupNegationNegativeNegative AxisNegative FramesNegative Frames are slid or croppedNegative SidesNegative X axisNegative Y axisNegative Z axisNegative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6)Negative mesh smootheningNegative vertex index in vertex_indices_setNeighbor IndexNeighbor RejectionNeighbor ThresholdNeither of the nodes have outputsNestedNested node id of the nodeNesting a node group inside of itself is not allowedNetworkNetwork Connection LimitNetwork TimeoutNeutralNeutral displacement value that causes no displacement. Lower values cause the surface to move inwards, higher values push the surface outwardsNeverNever NoneNever change tabs when clicking an icon in an outlinerNever collapse the new merge nodesNewNew CatalogNew Curve Smoothing ModeNew Curves ToolsNew DataNew F-Curve Colors - XYZ to RGBNew FeaturesNew FileNew GroupNew Handles TypeNew IDNew ImageNew Keyframe TypeNew LayerNew ObjectNew ObjectsNew PathNew PresetNew UV MapNew WindowNew displace is added cumulatively on top of existingNew implementation available since 2.8New keys will be BézierNew keys will be constantNew keys will be linearNew lines unsupported, call this operator multiple timesNew name for markerNew sampling value to be used for subsequent modifiersNew speed of retimed segmentNew stroke from selected points/strokesNew strokes are drawn below of all strokes in the layerNewly created vertex is being slidNewtonianNextNext CharacterNext Edge IndexNext FailedNext KeyframeNext LineNext MarkerNext NodeNext PageNext StripNext Vertex IndexNext WordNext blend type/operationNext element is hiddenNext or SelectionNext typed character will strike through previous, for special character inputNext-Event EstimationNlaStripNlaTrackNlaTrack '%s' cannot be removedNo 'Connections' found in file %rNo 'GlobalSettings' found in file %rNo 'Objects' found in file %rNo 'Relative To' object found, set one explicitly or make sure there is an active objectNo (unpinned) Properties Editor found to display texture inNo 3D viewport found to create image fromNo Action slot is assigned, so there is nothing to un-assignNo Actions in .blend fileNo Active ActionNo Active ContextNo AnimData blocks in tweak mode to exit fromNo AnimData blocks to enter tweak mode forNo Anti-AliasingNo Asset DraggingNo Asset IndexingNo AudioNo Bone ActiveNo ChangeNo Connect RegionsNo ConvergenceNo Curve SelectedNo CyclesNo Data-BlockNo Data-Block PackingNo DissolveNo Euler Rotation F-Curves to fix upNo Euler Rotations could be correctedNo Euler Rotations could be corrected, ensure each rotation has keys for all components, and that F-Curves for these are in consecutive XYZ order and selectedNo F-Curve to add keyframes toNo F-Modifiers available to be copiedNo F-Modifiers to pasteNo FlipNo Gimbal LockNo Grease Pencil dataNo Grease Pencil frame to draw onNo Grease Pencil frame to draw weight onNo ID block and/or AnimData to delete keyframe fromNo IntersectionNo ItemsNo Items AvailableNo Keying Set ActiveNo Library OverridesNo LimitNo MaterialsNo MergeNo New ConstraintNo OffsetNo OutputNo Override Auto ResyncNo PropertiesNo RNA pointer available to retrieve values for keyframing fromNo RNA pointer available to retrieve values for this F-curveNo Recent FilesNo ReprojectNo Rigid Body World to add Rigid Body Constraint toNo Rigid Body World to exportNo Rigid Body World to removeNo TexturesNo UDIM tiles were createdNo UV data on canvasNo UV layer named "%s" found in the object "%s"No UV layersNo UV map found in the evaluated object "%s"No VideoNo action to delete keyframes from for ID = %sNo active AnimData block to use (select a data-block expander first or set the appropriate flags on an AnimData block)No active Curves ObjectNo active F-Curve to add a keyframe to. Select an editable F-Curve firstNo active Grease Pencil layerNo active Grease Pencil layer to paste intoNo active Keying SetNo active Keying Set path to removeNo active Keying Set to add empty path toNo active Keying Set to removeNo active Keying Set to remove a path fromNo active Keying Set to remove property fromNo active Keying Set to useNo active UV layer found in the object "%s"No active action to operate onNo active action to push downNo active and selected image texture node found in material "%s" (%d) for object "%s"No active assetNo active attributeNo active boneNo active bone collectionNo active bone setNo active bone to copy fromNo active bone with constraints for copyingNo active brushNo active cameraNo active camera in the sceneNo active camera setNo active collectionNo active color attribute to bake toNo active editable objectNo active element found!No active faceNo active frame to deleteNo active groupNo active image found in material slot (%d) for object "%s"No active image found, add a material or bake to an external fileNo active image found, add a material or bake without the Split Materials optionNo active itemNo active item to renameNo active keyframe on F-CurveNo active layerNo active layer to duplicateNo active line style in the current sceneNo active lineset and associated line style to manipulate the modifierNo active lineset to add a new line style toNo active markerNo active mesh objectNo active node.No active objectNo active object foundNo active object to add constraint toNo active object, or active object isn't a Grease Pencil objectNo active plane trackNo active pose bone to add a constraint toNo active strip!No active strip(s) to enter tweak mode onNo active trackNo active track to join toNo active track(s) to add strip to, select an existing track or add one before trying againNo active vertex groupNo active vertex group for painting, abortingNo active view found in scene "%s"No active window in context!No add-on module given!No additional selected meshes with equal vertex count to joinNo angle snappingNo animatable data-block, please report as bugNo animation data found to create asset fromNo animation data to convert on object: {!r}No animation track found at index %dNo annotation sourceNo asset data-blocks from the current file selected (assets must be stored in the current file to be able to edit or clear them)No asset data-blocks selected/focusedNo asset found at path "%s"No asset in contextNo asset selectedNo attributes on objects with this materialNo available channel for the current frame.No bone collection named '%s'No bone collections have UI buttons assigned - please check the Bone Collections UI sub-panelNo bones selected, nothing to assign to bone collectionNo bones selected, nothing to unassign from bone collectionNo border area selectedNo brush selectedNo camera foundNo camera found in scene "%s"No camera found in scene "%s" (used in compositing of scene "%s")No changes to be savedNo channels to add keyframes toNo channels to operate onNo child layers to mergeNo clipboard scene to paste Video Sequencer data fromNo collection selectedNo collision settings availableNo color overlayNo compatible GPUs found for CyclesNo compatible images are on the clipboardNo compressionNo constraints for copyingNo control point selectedNo control points are selectedNo cullingNo curves data to joinNo custom HDRIs configuredNo custom MatCaps configuredNo custom Studio Lights configuredNo custom {:s} configuredNo data in the internal clipboard to pasteNo data to pasteNo data, boolean mask of active voxelsNo data-block selected or activeNo data-block selected that is marked as assetNo data-blocks to create assets for found (or do not support use as assets)No device - there will be no audio outputNo displayNo distance attenuationNo driver to copy variables fromNo driver variables in the internal clipboard to pasteNo drivers deletedNo edge rings foundNo edge selectedNo edges selectedNo editable Grease Pencil layerNo editable objects to convertNo exportNo face regions selectedNo face selectedNo faces filledNo faces found in the object "%s"No file chosenNo file handlers availableNo file path for "%s"No filename givenNo filepath givenNo files selectedNo files selected to be openedNo flippingNo folder selectedNo frames rendered, skipped to not overwriteNo frames to bakeNo free inputs for node {}No fullscreen areas were foundNo glTF AnimationNo hair connected (cannot connect hair if particle system modifier is disabled)No image empty selectedNo images availableNo images convertedNo images found to reload in this node treeNo images have been changedNo input grid found that can determine the topologyNo installed packages markedNo installed packages to updateNo interpolationNo interpolation (sample closest texel)No interpolation between keyframesNo interpolation, use nearest neighbor pixelNo interpolation, value of A gets held until B is encounteredNo intersections foundNo issues detectedNo itemsNo items are selectedNo joints selectedNo keyframed poses to propagate toNo keyframes copied to the internal clipboardNo keyframes removed from %d object(s)No keyframes removed from {} strip(s)No keyframes to focus onNo keyframes to slide betweenNo keys have been inserted and no errors have been reported.No keys or strips selectedNo layer foundNo layers to addNo markers are selectedNo matching face regions foundNo matching images foundNo material to removedNo menu items foundNo mesh data to joinNo mesh in active objectNo mesh objectNo meshes with vertex groups foundNo missing filesNo more keyframes to jump to in this directionNo more markers to jump to in this directionNo more than 16 local viewsNo name matches between selected objects and shape keysNo name setNo named attributes usedNo new files have been packedNo new override operation created, operation already existsNo new override property created, property already existsNo node tree was found in the current node editor.No nodes selected.No object found to operate onNo object selectedNo object selected, using cursorNo object to apply orientation onNo object, or not exclusively in pose modeNo objects found to bake fromNo objects selectedNo objects to pasteNo objects with bound-box selectedNo open Graph Editor window foundNo operator in contextNo optionsNo orphaned data-blocks to purgeNo other bones are selectedNo other objects are selectedNo other objects selectedNo other selected objects have wire or boundary edges to use for projectionNo output nodeNo packed fileNo packed files to unpackNo parent directory givenNo permissions specifiedNo point cloud data to joinNo point was selectedNo points were selectedNo pose to copyNo prefiltering, use when guiding passes are noise-freeNo preview available to removeNo projection when behind the faceNo projection when in front of the faceNo region view3d availableNo repositories availableNo results foundNo results match the search filterNo rolling shutter effect usedNo selected F-Curves to add keyframes toNo selected F-Curves to paste intoNo selected assetNo selected bones to copy toNo selected data-blocks to copyNo selected facesNo selected frames foundNo selected keys, pasting over preview rangeNo selected keys, pasting over scene rangeNo selected object is activeNo selected object to copy fromNo selected vertexNo shape correctionNo single next item foundNo slots in this Action.No source mesh objects selectedNo strips selectedNo strips to pasteNo subtitles (text strips) to exportNo suitable context info for active keying setNo suitable selected bones to copy toNo supported objects were selectedNo target bones addedNo target object to transfer the mode toNo text or file specified in node, nothing to compileNo texture size limitNo texture user foundNo textures in contextNo usable tracks selectedNo user repositoriesNo valid action to addNo valid cage objectNo valid data to read!No valid driver data to create copy ofNo valid existing linked ID given to relocateNo valid formats foundNo valid image format selectedNo valid node(s) in selectionNo valid root vertex found (you need one per mesh island you want to skin)No valid selected objectsNo valid subdivisions found to rebuild a lower levelNo valid subdivisions found to rebuild lower levelsNo valid target meshNo vertex group among the selected verticesNo vertex group dataNo vertex groups assigned to meshNo vertex groups foundNo vertex groups to operate onNo vertex selectedNo vertices were boundNo visible tags.No weights/vertex groups on objectNo weights/vertex groups on object(s)No-OpNodeNode BackdropNode Color SpecialsNode EditorNode Editor OverlaysNode EditorsNode FormatNode GroupNode GroupsNode IDNode IdentifierNode InputsNode Instance HashNode LabelNode LinksNode NameNode OutputNode OutputsNode Preview ResolutionNode SelectedNode SocketNode TreeNode Tree InterfaceNode Tree Interface ItemNode Tree Interface SocketNode Tree Interface SpecialsNode Tree PathNode Tree type (deprecated, bl_idname is the actual node tree type identifier)Node TreesNode TypeNode UnsupportedNode WidthNode WranglerNode editor space dataNode group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserNode group data-blocksNode group has different typeNode group must be a geometry node treeNode group must have a Color output socketNode group must have a geometry outputNode group must have a group output nodeNode group must have an output socketNode group that controls what this modifier doesNode group's first output must be a color outputNode group's first output must be a geometryNode group's geometry input must be the firstNode groups do not support automatic previewsNode has no attribute {:s}Node header color tagNode in a node treeNode must be run as toolNode only works for curves objectsNode owning this socketNode selection stateNode shader to useNode socket data typeNode tree '%s' has undefined type %sNode tree being displayed and editedNode tree consisting of linked nodes used for compositingNode tree consisting of linked nodes used for geometriesNode tree consisting of linked nodes used for materials (and other shading data-blocks)Node tree consisting of linked nodes used for shading, textures and compositingNode tree consisting of linked nodes used for texturesNode tree for node based lightsNode tree for node based materialsNode tree for node based worldsNode tree for node-based shadersNode tree for node-based texturesNode tree type %s undefinedNode tree type to display and editNode tree was not found in the active node editor.Node typeNode type %s undefinedNode {} deletedNode(s)NodeGroupNodeTreeANodeTreeAbsoluteNodeTreeAddNodeTreeArccosineNodeTreeArcsineNodeTreeArctangentNodeTreeArrowNodeTreeBNodeTreeBottomNodeTreeBoxNodeTreeCeilNodeTreeCeilingNodeTreeClosureNodeTreeCoat TintNodeTreeColorNodeTreeColor BurnNodeTreeColor DodgeNodeTreeCompareNodeTreeComparisonNodeTreeConstantNodeTreeConversionNodeTreeCosineNodeTreeCrossNodeTreeCross ProductNodeTreeCurrentNodeTreeDarkenNodeTreeDifferenceNodeTreeDistanceNodeTreeDivideNodeTreeDivide CeilingNodeTreeDivide FloorNodeTreeDivide RoundNodeTreeDot ProductNodeTreeDraw StyleNodeTreeExponentNodeTreeFaceforwardNodeTreeFloorNodeTreeFloored ModuloNodeTreeFor Each ElementNodeTreeFractionNodeTreeFrameNodeTreeFunctionsNodeTreeGreater ThanNodeTreeGreatest Common DivisorNodeTreeHueNodeTreeHyperbolic CosineNodeTreeHyperbolic SineNodeTreeHyperbolic TangentNodeTreeIntersectNodeTreeInverse Square RootNodeTreeJoin GeometryNodeTreeKeyNodeTreeLeast Common MultipleNodeTreeLengthNodeTreeLess ThanNodeTreeLightenNodeTreeLinear LightNodeTreeLogarithmNodeTreeMaximumNodeTreeMedianNodeTreeMinimumNodeTreeMissing Data-BlockNodeTreeMixNodeTreeModeNodeTreeModuloNodeTreeMultiplyNodeTreeMultiply AddNodeTreeNegateNodeTreeNewNodeTreeNextNodeTreeNormalizeNodeTreeOperationNodeTreeOverlayNodeTreePing-PongNodeTreePingpongNodeTreePlanarNodeTreePowerNodeTreePrevNodeTreeProjectNodeTreeReflectNodeTreeRefractNodeTreeRepeatNodeTreeRotationsNodeTreeRoundNodeTreeRoundingNodeTreeRounding ModeNodeTreeSaturationNodeTreeScaleNodeTreeScreenNodeTreeSheen TintNodeTreeSignNodeTreeSimulationNodeTreeSineNodeTreeSmooth MaximumNodeTreeSmooth MinimumNodeTreeSnapNodeTreeSoft LightNodeTreeSpecular TintNodeTreeSquare RootNodeTreeSubtractNodeTreeTangentNodeTreeTintNodeTreeTo DegreesNodeTreeTo RadiansNodeTreeTopNodeTreeTrigonometricNodeTreeTruncateNodeTreeTruncated ModuloNodeTreeUnionNodeTreeUnknownNodeTreeValueNodeTreeWrapNodesNodes ModifierNodes Modifier BakeNodes Modifier PanelNodes Modifier WarningNoiseNoise AmountNoise BasisNoise Basis 2Noise DepthNoise DistortionNoise F-ModifierNoise IntensityNoise OffsetNoise ScaleNoise SeedNoise SizeNoise TextureNoise ThresholdNoise TypeNoise algorithm - Blender original: Smooth interpolated noiseNoise algorithm - Cell Noise: Square cell tessellationNoise algorithm - Improved Perlin: Smooth interpolated noiseNoise algorithm - Original Perlin: Smooth interpolated noiseNoise algorithm - Voronoi Crackle: Voronoi tessellation with sharp edgesNoise algorithm - Voronoi F1-F2Noise algorithm - Voronoi F1: Returns distance to the closest feature pointNoise algorithm - Voronoi F2: Returns distance to the 2nd closest feature pointNoise algorithm - Voronoi F3: Returns distance to the 3rd closest feature pointNoise algorithm - Voronoi F4: Returns distance to the 4th closest feature pointNoise basis for the distortionNoise basis used for turbulenceNoise effect modifierNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samplesNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples, for viewport rendersNon ContiguousNon boolean value found: {:s}[ ].{:s}Non-AssetsNon-ColorNon-Empty object '%s' cannot duplicate collection '%s' anymore in Blender 2.80 and later, removed instancingNon-Keyboard ShortcutNon-ShaderNon-UniformNon-instance curves are ignoredNon-linear editor for arranging and mixing scenes, video, audio, and effectsNon-negative value of A, abs(A)Non-physical, unitless lighting. Useful when exposure controls are not availableNoneNone (Legacy)None for Enum/BooleanNone of the bone collections is marked 'solo'None of the selected bones were assigned to this collectionNone of the selected channels is an Action SlotNone of the selected data-blocks supports previewsNone, full renderNonlinear AnimationNoodle CurvingNorNormalNormal BiasNormal DomainNormal EditNormal Edit ModifierNormal FalloffNormal FieldNormal MapNormal OffsetNormal Quantization BitsNormal RadiusNormal Screen SizeNormal SelectionNormal SizeNormal SmoothNormal SpaceNormal VectorNormal WeightNormal direction of the surface mesh at the attachment pointNormal direction vector. • LMB click and drag on the sphere to set the direction of the normal. • Holding Ctrl while dragging snaps to 45 degree rotation incrementsNormal keyframe, e.g. for key posesNormal pass used by denoiserNormal to SurfaceNormal vector used to copy, add or multiplyNormal-TangentNormal/Tangent QuantizationNormalEditNormalizationNormalizeNormalize ANormalize KernelNormalize WeightsNormalize active vertex's weightsNormalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize intensity by light area, for consistent total light output regardless of size and shapeNormalize light intensities while tracking (slower)Normalize output Distance to 0.0 to 1.0 rangeNormalize outputs to 0.0 to 1.0 rangeNormalize the colors, increasing the contrastNormalize the resulting weights (otherwise they are only clamped within 0.0 to 1.0 range)Normalize the weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize weights of active vertex (if affected groups are unlocked)Normalize weights of all target bonesNormalize weights of the active vertex groupNormalize weights of the active vertex group, so that the highest ones are now 1.0NormalizedNormalized SineNormalized coordinates with half pixel offsetsNormalized quaternion rotationNormally always 1, but can be used as an extra control to alter the brightness curveNormalsNormals 'track' (point to) the target objectNormals OnlyNorthNorth-EastNorth-WestNotNot AndNot EqualNot Equal ToNot SetNot SupportedNot a compositor node treeNot a geometry node treeNot a geometry or compositor node treeNot a libraryNot a modal keymapNot a non-modal keymapNot a shader node treeNot a shader or geometry node treeNot a shader, geometry, or compositor node treeNot a texture node treeNot a valid selection for extrudeNot an editable nameNot assigned to any bone collection.Not available for Microsoft Store installationsNot deleting keyframe for locked F-Curve '%s', object '%s'Not deleting keyframe for locked F-Curve '%s', scene '%s'Not deleting keyframe for locked F-Curve for NLA Strip influence on %s - %s '%s'Not enough available video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Not enough content to clamp strip(s)Not enough free memoryNot enough vertices for vertex-parentNot filtering any lines based on illumination regionNot implementedNot implemented for MasksNot inside node groupNot running with '--enable-event-simulate' enabledNot supported in dynamic topology modeNot supported in dynamic topology sculptingNot supported in dyntopoNot supported in multiresolution modeNot supported in sculpt modeNot yet definedNot yet functionalNot yet implementedNot yet specified. When this slot is first assigned to a data-block, this will be set to the type of that data-blockNoteNote that fully compliant glTF 2.0 engine/viewer will use it as multiplicative factor for base color.Note/Layer to add annotation strokes toNote:Note: this combined rig is deprecated.NotesNothingNothing indicatedNothing selectedNothing selected to keyNothing to bakeNothing to deleteNothing to eraseNothing to operate on: {:s}[ ].{:s}Nothing to show yet...NowNowhere for Grease Pencil data to goNuke distortion modelNullNull actionNull cloth objectNum StepsNumberNumber FieldNumber Widget ColorsNumber of B-Bone segmentsNumber of Blur SamplesNumber of Blur Samples (zero, disable blur)Number of CutsNumber of FacesNumber of FramesNumber of KeysNumber of PiecesNumber of PointsNumber of ProjectorsNumber of VerticesNumber of additional samples to take between frames to improve quality of fast moving effector objectsNumber of additional samples to take between frames to improve quality of fast moving flowsNumber of blades in aperture for polygonal bokeh (at least 3)Number of channels in pixels bufferNumber of channels in the tile pixels bufferNumber of children per parentNumber of children per parent for renderingNumber of computed points in the U direction between every pair of control pointsNumber of concentric rings used to fill the round faceNumber of constraint solver iterations made per simulation step (higher values are more accurate but slower)Number of control points in a newly added curveNumber of control points in the curveNumber of curves added by the Add brushNumber of custom normals is not number of loops (%f / %d)Number of custom normals is not number of vertices (%f / %d)Number of cycle repeatsNumber of deselected elements in the repetitive sequenceNumber of dimensions of the grid data typeNumber of dimensions to output noise forNumber of duplicates to makeNumber of edges or points in the faceNumber of elements that will be groupedNumber of extensions with available updateNumber of extra spline control points attached to the end controlNumber of extra spline control points attached to the start controlNumber of faces that contain the vertexNumber of faces which share an edge with the faceNumber of frames after each GP keyframe before the modifier has any effectNumber of frames at start of strip to fade in influenceNumber of frames between cached framesNumber of frames between generated interpolated framesNumber of frames between paths shown (not for 'On Keyframes' Onion-skinning method)Number of frames between randomization stepsNumber of frames cachedNumber of frames for Blending In/Out is automatically determined from overlapping stripsNumber of frames from end frame for influence to fade outNumber of frames from start frame for influence to take effectNumber of frames in which the wave damps out after it diesNumber of frames of the sequence to useNumber of frames that path animation should takeNumber of frames to hold each valueNumber of frames to offsetNumber of frames to offset original keyframe number or frame to fixNumber of frames to show after the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to show before the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to skip forward while baking each frameNumber of frames to skip forward while rendering/playing back each frameNumber of frequencies usedNumber of graphsNumber of grid columnsNumber of grid lines to display in perspective viewNumber of grid units in UV space that make one UV UnitNumber of hair segmentsNumber of horizontal pixels in the rendered imageNumber of images of a movie to useNumber of input samples to average together to smooth the brush strokeNumber of installed extensions which are blockedNumber of itemsNumber of iterations to apply the filterNumber of iterations to run, 0 is unlimited when run interactivelyNumber of iterations to smooth the meshNumber of iterations when "Minimum Stretch" method is usedNumber of levels of nested instances to realize for each top-level instanceNumber of limb segmentsNumber of lines to scrollNumber of loops used by this faceNumber of motion blur samplesNumber of octaves (i.e., the amount of detail of the Perlin noise)Number of octaves (i.e., the amount of detail of the spatial noise)Number of pixels for blurring rim (set to 0 to disable)Number of pixels for blurring shadow (set to 0 to disable)Number of pixels per inch or Blender UnitNumber of pixels to before the cursor is considered to have moved (used for cycling selected items on successive clicks)Number of pixels to crop from the bottomNumber of pixels to crop from the left sideNumber of pixels to crop from the right sideNumber of pixels to crop from the topNumber of pixels to drag before a drag event is triggered for keyboard and other non mouse/tablet input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for mouse/trackpad input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for tablet input (otherwise click events are detected)Number of pixels to expand or contract fill areaNumber of points in one rotation of the spiralNumber of points on each of the circlesNumber of points on the circleNumber of points on the circle at the top and bottomNumber of points to consider stroke as looseNumber of points to sample per unit volumeNumber of points to select from the backNumber of points to select from the endNumber of points to select from the frontNumber of points to select from the startNumber of projectors to useNumber of ray directions to evaluate when bakingNumber of rays to trace per shader evaluationNumber of rounds in a sketchy multiple touchNumber of rounds in contour strokesNumber of samplesNumber of samples along the x axis of the volumeNumber of samples along the y axis of the volumeNumber of samples along the z axis of the volumeNumber of samples per pixel for renderingNumber of samples per pixel taken, divided by the maximum number of samples. To analyze adaptive samplingNumber of samples to compute volumetric shadowingNumber of samples to render for each pixelNumber of samples to render in the viewport, unlimited if 0Number of samples to test per faceNumber of samples used by the audio mixing bufferNumber of samples, unlimited if 0Number of seconds between each run of the GL texture garbage collectorNumber of seconds between each run of the GL vertex buffer object garbage collectorNumber of segments for round edges/vertsNumber of segments for the main ring of the torusNumber of segments for the minor ring of the torusNumber of segments of the inverse kinematics chain that will deform the meshNumber of selected elements in the repetitive sequenceNumber of sides in hole required to fill (zero fills all holes)Number of simplify steps (large values reduce fill accuracy)Number of simulation steps taken per frame (higher values are more accurate but slower)Number of smoothing iterations per brush stepNumber of spaces to display tabs withNumber of spline control points in the middleNumber of steps between 0 and 1Number of steps in the revolutionNumber of steps to break transformation into for face nearest snappingNumber of steps to compute volumetric effects. Higher step count increase VRAM usage and quality.Number of subdivisionsNumber of subdivisions between grid linesNumber of subdivisions for the dot grid displayed in the backgroundNumber of subdivisions for which displacements are storedNumber of subdivisions of bone (for B-Bones only)Number of subdivisions on top of the basic icosahedronNumber of subdivisions per segmentNumber of subdivisions that must be performed before extracting vertices' positions and normalsNumber of subdivisions to perform in the 3D viewportNumber of subdivisions to perform when renderingNumber of subdivisions to use in sculpt modeNumber of subdivisions to use in the viewportNumber of subdivisions used in Cardinal curve intersection (power of 2)Number of supersampling anti-aliasing samples per pixel for final renderNumber of surfels to spawn in one local unit distance (higher values improve quality)Number of texture used by the cascaded shadow mapNumber of the position that this tile coversNumber of times per frame object data are sampledNumber of times per frame transformations are sampledNumber of times reduce the geometry (unsubdivide only)Number of times that the filter is going to be appliedNumber of times the keys are loopedNumber of times the light is reinjected inside light grids, 0 disable indirect diffuse lightNumber of times the spiral makes a full rotationNumber of times this data-block is referencedNumber of times to apply simplifyNumber of times to apply smooth (high numbers can reduce FPS)Number of times to apply smooth (high numbers can reduce fps)Number of times to apply the screw operationNumber of times to blur the colors (higher blurs more)Number of times to redrawNumber of times to repeat the action rangeNumber of times to smooth newly created strokesNumber of times to smooth the meshNumber of times to subdivide newly created strokes, for less jagged strokesNumber of times to un-subdivideNumber of trail particlesNumber of turns around parent along the strandNumber of undo steps available (smaller values conserve memory)Number of usersNumber of vertical pixels in the rendered imageNumber of vertices for the X side of the shapeNumber of vertices for the Y side of the shapeNumber of vertices for the Z side of the shapeNumber of vertices in the X directionNumber of vertices in the Y directionNumber of vertices on the circleNumber of vertices on the lineNumber of voxels in the X axisNumber of voxels in the Y axisNumber of voxels in the Z axisNumber specific to this Slot, unique within the Action. This is used, for example, on a ActionKeyframeStrip to look up the ActionChannelbag for this SlotNumber to increase or decrease character code withNumbers of dirtree levels to show simultaneouslyNumeric IDNumeric ID (read only!)Numeric input evaluationNumerical IssueOBJ Export: Cannot create mtl file for '%s'OBJ Export: Cannot open file '%s'OBJ Export: Unable to find collection '%s'OBJ Import: Cannot open file '%s'OFFOKONOSOS KeyOS LoopOS-KeyOSL query failed to open %sOSL script compilation failed, see console for errorsOSL shader compilation succeededOSL support disabled in this buildObjectObjectBoidObjectChargeObjectCurveGuideObjectDragObjectFieldObjectFluidFieldObjectForceObjectHarmonicObjectKeep OriginalObjectMagnetObjectNewObjectTextureFieldObjectTurbulenceObjectVortexObjectWindObject "%s" is not a meshObject "%s" is not a mesh or cannot be converted to a mesh (Curve, Text, Surface or Metaball)Object "%s" is not enabled for renderingObject "%s" is not in view layerObject "%s" not found in evaluated scene, it may be hiddenObject %s lost dataObject %s not in view layer %sObject '%s' already has a Rigid Body ConstraintObject '%s' already in collection '%s'Object '%s' cannot be hidden because it is not in View Layer '%s'!Object '%s' cannot be selected because it is not in View Layer '%s'!Object '%s' could not create internal data for finding nearest pointObject '%s' does not support %s modifiersObject '%s' does not support shapesObject '%s' has no evaluated Curve or Grease Pencil dataObject '%s' has no evaluated Grease Pencil or Curves dataObject '%s' has no evaluated curves dataObject '%s' has no evaluated mesh dataObject '%s' has no evaluated mesh or curves dataObject '%s' not in collection '%s'Object (Attach Curves to Surface)Object (Keep Transform Without Inverse)Object (Keep Transform)Object (Without Inverse)Object 1Object 2Object ActionObject AlignedObject AnimationObject BaseObject CenterObject ChildrenObject CollisionsObject ColorObject Constraint PropertiesObject ConstraintsObject ContentsObject DataObject Data AnimationObject Data PropertiesObject DisplayObject Evaluation StateObject ExtrasObject FontObject FromObject GizmosObject GroupsObject IndexObject InfoObject InstancesObject Light LinkingObject Line ArtObject Line Art settingsObject LocationObject ModeObject ModifiersObject NameObject Node SocketObject Node Socket InterfaceObject OffsetObject OperationObject Origin SizeObject OriginsObject PathObject PathsObject PivotObject PropertiesObject RotationObject ScaleObject ScrewObject SelectedObject Shader EffectsObject SolverObject Solver ConstraintObject SpaceObject State FilterObject ToObject TransformObject TypesObject VelocityObject XObject YObject ZObject as CameraObject base selection stateObject boundary display typeObject cast shadows in the 3D viewportObject children will use relative transform, like deformObject colorObject color and alpha, used when the Object Color mode is enabledObject comes from a background setObject comes from a instancerObject could not be duplicatedObject dataObject data-block defining an object in a sceneObject data-blocksObject defining offsetObject details, including empty wire, cameras and other visual guidesObject display settings for 3D viewportObject does not have geometry dataObject file format (.obj)Object for Custom SpaceObject for pole rotationObject geometry is updatedObject has negative scale, sculpting may be unpredictableObject has negative scale, unwrap will operate on a non-flipped version of the meshObject has no Rigid Body Constraint to removeObject has no Rigid Body settings to removeObject has no vertex groupsObject has non-uniform scale, sculpting may be unpredictableObject has non-uniform scale, unwrap will operate on a non-scaled version of the meshObject interaction modeObject is a local library overrideObject is directly controlled by animation systemObject is directly controlled by simulation resultsObject is not a curve or a textObject is not a meshObject is not in frontObject is scaled by the curve radiusObject is shown in frontObject is used for camera trackingObject must be in object modeObject name to place (uses the active object when this and 'session_uid' are unset)Object not foundObject of a collection with its collection related settingsObject pathObject settingsObject shading is updatedObject should be of mesh typeObject socket of a nodeObject space normal mappingObject space normal mapping, compatible with Blender render bakingObject space vector displacement mappingObject that defines custom display shape for this boneObject that has the particle systemObject this base links toObject to avoidObject to calculate vertices distances fromObject to define the screw axisObject to determine center locationObject to determine center of rotationObject to mirror over. Leave empty and name a bone to always mirror over that bone of the active armatureObject to set the texture coordinatesObject to take the location and rotation to which translation and rotation deltas from the VR headset will be applied toObject to transfer data fromObject to transform fromObject to transform toObject to use as cage instead of calculating the cage from the active object with cage extrusionObject to use as cage, instead of calculating the cage from the active object with cage extrusionObject to use as mirrorObject to use as projector transformObject to use for mapping with Object texture coordinatesObject to use for texture mappingObject to which matrices are made relativeObject transformation is updatedObject type "%s" does not have editable dataObject type does not support automatic previewsObject type does not support vertex groupsObject type is not supportedObject type mismatch, Alembic object path pointed to Camera when importing, but not any moreObject type mismatch, Alembic object path pointed to Curves when importing, but not anymore.Object type mismatch, Alembic object path pointed to NURBS when importing, but not any moreObject type mismatch, Alembic object path pointed to Points when importing, but not any moreObject type mismatch, Alembic object path pointed to PolyMesh when importing, but not any moreObject type mismatch, Alembic object path pointed to SubD when importing, but not any moreObject type mismatch, Alembic object path pointed to XForm when importing, but not any moreObject type mismatch, Alembic object path points to CameraObject type mismatch, Alembic object path points to Curves.Object type mismatch, Alembic object path points to NURBSObject type mismatch, Alembic object path points to Points.Object type mismatch, Alembic object path points to PolyMeshObject type mismatch, Alembic object path points to SubDObject type mismatch, Alembic object path points to XFormObject type of source object is not supportedObject used as build starting positionObject used as centerObject used as distance referenceObject used for camera tracking cannot be deletedObject used for reference pointObject used for the gradient directionObject used for the hair tie instanceObject used to define depth in camera space by projecting onto surface of this objectObject used to define the displacement spaceObject visibility to camera raysObject visibility to diffuse raysObject visibility to glossy raysObject visibility to shadow raysObject visibility to transmission raysObject visibility to volume scattering raysObject was not yet evaluatedObject which defines the wave centerObject whose Z axis defines orientation of gravityObject will follow the heading and banking of the curveObject will stay locked to a single point somewhere along the length of the curve regardless of timeObject {!r} already has a particle systemObject {!r} already has {!r} F-Curve(s). Remove these before trying againObject's bounding box in object-space coordinates, all values are -1.0 when not availableObject(s)Object: {:s}, Mesh: '{:s}' has no UVsObject: {:s}, Mesh: '{:s}' has {:d} loops (for {:d} faces), expected {:d}ObjectsObjects & CollectionsObjects Selection CountObjects can be individually updated, at the cost of slower render timeObjects do not have the same number of verticesObjects have no data to transformObjects in collection only contribute indirectly (through shadows and reflections) in the view layerObjects in collection only contribute indirectly (through shadows and reflections) in the view layer • Ctrl to isolate collection • Shift to set inside collectionsObjects included in active Keying SetObjects linked to %sObjects moved to %sObjects of the collection with their parent-collection-specific settingsObjects share texture space, map all objects into a single UV mapObjects that are directly in this collectionObjects that are in this collection and its child collectionsObstacleObstacle DistanceObstacle Level SetObstacle ThresholdOccludeOcclude EraserOcclude GeometryOcclude objects with the environment color as they are further awayOcclusionOcclusion DistanceOcclusion OnlyOceanOcean ModifierOcean is CachedOctagonalOctahedralOctavesOctree DepthOddOdd checker tilesOffOff-AxisOff-axis frustums converging in a planeOfficialOfficially supportedOffscreen Dicing ScaleOffscreen ScaleOffsetOffset (Legacy)Offset AmountOffset AngleOffset Corner in FaceOffset DirectionOffset DistanceOffset Edge LoopOffset EvenOffset FactorOffset FrequencyOffset MatrixOffset MethodOffset ObjectOffset PlanesOffset Point in CurveOffset RelativeOffset ScaleOffset StartOffset Towards Custom CameraOffset UOffset ValidOffset VectorOffset XOffset YOffset a control point index within its curveOffset along the normal when drawing on surfacesOffset an imageOffset angle of the arcOffset clamp based on geometry scaleOffset edge loop slideOffset every N rowsOffset for the shutter's time interval, allows to change the motion blur trailsOffset from object's centerOffset from the origin to use when instancingOffset from the position corresponding to the time frameOffset from the starting pointOffset in floating-point units, 1.0 is the width and height of the imageOffset in the random number table for child particles, to get a different randomized resultOffset in the random number table, to get a different randomized resultOffset indices of the first point of each curveOffset into each stroke before the beginning of the dashed segment generationOffset keyframesOffset layers by the same factorOffset material index of generated facesOffset material index of generated rim facesOffset materials by the same factorOffset of duplicates, -1 to 1 (inner to outer)Offset of each clump in a random directionOffset of floor from object originOffset of footage first frame relative to its file name (affects only how footage is loading, does not change data associated with a clip)Offset of nodes from the cursor when addedOffset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot pointOffset of the boundary origin in relation to the brush radiusOffset of the curves to round the tipOffset of the pose origin in relation to the brush radiusOffset of the rimOffset of the shadowOffset of track from the parenting pointOffset per CurveOffset planes from each other. If disabled, multiple planes will be created at the same locationOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affect triangles that are affected by the geometry offsetOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to lightOffset sampling of the irradiance grid in the surface normal direction to reduce light bleedingOffset sampling of the irradiance grid in the viewing direction to reduce light bleedingOffset starting pointOffset strokes by the same factor based on stroke draw orderOffset strokes from fillOffset strokes towards selected camera instead of the active cameraOffset the entire chain relative to the root jointOffset the entire stroke instead of selected points onlyOffset the noise along the strokesOffset the number of the frame to use in the animationOffset the origin and orientation of the deformationOffset the revolution along its axisOffset the roll along the original curve to retain shapeOffset the stroke from the surfaceOffset the thickness from the centerOffset to apply to animation during import, in framesOffset to apply to animation timestamps, in framesOffset to the data of the stripOffset used to draw edit mesh in front of other geometryOffset value to add to stroke UVsOffset vectorOffset vertices based on a textureOffset will be an absolute point in space instead of relative to the targetOffset/Power/Slope (ASC-CDL)Offset:Offset: %.3fOffsetsOggOgg TheoraOilOldOld IDOld ID '%s' is linked from a library, indirect usages of this data-block will not be remappedOld Object Face AreaOld mapping value in framesOmitting Sparse Accessor if Data is EmptyOmitting Sparse Accessor if data is emptyOmnidirectional point LightOmnidirectional point light sourceOnOn CageOn ClickOn Current FrameOn LandOn PressOn Selected KeyframesOn Selected MarkersOn Selected OnlyOn SurfaceOn image sequence strips, it returns a strip for each imageOne FaceOne LevelOne of the nodes has no outputsOne of the three points on the circle. The point order determines the circle's directionOne or more F-Curves are not visible due to filter settingsOne unique graphical definitionOneDriveOnion OpacityOnion SkinOnion SkinningOnion SkinsOnline AccessOnline ExtensionsOnline access required to check for updates.Online access required to install or update.Online access required to install or update. Enable online access in System preferencesOnline access required to install or update. Launch Blender without --offline-modeOnline access required to install updates.Online directory of free and open source extensionsOnly 90 degree rotations are allowedOnly Activate if SelectedOnly ActiveOnly Active F-CurveOnly Active Keying SetOnly AssetsOnly Axis AlignedOnly BoostOnly Bézier curves are supportedOnly Bézier splines can be addedOnly ChannelOnly CurvesOnly Deform BonesOnly Edges & FacesOnly EndpointsOnly FacesOnly FirstOnly Insert AvailableOnly Insert NeededOnly LocalOnly LocationsOnly Loose EdgesOnly Neighbor GeometryOnly RimOnly SecondsOnly Select UnselectedOnly SelectedOnly Selected BonesOnly Selected ChannelsOnly Selected KeyframesOnly Selected Keyframes HandlesOnly Show ErrorsOnly Show SelectedOnly Show Selected F-Curve KeyframesOnly Show Slot of Active ObjectOnly SmoothOnly UnusedOnly Use AlphaOnly X-axis transforms are affectedOnly Y-axis transforms are affectedOnly Z-axis transforms are affectedOnly a single character supportedOnly activate when mouse is not over a node (useful for tweak gesture)Only active layerOnly add F-Modifier to active F-CurveOnly add a F-Modifier of the specified type to the active stripOnly add sharp edges instead of clearing existing tags firstOnly add the rim to the original dataOnly affect selected elementsOnly affect vertices that are not occluded by other faces (slower performance)Only allow given density value in emitter area and will not add upOnly allow selectable objects to influence raycast resultOnly apply the selected bones (with propagation to children)Only armature objects are supportedOnly assets from this current file can be moved between catalogsOnly available in point selection modeOnly available with angular bending springs.Only bake keyframes in a certain frame rangeOnly bake selected light probe volumesOnly bake the active light probe volumeOnly bevel edges with sharp enough angles between facesOnly boolean input sockets are supportedOnly boolean, int, float and enum properties supportedOnly boolean, int, float, and enum properties supportedOnly calculate intensityOnly clear motion paths of selected bonesOnly clear motion paths of selected objectsOnly consider strips on the same channel as the active oneOnly consider the object itself when computing AOOnly cut selected geometryOnly cut the front most geometryOnly deform vertices within this distance from the center of the effect (leave as 0 for infinite.)Only deforming modifiers can be applied to shapesOnly delete selected keyframesOnly delete selected light probes' baked lighting dataOnly delete the active light probe's baked lighting dataOnly directories can be chosen for the current operation.Only display and take into account the outer verticesOnly display every nth frameOnly display the image when it is aligned with the view axisOnly dissolve angles below this (planar only)Only edit the active layer of the objectOnly empty objects support collection instancesOnly export deform bones and their parentsOnly export selected objects. Unselected parents of selected objects are exported as empty transformOnly features further than margin pixels from the image edges are consideredOnly flip the custom loop normals of the selected elementsOnly generate intersection lines for this collectionOnly hold last frameOnly in MultiframeOnly include F-Curves and drivers that are disabled or have errorsOnly include Layer in this View Layer render output (leave blank to include always)Only include channels relating to selected objects and dataOnly include rows that correspond to selected elementsOnly increase alpha value if paint alpha is higher than existingOnly insert keyframes where they're needed in the relevant F-CurvesOnly key selected bones (Pose baking only)Only keyboard shortcuts can be edited that way, please use User Preferences otherwiseOnly keyframes of selected F-Curves are visible and editableOnly last region can be 4-splitOnly link data, instead of appending itOnly list current directory's content, with no recursionOnly merge along the edgesOnly mirror rigify parameters to selected bones which have the same rigify type as the active boneOnly modify strokes during the specified frame rangeOnly on the end closest to the first keyframeOnly on the end closest to the next keyframeOnly one * is supported in the patternOnly one Effect of this type is allowedOnly one modifier of this type is allowedOnly operate on the active boneOnly paint onto the faces directly under the brush (slower)Only paint selected stroke pointsOnly paint selected stroke points between other strokesOnly paint selected strokesOnly paste F-Modifiers on active F-CurveOnly paste F-Modifiers on active stripOnly paste the stored pose on to selected bones in the current poseOnly read color ramp alphaOnly record binding data for vertices matching the vertex group at the time of bindOnly refresh the active repositoryOnly render shadows and reflections on this object, for compositing renders into real footage. Objects with this setting are considered to already exist in the footage, objects without it are synthetic objects being composited into it.Only render the active layer. Only affects rendering from the interface, ignored for rendering from command line.Only replace destination elements where data is above given threshold (exact behavior depends on data type)Only replace destination elements where data is below given threshold (exact behavior depends on data type)Only sculpt selected stroke pointsOnly sculpt selected stroke points between other strokesOnly sculpt selected strokesOnly select remaining triangles that were not mergedOnly selected edgesOnly selected keyframesOnly selecting lines from illuminated regionsOnly selecting lines from shaded regionsOnly show add-onsOnly show and edit handles of selected keyframesOnly show brushes applicable for the currently active tool in the asset shelf. Stored in the Preferences, which may have to be saved manually if Auto-Save Preferences is disabledOnly show enabled add-ons. Un-check to see all installed add-ons.Only show items matching this name (use '*' as wildcard)Only show the active shape key at full valueOnly show the slot of the active Object. Otherwise show all the Action's SlotsOnly show themesOnly supported for "TEMPORARY" type regions (pop-ups)Only supported in multiresolution modeOnly supported in object modeOnly sync the active length for the active stripOnly sync the active repositoryOnly the positive differences of the envelope amplitudes are summarized to produce the outputOnly transfer active data layerOnly transform object locations, without affecting rotation or scalingOnly unused (Fake User only) actions get consideredOnly use brush objects from this collectionOnly use case sensitive matches of search stringOnly use complete matches of search stringOnly use given geometry for fluidOnly use the collection to produce occlusionOnly use the first and last parts of the stroke for snappingOnly use the object data to produce occlusionOnly used for baking. Step=1 creates a key on every frame, step=2 bakes on 2s, etcOnly visible to camera and reflectionsOnly visible/selected bonesOnly window region can be 4-splitOnly write deforming bones (and non-deforming ones when they have deforming children)Only write out translation channels for the root boneOpacityOpacity (alpha) of the cameras' frustum volumeOpacity (alpha) of the convergence planeOpacity (alpha) of the darkened overlay in Camera viewOpacity FactorOpacity StrengthOpacity for edit verticesOpacity for the dashed lines in wiresOpacity of UV overlaysOpacity of clone image displayOpacity of faces in UV overlaysOpacity of the UV Stretch overlayOpacity of the attribute that is currently visualizedOpacity of the cage overlay in curves sculpt modeOpacity of the darkened overlay outside the render regionOpacity of the displayed edges (1.0 for opaque)Opacity of the imageOpacity of the pointsOpacity of the texture paint mode stencil mask overlayOpacity of the weight paint mode overlayOpacity to use for bone selectionOpacity: %3fOpacity: %sOpenOpen AllOpen ArrowOpen BordersOpen FolderOpen Folders on Single ClickOpen LoopOpen RecentOpen Shading LanguageOpen a Blender fileOpen a command prompt hereOpen a directory browser, hold Shift to open the file, Alt to browse containing directoryOpen a directory when selecting itOpen a file browser, hold Shift to open the file, Alt to browse containing directoryOpen a new text data-blockOpen a path in a file browserOpen a popup to set the debug levelOpen a predefined asset shelf in a popupOpen a predefined menuOpen a predefined panelOpen a predefined pie menuOpen a preset website in the web browserOpen a style module fileOpen a view for use with virtual reality headsets, or close it if already openedOpen a website in the web browserOpen a window to manage unused dataOpen a window with information about BlenderOpen all object entries and close all othersOpen an automatically saved file to recover itOpen an image file browser, hold Shift to open the file, Alt to browse containing directoryOpen blend files with this Blender versionOpen extensions preferencesOpen imageOpen imagesOpen menu buttons and pull-downs automatically when the mouse is hoveringOpen new directoryOpen on Mouse OverOpen online reference docs in a web browserOpen source frame playerOpen the blend file that contains the active assetOpen the default fileOpen the fileOpen the folderOpen the last closed file ("quit.blend")Open the operator search popupOpen the popup tool-bar or brush asset popup When holding 'Space' for the tool-bar popup: • Pressing the a tool shortcut switches to it immediately. • Dragging the cursor over a tool and releasing activates it (like a pie menu). For Play use 'Shift-Space'Open the splash screen with release infoOpen the temporary editor in a maximized screenOpen the temporary editor in a new windowOpen up the tree and adjust the view so that the active object is shown centeredOpen windowOpen windowsOpenEXR MultiLayer (.exr)OpenGLOpenVDB FileOpenVDB error: {}OpenVDB file format (.vdb)OpenVDB volumeOpenXR component pathOpenXR component pathsOpenXR interaction profile pathOpenXR user pathOpenXR user pathsOpening radius of the flare at the tip of the braidOperand TypeOperating System SettingsOperating system key pressedOperating system key pressed, -1 for any stateOperationOperation ModeOperation cannot be performed in edit modeOperation is not allowed in edit modeOperation requires an active boneOperation requires an active keying setOperation that is going to be applied to the meshOperation to perform on the selected file or pathOperationsOperations for splitting and mergingOperatorOperator(De)select AllOperator(De)select All FilesOperator(De)select All MarkersOperator(De)select All StrokesOperator(De)select FirstOperator(De)select LastOperator(De)select all MarkersOperator3D Markers to MeshOperatorAbout BlenderOperatorAcceptOperatorActionOperatorActivate Brush AssetOperatorActivate KeyconfigOperatorActivate Same Type NextOperatorActivate Same Type Next/PrevOperatorActivate Same Type PreviousOperatorActivate VR LandmarkOperatorActivate Viewer NodeOperatorActive CameraOperatorActive Grease Pencil GroupOperatorActive Grease Pencil LayerOperatorAddOperatorAdd (with Targets)...OperatorAdd AOVOperatorAdd Above SelectedOperatorAdd Action StripOperatorAdd ActiveOperatorAdd All to Keying SetOperatorAdd Alpha Transparency ModifierOperatorAdd ArmatureOperatorAdd Asset LibraryOperatorAdd Asset TagOperatorAdd AttributeOperatorAdd Auto-Execution PathOperatorAdd Basic human (metarig)OperatorAdd Basic quadruped (metarig)OperatorAdd Bird (metarig)OperatorAdd Boid RuleOperatorAdd Boid StateOperatorAdd BoneOperatorAdd Bone CollectionOperatorAdd Bone Collection ReferenceOperatorAdd Bone ConstraintOperatorAdd Bones to Selection SetOperatorAdd BookmarkOperatorAdd BrushOperatorAdd BézierOperatorAdd Bézier CircleOperatorAdd CameraOperatorAdd Camera Background ImageOperatorAdd Camera PresetOperatorAdd Camera and VR Landmark from SessionOperatorAdd CanvasOperatorAdd Cat (metarig)OperatorAdd CircleOperatorAdd Closure ZoneOperatorAdd Cloth PresetOperatorAdd CollectionOperatorAdd Collection InstanceOperatorAdd ColorOperatorAdd Color AttributeOperatorAdd ConeOperatorAdd ConstraintOperatorAdd Constraint (with Targets)OperatorAdd Cryptomatte SocketOperatorAdd CubeOperatorAdd Curve Point and SlideOperatorAdd Custom Keymap ConfigurationOperatorAdd Custom Normals DataOperatorAdd CylinderOperatorAdd DriverOperatorAdd Driver VariableOperatorAdd Drivers for SelectedOperatorAdd DuplicateOperatorAdd Edge Marks to Keying SetOperatorAdd EffectOperatorAdd Effect StripOperatorAdd EffectorOperatorAdd EmptyOperatorAdd Empty CurvesOperatorAdd Empty GroupOperatorAdd Empty Image/Drop Image to EmptyOperatorAdd Empty Keying SetOperatorAdd Empty Keying Set PathOperatorAdd EntryOperatorAdd ExporterOperatorAdd Extension RepositoryOperatorAdd External Feature SetOperatorAdd F-Curve ModifierOperatorAdd F-ModifierOperatorAdd Face Marks to Keying SetOperatorAdd FadesOperatorAdd Fake UserOperatorAdd Feather VertexOperatorAdd Feather Vertex and SlideOperatorAdd Fluid PresetOperatorAdd For Each Geometry Element ZoneOperatorAdd Freestyle ModuleOperatorAdd Freeze FrameOperatorAdd Freeze Frame And SlideOperatorAdd From ThemeOperatorAdd Grease PencilOperatorAdd Grease Pencil Brush PresetOperatorAdd Grease Pencil MaterialOperatorAdd Grease Pencil Material PresetOperatorAdd GridOperatorAdd Group Input NodeOperatorAdd Hair Dynamics PresetOperatorAdd Horse (metarig)OperatorAdd Human (metarig)OperatorAdd IK to BoneOperatorAdd Ico SphereOperatorAdd ImageOperatorAdd Image StripOperatorAdd Image as NodeOperatorAdd Import NodeOperatorAdd Integrator PresetOperatorAdd ItemOperatorAdd Key Map ItemOperatorAdd Lattice DeformerOperatorAdd LightOperatorAdd Light ProbeOperatorAdd LightgroupOperatorAdd Line Color ModifierOperatorAdd Line SetOperatorAdd Line Thickness ModifierOperatorAdd MarkerOperatorAdd Marker and MoveOperatorAdd Marker and SlideOperatorAdd Marker at ClickOperatorAdd Mask LayerOperatorAdd Mask NodeOperatorAdd Mask StripOperatorAdd MaterialOperatorAdd Material SlotOperatorAdd Material VariantOperatorAdd Meta-StripsOperatorAdd MetaballOperatorAdd Metarig SampleOperatorAdd ModifierOperatorAdd MonkeyOperatorAdd Movie StripOperatorAdd MovieClip StripOperatorAdd New Annotation LayerOperatorAdd New CacheOperatorAdd New GroupOperatorAdd New LayerOperatorAdd New Layer GroupOperatorAdd New Mask LayerOperatorAdd New Paint CurveOperatorAdd New Paint Curve PointOperatorAdd New PaletteOperatorAdd NodeOperatorAdd Node CollectionOperatorAdd Node Color PresetOperatorAdd Node GroupOperatorAdd Node Group AssetOperatorAdd Node ObjectOperatorAdd Nurbs CircleOperatorAdd Nurbs CurveOperatorAdd ObjectOperatorAdd Object ConstraintOperatorAdd Object Data InstanceOperatorAdd OverrideOperatorAdd OverridesOperatorAdd Paint SlotOperatorAdd Particle System SlotOperatorAdd PassiveOperatorAdd PathOperatorAdd Performance PresetOperatorAdd PlaneOperatorAdd Point CloudOperatorAdd Primitive ObjectOperatorAdd PropertyOperatorAdd Python Script DirectoryOperatorAdd Random CurvesOperatorAdd Raytracing PresetOperatorAdd Render PresetOperatorAdd Render SlotOperatorAdd Render ViewOperatorAdd Repeat ZoneOperatorAdd Repository...OperatorAdd RerouteOperatorAdd ReroutesOperatorAdd Retiming KeyOperatorAdd Rigid BodiesOperatorAdd Rigid BodyOperatorAdd Rigid Body ConstraintOperatorAdd Rigid Body WorldOperatorAdd Row FilterOperatorAdd Safe Area PresetOperatorAdd Sampling PresetOperatorAdd Scene StripOperatorAdd SegmentOperatorAdd Selected BonesOperatorAdd Selected Bones to CollectionOperatorAdd Selected Bones to New CollectionOperatorAdd Selected to Active Object's CollectionOperatorAdd Shape KeyOperatorAdd Shark (metarig)OperatorAdd Simple UVsOperatorAdd Simulation ZoneOperatorAdd Single OverrideOperatorAdd Single to Keying SetOperatorAdd Skin DataOperatorAdd Sound ClipOperatorAdd Sound StripOperatorAdd SpeakerOperatorAdd Speed TransitionOperatorAdd Speed Transition And SlideOperatorAdd SquareOperatorAdd Stabilization Rotation TracksOperatorAdd Stabilization TracksOperatorAdd StandardOperatorAdd Strip ModifierOperatorAdd Strip with a new SceneOperatorAdd Stroke Geometry ModifierOperatorAdd Surface CircleOperatorAdd Surface CurveOperatorAdd Surface CylinderOperatorAdd Surface PatchOperatorAdd Surface SlotOperatorAdd Surface SphereOperatorAdd Surface TorusOperatorAdd TargetOperatorAdd Target BoneOperatorAdd TextOperatorAdd Text BoxOperatorAdd Text Editor PresetOperatorAdd Texture SetupOperatorAdd ThemeOperatorAdd TileOperatorAdd Time MarkerOperatorAdd TorusOperatorAdd TrackOperatorAdd Track Above SelectedOperatorAdd Track Color PresetOperatorAdd Tracking ObjectOperatorAdd Tracking Settings PresetOperatorAdd TracksOperatorAdd TransitionOperatorAdd UV MapOperatorAdd UV SphereOperatorAdd UVsOperatorAdd Used LightgroupsOperatorAdd VR LandmarkOperatorAdd VR Landmark from CameraOperatorAdd VR Landmark from SessionOperatorAdd VertexOperatorAdd Vertex GroupOperatorAdd Vertex and SlideOperatorAdd View LayerOperatorAdd Viewport Sampling PresetOperatorAdd VolumeOperatorAdd White Balance PresetOperatorAdd Wolf (metarig)OperatorAdd WorkspaceOperatorAdd ZoneOperatorAdd a new Variant SlotOperatorAdd layerOperatorAdd sampleOperatorAdd to CollectionOperatorAdd to Keying SetOperatorAdd to Quick FavoritesOperatorAdd to linking collectionOperatorAdd-on EnabledOperatorAdd/Remove UI RowsOperatorAdjust Area Light SizeOperatorAdjust Area Light X SizeOperatorAdjust Area Light Y SizeOperatorAdjust Empty Display SizeOperatorAdjust ExtrusionOperatorAdjust Focal LengthOperatorAdjust Focus DistanceOperatorAdjust Last Operation...OperatorAdjust Light PowerOperatorAdjust Light RadiusOperatorAdjust OffsetOperatorAdjust Pose AssetOperatorAdjust Spot Light Beam AngleOperatorAdjust Spot Light BlendOperatorAdjust Sun Light AngleOperatorAdjustment LayerOperatorAffineOperatorAfterOperatorAfter Current FrameOperatorAlignOperatorAlign Active Camera to SelectedOperatorAlign Active Camera to ViewOperatorAlign BonesOperatorAlign Camera to ViewOperatorAlign NodesOperatorAlign ObjectsOperatorAlign RotationOperatorAlign to Transform OrientationOperatorAllOperatorAll TransformsOperatorAllow Online AccessOperatorAlpha OverOperatorAlpha UnderOperatorAnimate PathOperatorAnimated Transforms to DeltasOperatorAnimation StepOperatorAnnotateOperatorAnnotate EraserOperatorAnnotate LineOperatorAnnotate PolygonOperatorAnnotation Add NewOperatorAnnotation DrawOperatorAnnotation UnlinkOperatorAppendOperatorAppend and Activate WorkspaceOperatorAppend...OperatorApplyOperatorApply (Active Keyframe)OperatorApply Camera ImageOperatorApply ConstraintOperatorApply Default SettingsOperatorApply ModifierOperatorApply Modifier as Shape KeyOperatorApply Object TransformOperatorApply Parent InverseOperatorApply PoseOperatorApply Pose AssetOperatorApply Pose FlippedOperatorApply Pose as Rest PoseOperatorApply ScaleOperatorApply Selected as Rest PoseOperatorApply Solution ScaleOperatorApply TransformationOperatorApply Visual TransformOperatorApply Visual Transform to PoseOperatorApply as Shape KeyOperatorArcOperatorArea OptionsOperatorArmatureOperatorArrangeOperatorArrowsOperatorAssignOperatorAssign ActionOperatorAssign Asset CatalogOperatorAssign Attribute NameOperatorAssign Automatic from BonesOperatorAssign Custom Property Values as DefaultOperatorAssign MaterialOperatorAssign Material SlotOperatorAssign New Geometry Node GroupOperatorAssign Selected BonesOperatorAssign To VariantOperatorAssign Value as DefaultOperatorAssign as OriginalOperatorAssign from Bone EnvelopesOperatorAssign to Active GroupOperatorAssign to CollectionOperatorAssign to HookOperatorAssign to New CollectionOperatorAssign to New GroupOperatorAssign to Vertex GroupOperatorAt CenterOperatorAt CursorOperatorAttach NodesOperatorAutoOperatorAuto Animate PathOperatorAuto Save...OperatorAuto-Name Front/BackOperatorAuto-Name Left/RightOperatorAuto-Name Top/BottomOperatorAuto-Name by AxisOperatorAutocompleteOperatorAutomatically Pack ResourcesOperatorAvailableOperatorAverageOperatorAverage Islands ScaleOperatorAverage NormalsOperatorAverage TracksOperatorBackOperatorBack to PreviousOperatorBack to Previous ScreenOperatorBackdrop MoveOperatorBackdrop Zoom InOperatorBackdrop Zoom OutOperatorBackground Image FitOperatorBackground Image MoveOperatorBackground Image ZoomOperatorBackimage SampleOperatorBackward in HistoryOperatorBackwardsOperatorBakeOperatorBake (Disk Cache mandatory)OperatorBake ActionOperatorBake Action...OperatorBake AllOperatorBake All DynamicsOperatorBake All Light Probe VolumesOperatorBake All PhysicsOperatorBake ChannelsOperatorBake DataOperatorBake Geometry NodeOperatorBake GuidesOperatorBake Image SequenceOperatorBake KeyframesOperatorBake Light CacheOperatorBake Line ArtOperatorBake MeshOperatorBake NoiseOperatorBake Object Transform to Grease PencilOperatorBake Object Transform to Grease Pencil...OperatorBake OceanOperatorBake ParticlesOperatorBake PhysicsOperatorBake SimulationOperatorBake from CacheOperatorBake to KeyframesOperatorBaking All - ESC to pauseOperatorBaking Data - ESC to pauseOperatorBaking Guides - ESC to pauseOperatorBaking Mesh - ESC to pauseOperatorBaking Noise - ESC to pauseOperatorBaking Particles - ESC to pauseOperatorBatch ChangeOperatorBatch RenameOperatorBatch Rename...OperatorBatch-Clear PreviewsOperatorBatch-Clear Previews...OperatorBatch-Generate PreviewsOperatorBatch-Generate Previews...OperatorBeautify FacesOperatorBeforeOperatorBefore Current FrameOperatorBendOperatorBetween Selected MarkersOperatorBevelOperatorBevel EdgesOperatorBevel VerticesOperatorBind Camera to MarkersOperatorBisectOperatorBladeOperatorBlankOperatorBlendOperatorBlend OffsetOperatorBlend Offset KeyframesOperatorBlend PoseOperatorBlend Pose AssetOperatorBlend Pose FlippedOperatorBlend Pose with Rest PoseOperatorBlend from ShapeOperatorBlend to Default ValueOperatorBlend to EaseOperatorBlend to Ease KeyframesOperatorBlend to NeighborOperatorBlender StoreOperatorBlender WebsiteOperatorBlurOperatorBoldOperatorBone EnvelopeOperatorBone SizeOperatorBone operationOperatorBonesOperatorBorder Offset ViewOperatorBothOperatorBoth NeighborsOperatorBoth SidesOperatorBottomOperatorBoxOperatorBox AddOperatorBox Face SetOperatorBox HideOperatorBox MaskOperatorBox SelectOperatorBox Select (Axis Range)OperatorBox Select (Include Handles)OperatorBox Select PinnedOperatorBox ShowOperatorBox TrimOperatorBreakdownOperatorBreakdownerOperatorBridge Edge LoopsOperatorBridge FacesOperatorBrightness/ContrastOperatorBrowse ImageOperatorBrushOperatorBrush EditOperatorBuild ProxyOperatorBuild Proxy / TimecodeOperatorButterworth SmoothOperatorBy AttributeOperatorBy DistanceOperatorBy Edge Bevel WeightOperatorBy Edge CreasesOperatorBy Face Set BoundariesOperatorBy Loose PartsOperatorBy MaterialsOperatorBy NormalsOperatorBy Sharp EdgesOperatorBy UV SeamsOperatorBézierOperatorCalculateOperatorCalculate Bone PathsOperatorCalculate MassOperatorCalculate Motion PathsOperatorCalculate Object Motion PathsOperatorCalculate Simulation to FrameOperatorCalculate to FrameOperatorCalculate...OperatorCall Asset Shelf PopoverOperatorCall MenuOperatorCall PanelOperatorCall Pie MenuOperatorCameraOperatorCamera Fit Frame to SelectedOperatorCamera Lens ScaleOperatorCancel AnimationOperatorCancel File OperationOperatorCancel Render ViewOperatorCenter Current FrameOperatorCenter Cursor and Frame AllOperatorCenter View to CursorOperatorCenter View to MouseOperatorChange ActiveOperatorChange Armature's Active Bone CollectionOperatorChange CharacterOperatorChange Collision ShapeOperatorChange Data/FilesOperatorChange Effect TypeOperatorChange FactorOperatorChange FrameOperatorChange Keying Set...OperatorChange Path/FilesOperatorChange SceneOperatorChange Scene...OperatorChange ShapeOperatorChange SpacingOperatorChange Visible Data SourceOperatorChange the Lock On Shape KeysOperatorChange the Lock On Vertex GroupsOperatorChecker DeselectOperatorChildOperatorCircleOperatorCircle SelectOperatorCircle Select (Deselect)OperatorCircle Select (Extend)OperatorCircle •OperatorCleanOperatorClean ChannelsOperatorClean KeyframesOperatorClean Loose PointsOperatorClean TracksOperatorClean Up Operator PresetsOperatorClean Up Space DataOperatorClean Vertex Group WeightsOperatorClean up I18n Work RepositoryOperatorClean up Work RepositoryOperatorCleanupOperatorCleanup BookmarksOperatorClearOperatorClear Active GroupOperatorClear AllOperatorClear All Marked PackagesOperatorClear All Restrict RenderOperatorClear AnimationOperatorClear Animation DataOperatorClear AssetOperatorClear Asset (Set Fake User)OperatorClear Baked Line ArtOperatorClear Bone PathsOperatorClear Button StringOperatorClear Custom Normals DataOperatorClear Data-Block PreviewsOperatorClear Data-Block Previews...OperatorClear DriversOperatorClear EditedOperatorClear FK ActionOperatorClear FadeOperatorClear FadesOperatorClear Fake UserOperatorClear Feather WeightOperatorClear FilterOperatorClear Freestyle EdgeOperatorClear Freestyle FaceOperatorClear Ghost CurvesOperatorClear HoldoutOperatorClear IK ActionOperatorClear Indirect OnlyOperatorClear InverseOperatorClear KeyOperatorClear Keyframe (Buttons)OperatorClear KeyframesOperatorClear Keyframes...OperatorClear LabelOperatorClear Library OverrideOperatorClear LineOperatorClear LocationOperatorClear Marked PackageOperatorClear MaskOperatorClear Motion PathsOperatorClear Object ConstraintsOperatorClear Object ModifiersOperatorClear Object PathsOperatorClear OriginOperatorClear ParentOperatorClear Parent Inverse TransformOperatorClear Pose ConstraintsOperatorClear Pose LocationOperatorClear Pose RotationOperatorClear Pose ScaleOperatorClear Pose TransformsOperatorClear Preview RangeOperatorClear Recent Files ListOperatorClear Recent ItemsOperatorClear Render RegionOperatorClear Render SlotOperatorClear Restrict ViewOperatorClear RollOperatorClear RotationOperatorClear ScaleOperatorClear Sculpt Mask DataOperatorClear SeamOperatorClear Shape KeyOperatorClear Shape KeysOperatorClear SharpOperatorClear Sharp from VerticesOperatorClear Single AssetOperatorClear Single KeyframesOperatorClear Skin DataOperatorClear SolutionOperatorClear StatusOperatorClear Strip OffsetOperatorClear Strip TransformOperatorClear ThemeOperatorClear TiltOperatorClear TrackOperatorClear Track PathOperatorClear Useless ActionsOperatorClear User TransformsOperatorClear ViewerOperatorClear Viewer RegionOperatorClickOperatorClick-Insert KeyframesOperatorClipOperatorClip...OperatorClipping RegionOperatorClipping Region...OperatorCloneOperatorCloseOperatorClose AreaOperatorClose WindowOperatorCloth FilterOperatorCollapseOperatorCollapse ChannelsOperatorCollapse Edges & FacesOperatorCollapse and Hide Unused SocketsOperatorCollection InstanceOperatorCollection Instance...OperatorCollection Line ArtOperatorColorOperatorColor FilterOperatorColor MixOperatorColumn on Current FrameOperatorColumns on Selected KeysOperatorColumns on Selected MarkersOperatorCombOperatorConeOperatorConnectOperatorConnect AllOperatorConnect HairOperatorConnect Rigid BodiesOperatorConnect StripsOperatorConnect Vertex PairsOperatorConnect Vertex PathOperatorConnect to OutputOperatorConsole AutocompleteOperatorConsole BannerOperatorConsole ExecuteOperatorConsole LanguageOperatorConstraint TargetOperatorConstraint operationOperatorConstraint to F-CurveOperatorContext Array CycleOperatorContext Collection Boolean SetOperatorContext Enum CycleOperatorContext Enum MenuOperatorContext Enum PieOperatorContext Int CycleOperatorContext MenuOperatorContext Modal MouseOperatorContext Scale FloatOperatorContext Scale IntOperatorContext SetOperatorContext Set BooleanOperatorContext Set EnumOperatorContext Set FloatOperatorContext Set StringOperatorContext Set ValueOperatorContext ToggleOperatorContext Toggle ValuesOperatorContinueOperatorContinue OfflineOperatorControl Point RowOperatorConvert AttributeOperatorConvert Color AttributeOperatorConvert Curve TypeOperatorConvert Curves to Particle SystemOperatorConvert Image Empty to Mesh PlaneOperatorConvert Particle System to CurvesOperatorConvert Particles to MeshOperatorConvert Rotation ModesOperatorConvert ToOperatorConvert TypeOperatorConvert VolumeOperatorConvert WhitespaceOperatorConvert to CurvesOperatorConvert to MeshOperatorConvert to Mesh PlaneOperatorConvert to Particle SystemOperatorConvex HullOperatorCopyOperatorCopy ActiveOperatorCopy Active to Selected ObjectsOperatorCopy All Drivers to SelectedOperatorCopy All Layers to SelectedOperatorCopy All Materials to SelectedOperatorCopy All to SelectedOperatorCopy All to Selected ObjectsOperatorCopy ColorOperatorCopy Colors to SelectedOperatorCopy Constraint To SelectedOperatorCopy Constraints to Selected BonesOperatorCopy Constraints to Selected ObjectsOperatorCopy Data PathOperatorCopy DriverOperatorCopy Driver VariablesOperatorCopy Driver to SelectedOperatorCopy Drivers to SelectedOperatorCopy EffectOperatorCopy F-ModifiersOperatorCopy Full Data PathOperatorCopy Global TransformOperatorCopy ImageOperatorCopy KeyframesOperatorCopy LabelOperatorCopy Layer to SelectedOperatorCopy Line SetOperatorCopy Markers to SceneOperatorCopy MaterialOperatorCopy Material to SelectedOperatorCopy Materials to Selected ObjectOperatorCopy Mirrored UV CoordsOperatorCopy ModifierOperatorCopy Modifier to SelectedOperatorCopy Modifiers to Selected ObjectsOperatorCopy ObjectsOperatorCopy Only ParametersOperatorCopy Option To Selected RigsOperatorCopy Particle Instance ObjectOperatorCopy Particle SystemsOperatorCopy PoseOperatorCopy Pose as AssetOperatorCopy Previous SettingsOperatorCopy Python CommandOperatorCopy Relative TransformOperatorCopy Reports to ClipboardOperatorCopy Rigid Body SettingsOperatorCopy Rigify Parameters to SelectedOperatorCopy Selection Set(s)OperatorCopy SettingsOperatorCopy Settings to DefaultsOperatorCopy Single to SelectedOperatorCopy SplinesOperatorCopy StrokesOperatorCopy Studio Light SettingsOperatorCopy TextOperatorCopy Texture Slot SettingsOperatorCopy Track SettingsOperatorCopy TracksOperatorCopy Type & ParametersOperatorCopy UV MapsOperatorCopy UVsOperatorCopy VectorOperatorCopy Vertex Group to SelectedOperatorCopy as New DriverOperatorCopy as ScriptOperatorCopy from ActiveOperatorCopy from Active TrackOperatorCopy from ObjectsOperatorCopy to Asset LibraryOperatorCopy to ClipboardOperatorCopy to Clipboard (as Script)OperatorCopy to SelectedOperatorCopy to Selected StripsOperatorCopy to Selected Strips...OperatorCopyright ©OperatorCorner AngleOperatorCorrective Smooth BindOperatorCreate Face SetOperatorCreate Freestyle Stroke MaterialOperatorCreate Ghost CurvesOperatorCreate MaskOperatorCreate New CollectionOperatorCreate New DirectoryOperatorCreate OrientationOperatorCreate Plane TrackOperatorCreate Pose Asset...OperatorCreate Selection SetOperatorCreate and Add Bones to Selection SetOperatorCreditsOperatorCrossfadeOperatorCrossfade SoundsOperatorCubeOperatorCube ProjectionOperatorCurrent Cache to BakeOperatorCursorOperatorCursor To Center ViewOperatorCursor Value to SelectionOperatorCursor to ActiveOperatorCursor to GridOperatorCursor to OriginOperatorCursor to PixelsOperatorCursor to SelectedOperatorCursor to SelectionOperatorCursor to VR LandmarkOperatorCursor to World OriginOperatorCurveOperatorCurve PenOperatorCurve Sculpt Mode ToggleOperatorCurves PenOperatorCustom Camera UpdateOperatorCustom NormalOperatorCustom...OperatorCutOperatorCut LinksOperatorCut TextOperatorCycle Render SlotOperatorCycle Space ContextOperatorCycle Space Type SetOperatorCycle WorkspaceOperatorCylinderOperatorCylinder ProjectionOperatorDOF Distance (Pick)OperatorData Stack DropOperatorDeactivate Viewer NodeOperatorDebug Channel ListOperatorDebug MenuOperatorDecimate (Allowed Change)OperatorDecimate (Ratio)OperatorDecimate CurveOperatorDecimate GeometryOperatorDecimate KeyframesOperatorDecrease ContrastOperatorDecrease KerningOperatorDecrease NumberOperatorDegenerate DissolveOperatorDegree °OperatorDeinterlace MoviesOperatorDeleteOperatorDelete Active FrameOperatorDelete Active Frame(s)OperatorDelete Active Keyframe (Active Layer)OperatorDelete Active Keyframe (All Layers)OperatorDelete Active Keyframes (All Layers)OperatorDelete AllOperatorDelete All BakesOperatorDelete All GroupsOperatorDelete All Physics BakesOperatorDelete All SetsOperatorDelete All Unlocked GroupsOperatorDelete AssetOperatorDelete Asset CatalogOperatorDelete BakeOperatorDelete Bone CollectionOperatorDelete BookmarkOperatorDelete Breakdown FramesOperatorDelete Brush AssetOperatorDelete Cached SimulationOperatorDelete ChannelsOperatorDelete ConstraintOperatorDelete Current CacheOperatorDelete CurveOperatorDelete Data-BlockOperatorDelete DriverOperatorDelete Driver VariableOperatorDelete DriversOperatorDelete Drivers for SelectedOperatorDelete Duplicate FramesOperatorDelete Edge LoopOperatorDelete EdgesOperatorDelete EditOperatorDelete F-Curve ModifierOperatorDelete FacesOperatorDelete FrameOperatorDelete Generated KeysOperatorDelete Geometry Node BakeOperatorDelete GlobalOperatorDelete Grease Pencil GroupOperatorDelete Grease Pencil LayerOperatorDelete GroupOperatorDelete HierarchyOperatorDelete Higher LevelsOperatorDelete Invalid DriversOperatorDelete KeyframeOperatorDelete Keyframe (Buttons)OperatorDelete KeyframesOperatorDelete Keyframes...OperatorDelete Keying-Set KeyframeOperatorDelete Keying-Set Keyframe (by name)OperatorDelete KnotOperatorDelete LibraryOperatorDelete Light CacheOperatorDelete LooseOperatorDelete MarkerOperatorDelete MarkersOperatorDelete Next WordOperatorDelete OrientationOperatorDelete Other WorkspacesOperatorDelete Palette ColorOperatorDelete Physics BakeOperatorDelete PointOperatorDelete Pose AssetOperatorDelete Previous WordOperatorDelete ProxyOperatorDelete ReportsOperatorDelete Retiming KeysOperatorDelete SceneOperatorDelete Scene(s)OperatorDelete ScreenOperatorDelete SegmentOperatorDelete Selected Bone(s)OperatorDelete Selected FilesOperatorDelete Selection SetOperatorDelete Shape KeyOperatorDelete Single DriverOperatorDelete Single KeyframeOperatorDelete Strip & DataOperatorDelete StripsOperatorDelete TrackOperatorDelete TracksOperatorDelete Unused NodesOperatorDelete VerticesOperatorDelete WeightOperatorDelete WorkspaceOperatorDelete with ReconnectOperatorDenoise AnimationOperatorDensityOperatorDensity ModeOperatorDeselectOperatorDeselect (List)OperatorDeselect AllOperatorDeselect Bone CollectionOperatorDeselect BonesOperatorDeselect Material SlotOperatorDeselect ObjectOperatorDeselect ObjectsOperatorDeselect Pose BonesOperatorDeselect Selection SetOperatorDeselect Vertex GroupOperatorDetachOperatorDetach LinksOperatorDetach NodesOperatorDetach OutputsOperatorDetach and MoveOperatorDetail Flood FillOperatorDetect FeaturesOperatorDeveloper CommunityOperatorDeveloper DocumentationOperatorDirty Vertex ColorsOperatorDisable Add-onOperatorDisable Channel SettingOperatorDisable CollectionOperatorDisable Collection in RenderOperatorDisable MarkersOperatorDisable and Keep TransformOperatorDisable extensionOperatorDisable from View LayerOperatorDisable in RenderOperatorDisable in ViewportsOperatorDisable theme extensionOperatorDisconnect AllOperatorDisconnect HairOperatorDisconnect StripsOperatorDiscontinuity (Euler) FilterOperatorDisplay VariantOperatorDissolveOperatorDissolve BonesOperatorDissolve EdgesOperatorDissolve FacesOperatorDissolve Selected Bone(s)OperatorDissolve SelectionOperatorDissolve VerticesOperatorDistribute Stops EvenlyOperatorDistribute Stops from LeftOperatorDo Not Replace LinksOperatorDocumentationOperatorDolly ViewOperatorDolly View...OperatorDonateOperatorDragOperatorDrag and DropOperatorDrawOperatorDraw CurveOperatorDraw CurvesOperatorDraw Face SetsOperatorDrop Active Shape KeyOperatorDrop ColorOperatorDrop Extension URLOperatorDrop Geometry Node Group on ObjectOperatorDrop Material in Material slotsOperatorDrop Material on ObjectOperatorDrop NameOperatorDrop Named Material on ObjectOperatorDrop Object to SceneOperatorDrop WorldOperatorDrop to Clear Parent (hold Alt to not keep transforms)OperatorDrop to Import FileOperatorDrop to Set Parent (hold Alt to not keep transforms)OperatorDuplicateOperatorDuplicate Active Frame(s)OperatorDuplicate Active Keyframe (Active Layer)OperatorDuplicate Active Keyframe (All Layers)OperatorDuplicate Area into New WindowOperatorDuplicate Asset...OperatorDuplicate CollectionOperatorDuplicate Color AttributeOperatorDuplicate ConstraintOperatorDuplicate CurrentOperatorDuplicate CurveOperatorDuplicate Empty KeyframesOperatorDuplicate ItemOperatorDuplicate KeyframesOperatorDuplicate LayerOperatorDuplicate Layer to New ObjectOperatorDuplicate LineOperatorDuplicate LinkedOperatorDuplicate Linked CollectionOperatorDuplicate MarkerOperatorDuplicate Marker to SceneOperatorDuplicate Marker to Scene...OperatorDuplicate MaskOperatorDuplicate Metaball ElementsOperatorDuplicate NodesOperatorDuplicate ObjectsOperatorDuplicate Particle SystemOperatorDuplicate Selected Bone(s)OperatorDuplicate Shape KeyOperatorDuplicate StripsOperatorDuplicate StrokesOperatorDuplicate Time MarkerOperatorDuplicate Vertex GroupOperatorDynamic Paint BakeOperatorDynamic TopologyOperatorDynamic Topology ToggleOperatorEaseOperatorEase KeyframesOperatorEasing ModeOperatorEasing TypeOperatorEdgeOperatorEdge Bevel WeightOperatorEdge CreaseOperatorEdge LoopsOperatorEdge Ring SelectOperatorEdge RingsOperatorEdge SlideOperatorEdge SplitOperatorEdit Directory PathOperatorEdit DriverOperatorEdit Dyntopo Detail SizeOperatorEdit ExternallyOperatorEdit Face SetOperatorEdit GroupOperatorEdit MetadataOperatorEdit Metadata...OperatorEdit Minimum DistanceOperatorEdit ModeOperatorEdit Preview Image...OperatorEdit PropertyOperatorEdit Property ValueOperatorEdit SourceOperatorEdit TextOperatorEdit ValueOperatorEdit Voxel SizeOperatorEmptyOperatorEmpty HairOperatorEmpty ImageOperatorEnable Add-onOperatorEnable Channel SettingOperatorEnable CollectionOperatorEnable Collection in RenderOperatorEnable MarkersOperatorEnable Repository from DropOperatorEnable in RenderOperatorEnable in View LayerOperatorEnable in ViewportsOperatorEnable theme extensionOperatorEncode Mesh Widget to PythonOperatorEncode MetarigOperatorEncode Metarig SampleOperatorEncode Metarig to PythonOperatorEncode Sample to PythonOperatorEndpointsOperatorEnhance DetailsOperatorEnter Tweak ModeOperatorEnter/Exit GroupOperatorEqualize HandlesOperatorEraseOperatorErase DisplacementOperatorEuler Discontinuity FilterOperatorExecute FileOperatorExecute File WindowOperatorExecute a Python PresetOperatorExit GroupOperatorExit Tweak ModeOperatorExpandOperatorExpand Active Face SetOperatorExpand ChannelsOperatorExpand Face Set by TopologyOperatorExpand Mask by NormalsOperatorExpand Mask by TopologyOperatorExpand/Collapse AllOperatorExpand/Collapse Header MenusOperatorExplode RefreshOperatorExportOperatorExport AlembicOperatorExport AllOperatorExport All CollectionsOperatorExport BVHOperatorExport FBXOperatorExport Key Configuration...OperatorExport Keying Set...OperatorExport PLYOperatorExport PO...OperatorExport STLOperatorExport SubtitlesOperatorExport USDOperatorExport UV LayoutOperatorExport Wavefront OBJOperatorExport glTF 2.0OperatorExport to FileOperatorExport to PDFOperatorExport to SVGOperatorExport...OperatorExt Package UninstallOperatorExt Package Uninstall MarkedOperatorExt Repo SyncOperatorExtendOperatorExtend ChildOperatorExtend ParentOperatorExtend VerticesOperatorExternal File OperationOperatorExtract Face SetOperatorExtract PaletteOperatorExtract Palette from ImageOperatorExtrapolation ModeOperatorExtrudeOperatorExtrude Along NormalsOperatorExtrude ContextOperatorExtrude Curve and MoveOperatorExtrude EdgesOperatorExtrude FacesOperatorExtrude Faces Along NormalsOperatorExtrude ForkedOperatorExtrude IndividualOperatorExtrude Individual FacesOperatorExtrude Individual Faces and MoveOperatorExtrude Individual and MoveOperatorExtrude ManifoldOperatorExtrude Manifold Along NormalsOperatorExtrude Only EdgesOperatorExtrude Only Edges and MoveOperatorExtrude Only VerticesOperatorExtrude Only Vertices and MoveOperatorExtrude RegionOperatorExtrude Region and MoveOperatorExtrude Region and Shrink/FattenOperatorExtrude RepeatOperatorExtrude Stroke PointsOperatorExtrude VerticesOperatorExtrude and Move on Individual NormalsOperatorExtrude and Move on NormalsOperatorExtrude at Cursor MoveOperatorExtrude to CursorOperatorExtrude to Cursor or AddOperatorEyedropperOperatorEyedropper BoneOperatorEyedropper ColorbandOperatorEyedropper Colorband (Points)OperatorEyedropper Data-BlockOperatorEyedropper DepthOperatorEyedropper DriverOperatorFK2IK ActionOperatorFK2IK PoseOperatorFaceOperatorFace AreaOperatorFace Normals StrengthOperatorFace RegionsOperatorFace Select HideOperatorFace Set Box GestureOperatorFace Set ExtractOperatorFace Set Lasso GestureOperatorFace Set Line GestureOperatorFace Set from Edit Mode SelectionOperatorFace Set from MaskedOperatorFace Set from VisibleOperatorFace Sets VisibilityOperatorFace at Cursor MoveOperatorFaces by SidesOperatorFadeOperatorFair PositionsOperatorFair TangencyOperatorFake UserOperatorFallback Tool Pie MenuOperatorFast PreviewOperatorFeather Reset AnimationOperatorFile Selector DropOperatorFillOperatorFill Between JointsOperatorFill HolesOperatorFill MaskOperatorFill Range by SelectionOperatorFill TileOperatorFilterOperatorFilter ChannelsOperatorFilter ClothOperatorFilter ColorOperatorFilter MeshOperatorFilter TracksOperatorFilter TypeOperatorFindOperatorFind & Replace...OperatorFind & Set SelectionOperatorFind Missing FilesOperatorFind Missing Files...OperatorFind NextOperatorFind NodeOperatorFind Node...OperatorFind...OperatorFirstOperatorFitOperatorFit Backdrop to Available SpaceOperatorFit ColumnOperatorFit Preview in WindowOperatorFix to Scene CameraOperatorFlatOperatorFlat FacesOperatorFlatten HandlesOperatorFlipOperatorFlip (Distortion Free)OperatorFlip Color RampOperatorFlip HorizontallyOperatorFlip ImageOperatorFlip MatCapOperatorFlip NamesOperatorFlip NormalsOperatorFlip Quad TessellationOperatorFlip QuaternionsOperatorFlip RegionOperatorFlip VerticallyOperatorFloorOperatorFlush EditsOperatorFly NavigationOperatorFocus ModeOperatorFollow Active QuadsOperatorForce FieldOperatorForce Unlock Active RepositoryOperatorForce Unlock Repository...OperatorForwardOperatorForward in HistoryOperatorForwardsOperatorFrame AllOperatorFrame All FitOperatorFrame BackwardsOperatorFrame Camera BoundsOperatorFrame Channel Under CursorOperatorFrame ForwardsOperatorFrame OffsetOperatorFrame Preview RangeOperatorFrame Scene RangeOperatorFrame Scene/Preview RangeOperatorFrame SelectedOperatorFrame Selected (Quad View)OperatorFrame Selected ChannelsOperatorFreeOperatorFree AllOperatorFree DataOperatorFree GuidesOperatorFree MeshOperatorFree NoiseOperatorFree ParticlesOperatorFrom Active Node's LabelOperatorFrom Linked Node's LabelOperatorFrom Linked Output's NameOperatorFurOperatorGamma CrossfadeOperatorGaussian BlurOperatorGaussian SmoothOperatorGeneralOperatorGenerate PreviewOperatorGenerate Preview from ObjectOperatorGenerate RigOperatorGerman Eszett ßOperatorGet Frame RangeOperatorGizmoOperatorGizmo SelectOperatorGizmo TweakOperatorGizmoGroupOperatorGlowOperatorGo to Current FrameOperatorGo to ParentOperatorGrabOperatorGrab CloneOperatorGrab UVsOperatorGradientOperatorGradient (Linear)OperatorGradient (Radial)OperatorGravityOperatorGrease Pencil Arc ShapeOperatorGrease Pencil Box EraseOperatorGrease Pencil Box ShapeOperatorGrease Pencil Circle ShapeOperatorGrease Pencil Curve ShapeOperatorGrease Pencil DrawOperatorGrease Pencil Erase LassoOperatorGrease Pencil EyedropperOperatorGrease Pencil FillOperatorGrease Pencil Group Color TagOperatorGrease Pencil InterpolationOperatorGrease Pencil Layer operationOperatorGrease Pencil Line ShapeOperatorGrease Pencil Node operationOperatorGrease Pencil Paint VertexOperatorGrease Pencil Paint WeightOperatorGrease Pencil PenOperatorGrease Pencil Polyline ShapeOperatorGrease Pencil SculptOperatorGrease Pencil TrimOperatorGrease Pencil as PDFOperatorGrease Pencil as SVGOperatorGridOperatorGrid FillOperatorGroup ChannelsOperatorGroup InsertOperatorGrow Face SetOperatorGrow MaskOperatorGrow SelectionOperatorGrow VisibilityOperatorGuillemet «OperatorGuillemet »OperatorHandle Area Action ZonesOperatorHandle TypeOperatorHandle dropped .blend fileOperatorHideOperatorHide Active Face SetOperatorHide Active LayerOperatorHide All InsideOperatorHide CollectionOperatorHide CurvesOperatorHide Inactive LayersOperatorHide Inside CollectionOperatorHide Layer(s)OperatorHide MaskedOperatorHide MaterialsOperatorHide ObjectsOperatorHide One LevelOperatorHide Other CollectionsOperatorHide OthersOperatorHide SelectedOperatorHide Selected CurvesOperatorHide TracksOperatorHide Tracks ClearOperatorHide UnselectedOperatorHide Unselected CurvesOperatorHide/ShowOperatorHide/Show AllOperatorHide/Show LassoOperatorHide/Show LineOperatorHide/Show MaskedOperatorHide/Show PolylineOperatorHighlight FileOperatorHistory AppendOperatorHistory CycleOperatorHook to New ObjectOperatorHook to Selected ObjectOperatorHook to Selected Object BoneOperatorHorizontal SplitOperatorHue/Saturation/ValueOperatorI18n Add-on ExportOperatorI18n Add-on ImportOperatorI18n Load SettingsOperatorI18n Save SettingsOperatorIK2FK ActionOperatorIK2FK PoseOperatorIco SphereOperatorImage AspectOperatorImage Edit ExternallyOperatorImage PaintOperatorImage SequenceOperatorImage from ViewOperatorImport AlembicOperatorImport BVHOperatorImport Blender {:d}.{:d} PreferencesOperatorImport FBXOperatorImport Image SequenceOperatorImport Images as PlanesOperatorImport Key Configuration...OperatorImport OpenVDB VolumeOperatorImport OpenVDB...OperatorImport PLYOperatorImport PO...OperatorImport STLOperatorImport SVGOperatorImport SVG as Grease PencilOperatorImport USDOperatorImport Wavefront OBJOperatorImport glTF 2.0OperatorImport...OperatorInclude Selected ObjectsOperatorIncrease ContrastOperatorIncrease KerningOperatorIncrease NumberOperatorIncrement Number in FilenameOperatorIndentOperatorIndent or AutocompleteOperatorInflateOperatorInit Face SetsOperatorInit I18n Update Select LanguagesOperatorInit I18n Update SettingsOperatorInit MaskOperatorInit SettingsOperatorInput Attribute ToggleOperatorInsertOperatorInsert Blank FrameOperatorInsert Blank Keyframe (Active Layer)OperatorInsert Blank Keyframe (All Layers)OperatorInsert GapsOperatorInsert Into GroupOperatorInsert KeyOperatorInsert KeyframeOperatorInsert Keyframe (Buttons)OperatorInsert Keyframe (by name)OperatorInsert Keyframe MenuOperatorInsert KeyframesOperatorInsert Line BreakOperatorInsert OffsetOperatorInsert Shape KeyOperatorInsert Single KeyframeOperatorInsert TextOperatorInsert UnicodeOperatorInset FacesOperatorInstallOperatorInstall Add-onOperatorInstall Application Template...OperatorInstall Available UpdatesOperatorInstall ExtensionOperatorInstall Feature Set from File...OperatorInstall LightOperatorInstall MarkedOperatorInstall Template from File...OperatorInstall Theme...OperatorInstall from DiskOperatorInstall from Disk...OperatorInstall...OperatorInstance CollectionOperatorInstance to SceneOperatorInteractive Light Track to CursorOperatorInteractive MirrorOperatorInterior FacesOperatorInterpolateOperatorInterpolate SequenceOperatorInterpolation ModeOperatorIntersect (Boolean)OperatorIntersect (Knife)OperatorInvalid Variable NameOperatorInverseOperatorInvertOperatorInvert Alpha ChannelOperatorInvert Blue ChannelOperatorInvert ChannelsOperatorInvert Green ChannelOperatorInvert Image ColorsOperatorInvert LocksOperatorInvert MaskOperatorInvert PinsOperatorInvert Red ChannelOperatorInvert SelectionOperatorInvert Vertex GroupOperatorInvert VisibilityOperatorInvert VisibleOperatorInvert WeightOperatorInverted Exclamation Mark ¡OperatorInverted Question Mark ¿OperatorIsolateOperatorIsolate CollectionOperatorIsolate LayersOperatorIsolate MaterialOperatorItalicOperatorJoinOperatorJoin AreaOperatorJoin Group InputsOperatorJoin NodesOperatorJoin Nodes in FrameOperatorJoin Palette SwatchesOperatorJoin SelectionOperatorJoin TracksOperatorJoin as ShapesOperatorJoin in Named FrameOperatorJoin in New FrameOperatorJumpOperatorJump To...OperatorJump to Action SlotOperatorJump to EndpointOperatorJump to File at PointOperatorJump to FrameOperatorJump to KeyframeOperatorJump to KeyframesOperatorJump to MarkerOperatorJump to Next MarkerOperatorJump to Next StripOperatorJump to Next Strip (Center)OperatorJump to Previous MarkerOperatorJump to Previous StripOperatorJump to Previous Strip (Center)OperatorJump to SelectedOperatorJump to StripOperatorJump to TargetOperatorKeyframe TypeOperatorKeying Set Add SelectedOperatorKeying Set Remove SelectedOperatorKeys to SamplesOperatorKnifeOperatorKnife ProjectOperatorKnife Topology ToolOperatorLaplacian Deform BindOperatorLaplacian Smooth VerticesOperatorLasso AddOperatorLasso Face SetOperatorLasso HideOperatorLasso MaskOperatorLasso SelectOperatorLasso Select UVOperatorLasso ShowOperatorLasso TrimOperatorLastOperatorLast SessionOperatorLatticeOperatorLattice Deform SelectedOperatorLazy ConnectOperatorLearn MoreOperatorLeftOperatorLeft NeighborOperatorLengthOperatorLessOperatorLevelsOperatorLicenseOperatorLightmap PackOperatorLimit Number of Weights per VertexOperatorLimit TotalOperatorLimit Total Vertex GroupsOperatorLimited DissolveOperatorLineOperatorLine BeginOperatorLine BreakOperatorLine EndOperatorLine Face SetOperatorLine HideOperatorLine MaskOperatorLine NumberOperatorLine ProjectOperatorLine ShowOperatorLine TrimOperatorLinkOperatorLink Active Node to SelectedOperatorLink Blockers to EmitterOperatorLink CollectionOperatorLink Empty to TrackOperatorLink NodesOperatorLink Objects to SceneOperatorLink Objects to Scene...OperatorLink Receivers to EmitterOperatorLink ViewerOperatorLink to CollectionOperatorLink to SceneOperatorLink to ViewerOperatorLink to Viewer NodeOperatorLink...OperatorLink/Transfer DataOperatorLinkedOperatorLinked DuplicateOperatorLinked Flat FacesOperatorLinked fromOperatorLinked toOperatorLinks CutOperatorList FilterOperatorLoadOperatorLoad Custom PreviewOperatorLoad Factory Blender PreferencesOperatorLoad Factory Blender SettingsOperatorLoad Factory PreferencesOperatorLoad Factory SettingsOperatorLoad Factory {:s} SettingsOperatorLoad Persistent From...OperatorLoad PreferencesOperatorLoad Preview ImageOperatorLocal ViewOperatorLocationOperatorLock AllOperatorLock All LayersOperatorLock All MaterialsOperatorLock All Repositories (Testing)OperatorLock Invert AllOperatorLock Only SelectedOperatorLock Only UnselectedOperatorLock SelectedOperatorLock StripsOperatorLock TracksOperatorLock UnselectedOperatorLock Unselected MaterialsOperatorLock UnusedOperatorLock Unused MaterialsOperatorLoop CutOperatorLoop Cut and SlideOperatorLoop SelectOperatorLoose GeometryOperatorMakeOperatorMake BasisOperatorMake Collection ActiveOperatorMake Edge/FaceOperatorMake GroupOperatorMake Instance FaceOperatorMake Instances RealOperatorMake InternalOperatorMake Library OverrideOperatorMake LinkOperatorMake LinksOperatorMake LocalOperatorMake Markers LocalOperatorMake MetaOperatorMake Meta StripOperatorMake Panel ToggleOperatorMake ParentOperatorMake Parent without InverseOperatorMake Parent without Inverse (Keep Transform)OperatorMake Paths AbsoluteOperatorMake Paths RelativeOperatorMake Planar FacesOperatorMake RegularOperatorMake SegmentOperatorMake Single UserOperatorMake TrackOperatorMake Vertex ParentOperatorMake and Replace LinksOperatorManage Unused DataOperatorManage Unused Data...OperatorManualOperatorMark AllOperatorMark All PackagesOperatorMark Freestyle EdgeOperatorMark Freestyle FaceOperatorMark PackageOperatorMark SeamOperatorMark SharpOperatorMark Sharp from VerticesOperatorMark as AssetOperatorMark as Single AssetOperatorMarker Box SelectOperatorMaskOperatorMask Box GestureOperatorMask ExtractOperatorMask FilterOperatorMask Flood FillOperatorMask From BoundaryOperatorMask From CavityOperatorMask Lasso GestureOperatorMask Line GestureOperatorMask Polyline GestureOperatorMask SliceOperatorMask Slice and Fill HolesOperatorMask Slice to New ObjectOperatorMask by ColorOperatorMask from CavityOperatorMask from Face Sets BoundaryOperatorMask from Mesh BoundaryOperatorMask with Layer AboveOperatorMask with Layer Above/BelowOperatorMask with Layer BelowOperatorMask...OperatorMatch KeyframeOperatorMatch Movie LengthOperatorMatch PreviousOperatorMatch SlopeOperatorMatch Texture SpaceOperatorMaterialsOperatorMaximize AreaOperatorMeasureOperatorMediumOperatorMemory StatisticsOperatorMenu Search...OperatorMergeOperatorMerge AllOperatorMerge AnimationOperatorMerge DownOperatorMerge GroupOperatorMerge ImagesOperatorMerge NodesOperatorMerge NormalsOperatorMerge UVs by DistanceOperatorMerge by DistanceOperatorMesh Deform BindOperatorMesh FilterOperatorMinimize StretchOperatorMirrorOperatorMirror KeysOperatorMirror Rigify ParametersOperatorMirror Shape KeyOperatorMirror Type & ParametersOperatorMirror Vertex GroupOperatorMirror Vertex Group (Topology)OperatorMirror XOperatorMirror YOperatorMirroredOperatorMix NodesOperatorMixdownOperatorModeOperatorModifier operationOperatorModify LabelsOperatorModify Pose AssetOperatorMonkeyOperatorMoreOperatorMore...OperatorMotion Capture (.bvh)OperatorMouse Click on ChannelsOperatorMouse Click on NLA TracksOperatorMoveOperatorMove Active Modifier to IndexOperatorMove Active Strip Modifier to IndexOperatorMove Annotation LayerOperatorMove Area EdgesOperatorMove Between UI RowsOperatorMove Bone CollectionOperatorMove BookmarkOperatorMove ChannelsOperatorMove Constraint DownOperatorMove Constraint UpOperatorMove Constraint to IndexOperatorMove CursorOperatorMove Dash SegmentOperatorMove DownOperatorMove Down Boid RuleOperatorMove Down Boid StateOperatorMove Down EffectOperatorMove Down Instance ObjectOperatorMove Down ModifierOperatorMove Down TargetOperatorMove Effect to IndexOperatorMove EntryOperatorMove ExporterOperatorMove Freestyle ModuleOperatorMove ItemOperatorMove LayerOperatorMove Line SetOperatorMove Line(s) DownOperatorMove Line(s) UpOperatorMove LinesOperatorMove MarkerOperatorMove MaterialOperatorMove ModifierOperatorMove OriginOperatorMove Palette ColorOperatorMove SegmentOperatorMove SelectOperatorMove Selection Set in ListOperatorMove Shape KeyOperatorMove Slots to new ActionOperatorMove Strip ModifierOperatorMove Strips DownOperatorMove Strips UpOperatorMove Texture SlotOperatorMove Texture SpaceOperatorMove Time MarkerOperatorMove UpOperatorMove Up Boid RuleOperatorMove Up Boid StateOperatorMove Up EffectOperatorMove Up Instance ObjectOperatorMove Up ModifierOperatorMove Up TargetOperatorMove Vertex GroupOperatorMove and AttachOperatorMove layerOperatorMove on AxisOperatorMove to Bone CollectionOperatorMove to BottomOperatorMove to CollectionOperatorMove to LastOperatorMove to LayerOperatorMove to Line BeginOperatorMove to Line EndOperatorMove to Next WordOperatorMove to NodesOperatorMove to Previous WordOperatorMove to TopOperatorMove/Extend from Current FrameOperatorMulticam SelectorOperatorMultiple ImagesOperatorMultiplication ×OperatorMultiplyOperatorMultires Apply BaseOperatorMultires Displacement EraserOperatorMultires Displacement SmearOperatorMultires Pack ExternalOperatorMultires ReshapeOperatorMultires Save ExternalOperatorMultires SubdivideOperatorMuteOperatorMute ChannelsOperatorMute LinksOperatorMute StripsOperatorMute Unselected StripsOperatorNDOF Orbit ViewOperatorNDOF Orbit View with ZoomOperatorNDOF Pan ViewOperatorNDOF Pan/ZoomOperatorNDOF Transform ViewOperatorNewOperatorNew ActionOperatorNew Asset CatalogOperatorNew Bone CollectionOperatorNew Camera from VR LandmarkOperatorNew CollectionOperatorNew CombinedOperatorNew Compositing Node GroupOperatorNew Compositor Sequencer Node GroupOperatorNew Edge/Face from VerticesOperatorNew Face from EdgesOperatorNew FolderOperatorNew Geometry Node GroupOperatorNew Geometry Node ModifierOperatorNew Geometry Node Tool GroupOperatorNew ImageOperatorNew Image from Plane MarkerOperatorNew ItemOperatorNew LayerOperatorNew Light Linking CollectionOperatorNew Line StyleOperatorNew Main WindowOperatorNew MaskOperatorNew MaterialOperatorNew Node TreeOperatorNew Palette ColorOperatorNew Particle SettingsOperatorNew Particle TargetOperatorNew SceneOperatorNew ScreenOperatorNew Selection SetOperatorNew SlotOperatorNew TextOperatorNew TextureOperatorNew WindowOperatorNew WorkspaceOperatorNew WorldOperatorNew from ObjectsOperatorNew from Objects FlippedOperatorNext ActiveOperatorNext BlockOperatorNext CharacterOperatorNext FolderOperatorNext LineOperatorNext WordOperatorNext WorkspaceOperatorNo Collections to InstanceOperatorNode OptionsOperatorNode PreviewOperatorNon ManifoldOperatorNoneOperatorNormalizeOperatorNormalize ActiveOperatorNormalize AllOperatorNormalize All Vertex GroupsOperatorNormalize Vertex GroupOperatorNormalize WeightsOperatorNormals Vector ToolsOperatorNurbs CircleOperatorNurbs CurveOperatorNurbs CylinderOperatorNurbs SphereOperatorNurbs SurfaceOperatorNurbs TorusOperatorObjectOperatorObject & DataOperatorObject & Data & MaterialsOperatorObject AnimationOperatorObject Data AnimationOperatorObject Line ArtOperatorObject Mode MenuOperatorObsolete MarkedOperatorOffset Edge LoopOperatorOffset Edge Loop CutOperatorOffset Edge SlideOperatorOn Selected KeyframesOperatorOn Selected MarkersOperatorOne ObjectOperatorOne Object Per LineOperatorOnline ManualOperatorOnline Python ReferenceOperatorOpacityOperatorOpenOperatorOpen Blend FileOperatorOpen Cache FileOperatorOpen Cached RenderOperatorOpen ClipOperatorOpen Drivers EditorOperatorOpen File ExternallyOperatorOpen File LocationOperatorOpen FontOperatorOpen ImageOperatorOpen ImagesOperatorOpen Location ExternallyOperatorOpen Preferences...OperatorOpen Preset WebsiteOperatorOpen SoundOperatorOpen Sound MonoOperatorOpen Style Module FileOperatorOpen TextOperatorOpen...OperatorOpen/CloseOperatorOperator Cheat SheetOperatorOperator Enum PieOperatorOperator PresetOperatorOperator Search...OperatorOrbit OppositeOperatorOriginOperatorOutlineOperatorOutliner Animation Data OperationOperatorOutliner Constraint OperationOperatorOutliner Data OperationOperatorOutliner ID Data CopyOperatorOutliner ID Data OperationOperatorOutliner ID Data PasteOperatorOutliner ID Data RemapOperatorOutliner Library OperationOperatorOutliner Library Override OperationOperatorOutliner Library Override Troubleshoot OperationOperatorOutliner Modifier OperationOperatorOutliner Object OperationOperatorOutliner Scene OperationOperatorOutliner Set ActionOperatorPackOperatorPack Geometry Node BakeOperatorPack ImageOperatorPack IslandsOperatorPack Linked LibrariesOperatorPack ResourcesOperatorPack SoundOperatorPaintOperatorPan ViewOperatorPan View DirectionOperatorParentOperatorParent DirectoryOperatorParent Node TreeOperatorParticle Edit ToggleOperatorParticle SystemOperatorPasteOperatorPaste Data-BlocksOperatorPaste DriverOperatorPaste Driver VariablesOperatorPaste F-ModifiersOperatorPaste FileOperatorPaste FlippedOperatorPaste Global TransformOperatorPaste ImageOperatorPaste KeyframesOperatorPaste Line SetOperatorPaste MaterialOperatorPaste ObjectsOperatorPaste PoseOperatorPaste Pose FlippedOperatorPaste Selection Set(s)OperatorPaste SplinesOperatorPaste StrokesOperatorPaste TextOperatorPaste Texture Slot SettingsOperatorPaste TracksOperatorPaste UVsOperatorPaste VectorOperatorPaste Weight to SelectedOperatorPaste X-Flipped PoseOperatorPaste and BakeOperatorPaste as New AssetOperatorPaste by LayerOperatorPaste from ClipboardOperatorPaste to Selected KeysOperatorPathOperatorPath/FilesOperatorPause BakeOperatorPenOperatorPer Face SetOperatorPer Loose PartOperatorPer Mille ‰OperatorPer VertexOperatorPerspective/OrthographicOperatorPick Shortest PathOperatorPinOperatorPin Scene to WorkspaceOperatorPinchOperatorPinch UVsOperatorPivot to Active VertexOperatorPivot to Mask BorderOperatorPivot to OriginOperatorPivot to Surface Under CursorOperatorPivot to UnmaskedOperatorPlace CursorOperatorPlace Object Under MouseOperatorPlain AxesOperatorPlaneOperatorPlay AnimationOperatorPlay Rendered AnimationOperatorPoint CloudOperatorPoint Normals to TargetOperatorPoint to Target...OperatorPoke FacesOperatorPoles by CountOperatorPolyOperatorPoly BuildOperatorPoly Build Delete at CursorOperatorPoly Build Dissolve at CursorOperatorPoly Build Face at CursorOperatorPoly Build Split at CursorOperatorPoly Build Transform at CursorOperatorPolylineOperatorPolyline AddOperatorPolyline Face SetOperatorPolyline HideOperatorPolyline MaskOperatorPolyline ShowOperatorPolyline TrimOperatorPose BreakdownerOperatorPound £OperatorPreferences...OperatorPrefetchOperatorPrefetch FramesOperatorPress ButtonOperatorPrevious ActiveOperatorPrevious BlockOperatorPrevious CharacterOperatorPrevious FolderOperatorPrevious LineOperatorPrevious WordOperatorPrevious WorkspaceOperatorProject ApplyOperatorProject EditOperatorProject ImageOperatorProject Line GestureOperatorProject from ViewOperatorProject from View (Bounds)OperatorPropagate PoseOperatorPropagate to ShapesOperatorProtect ChannelsOperatorPuffOperatorPurgeOperatorPurge AllOperatorPurge Unused Data...OperatorPushOperatorPush Down ActionOperatorPush Pose from BreakdownOperatorPush PullOperatorPush Pull KeyframesOperatorPush/PullOperatorPython API ReferenceOperatorQuadriFlow RemeshOperatorQuantizeOperatorQuantize Vertex WeightsOperatorQuick EditOperatorQuick ExplodeOperatorQuick FurOperatorQuick LiquidOperatorQuick SmokeOperatorQuitOperatorQuit BlenderOperatorRadial ControlOperatorRadiusOperatorRandomOperatorRandomizeOperatorRandomize ColorsOperatorRandomize Face Sets ColorsOperatorRandomize TransformOperatorRandomize VerticesOperatorRe-Generate RigOperatorRe-Key Points of Selected ShapesOperatorRe-Key Shape PointsOperatorRe-Time Shape KeysOperatorRead View LayersOperatorReassign InputsOperatorRebuildOperatorRebuild BVHOperatorRebuild Lower SubdivisionsOperatorRebuild Proxy and Timecode IndicesOperatorRecalculate HandlesOperatorRecalculate InsideOperatorRecalculate NormalsOperatorRecalculate OutsideOperatorRecalculate RollOperatorRecenter HookOperatorRecover Auto SaveOperatorRecover Last SessionOperatorRedefine Equalizer GraphsOperatorRedoOperatorRedo Catalog EditsOperatorRedo LastOperatorRedraw TimerOperatorRefine MarkersOperatorRefreshOperatorRefresh AllOperatorRefresh ArchiveOperatorRefresh Asset LibraryOperatorRefresh Data-Block PreviewsOperatorRefresh DriversOperatorRefresh File ListOperatorRefresh I18n Data...OperatorRefresh Instance ObjectsOperatorRefresh LocalOperatorRefresh RemoteOperatorRefresh SequencerOperatorRefresh action listOperatorRegionOperatorRegion AlphaOperatorRegisterOperatorRegister File AssociationOperatorRegistered Trademark ®OperatorRegularOperatorRekeyOperatorRelaxOperatorRelax Face SetsOperatorRelax Pose to BreakdownOperatorRelax UVsOperatorRelease NotesOperatorReloadOperatorReload ClipOperatorReload History FileOperatorReload ImageOperatorReload ImagesOperatorReload LibraryOperatorReload ScriptsOperatorReload Start-Up FileOperatorReload StripsOperatorReload Strips and Adjust LengthOperatorReload TranslationOperatorRelocateOperatorRelocate LibraryOperatorRelocate Linked IDOperatorRemeshOperatorRemoveOperatorRemove AOVOperatorRemove Active GroupOperatorRemove Active Keying SetOperatorRemove Active Keying Set PathOperatorRemove Add-onOperatorRemove All GroupsOperatorRemove All MaterialsOperatorRemove All Particle SystemsOperatorRemove AnimationOperatorRemove Annotation LayerOperatorRemove Asset LibraryOperatorRemove Asset TagOperatorRemove AttributeOperatorRemove Auto-Execution PathOperatorRemove Boid RuleOperatorRemove Boid StateOperatorRemove Bone CollectionOperatorRemove Bone Collection ReferenceOperatorRemove Bone from Bone CollectionOperatorRemove Bones from Selection SetOperatorRemove BrushOperatorRemove Camera Background ImageOperatorRemove CanvasOperatorRemove CollectionOperatorRemove Color AttributeOperatorRemove Cryptomatte SocketOperatorRemove Dash SegmentOperatorRemove DoublesOperatorRemove DriverOperatorRemove Empty Animation DataOperatorRemove ExporterOperatorRemove Extension RepositoryOperatorRemove External Feature SetOperatorRemove File AssociationOperatorRemove Fill GuidesOperatorRemove Freestyle ModuleOperatorRemove From Light Linking CollectionOperatorRemove GapsOperatorRemove Gaps (All)OperatorRemove Grease Pencil EffectOperatorRemove HookOperatorRemove IKOperatorRemove ItemOperatorRemove Key ConfigOperatorRemove Key Map ItemOperatorRemove Keymap ConfigurationOperatorRemove LayerOperatorRemove Layer GroupOperatorRemove LightgroupOperatorRemove Line SetOperatorRemove Mask LayerOperatorRemove Material SlotOperatorRemove MetaOperatorRemove Meta-StripsOperatorRemove ModifierOperatorRemove OverrideOperatorRemove OverridesOperatorRemove Paint Curve PointOperatorRemove Particle Instance ObjectOperatorRemove Particle System SlotOperatorRemove Particle TargetOperatorRemove PreviewOperatorRemove PropertyOperatorRemove Python Script DirectoryOperatorRemove Render SlotOperatorRemove Render ViewOperatorRemove RepositoryOperatorRemove Repository & FilesOperatorRemove Rigid BodiesOperatorRemove Rigid BodyOperatorRemove Rigid Body ConstraintOperatorRemove Rigid Body WorldOperatorRemove Row FilterOperatorRemove SegmentOperatorRemove Selected BonesOperatorRemove Selected Bones from All SetsOperatorRemove Selected EntryOperatorRemove Selected from Active CollectionOperatorRemove Selected from Bone collectionsOperatorRemove Shape KeyOperatorRemove ShortcutOperatorRemove Single OverrideOperatorRemove Stabilization Rotation TrackOperatorRemove Stabilization TrackOperatorRemove Strip ModifierOperatorRemove Surface SlotOperatorRemove TargetOperatorRemove Text BoxOperatorRemove ThemeOperatorRemove TileOperatorRemove Tracking ObjectOperatorRemove UV MapOperatorRemove UnusedOperatorRemove Unused Bone CollectionsOperatorRemove Unused CollectionsOperatorRemove Unused LightgroupsOperatorRemove Unused Material SlotsOperatorRemove Unused SlotsOperatorRemove VR LandmarkOperatorRemove Vertex GroupOperatorRemove View LayerOperatorRemove from Active GroupOperatorRemove from AllOperatorRemove from All CollectionsOperatorRemove from All GroupsOperatorRemove from CollectionOperatorRemove from FrameOperatorRemove from Keying SetOperatorRemove from Local ViewOperatorRemove from Quick FavoritesOperatorRemove from Vertex GroupOperatorRenameOperatorRename Action SlotOperatorRename Active Bone...OperatorRename Active Item...OperatorRename Active Object...OperatorRename Annotation LayerOperatorRename Armature Bone CollectionOperatorRename Bone CollectionOperatorRename ChannelOperatorRename Data-BlockOperatorRename File or DirectoryOperatorRename Grease Pencil DrawingOperatorRename Grease Pencil LayerOperatorRename Grease Pencil Layer GroupOperatorRename MarkerOperatorRename ModifierOperatorRename ObjectOperatorRename Vertex GroupOperatorRename View ItemOperatorRename View LayerOperatorRename shape keyOperatorRename...OperatorRenderOperatorRender Active ObjectOperatorRender AnimationOperatorRender Audio...OperatorRender Changed LayerOperatorRender ImageOperatorRender RegionOperatorRender Region...OperatorRender Sequence PreviewOperatorRender Sequencer AnimationOperatorRender Slot Cycle NextOperatorRender Slot Cycle PreviousOperatorRender Still PreviewOperatorRender Viewport PreviewOperatorReorderOperatorReorder Armature Bone CollectionsOperatorReorder ColumnsOperatorReorder F-Curve ModifierOperatorReorder Grease Pencil Layer MaskOperatorReorder LayerOperatorReorder LayersOperatorReorder to BackOperatorReorder to FrontOperatorRepeat HistoryOperatorRepeat History...OperatorRepeat LastOperatorReplaceOperatorReplace & Set SelectionOperatorReplace AllOperatorReplace ImageOperatorReplace KeyframeOperatorReplace KeyframesOperatorReplace LinksOperatorReplace Single KeyframeOperatorReplace...OperatorReplay OperatorsOperatorReport Missing FilesOperatorReport a BugOperatorRepositoryOperatorReproject StrokesOperatorResetOperatorReset All to Default ValuesOperatorReset BackdropOperatorReset Color RampOperatorReset Curve ProfileOperatorReset DistanceOperatorReset Feather AnimationOperatorReset HookOperatorReset KerningOperatorReset Library OverrideOperatorReset NodeOperatorReset NodesOperatorReset Nodes in FrameOperatorReset Original LengthOperatorReset RecentOperatorReset RetimingOperatorReset SettingsOperatorReset Single to Default ValueOperatorReset To OriginalOperatorReset TransformOperatorReset UVsOperatorReset UnkeyedOperatorReset VectorsOperatorReset Vertex ColorOperatorReset ViewOperatorReset to Default ThemeOperatorReset to Default ValueOperatorResizeOperatorResize ColumnOperatorResize ImageOperatorResize NodeOperatorResolve ConflictOperatorRestoreOperatorRestore AreasOperatorRestore Key Map ItemOperatorRestore Key Map(s)OperatorRestore Operator DefaultsOperatorRestore Previous ActionOperatorRestrict Render UnselectedOperatorResumeOperatorRetime StripsOperatorRetimingOperatorRevealOperatorReveal CurvesOperatorReveal Faces/VerticesOperatorReveal HiddenOperatorReveal SelectedOperatorReverse ColorsOperatorReverse UVsOperatorRevertOperatorRevert Brush AssetOperatorRevert to AssetOperatorRevert to Saved PreferencesOperatorRevive Disabled F-CurvesOperatorRightOperatorRight NeighborOperatorRigify Add Color SetOperatorRigify Add Color Set from ThemeOperatorRigify Add Standard Color SetsOperatorRigify Apply user defined active/select colorsOperatorRigify Encode MetarigOperatorRigify Encode Metarig SampleOperatorRigify Encode WidgetOperatorRigify Generate RigOperatorRigify Get active/select colors from current themeOperatorRigify Remove All Color SetsOperatorRigify Remove Color SetOperatorRigify Upgrade Metarig LayersOperatorRigify Upgrade Metarig TypesOperatorRipOperatorRip EdgeOperatorRip RegionOperatorRip VerticesOperatorRip Vertices and ExtendOperatorRip Vertices and FillOperatorRollOperatorRoll LeftOperatorRoll RightOperatorRootsOperatorRotateOperatorRotate 180°OperatorRotate 90° ClockwiseOperatorRotate 90° Counter-ClockwiseOperatorRotate ColorsOperatorRotate Edge CCWOperatorRotate Edge CWOperatorRotate Image OrthogonalOperatorRotate NormalsOperatorRotate Selected EdgeOperatorRotate UVsOperatorRotate ViewOperatorRotate...OperatorRotationOperatorRotation - Pole toggleOperatorRuler AddOperatorRuler RemoveOperatorRun Python FileOperatorRun ScriptOperatorSVG as Grease PencilOperatorSampleOperatorSample ColorOperatorSample Detail SizeOperatorSample GroupOperatorSample LineOperatorSample Vertex GroupOperatorSample WeightOperatorSamples to KeysOperatorSaveOperatorSave All ImagesOperatorSave All ModifiedOperatorSave AsOperatorSave As Asset...OperatorSave As ImageOperatorSave As...OperatorSave Asset CatalogsOperatorSave Blender FileOperatorSave Brush AssetOperatorSave Changes to AssetOperatorSave Copy...OperatorSave Custom Studio LightOperatorSave ImageOperatorSave IncrementalOperatorSave New PreferencesOperatorSave Persistent To...OperatorSave PreferencesOperatorSave ScreenshotOperatorSave Screenshot (Editor)OperatorSave SequenceOperatorSave Startup FileOperatorSave ThemeOperatorSave Viewer ImageOperatorSave a Copy...OperatorSave as Brush AssetOperatorSave as Shape KeyOperatorSave as Studio lightOperatorScalable Vector Graphics (.svg)OperatorScaleOperatorScale AverageOperatorScale Average KeyframesOperatorScale B-BoneOperatorScale BBoneOperatorScale CageOperatorScale Envelope DistanceOperatorScale FeatherOperatorScale RadiusOperatorScale Region SizeOperatorScale Sculpt/Paint Brush SizeOperatorScale Texture SpaceOperatorScale To FitOperatorScale from NeighborOperatorScale to FillOperatorScene Camera to VR LandmarkOperatorScene Line ArtOperatorScrewOperatorScript Node UpdateOperatorScrollOperatorScroll DownOperatorScroll LeftOperatorScroll PageOperatorScroll RightOperatorScroll UpOperatorScrollback AppendOperatorScrollbarOperatorScroller ActivateOperatorSculptOperatorSculpt ModeOperatorSeams from IslandsOperatorSearch MenuOperatorSearch OperatorOperatorSearch Single MenuOperatorSearch...OperatorSelectOperatorSelect (Linked Handle)OperatorSelect (Linked Time)OperatorSelect (List)OperatorSelect (Side of Frame)OperatorSelect (Unconnected)OperatorSelect Active CameraOperatorSelect AllOperatorSelect All by TypeOperatorSelect AlternateOperatorSelect AxisOperatorSelect BonesOperatorSelect Bones of Bone CollectionOperatorSelect Boundary LoopOperatorSelect BoxOperatorSelect By Pole CountOperatorSelect CameraOperatorSelect ChannelOperatorSelect Channel KeyframesOperatorSelect CircleOperatorSelect ConnectedOperatorSelect Constraint TargetOperatorSelect Control Point RowOperatorSelect DirectoryOperatorSelect EndsOperatorSelect ExtendOperatorSelect Extend (List)OperatorSelect Faces by SidesOperatorSelect GroupedOperatorSelect Grouped...OperatorSelect GrowOperatorSelect HandleOperatorSelect HandlesOperatorSelect HierarchyOperatorSelect HookOperatorSelect Interior FacesOperatorSelect KeyOperatorSelect Key / HandlesOperatorSelect KeyframesOperatorSelect LassoOperatorSelect Left/RightOperatorSelect LessOperatorSelect Light Linking BlockersOperatorSelect Light Linking ReceiversOperatorSelect LineOperatorSelect LinkedOperatorSelect Linked AllOperatorSelect Linked Flat FacesOperatorSelect Linked FromOperatorSelect Linked PickOperatorSelect Linked ToOperatorSelect Linked VerticesOperatorSelect Linked Vertices PickOperatorSelect LoopOperatorSelect Loop Inner-RegionOperatorSelect Loose GeometryOperatorSelect Markers Before/After Current FrameOperatorSelect MaterialOperatorSelect Material SlotOperatorSelect MenuOperatorSelect MirrorOperatorSelect ModeOperatorSelect MoreOperatorSelect NextOperatorSelect Next ElementOperatorSelect Non-ManifoldOperatorSelect ObjectOperatorSelect Object HierarchyOperatorSelect ObjectsOperatorSelect Objects in CollectionOperatorSelect OrientationOperatorSelect OverlapOperatorSelect Paint Curve PointOperatorSelect Parent BoneOperatorSelect Parent or ChildrenOperatorSelect PatternOperatorSelect Pattern...OperatorSelect Pick LinkedOperatorSelect PinnedOperatorSelect Pose BonesOperatorSelect PreviousOperatorSelect Previous ElementOperatorSelect RandomOperatorSelect ReportOperatorSelect RootsOperatorSelect Same CollectionOperatorSelect Selection SetOperatorSelect Sharp EdgesOperatorSelect Shortest PathOperatorSelect SideOperatorSelect Side of FrameOperatorSelect SimilarOperatorSelect Similar RegionsOperatorSelect SplitOperatorSelect Stabilization Rotation TracksOperatorSelect Stabilization TracksOperatorSelect TextOperatorSelect Time MarkerOperatorSelect TipsOperatorSelect ToggleOperatorSelect Toggle (List)OperatorSelect UngroupedOperatorSelect Vertex GroupOperatorSelect View ItemOperatorSelect WordOperatorSelect by AttributeOperatorSelect by TypeOperatorSelected ObjectsOperatorSelected PinnedOperatorSelected to Adjacent UnselectedOperatorSelected to CursorOperatorSelected to Cursor (Offset)OperatorSelected to PixelsOperatorSelectionOperatorSelection PaintOperatorSelection to ActiveOperatorSelection to Current FrameOperatorSelection to CursorOperatorSelection to Cursor (Keep Offset)OperatorSelection to Cursor ValueOperatorSelection to GridOperatorSelection to Nearest FrameOperatorSelection to Nearest MarkerOperatorSelection to Nearest SecondOperatorSeparateOperatorSeparate BonesOperatorSeparate ImagesOperatorSeparate SlotsOperatorSequence SlideOperatorSequencer Swap DataOperatorSequencer View Zoom RatioOperatorSet 2D CursorOperatorSet 3D CursorOperatorSet Active CameraOperatorSet Active ClipOperatorSet Active GroupOperatorSet Active Keying SetOperatorSet Active LayerOperatorSet Active MaterialOperatorSet Active ModifierOperatorSet Active Object as CameraOperatorSet Active Shape KeyOperatorSet Active Strip ModifierOperatorSet Active Vertex GroupOperatorSet AttributeOperatorSet AxisOperatorSet CapsOperatorSet CaseOperatorSet Clip ModeOperatorSet Color AttributeOperatorSet Color TagOperatorSet Corner TypeOperatorSet CursorOperatorSet Cursor to OffsetOperatorSet Curve CapsOperatorSet Curve RadiusOperatorSet Curve ResolutionOperatorSet Curve TypeOperatorSet Curves PointOperatorSet Curves Surface ObjectOperatorSet Cyclical StateOperatorSet Default Group Node WidthOperatorSet End FrameOperatorSet Extension TagsOperatorSet F-Curve ExtrapolationOperatorSet FloorOperatorSet Frame (Strip Preview)OperatorSet Frame Range to StripsOperatorSet Geometry RandomizationOperatorSet Goal WeightOperatorSet Handle TypeOperatorSet HoldoutOperatorSet Indirect OnlyOperatorSet InverseOperatorSet Keyframe AOperatorSet Keyframe BOperatorSet Keyframe Easing TypeOperatorSet Keyframe Handle TypeOperatorSet Keyframe InterpolationOperatorSet Keyframe TypeOperatorSet Library IDOperatorSet Normals from FacesOperatorSet Object ModeOperatorSet Object Mode with Sub-modeOperatorSet Offset from CursorOperatorSet Offset from ObjectOperatorSet OriginOperatorSet Overlay RegionOperatorSet Persistent BaseOperatorSet Pivot PositionOperatorSet PlaneOperatorSet Preview RangeOperatorSet Preview Range to SelectedOperatorSet Preview Range to StripsOperatorSet Range to StripsOperatorSet Render ColorOperatorSet Render RegionOperatorSet Render SizeOperatorSet ResolutionOperatorSet Restrict ViewOperatorSet RollOperatorSet Rotation ModeOperatorSet ScaleOperatorSet Scene FramesOperatorSet ScreenOperatorSet Select ModeOperatorSet Selected Strip ProxiesOperatorSet SelectionOperatorSet Sharpness by AngleOperatorSet Solution ScaleOperatorSet Solver KeyframeOperatorSet SpeedOperatorSet Spline TypeOperatorSet Start FrameOperatorSet Start PointOperatorSet Stereo 3DOperatorSet StyleOperatorSet ThemeOperatorSet Tool by Brush TypeOperatorSet Tool by IndexOperatorSet Tool by NameOperatorSet Uniform OpacityOperatorSet Uniform ThicknessOperatorSet User RegionOperatorSet Vertex ColorsOperatorSet Viewport BackgroundOperatorSet WallOperatorSet WeightOperatorSet X AxisOperatorSet Y AxisOperatorSet actionOperatorSet active actionOperatorSet as Active MaterialOperatorSet as BackgroundOperatorSet from FacesOperatorSettings from ActiveOperatorSetupOperatorSetup Tracking SceneOperatorShade Auto SmoothOperatorShade FlatOperatorShade SmoothOperatorShade Smooth by AngleOperatorShader UpdateOperatorShape CutOperatorShape PropagateOperatorSharp EdgesOperatorSharp VerticesOperatorSharpenOperatorSharpen MaskOperatorShearOperatorShear KeyframesOperatorShear KeysOperatorShortest PathOperatorShowOperatorShow ActiveOperatorShow AllOperatorShow All InsideOperatorShow All LayersOperatorShow All MaterialsOperatorShow CollectionOperatorShow Drivers EditorOperatorShow Hidden ObjectsOperatorShow Hidden StripsOperatorShow HierarchyOperatorShow Info LogOperatorShow Inside CollectionOperatorShow Object HierarchyOperatorShow One LevelOperatorShow Package ClearOperatorShow Package SetOperatorShow SettingsOperatorShow TracksOperatorShow/Hide One LevelOperatorShow/Hide Render ViewOperatorShrink Face SetOperatorShrink MaskOperatorShrink VisibilityOperatorShrink/FattenOperatorShutter Curve PresetOperatorSide of ActiveOperatorSimplifyOperatorSimplify StrokeOperatorSingle ArrowOperatorSingle BoneOperatorSkin Armature CreateOperatorSkin Mark/Clear LooseOperatorSkin Radii EqualizeOperatorSkin ResizeOperatorSkin Root MarkOperatorSlideOperatorSlide MarkerOperatorSlide Paint Curve PointOperatorSlide Plane MarkerOperatorSlide PointOperatorSlide Spline CurvatureOperatorSlide VerticesOperatorSlipOperatorSlip Strip ContentsOperatorSlip StripsOperatorSmall CapsOperatorSmart UV ProjectOperatorSmearOperatorSmoothOperatorSmooth (Gaussian)OperatorSmooth (Legacy)OperatorSmooth Curve RadiusOperatorSmooth Curve TiltOperatorSmooth Curve WeightOperatorSmooth EdgesOperatorSmooth FacesOperatorSmooth KeysOperatorSmooth LaplacianOperatorSmooth MaskOperatorSmooth Normals VectorsOperatorSmooth PointsOperatorSmooth ScrollOperatorSmooth StrokeOperatorSmooth VectorsOperatorSmooth Vertex ColorsOperatorSmooth Vertex GroupOperatorSmooth Vertex WeightsOperatorSmooth VerticesOperatorSmooth Vertices (Laplacian)OperatorSmooth ViewOperatorSmooth View 2DOperatorSnapOperatorSnap CursorOperatorSnap Cursor Value to SelectedOperatorSnap Cursor to ActiveOperatorSnap Cursor to GridOperatorSnap Cursor to SelectedOperatorSnap Cursor to Selected PointsOperatorSnap Cursor to World OriginOperatorSnap Curves to SurfaceOperatorSnap KeysOperatorSnap SelectionOperatorSnap Selection to ActiveOperatorSnap Selection to CursorOperatorSnap Selection to GridOperatorSnap StripsOperatorSnap Strips to the Current FrameOperatorSnap to Deformed SurfaceOperatorSnap to Nearest SurfaceOperatorSnap to SymmetryOperatorSolidifyOperatorSolidify FacesOperatorSolutionOperatorSolve CameraOperatorSolve Camera MotionOperatorSolve Object MotionOperatorSort Mesh ElementsOperatorSort PaletteOperatorSort Vertex GroupsOperatorSort by Bone HierarchyOperatorSort by NameOperatorSort from ColumnOperatorSoundOperatorSound CrossfadeOperatorSound to SamplesOperatorSpeakerOperatorSpeed ControlOperatorSphereOperatorSphere ProjectionOperatorSpinOperatorSplash ScreenOperatorSplitOperatorSplit AreaOperatorSplit Concave FacesOperatorSplit MulticamOperatorSplit Non-Planar FacesOperatorSplit NormalsOperatorSplit StripsOperatorSplit at Cursor MoveOperatorSplit strokeOperatorSquareOperatorStabilization Rotation TracksOperatorStabilization TracksOperatorStart Editing Stashed ActionOperatorStart Tweaking Strip Actions (Full Stack)OperatorStart Tweaking Strip Actions (Lower Stack)OperatorStash ActionOperatorStatisticsOperatorStencil Brush ControlOperatorStitchOperatorStop Editing Stashed ActionOperatorStop Tweaking Strip ActionsOperatorStore undo snapshot for asset catalog editsOperatorStretchOperatorStretch To FillOperatorStrip Transform Set FitOperatorStrokeOperatorStroke Curves SculptOperatorStroke ModeOperatorStrokes Paint Mode ToggleOperatorStrokes Sculpt Mode ToggleOperatorStrokes Vertex Mode ToggleOperatorStrokes Weight Mode ToggleOperatorStrongOperatorSubdivideOperatorSubdivide Edge-RingOperatorSubdivide StrokeOperatorSubdivide and SmoothOperatorSubdivision SetOperatorSubtractOperatorSuperscript ²OperatorSuperscript ³OperatorSuperscript ¹OperatorSupportOperatorSurface Deform BindOperatorSurface SmoothOperatorSwapOperatorSwap AreasOperatorSwap ColorsOperatorSwap DataOperatorSwap Empty GroupOperatorSwap InputsOperatorSwap LinksOperatorSwap NodeOperatorSwap Node Group AssetOperatorSwap StripOperatorSwap StripsOperatorSwitch DirectionOperatorSwitch to poleOperatorSwitch to rotationOperatorSymmetrizeOperatorSync Action LengthOperatorTaperOperatorTest Key Configuration for ConflictsOperatorTextOperatorText Auto CompleteOperatorTexture GradientOperatorTexture Paint ModeOperatorTiltOperatorTime OffsetOperatorTime Offset KeyframesOperatorTipsOperatorTo 3D ObjectOperatorTo All OutputsOperatorTo Last Keyframe (Make Cyclic)OperatorTo Linked OutputsOperatorTo Loose OutputsOperatorTo LowercaseOperatorTo Next KeyframeOperatorTo SphereOperatorTo UppercaseOperatorToggle BoldOperatorToggle CaseOperatorToggle Channel EditabilityOperatorToggle Channel SettingOperatorToggle CommentsOperatorToggle CyclicOperatorToggle Dope SheetOperatorToggle Fake UserOperatorToggle Force FieldOperatorToggle Graph EditorOperatorToggle Hidden Node SocketsOperatorToggle Hide Dot FilesOperatorToggle ItalicOperatorToggle Library Override EditableOperatorToggle Local ViewOperatorToggle Lock SelectionOperatorToggle Maximize AreaOperatorToggle MetaOperatorToggle Meta StripOperatorToggle MutingOperatorToggle Node MuteOperatorToggle Node OptionsOperatorToggle Node PreviewOperatorToggle Object SelectionOperatorToggle Output LayerOperatorToggle OverwriteOperatorToggle PinOperatorToggle Pin IDOperatorToggle Pose ModeOperatorToggle Quad ViewOperatorToggle RegionOperatorToggle SelectedOperatorToggle SelectionOperatorToggle Sequencer/PreviewOperatorToggle Shading TypeOperatorToggle Small CapsOperatorToggle StyleOperatorToggle System ConsoleOperatorToggle Type ActiveOperatorToggle UnderlineOperatorToggle VR SessionOperatorToggle Viewer NodeOperatorToggle VisibilityOperatorToggle Window FullscreenOperatorToggle X-RayOperatorToolOperatorToolbarOperatorToolbar PromptOperatorTopOperatorTorusOperatorTrace Image to Grease PencilOperatorTrack MarkersOperatorTrack PathOperatorTrack Settings as DefaultOperatorTrackballOperatorTransfer FK anim to IKOperatorTransfer IK anim to FKOperatorTransfer Mesh DataOperatorTransfer Mesh Data LayoutOperatorTransfer ModeOperatorTransfer Sculpt ModeOperatorTransfer Shape KeyOperatorTransfer UV MapsOperatorTransfer WeightsOperatorTransformOperatorTransform Gizmo SetOperatorTransform at Cursor MoveOperatorTransform from GizmoOperatorTransform propertiesOperatorTransforms to DeltasOperatorTransitionOperatorTriangles to QuadsOperatorTriangulate FacesOperatorTrimOperatorTrim Box GestureOperatorTrim Lasso GestureOperatorTrim Line GestureOperatorTrim Polyline GestureOperatorTroubleshootOperatorTweakOperatorTwistOperatorTypeOperatorUV RipOperatorUV Rip MoveOperatorUV Select ModeOperatorUV SphereOperatorUn-SubdivideOperatorUn-solo AllOperatorUnMeta StripOperatorUnassign SlotOperatorUnconnected SocketsOperatorUnderlineOperatorUndoOperatorUndo Catalog EditsOperatorUndo HistoryOperatorUndo PushOperatorUndo and RedoOperatorUngroupOperatorUngroup ChannelsOperatorUngrouped VerticesOperatorUnhide AllOperatorUnify LengthOperatorUnindentOperatorUninstallOperatorUninstall MarkedOperatorUninstall Studio LightOperatorUniversal Scene Description (.usd*)OperatorUnlinkOperatorUnlink ActionOperatorUnlink CollectionOperatorUnlink Data-BlockOperatorUnlink ObjectOperatorUnlink Panel ToggleOperatorUnlink actionOperatorUnlink materialOperatorUnlock AllOperatorUnlock All MaterialsOperatorUnlock All Repositories (Testing)OperatorUnlock SelectedOperatorUnlock StripsOperatorUnlock TracksOperatorUnlock UnselectedOperatorUnmark AllOperatorUnmute ChannelsOperatorUnmute Deselected StripsOperatorUnmute StripsOperatorUnpackOperatorUnpack Geometry Node BakeOperatorUnpack ImageOperatorUnpack ItemOperatorUnpack Linked LibrariesOperatorUnpack ResourcesOperatorUnpack SoundOperatorUnpinOperatorUnprotect ChannelsOperatorUnregisterOperatorUnset PropertyOperatorUnsubdivideOperatorUnwrapOperatorUnwrap Angle BasedOperatorUnwrap ConformalOperatorUnwrap Minimum StretchOperatorUpdateOperatorUpdate All Motion PathsOperatorUpdate All Object PathsOperatorUpdate All PathsOperatorUpdate All to FrameOperatorUpdate Animated Transform ConstraintsOperatorUpdate AnimationOperatorUpdate Animation CacheOperatorUpdate Armature Motion PathsOperatorUpdate Blender RepositoryOperatorUpdate Bone PathsOperatorUpdate Custom VR LandmarkOperatorUpdate HighlightOperatorUpdate I18n Add-onOperatorUpdate I18n Blender RepositoryOperatorUpdate I18n StatisticsOperatorUpdate I18n Work RepositoryOperatorUpdate Image from Plane MarkerOperatorUpdate Object PathsOperatorUpdate PathOperatorUpdate Range from SceneOperatorUpdate Reports DisplayOperatorUpdate Scene Frame RangeOperatorUpdate Work RepositoryOperatorUpdate from ObjectsOperatorUpdate from Objects FlippedOperatorUpgrade Face RigOperatorUpgrade MetarigOperatorUse Alpha Over NodesOperatorUse NodesOperatorUser CommunitiesOperatorValidate .blend stringsOperatorValidate Collection ReferencesOperatorVertexOperatorVertex Color from WeightOperatorVertex ConnectOperatorVertex Connect PathOperatorVertex CreaseOperatorVertex Group LevelsOperatorVertex PaintOperatorVertex Paint Brightness/ContrastOperatorVertex Paint Hue/Saturation/ValueOperatorVertex Paint InvertOperatorVertex Paint LevelsOperatorVertex Paint ModeOperatorVertex Paint Set ColorOperatorVertex Select HideOperatorVertex SlideOperatorVertical SplitOperatorView All in Graph EditorOperatorView AnimationOperatorView AxisOperatorView CameraOperatorView CenterOperatorView DetailsOperatorView DocumentationOperatorView DropOperatorView Edge PanOperatorView FilterOperatorView In Graph EditorOperatorView Lock CenterOperatorView Lock ClearOperatorView Lock to ActiveOperatorView ManualOperatorView Navigation (Walk/Fly)OperatorView Online ManualOperatorView OrbitOperatorView Perspective/OrthographicOperatorView RenderOperatorView RollOperatorView ScrollOperatorView SelectedOperatorView Single in Graph EditorOperatorView ZoomOperatorView Zoom RatioOperatorView in Graph EditorOperatorViewer RegionOperatorViewport RenderOperatorVisibility FilterOperatorVisit Extensions PlatformOperatorVisit WebsiteOperatorVisual Geometry to ObjectsOperatorVoxel RemeshOperatorWalk NavigationOperatorWalk SelectOperatorWalk Select/Deselect FileOperatorWallOperatorWarpOperatorWeakOperatorWeightOperatorWeight GradientOperatorWeight PaintOperatorWeight Paint ModeOperatorWeight Paint Sample GroupOperatorWeight Paint Sample WeightOperatorWeight Paint Toggle DirectionOperatorWeight SetOperatorWeight from BonesOperatorWeldOperatorWeld Edges into FacesOperatorWhat's NewOperatorWipeOperatorWireframeOperatorWordOperatorWorkspace Reorder to BackOperatorWorkspace Reorder to FrontOperatorX AxisOperatorXR Navigation FlyOperatorXR Navigation GrabOperatorXR Navigation ResetOperatorXR Navigation TeleportOperatorY AxisOperatorYen ¥OperatorZoom 1:1OperatorZoom 2D ViewOperatorZoom Camera 1:1OperatorZoom InOperatorZoom OutOperatorZoom Region...OperatorZoom ViewOperatorZoom to BorderOperatorZoom to FitOperatorglTF Material OutputOperator '%s' does not have register enabled, incorrect invoke functionOperator '%s' does not have undo enabled, incorrect invoke functionOperator '%s' not found!Operator File List ElementOperator Icon BackgroundOperator Icon ForegroundOperator ModeOperator Mouse PathOperator NameOperator OptionsOperator PresetsOperator PropertiesOperator Stroke ElementOperator cannot redoOperator execution modeOperator has been activated using a click-drag eventOperator is frozen, changes to its settings won't take effect until you unfreeze itOperator missing srnaOperator name (in Python as string)Operator not found: bpy.ops.{:s}Operator redo '%s' does not have register enabled, incorrect invoke functionOperator redo '%s': wrong contextOperator registryOperator that allows file handlers to receive file dropsOperator that can handle export for files with the extensions given in bl_file_extensionsOperator that can handle import for files with the extensions given in bl_file_extensionsOperator to call when activating an item with asset reference propertiesOperator to call when dragging an item with asset reference propertiesOperatorsOpposite of the inputOptiXOptiX Module DebugOptical CenterOptical center of lensOptical center of lens in pixelsOptimal DisplayOptimize Animation SizeOptimize AnimationsOptimize Shape KeysOptimize all kernels. Fastest rendering, may result in extra background CPU usageOptimize only intersection kernels. Faster rendering, negligible extra background CPU usageOptimized access to shape keys point data, when using foreach_get/foreach_set accessors. Warning: Does not support legacy Curve shape keys.Optimizing shaders ({} remaining)OptionOption Widget ColorsOption for curve-deform: Use the mesh bounds to clamp the deformationOption for curve-deform: make deformed child stretch along entire pathOption for paths and curve-deform: apply the curve radius to objects following it and to deformed objectsOptional ArgumentOptional LabelOptional backwards compatibility for non-standard render engines. Applies to lightsOptional custom node labelOptional factor for modulating the component which is transmitted into the hair, reflected off the backside of the hair and then transmitted out of the hair. This component is oriented approximately around the incoming direction, and picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional factor for modulating the first light bounce off the hair surface. The color of this component is always white. Keep this 1.0 for physical correctnessOptional factor for modulating the transmission component. Picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional path defining the location to put the new catalog underOptional region type keymap is associated withOptional space type keymap is associated withOptional tile labelOptional up vector that is typically a surface normalOptional. If specified, this name will be used for the newly generated rig, widget collection and script. Otherwise, a name is generated based on the name of the metarig object by replacing 'metarig' with 'rig', 'META' with 'RIG', or prefixing with 'RIG-'. When updating an already generated rig its name is never changedOptionally override the context with a moduleOptionsOptions are disabled until the file is savedOptions for this asset shelf typeOptions for this blendfile import operationOptions for this operator typeOptions:OrOrbitOrbit & PanOrbit Around SelectionOrbit AxisOrbit CenterOrbit DownOrbit LeftOrbit MethodOrbit RightOrbit SensitivityOrbit UpOrbit and zoom the view using the 3D mouseOrbit method in the viewportOrbit the viewOrbit the view around to the leftOrbit the view around to the rightOrbit the view downOrbit the view upOrbit the view using the 3D mouseOrderOrder UOrder VOrient to the current transform settingOrient to the viewportOrient with NormalsOrient y-axis toOrientationOrientation AxisOrientation BoneOrientation SlotOrientation WeightOrientation of the axis to limit the filter displacementOrientation of the axis to limit the filter forceOrients a vector A to point away from a surface B as defined by its normal C. Returns (dot(B, C) < 0) ? A : -AOrig FPSOrig HeightOrig WidthOriginOrigin OffsetOrigin of image for transformationOrigin of the scaling for each element. If multiple elements are connected, their center is averagedOrigin offset distanceOrigin to 3D CursorOrigin to Center of Mass (Surface)Origin to Center of Mass (Volume)Origin to GeometryOriginalOriginal CoordsOriginal IDOriginal IK solverOriginal LengthOriginal ModeOriginal NormalOriginal PerlinOriginal PlaneOriginal bounding boxOriginal frame range: {:d}-{:d} ({:d})Original frames per secondOriginal image heightOriginal image widthOriginal scene dependency graph is built forOriginal surface mesh is emptyOriginal surface missing UV map: "{}"Original undeformed location used to calculate the strength of the deform effect (edit/animate the Deformed Location instead)Original vertex count mismatch: %u to %uOriginal view layer dependency graph is built forOriginsOrigins (All)Orphan Orphan library objects added to the current scene to avoid lossOrthographicOrthographic Camera scale (similar to zoom)Orthographic ScaleOrthographic camera scale (similar to zoom)OtherOther StripsOther object has no shape keyOther strips affected by the active one (sharing some time, and below or effect-assigned)Other than adding glue constraints to the control, the rig acts as a one segment basic deform chainOther user path, for bimanual actions. E.g. "/user/hand/right"OthersOuncesOutOut Of Memory ErrorOut XOut ZOut of memoryOut of memory on allocating cloth objectOut of memory on allocating trianglesOut of memory on allocating verticesOuterOuter Cone AngleOuter Cone VolumeOuter CreaseOuter MaskOuter MiterOuter PointsOuter RadiusOuter ThicknessOuter face thicknessOuter shape to use for toolsOutflowOutflow Level SetOutlineOutline ColorOutline MaterialOutline ModifierOutline SelectedOutline WidthOutline color of active pose bonesOutline color of selected pose bonesOutline of Strokes modifier from camera viewOutline requires an active cameraOutlinerOutliner SyncOutliner space dataOutputOutput AOutput AttributesOutput BOutput FilepathOutput ItemOutput ItemsOutput NameOutput NodeOutput PathOutput PathsOutput PropertiesOutput QualityOutput ToggleOutput Vertex GroupsOutput Vertex groupOutput White PointOutput a blocky surface with no smoothingOutput a manifold mesh even if the base mesh is non-manifold, where edges have 3 or more connecting faces. This method is slower.Output a mesh corresponding to the volume of the original meshOutput a selection of a Grease Pencil layerOutput a selection of edges by following paths across mesh edgesOutput a single collectionOutput a single materialOutput a single objectOutput a smooth surface with no sharp-features detectionOutput a solidified version of a mesh by simple extrusionOutput a surface that reproduces sharp edges and corners from the input meshOutput color space settingsOutput curves following paths across mesh edgesOutput data from inside of a node groupOutput data from the simulation zoneOutput each child of the collection as a separate instance, sorted alphabeticallyOutput faces with smooth shading rather than flat shadedOutput file containerOutput format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web applications due to the smaller file size. Alternatively they can be omitted if they are not neededOutput format. Binary is most efficient, but JSON may be easier to edit laterOutput image in Cineon formatOutput image in DPX formatOutput image in JPEG 2000 formatOutput image in JPEG formatOutput image in OpenEXR formatOutput image in PNG formatOutput image in Radiance HDR formatOutput image in SGI IRIS formatOutput image in TIFF formatOutput image in Targa formatOutput image in WebP formatOutput image in bitmap formatOutput image in multilayer OpenEXR formatOutput image in uncompressed Targa formatOutput image resolutionOutput light color information to the scene's WorldOutput light information to a light objectOutput normals for bump mapping - disabling can speed up performance if it's not neededOutput sockets cannot be multi-inputOutput surface material information for use in renderingOutput the entire object as single instance. This allows instancing non-geometry object typesOutput the geometry relative to the collection offsetOutput the geometry relative to the input object transform, and the location, rotation and scale relative to the world originOutput the handle positions relative to the corresponding control point instead of in the local space of the geometryOutput the input spline's evaluated points, based on the resolution attribute for NURBS and Bézier splines. Poly splines are unchangedOutput the normal and rotation values that have been output before the node started taking smooth normals into accountOutputsOutsetOutset rather than insetOutsideOutside Annotated AreaOutside PaddingOutside SurfaceOutside distance in UI units from the edge of the region at which to stop panningOutside of miter is arcOutside of miter is sharpOutside of miter is squared-off patchOutwards VelocityOver ImageOver which part of the tree items to apply the operationOver-blurOverall denoising quality when using OpenImageDenoiseOverall distance factor for the deformationOverall factor for the deformationOverall minimum intensity of the mist effectOverall radius of the braidsOverall radius of the curlsOverall sensitivity of the 3D Mouse for rotationOverall sensitivity of the 3D Mouse for translationOverall texture scaleOverall texture scale. The scale is a factor of the bounding box of the face divided by the Scale valueOverblurOverflowOverhangOverhang MaxOverhang MinOverlapOverlap ModeOverlap ThresholdOverlapping Edge TypesOverlapping Edges As ContourOverlapping islands stick togetherOverlapping timeOverlayOverlay LockOverlay ModeOverlay OffsetOverlay SettingsOverlay Smooth WiresOverlay TypeOverlay a foreground image onto a background imageOverlay blending factor of rasterized maskOverlay color on every other rowOverlay display methodOverlay existing with new keysOverlay mode of rasterized maskOverlaysOverridableOverriddenOverridden SelectedOverridden data-blocks names are not editableOverrideOverride Background ImageOverride CollectionOverride ConstraintOverride CreaseOverride FrameOverride Insert Keyframes Default - VisualOverride Insert Keyframes Default- Only NeededOverride IterationsOverride LayersOverride LocationOverride ModifierOverride Node FormatOverride NormalsOverride OperationsOverride Overlap Shuffle BehaviorOverride OverlayOverride PropertiesOverride Scene SettingsOverride Solver IterationsOverride TrackOverride TransformOverride default setting to insert keyframes based on 'visual transforms'Override default setting to only insert keyframes where they're needed in the relevant F-CurvesOverride number of render samples for this view layer, 0 will use the scene settingOverride object and collection intersection priority valueOverride operation cannot be removedOverride property cannot be removedOverride the given "location" array by recalculating object space positions from the provided "mouse_event" positionsOverride the number of solver iterations for this constraintOverride the radius of the spline point with the taper radiusOverride the scene's active cameraOverride the simulation frame range from the sceneOverride world in this view layerOverrides for some of the active brush's settingsOverscanOverscan SizeOvershootOvershoot DisabledOvershoot disabledOverview of scene graph and all available data-blocksOverwriteOverwrite %sOverwrite AllOverwrite Current ActionOverwrite Entire RangeOverwrite Existing:Overwrite MaterialOverwrite ModeOverwrite PreviousOverwrite RangeOverwrite Startup FileOverwrite Template Startup FileOverwrite TexturesOverwrite Widget MeshesOverwrite all elements' dataOverwrite characters when typing rather than inserting themOverwrite existing bake data?Overwrite existing filesOverwrite existing files when exporting texturesOverwrite existing files while renderingOverwrite existing material with the same nameOverwrite existing proxy files when buildingOverwrite file with an older Blender version?Overwrite is not checked for %s, skippingOverwrite keys in pasted rangeOverwrite keys in pasted range, using the range of all copied keysOverwrite previously created orientation with same nameOwnerOwner SpaceOzoneP1P2PBR ExtensionsPC2PCMPIC/FLIP Ratio. A value of 1.0 will result in a completely FLIP based simulation. Use a lower value for simulations which should produce smaller splashes.PLY Export: Cannot open file '%s'PLY Export: Unable to find collection '%s'PLY Importer: %s: %sPLY Importer: failed importing, no verticesPLY Importer: failed importing, unknown errorPNGPNG (.png)PNG Image (.png)PO Blender File PathPO Work File PathPOT File PathPPM BasePPM FactorPackPack BitsPack ExternalPack ImagesPack IslandsPack QualityPack UV IslandsPack UV Islands FieldPack all images into .blend filePack all used external files into this .blendPack all used external files into this .blend filePack an image as embedded data into the .blend filePack baked data from disk into the .blend filePack displacements from an external filePack each face's UVs into the UV boundsPack islands to active UDIM image tile or UDIM grid tile where 2D cursor is locatedPack islands to closest UDIMPack the baked data into the .blend filePack the sound into the current blend filePack toPack to starting bounding box of islandsPackage IDPackage ID not setPackedPacked %d file(s)Packed FilePacked File, click to unpackPacked FilesPacked MultiLayer files cannot be paintedPacked MultiLayer files cannot be painted: %sPacked data-blocks cannot be renamedPacked library image cannot be saved: "%s" from "%s"Packed to memory image "%s"Pad*Pad+Pad-Pad.Pad/Pad0Pad1Pad2Pad3Pad4Pad5Pad6Pad7Pad8Pad9PadEnterPagePaintPaint AlphaPaint ColorPaint Color RampPaint CurvePaint CurvesPaint Curves data-blocksPaint Grease Pencil StrokesPaint MaskPaint ModePaint SourcePaint SurfacePaint Surface ListPaint WetnessPaint a color on stroke pointsPaint a stroke in the active color attribute layerPaint a stroke in the current vertex group's weightsPaint a stroke into the imagePaint across the weights of all selected bones, maintaining their relative influencePaint alphaPaint most on faces pointing towards the viewPaint most on faces pointing towards the view according to this anglePaint slot iconPaint surface listPaint the material with a color attributePaint using the active material base colorPaint weight in active vertex groupPaint wetness, visible in wetmap (some effects only affect wet paint)Paint with a gradientPaint with a single colorPaintCurvePaintCurveNewPaintmap LayerPaintmapsPaired OutputPalettePaletteNewPalette '%s' does not contain color givenPalette ColorPalette SplinesPalette createdPalette data-blocksPalette. Use Left Click to sample more colorsPalettesPalm Rotation AxisPanPan AnglePan DownPan LeftPan RightPan SensitivityPan UpPan ViewPan and rotate the view with the 3D mousePan the viewPan the view downPan the view in a given directionPan the view to the leftPan the view to the rightPan the view upPan the view when the mouse is held at an edgePan the view with the 3D mousePan/zoom the camera view instead of leaving the camera view when orbitingPanelPanel "%s" not foundPanel BackgroundPanel IdentifierPanel OutlinePanel RoundnessPanel TextPanel TitlePanel Title FontPanel TogglePanel already has a togglePanel containing UI elementsPanel descriptionPanel from which to add sockets to the added group input/output nodePanel is closed by default on new nodesPanel namePanel that contains the itemPanel/Menu Shadow StrengthPanel/Menu Shadow WidthPanelsPanningPanorama TypePanoramicPaperParadeParagraphParallaxParallax RadiusParallax-Aware VMMParallelParallel NormalsParallel cameras with no convergenceParallel linesParallelogramParameter EditorParameter from 0 to 1 along the flareParametersParameters and Settings for the FilebrowserParameters defining how a MovieClip data-block is used by another data-blockParameters defining how an Image data-block is used by another data-blockParameters defining the image duration, offset and related settingsParameters defining the render slotParameters defining which frame of the movie clip is displayedParameters defining which layer, pass and frame of the image is displayedParameters for IK solverParameters for custom (OSL-based) camerasParameters for the iTaSC IK solverParametricParametric position along the length of the curve that Objects 'following' it should be at (position is evaluated by dividing by the 'Path Length' value)ParentParent BoneParent IndexParent InverseParent Inverse MatrixParent Inverse TransformParent Layer GroupParent Object for hook, also recalculates and clears offsetParent ParticlesParent PathParent TagsParent TypeParent VertexParent VerticesParent WindowParent bone (in same Armature)Parent bone collection. Note that accessing this requires a scan of all the bone collections to find the parent.Parent edit bone (in same Armature)Parent is not part of the interfaceParent newly created objects to the original instancerParent objectParent of this pose boneParent relative transformation matrix. Warning: Only takes into account object parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent boneParent selected objects to the selected verticesParent this node is attached toParent to undistorted position of 2D trackParent:Parenting settings for masking elementParenting:ParentsParse error in %sPart by Mesh IslandsPart of the geometry to display data fromPart of the mesh that is going to be simulated when the stroke is activePartialPartial overlay on top of the sequencer with a frame offsetParticleParticle (narrow) band width (higher value results in thicker band and more particles)Particle AmountParticle BrushParticle EditParticle Hair KeyParticle InfoParticle InstanceParticle Instance Object WeightParticle KeyParticle Life MaximumParticle LocationParticle OffsetParticle PropertiesParticle RadiusParticle RenderingParticle SettingsParticle Settings Texture SlotParticle SpecialsParticle SystemParticle System NumberParticle System that this modifier controlsParticle SystemsParticle TargetParticle ToolParticle UVParticle Update RadiusParticle VelocityParticle countParticle data-blocksParticle editing brushParticle effectors affect themselvesParticle in a particle systemParticle instance object nameParticle key for hair particle systemParticle number factor (higher value results in more particles)Particle orientation axis (does not affect Explode modifier's results)Particle physics typeParticle radius factor (higher value results in larger (meshed) particles). Needs to be adjusted after changing the mesh scale.Particle radius factor. Increase this value if the simulation appears to leak volume, decrease it if the simulation seems to gain volume.Particle rotations are affected by collisions and effectorsParticle scaleParticle select and display modeParticle settings, reusable by multiple particle systemsParticle size in simulation cellsParticle system can be edited in particle modeParticle system has been edited in particle modeParticle system has multiple point cachesParticle system in an objectParticle system instancing modifierParticle system nameParticle system settingsParticle system simulation modifierParticle systems emitted from the objectParticle target nameParticle typeParticleInstanceParticleInstance ModifierParticleSettingsParticleSettingsAxisParticleSettingsBraidParticleSettingsChildrenParticleSettingsCircleParticleSettingsCrossParticleSettingsCurlParticleSettingsEmissionParticleSettingsKinkParticleSettingsNewParticleSettingsNoneParticleSettingsNothingParticleSettingsParentsParticleSettingsParticle DisplayParticleSettingsPointParticleSettingsPowerParticleSettingsRadialParticleSettingsRenderedParticleSettingsRollParticleSettingsRotationParticleSettingsRoughnessParticleSettingsSpiralParticleSettingsWaveParticleSystemParticleSystem ModifierParticlesParticles MaximumParticles SettingsParticles and InstancingParticles die when they collide with a deflector objectParticles generated by the particle systemParticles in BoundaryParticles part of the object should be visible in the renderParticles were created by a fluid simulationParticles/FacePartingParting FactorParting MaximumParting MinimumParting not available with virtual parentsPassPass FilterPass IndexPass ThroughPass containing shadows and light which is to be multiplied into backdropPass in multilayer imagePass waves through mesh edgesPassepartoutPassepartout AlphaPassesPasses Not SupportedPasses to include in the active baking passPasses used by the denoiser to distinguish noise from shader and geometry detailPassivePassthroughPastePaste Grease Pencil points or strokes from the internal clipboard to the active layerPaste MethodPaste NormalPaste by LayerPaste contents from filePaste copies of the strokes stored on the internal clipboardPaste data-blocks from the internal clipboardPaste driver: no driver to pastePaste keyframes from mirrored bones if they existPaste keyframes from the internal clipboard for the selected channels, starting on the current framePaste keys ending at current framePaste keys from original timePaste keys relative to the Y-Position of the cursorPaste keys relative to the current frame when copyingPaste keys relative to the value of the curve under the cursorPaste keys starting at current framePaste keys with a value offsetPaste keys with the first key matching the key left of the cursorPaste keys with the last key matching the key right of the cursorPaste keys with the same value as they were copiedPaste new image from the clipboardPaste nodes from the internal clipboard to the active node treePaste normal from the internal clipboardPaste objects from the internal clipboardPaste on BackPaste onto all frames between the first and last selected key, creating new keyframes if necessaryPaste onto frames that have a selected key, potentially creating new keys on those framesPaste onto the current values only, only manipulating the animation data if auto-keying is enabledPaste selected UV verticesPaste splines from the internal clipboardPaste strips from the internal clipboardPaste text from clipboardPaste text selected elsewhere rather than copied (X11/Wayland only)Paste the Asset that was previously copied using Copy As AssetPaste the driver in the internal clipboard to the highlighted buttonPaste the internal clipboard content to the active line setPaste the material settings and nodesPaste the stored pose flipped on to current posePaste the stored pose on to the current posePaste time offset of keysPaste to ActivePaste tracks from the internal clipboardPasted %d assetsPastes the matrix from the clipboard to the currently active pose bone or object. Uses world-space matricesPatchPathPath '%s' cannot be made absolutePath '%s' cannot be made absolute for %s '%s'Path '%s' cannot be made relative for %s '%s'Path '%s' not found (no known owner data-block)Path '%s' not found, from linked data-block '%s' (from library '%s')Path '%s' not found, from local data-block '%s'Path AfterPath AnimationPath BeforePath ComparePath ConstraintPath DurationPath EndPath GuidingPath Keyframe AfterPath Keyframe BeforePath LengthPath MaskPath ModePath OutputPath RelativePath SeparatorPath StartPath StepsPath conflict: %d caches set to path %sPath edit modePath from the data-block to the currently edited node treePath interpolation at this pointPath is already animatedPath is being editedPath is empty, cannot savePath of ID that is used to generate an image for the controlPath of an object inside of an Alembic archivePath of property to be set with the depthPath of property to select between the primary and secondary data pathsPath of property used to rotate the texture displayPath of property used to set the color of the controlPath of property used to set the fill color of the controlPath of property used to set the zoom level for the controlPath point is selected for editingPath relative to the directory currently displayed in the File Browser (includes the file name)Path selection requires two matching elements to be selectedPath timing is in absolute framesPath to a CSV filePath to a OBJ filePath to a OpenVDB filePath to a PLY filePath to a STL filePath to a custom animation/frame sequence playerPath to a directory with .blend files to use as an asset libraryPath to a folder to store external baked imagesPath to a setting for use in a Keying SetPath to a text filePath to an alternative start-up filePath to an image editorPath to asset library does not exist:Path to data that is viewedPath to external displacements filePath to filePath to gltfpackPath to gltfpack binaryPath to image filePath to install legacy add-on packages toPath to interface fontPath to interface monospaced FontPath to property settingPath to the .blend filePath to the archivePath to the data that is displayedPath to the data that is displayed in the spreadsheetPath to the directory where imported textures will be copiedPath to the libraryPath to the library .blend filePath to the object in the Alembic archive used to lookup geometric dataPath to the object in the Alembic archive used to lookup the transform matrixPath to the pot template filePath to the relevant po file in Blender's source repositoryPath to the relevant po file in the work repositoryPath to the saved settings filePath to the shader defining the custom cameraPath too long, cannot savePath: {!r}Path: {:s}PathsPaths ComparePaths RangePaths TypePaths of the objects inside the Alembic archivePaths:PatternPattern Area:Pattern Bounding BoxPattern CornersPattern MatchPattern ModePattern SizePattern area bounding box in normalized coordinatesPattern to use for inside of mitersPattern to use for outside of mitersPattern used to connect objectsPatternsPausePause BakePause PreviewPause all viewport preview rendersPawPeak sharpening for 'JONSWAP' and 'TMA' modelsPeanuts (Not Shelled)Peanuts (Shelled)Pen FlipPen pressure makes texture influence smallerPen tilt from backward (-1.0) to forward (+1.0)Pen tilt from left (-1.0) to right (+1.0)PentagonalPer CurvePer DimensionPer Vertex DisplacementPer component factorPer render layer number of samples override scene samplesPer-pixel number of samplesPer-vertex skin data for use with the Skin modifierPercentPercentagePercentage FactorPercentage along each curve to blend deformation from the rootPercentage of amount used for the viewportPercentage of how much the strip's colors affect other stripsPercentage of input strip lengthPercentage of maximum speedPercentage of particles to display in 3D viewPercentage of render size to add as overscan to the internal render buffersPercentage of the input strip lengthPercentage scale for render resolutionPercentage value defining target position along length of curvePerceptually LosslessPerform RIS sampling to guided based on the product of the incoming light distribution and the BSDFPerform a single slice of the domain objectPerform bitwise operations on 32-bit integersPerform both chroma keying (to remove the backdrop) and despill (to correct color cast from the backdrop)Perform chromatic adaption from a different white pointPerform denoising on GPU devices configured in the system tab in the user preferences. This is significantly faster than on CPU, but requires additional GPU memory. When large scenes need more GPU memory, this option can be disabledPerform external operation on a file or folderPerform fuzzy/multi-word matching. Warning: May be slowPerform level adjustments on each color channel of an imagePerform math operationsPerform the current execute action for the file under the cursor (e.g. open the file)Perform vector math operationPerformancePerformance PresetsPeriodPeriod of WavePeriod of the noisePerlin Noise 1DPerlin Noise 2DPermanent deformPermanently allow execution of scriptsPermanently delete brush asset blend file. This cannot be undone.Permanently delete brush. This cannot be undone.Permanently delete pose asset blend file? This cannot be undone.Permanently hidden collections:PermeabilityPermissionsPersian - ﯽﺳﺭﺎﻓPersistentPersistent DataPersistent Data PathPersistent IDPersistent IdentifierPersistent UIDPersistent data associated with a spreadsheet columnPersistent data associated with a tablePersistent data for the tables shown in this spreadsheet editorPersistent identifier for inter-frame matching of objects with motion blurPersonal access token, may be required by some repositoriesPerspectivePerspective Camera focal length value in millimetersPerspective MatrixPerspective camera focal lengthPgDownPgUpPhasePhase MultiplePhase OffsetPhase Shift of WavePhase function for the scattered lightPhase of the sinus displacementPhysic simulation for clothPhysical ConductorPhysical PropertiesPhysical light sourcesPhysical model for simulating bending forcesPhysically-based glTF lighting units (cd, lx, nt)Physically-based, easy-to-use shader for rendering hair and furPhysically-based, easy-to-use shader for rendering surface materials, based on the OpenPBR modelPhysicsPhysics PropertiesPhysics TypePhysics simulation for fluids, like water, oil and smokePickPick InstancePick RandomPick a property to use as a driver targetPick objects from collection randomlyPicked bone does not belong to the already chosen armaturePicking a bone failedPicometersPicturesPie MenuPie Menu ColorsPie Menu on DragPie MenusPie menu button held longer than this will dismiss menu on release (in 1/100ths of sec)Pie menu size in pixelsPie menus will use the initial mouse position as center for this amount of time (in 1/100ths of sec)PinPin (vertex target position) spring stiffnessPin BoundariesPin GizmoPin Goal StrengthPin GroupPin IDPin MaterialPin MethodPin ModePin ScenePin Simulation BoundaryPin StiffnessPin Vertex GroupPin at ParameterPin each curve at a certain point for the operationPin in Graph EditorPin the mode to the brushPin to LastPinchPinch UVsPing PongPingpong ModePinnedPinned armature is not active in the 3D viewportPinned islands are locked in placePinned islands will translate onlyPinned islands won't rescalePinned islands won't rotatePinned vertices can be selected in Vertex Mode onlyPipelinePistonPitchPitch factor for Doppler effect calculationPivotPivot AxisPivot ConstraintPivot ControlPivot OffsetPivot PointPivot XPivot YPivot around active objectPivot around bounding box center of selected object(s)Pivot around each object's own originPivot around each selected island's own median pointPivot around the 2D cursorPivot around the 3D cursorPivot around the median point of selected objectsPivot center for rotation/scalingPivot in terms of the stroke point parameter u (0 <= u <= 1)Pivot location is at the active object positionPivot location is at the selected object positionPivot location is between the constrained rigid bodiesPivot of scaling and rotation operationsPixelPixel ArtPixel AspectPixel Aspect RatioPixel Aspect XPixel Aspect YPixel CoordinatesPixel DensityPixel Density PresetsPixel FilterPixel SizePixel aspect ratioPixel filter typePixel filter widthPixel sizePixel size for viewport renderingPixelatePixelate EffectPixelate effectPixelate imagePixelsPixels are considered in the blur area if the average difference between their determinator and the determinator of the center pixel is less than this thresholdPixels are considered part of the edges if more than 10% of the neighbouring pixels have matte values that differ from the pixel's matte value by this tolerancePixels are despeckled only if the number of pixels in their neighborhood that are different exceed this ratio threshold relative to the total number of neighbors. Neighbors are considered different if they exceed the color threshold inputPixels are despeckled only if their color difference from the average color of their neighbors exceeds this thresholdPixels moved by mouse per axis when drawing strokePixels per Blender UnitPixels per InchPixels whose luminance values higher than this maximum are not keyedPixels whose luminance values lower than this minimum are keyedPixels/CentimeterPixels/InchPixels/MeterPlace MarkerPlace Next Stroke VertexPlace cursorPlace markers across the whole framePlace markers only inside areas outlined with the Annotation toolPlace markers only outside areas outlined with the Annotation toolPlace new marker at specified locationPlace new marker at the desired (clicked) positionPlace the Mix node at the same height as the lowest nodePlace the Mix node between the two nodesPlace the cursor on the midpoint of selected keyframesPlace the cursor value on the average value of selected keyframesPlace the cursor without 'jumping' to the new location (when lock-to-cursor is used)Place vertices at the surface that would be produced with infinite levels of subdivision (smoothest possible shape)PlaceholderPlaceholdersPlacementPlacement for detected featuresPlainPlain AxesPlain chainingPlanarPlanar ProbePlanePlane AlphaPlane AnglePlane AxisPlane NormalPlane OffsetPlane Offset PressurePlane PointPlane TrackPlane Track DeformPlane Track Image SpecialsPlane TracksPlane TrimPlane for projected strokePlane to be used for orientationPlane track '%s' is not found in the tracking object %sPlane track is selectedPlane warp transformation using explicit corner valuesPlasterPlasticPlasticityPlayPlay AudioPlay Every FramePlay InPlay ModePlay animationPlay at normal speed regardless of scene FPSPlay audio from Sequence Editor while scrubbingPlay back of audio from Sequence Editor, otherwise mute audioPlay back rendered frames/movies using an external playerPlay in ReversePlay this filePlaybackPlayback Frame Rate (FPS)Playback OnlyPlayback ScalePlayback panning of the sound (only for Mono sources)Playback pitch of the soundPlayback volume of the soundPlayerPlayheadPlease Create a Variant FirstPlease disable/enable 'action filter' to refresh the listPlease edit the preferences of the UI Translate add-onPlease enable Online Access from the System settings.Please file a bug report.Please select at least one imagePlease select only 1 frame to resetPlease select two stripsPluralSharpPointPoint 1Point 2Point 3Point 4Point CachePoint Cache ListPoint CachesPoint CloudPoint Cloud: {} pointsPoint CloudsPoint CountPoint Curve IndexPoint DensityPoint Group IDPoint IndexPoint Index in CurvePoint InfoPoint LightPoint TrackPoint UpPoint cache for physics simulationsPoint cache must be bakedPoint cloud component containing only point dataPoint cloud data-blockPoint cloud data-blocksPoint cloud object does not support this set origin operationPoint clouds only support a single material; selection input cannot be a fieldPoint coordinatesPoint in a point cloudPoint in a shape keyPoint in a shape key for Bézier curvesPoint in a shape key for curvesPoint in the lattice gridPoint is not found in given splinePoint of CurvePoint of a curve used for a curve mappingPoint of a path used to define a profilePoint on source that will snap to targetPoint select modePoint selectedPoint selected custom normals to specified TargetPoint to rotate aroundPoint toward target by taking the shortest rotation pathPoint toward the target along the track axis, while locking the other axisPoint towards a target by performing the smallest rotation necessaryPoint-sample a color bandPoint:PointCloudPointCloudNewPointerPointer from path image_id is not an IDPointinessPointsPoints (Unsupported)Points UPoints VPoints defining featherPoints grid, currently unsupported by volume objectsPoints in U direction (cannot be changed when there are shape keys)Points in V direction (cannot be changed when there are shape keys)Points in W direction (cannot be changed when there are shape keys)Points of CurvePoints of the latticePoints per CurvePoints to CurvesPoints to SDF GridPoints to VerticesPoints to VolumePoints to generate curves fromPoints to instance onPoints:%sPoints:%s/%sPoisson DiskPoisson ratio for elastic deformation. Higher values preserve volume more, but also lead to more bulging.Poke CenterPoke OffsetPoke face center calculationPolar 0 is XPolar 0 is YPolar ZXPolar ZYPolePole AnglePole CountPole Merge Angle StartPole Merge End AnglePole Merge Start AnglePole Sub-TargetPole TargetPole axis for rotationPole rotation offsetPolish - PolskiPolyPoly Build Face at CursorPoly Build Split at CursorPoly Build Transform at CursorPoly Data TypesPolygonPolygon AreaPolygon CenterPolygon NormalPolygon NormalsPolygon in a Mesh data-blockPolygonalizationPolygonizationPolygonization resolution in renderingPolygonization resolution in the 3D viewportPolygonsPolygons of the meshPolylinePolynomialPolynomial OrderPolystyrenePop-up a search for a menu in current contextPop-up a search over all available operators in current contextPop-up a search over all menus in the current contextPortalPortion of items to select randomlyPosPosePose Asset copied, use Paste As New Asset in any Asset Browser to pastePose BonePose Bone ColorPose BonesPose Head PositionPose IK SegmentsPose LibraryPose Library based on the asset system.Pose Location OffsetPose MarkersPose MatrixPose ModePose NamePose OptionsPose Origin OffsetPose PositionPose Rotation OffsetPose SpacePose Tail PositionPose assets can only be modified from Pose ModePose lib is only for armatures in pose modePoseBone ConstraintsPositionPosition 1Position 2Position FactorPosition FieldPosition ModePosition QuantizationPosition Quantization BitsPosition XPosition along pathPosition and OutlinePosition of bundle reconstructed from this trackPosition of mask stencil in viewportPosition of retiming key in timelinePosition of stencil in viewportPosition of the end control point of the curvePosition of the end handle used to define the shape of the curve. In Offset mode, relative to End pointPosition of the first control pointPosition of the first vertexPosition of the item in its parent panelPosition of the last control pointPosition of the middle control pointPosition of the middle control, disabled if zeroPosition of the mouse used for "Surface" and "Active Vertex" modePosition of the root point of a curvePosition of the second control pointPosition of the slicePosition of the start control point of the curvePosition of the start handle used to define the shape of the curve. In Offset mode, relative to Start pointPosition of the tip point of a curvePosition of the torso control and pivot pointPosition of the wave along the Bands Direction. This can be used as an input for more control over the distortionPosition the scene camera at the selected landmarkPosition to jump toPosition, Outline, and IntensityPosition:PositionalPositional TrackingPositivePositive AxisPositive SidesPositive X axisPositive Y axisPositive Z axisPositive mesh smootheningPossible data loss when saving this file! %s modifier is deprecated (Object: %s)Post ProcessingPost-ProcessingPosterizePostpone running until tool operator run (when used with a tool)PostprocessPotential RadiusPoundsPowerPower ModePrecisionPrecision ModePrecision angle used for rotation increments in 2D editorsPrecision angle used for rotation increments in 3D editorsPrecision of convergence in case of reiterationPrecision of stroke sampling. Low values mean a more precise result, and zero disables samplingPrecision of the fast GI ray marchingPrecision of the screen space ray-tracingPredefined inertial transitions, useful for motion graphics (from least to most "dramatic")Predefined node colorPredefined track colorPredefined tracking camera intrinsicsPredefined tracking settingsPredictPredict target movementPreethamPrefer DEF parentingPrefer sliding along edges to even widthsPrefer sliding along edges to having even widthsPreferencesPreferences3D ViewPreferencesAccessibilityPreferencesAdd CurvePreferencesAdd MeshPreferencesAllPreferencesAnimationPreferencesBakePreferencesCameraPreferencesColorfulPreferencesCompositingPreferencesCorePreferencesDarkPreferencesDevelopmentPreferencesExtensionPreferencesFeedbackPreferencesGame EnginePreferencesGeometry NodesPreferencesGrease PencilPreferencesHigh ContrastPreferencesImport-ExportPreferencesInspired ByPreferencesLightPreferencesLightingPreferencesMaterialPreferencesMeshPreferencesModelingPreferencesNodePreferencesObjectPreferencesPaintPreferencesPhysicsPreferencesPipelinePreferencesPrintPreferencesRenderPreferencesRiggingPreferencesScenePreferencesSculptPreferencesSequencerPreferencesSystemPreferencesText EditorPreferencesTrackingPreferencesTranslatePreferencesUVPreferencesUser InterfacePreferences NavigationPreferences have changedPreferences related to viewing dataPreferences savedPreferences that work only for appsPreferred device to select during detection (requires restarting Blender for changes to take effect)Prefers to connect background componentsPrefers to connect foreground componentsPrefers to connect the color that occurs least frequently in the local neighborhood of the current positionPrefers to connect the color that occurs most frequently in the local neighborhood of the current positionPrefetch FramesPrefetch frames from disk for faster playback/trackingPrefetching...PrefilterPrefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoisePrefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing timePrefilter noisy guiding passes before denoising image. Improves quality when guiding passes are noisy using extra processing time.PrefixPremultipliedPremultiply AlphaPrepare Extra AnimationsPrepare Unused TexturesPrepare scene for compositing 3D objects into this footagePrepassPreprocessPreselected mode when using this brushPreservePreserve AttributesPreserve ColorsPreserve DetailsPreserve LengthPreserve Mesh BoundaryPreserve PitchPreserve PreviousPreserve Previous MaskPreserve SeamsPreserve SharpPreserve UTF-8 encoded characters when writing USD prim and property names (requires software utilizing USD 24.03 or greater when opening the resulting files)Preserve VolumePreserve contour lines while filteringPreserve corners that have sharper angle than this thresholdPreserve each curve's length during deformationPreserve file paths of textures from already imported USD files. Export remaining textures to a 'textures' folder next to the USD filePreserve the length of the curves on a segment basisPreserve the previous mask and add or subtract the new one generated by the colorsPreserve the previous state of the target dataPreserve the world transform throughout parentingPreserve volume when rotations are usedPreserves the existing geometry along the cut planePresetPreset NamePreset configs for external animation playersPreset viewpoint to usePresetsPressPress 'Enter' to sample outside of a Blender windowPress + and -, or scroll wheel to set blendingPress ReleasePress a keyPress causes immediate activation, preventing click being passed to the toolPresses active buttonPressurePressure Jitter MappingPressure MaskingPressure RandomnessPressure ScalePressure Size MappingPressure Strength MappingPressure Vertex GroupPressure field of the fluid domainPrevent changes to settings to re-run the operator, handy to change several things at once with heavy geometryPrevent changes to viewer elevationPrevent changes to viewer locationPrevent changes to viewer rotationPrevent changes to viewer scalePrevent changes to viewer up orientationPrevent feather from self-intersectionsPrevent flipping UV's, flipping may lower distortion depending on the position of pinsPrevent marker editingPrevent vertices from going through the mirror during transformPrevents the user from modifying that override operation (NOT USED)PreviewPreview BackgroundPreview During TransformPreview Overlay SettingsPreview OverlaysPreview QualityPreview RangePreview Range End FramePreview Range Start FramePreview ResolutionPreview ShapePreview SizePreview SnappingPreview WorldPreview ZoomPreview image and iconPreview image and icon of this data-block (always None if not supported for this type of data)Preview materials using predefined environment lightsPreview shape used by the node previewsPreview the final scene using the active render enginePreview the scrape planes in the cursor during the strokePreview this filePreviewsPreviews clear process failed for file '{:s}'!Previews generation process failed for file '{:s}'!PreviousPrevious Angular VelocityPrevious CharacterPrevious Edge IndexPrevious FailedPrevious KeyframePrevious LinePrevious NodePrevious PagePrevious Particle LocationPrevious Particle VelocityPrevious RotationPrevious WordPrevious blend type/operationPrevious framePrevious or SelectionPrimaryPrimary AxisPrimary Bone AxisPrimary ColorPrimary Control LayersPrimary Data PathPrimary Rotation AxisPrimary color of checkerboard pattern indicating transparent areasPrimary path of property to be set by the radial controlPrimary rotation axis:PrimitivePrimitive BooleanPrimitive FloatPrimitive IntPrimitivesPrimvar '%s' (interpolation %s, type %s) cannot be converted to BlenderPrincipal PointPrincipledPrincipled BSDFPrincipled Hair BSDFPrincipled VolumePrincipled shaderPrintPrint Performance to ConsolePrint a message when the terminal initializesPrint memory statistics to the consolePrint this filePrioritize Active ColorPriorityProbabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). Zero disables the test and never ignores lightsProbabilityProbability density per color channel of an out-scattering event occurring per unit distanceProbability density per color channel that light is absorbed per unit distance traveled in the mediumProbeProbe clip end, beyond which objects will not appear in reflectionsProbe clip start, below which objects will not appear in reflectionsProblem baking object "%s"Problem saving baked map in "%s"Problem saving the bake map internally for object "%s"Procedural - color texture based on trigonometric functionsProcedural - create a cloud-like fractal noise textureProcedural - create a fractal noise textureProcedural - create a ramp textureProcedural - create cell-like patterns based on Worley noiseProcedural - highly flexible fractal noise textureProcedural - marble-like noise texture with wave generated bandsProcedural - noise texture distorted by two noise algorithmsProcedural - random noise, gives a different result every time, for every frame, for every pixelProcedural - wave generated bands or rings, with optional noiseProcedural color blending textureProcedural distorted noise textureProcedural musgrave textureProcedural noise textureProcedural voronoi textureProcess bone propertiesProcess data propertiesProcess drip effect (drip wet paint to gravity direction)Process shrink effect (shrink paint areas)Process spread effect (spread wet paint around surface)Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips existProcess the render result through the compositing pipeline, if a compositing node group is assigned to the sceneProduce a blending factor depending on the angle between the surface normal and the view direction using Fresnel equations. Typically used for mixing reflections at grazing anglesProduce a blending factor depending on the angle between the surface normal and the view direction. Typically used for layering shaders with the Mix Shader nodeProduce a blueprint using circular, elliptic, and square contour strokesProduce a matte that isolates foreground content by comparing it with a reference background imageProduces fewer poles and a better topology flowProfileProfile CurveProfile FactorProfile GeometryProfile InputProfile ModeProfile Path editor used to build a profile pathProfile PointProfile ResolutionProfile ShapeProfile TypeProfile control pointsProgramProgramming error: missing clear transform function or keying set nameProgressProgress BarProgress Bar Widget ColorsProgressionProjectProject A onto BProject AxisProject DistanceProject Individual ElementsProject LimitProject ModeProject Onto SelectedProject OppositeProject PointProject a point using a matrix, using location, rotation, scale, and perspective divideProject an edited render from the active camera back onto the objectProject contour lines using a light source objectProject edited image back onto the objectProject in both specified and opposite directionsProject onto the surfaceProject strokes to plane locked to XProject strokes to plane locked to YProject strokes to plane locked to ZProject the UV map coordinates from the negative Z axis of another objectProject the UV vertices of the mesh as seen in current 3D viewProject the UV vertices of the mesh over the curved surface of a sphereProject the UV vertices of the mesh over the curved wall of a cylinderProject the UV vertices of the mesh over the six faces of a cubeProject the extracted mesh into the original sculptProject the geometry onto a plane defined by a lineProject the shape onto another objectProject the strokes only onto selected objectsProject to SculptProjectedProjected (2D)Projected Edge InterpolatedProjected Face InterpolatedProjected XProjected YProjected from ViewProjectionProjection BlendProjection MatrixProjection ModeProjection TypeProjection XProjection from an orthographic photo of a mirror ballProjection of the input imageProjection onto a virtual cylinder from its center, similar as a rotating panoramic cameraProjection unwraps the selected faces of mesh objectsProjectorsProjects the mesh to preserve the volume and details of the original meshPromptPrompt for confirmationProp:PropagatePropagate ScalePropagate To ControlsPropagate TwistPropagate pose to all keyframes between current frame and 'Frame' propertyPropagate pose to all keyframes from current frame until no more are foundPropagate pose to all keyframes occurring on frames with Scene Markers after the current framePropagate pose to all selected keyframesPropagate pose to first keyframe following the current frame onlyPropagate pose to the last keyframe only (i.e. making action cyclic)Propagate scale from main controls throughout the chainPropagate twist from main controls throughout the chainPropagate:Propagation StepsPropertiesProperties SpaceProperties acting as inputs for this driverProperties and SidebarsProperties associated with the configured exporterProperties from override data cannot be editedProperties of image and texture painting modeProperties of paint modeProperties of particle editing modeProperties of the UDIM tileProperties of vertex and weight paint modeProperties space dataProperties to set when the operator is calledPropertyProperty '%s.%s' not foundProperty DefinitionProperty EditProperty EditorsProperty Icon BackgroundProperty Icon ForegroundProperty NameProperty WeightsProperty added to Keying Set: '%s'Property cannot be both boolean and floatProperty data_path editProperty from path '%s' has length %d instead of %dProperty from path '%s' is not a floatProperty has been dynamically created at runtimeProperty is a filename, filepath or directory outputProperty is a path which supports the "//" prefix, signifying the location as relative to the ".blend" file's directoryProperty is a path which supports the "{variable_name}" variable expression syntax, which substitutes the value of the referenced variable in place of the expressionProperty is animatable through RNAProperty is editable from linked instances (changes not saved)Property is editable through RNAProperty is not editableProperty is not editable: %sProperty is optionally registered as part of type registrationProperty is overridable through RNAProperty is registered as part of type registrationProperty must be a none, distance, factor, percentage, angle, or pixelProperty must be an integer or a floatProperty name (as a string)Property name editProperty named '%s' not foundProperty removed from keying setProperty that stores arbitrary, user defined propertiesProperty type does not match input socket "(%s)"Property value not in enumerationProportion of original image source pixel lines to sampleProportional EditingProportional Editing ActionsProportional Editing F-CurvesProportional Editing FalloffProportional Editing ObjectsProportional Editing using connected geometry onlyProportional Editing using screen space locationsProportional SizeProportional edit modeProportional editing in F-Curve editorProportional editing in action editorProportional editing mask modeProportional editing object modeProtectProtect color from further editing and/or frame changesProtect layer from further editing and/or frame changesProtect the shape key from accidental sculpting and editingProtect tree node from editingProtected from overridePrototypesProvide a custom group ID for each layer and all layers with the same ID will be merged into oneProvide a selection based on the handle types of Bézier control pointsProvide a selection for an arbitrary number of endpoints in each splineProvide a selection of faces that use the specified materialProvide information about motion tracking points, such as x and y valuesProxies have been removed from Blender (%d proxies were automatically converted to library overrides, %d proxies could not be converted and were cleared). Consider re-saving any library .blend file with the newest Blender versionProximityProximity DistanceProximity GeometryProximity ModeProximity falloff is applied inside the volumeProximity falloff typeProxyProxy Custom DirectoryProxy Custom FileProxy DirectoryProxy Render SizeProxy SettingsProxy SetupProxy SizeProxy is not enabled for %s, skippingProxy lost from object %s lib %sProxy lost from object %s lib Proxy parameters for a movie clipProxy parameters for a sequence stripProxy/TimecodePuff ModePuff VolumePullPull points towards the midpoint of the brushPulldownPulldown Widget ColorsPulls loose edges togetherPulls the cloth to the cursor's start positionPulse Code Modulation (RAW)Punctual LightsPure RandomPurge Unused Data from This FilePushPush OutPush PosePush action down on to the NLA stack as a new stripPush action down onto the top of the NLA stack as a new stripPush secondary particles that left the domain back into the domainPush the shadow terminator towards the light to hide artifacts on low poly geometryPush/PullPush/Pull selected itemsPush/Pull: %.4f%s %sPush/Pull: %s%s %sPut in BackgroundPut new objects on the active collectionPut pasted objects in the active collectionPut the contents of a meta-strip back in the sequencerPxr24 (lossy)PythonPython API ReferencePython ConsolePython ScriptingPython Scripts DirectoriesPython Scripts DirectoryPython TooltipsPython add-ons to be loaded automaticallyPython consoleLanguagePython disabled in this buildPython evaluation failed: Python expression to be evaluated as the initial node settingPython restricted for securityPython script to define a style modulePython value for unsupported custom property typesPython: {}QuadQuad Corner TypeQuad MethodQuad SplitQuad ViewQuad View RegionsQuad-buffer not supported by the systemQuad-buffer window successfully createdQuadraticQuadratic BézierQuadratic DragQuadratic SphereQuadratic easingQuadriFlow Remesh the Selected MeshQuadriFlow: Remeshing canceledQuadriFlow: Remeshing completedQuadriFlow: Remeshing failedQuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent directionQuadrilateralQualityQuality StepsQuality for image formats that support lossy compressionQuality of JPEG exportQuality of anisotropic filteringQuality of image exportQuality of proxies to buildQuality of the packing. Higher values will be slower but waste less spaceQuality of the simulation in steps per frame (higher is better quality but slower)Quality options for the raytracing pipelineQuantitative InvisibilityQuantity of soot in the fluidQuantization bits for color values (0 = no quantization)Quantization bits for generic values like weights or joints (0 = no quantization)Quantization bits for normal values (0 = no quantization)Quantization bits for position values (0 = no quantization)Quantization bits for texture coordinate values (0 = no quantization)Quantize PositionQuarterQuartic easingQuaternionQuaternion (WXYZ)Quaternion AttributeQuaternion Attribute ValueQuaternion RotationQuaternion data type, affects rotationQuaternion rotationQuaternion rotation (affects NLA blending)Quaternion to RotationQuery to insert into the search boxQueue SizeQuick EffectsQuick FavoritesQuick SetupQuickTime AnimationQuickly set up Line Art for the active collectionQuickly set up Line Art for the active objectQuickly set up Line Art for the entire sceneQuintic easingQuit BlenderRR/D PhotoreceptorRED Dragon 5KRED Dragon 6KRED Helium 8KRGBRGB (Red, Green, Blue) color spaceRGB CurvesRGB Limit ChannelRGB ParadeRGB channels in transparent pixels are multiplied by the alpha channelRGB channels in transparent pixels are unaffected by the alpha channelRGB color spaceRGB curves modifier for sequence stripRGB to BWRGB to XYZRGBARGBA color 32-bit floating-point valuesRGBA color in sRGB color spaceRGBA color in scene linear color spaceRGBA color socket of a nodeRGBA color with 32-bit floating-point valuesRGBA color with 8-bit positive integer valuesRK4RMBRNA Array IndexRNA PathRNA Path (from ID-block) to property usedRNA Path to property affected by F-CurveRNA collections of IDs only, the reference to the item also uses the ID pointer itself, not only its nameRNA path leading to that property, from owning IDRNA property definitionRNA type used for pointers to any possible dataRNA wrapped booleanRNA wrapped floatRNA wrapped intRNA wrapped stringRVRadialRadial DistortionRadial Falloff PowerRadial RoughnessRadial Symmetry CountRadial distortion model which fits common camerasRadial falloff power (real gravitational falloff = 2)Radial field toward the center of objectRadial tangent around the X, Y or Z axisRadiance HDR (.hdr)RadiansRadians: {}Radio ButtonsRadio Widget ColorsRadiusRadius (Parent)Radius 1Radius 2Radius BottomRadius FalloffRadius HeadRadius InterpolationRadius MaxRadius MinRadius OffsetRadius ScaleRadius ScalingRadius TopRadius X:Radius Y:Radius change to apply to current strokesRadius for bevelingRadius from the origin to the center of the cross sectionsRadius in grid sample to search valid grid samples to copy into invalid grid samplesRadius in which the duplicate curves are offset from the guidesRadius of boids personal space in air (% of particle size)Radius of boids personal space on land (% of particle size)Radius of children around parentRadius of curve control pointsRadius of eraser 'brush'Radius of glow effectRadius of head of bone (for Envelope deform only)Radius of kernel used for soften and sharpen in pixelsRadius of limiting sphereRadius of newly added curves when it is not interpolated from other curvesRadius of tail of bone (for Envelope deform only)Radius of the bevel geometry, not including extrusionRadius of the bottom circle of the coneRadius of the brush in pixelsRadius of the inner circle; can be larger than outer radiusRadius of the outer circle; can be smaller than inner radiusRadius of the rollsRadius of the skinRadius of the sphere or cylinderRadius of the top circle of the coneRadius of the virtual cylinderRadius that will be painted solidRadius to applyRadius to compute position update for each particle (higher values are slower but particles move less chaotic)Radius to compute potential for each cell (higher values are slower but create smoother potential grids)Radius to select neighbors for blendingRadius to use when the maximum pressure is applied (or when a tablet isn't used)Radius used for calculating area normal on initial click, in percentage of brush radiusRadius:Raise the target's scale to the specified powerRakeRampRandomRandom AngleRandom BackboneRandom Bending StiffnessRandom CenterRandom Child SizeRandom ColorRandom CurveRandom DampingRandom End FactorRandom FrictionRandom LengthRandom MaskRandom Noise OffsetRandom OffsetRandom OrderRandom OrientationRandom Per IslandRandom PhaseRandom PositionRandom RadiusRandom RotationRandom RoughnessRandom SeedRandom Seed for the operationRandom SettingsRandom SizeRandom Start FactorRandom ValueRandom WalkRandom Walk (Skin)Random brush settingsRandom factor for auto-generated UV rotationRandom factor to modify original hueRandom factor to modify original saturationRandom factor to modify original valueRandom falloffRandom id for this instance, typically for randomized shadingRandom offset of noise texture for each curveRandom offset to the rotation angle per curveRandom per Face SetRandom per Loose PartRandom per VertexRandom sampling pattern used by the integratorRandom seedRandom seed for the operationRandom seed to use with the solver. Different seeds will cause the remesher to come up with different quad layouts on the meshRandom stiffness of hairsRandom variation of dampingRandom variation of frictionRandom variation of the amplitudeRandom variation of the orientationRandom variation to the size of the child particlesRandom vector for each curveRandomizeRandomize AmplitudeRandomize AxisRandomize ColorRandomize LocationRandomize OffsetRandomize PhaseRandomize RotationRandomize ScaleRandomize Scale AxesRandomize SeedRandomize SizeRandomize TransformsRandomize delta transform values instead of regular transformRandomize every number of framesRandomize objects location, rotation, and scaleRandomize on keyframes onlyRandomize order of selected elementsRandomize particle orientationRandomize position along pathRandomize rotation around pathRandomize rotation around the chosen orientation axisRandomize stroke offsetRandomize the UV island's location, rotation, and scaleRandomize the faces or edges during buildRandomize the location valuesRandomize the order of geometry elements (e.g. vertices or edges) after some operations where there are no guarantees about the order. This avoids accidentally depending on something that may change in the futureRandomize the rotation valueRandomize the rotation valuesRandomize the scale valuesRandomize vertex positionsRandomize verticesRandomizes existing selection or create new random selectionRandomly select UVW control pointsRandomly select metaball elementsRandomly select some control pointsRandomly select verticesRandomnessRandomness factor for particle samplingRandomness factor for pressure in new strokesRandomness factor strength in new strokesRandomness of the backbone stretchingRandomness of the centerRandomness of the radiusRangeRange MaxRange MinRange SelectRange highlighting for flags is not available!RateRate control: buffer size (kb)Rate control: max rate (kbit/s)Rate control: min rate (kbit/s)RatioRatio between the brush radius and the radius that is going to be used to sample the area centerRatio between the brush radius and the radius that is going to be used to sample the color to blend in wet paintRatio between the brush radius and the radius that is going to be used to sample the normalRatio of brick's row height relative to the texture scaleRatio of brick's width relative to the texture scaleRatio of front-facing surface hits under which a grid sample will not be considered for lightingRatio of front-facing surface hits under which a grid sample will reuse neighbors grid sample lightingRatio of samples in a cycle that the brush is enabledRatio of spherized normal to original normalRatio of triangles to reduce to (collapse only)RawRaw (Deprecated)Raw CacheRaw Cache SizeRaw ImagesRaw data (bytes, exact content of the embedded file)Raw file format (.raw)Raw input pressure value that is interpreted as 100% by BlenderRay CountRay DepthRay DirectionRay LengthRay Portal BSDFRay RadiusRay VisibilityRay direction to use for projection (if brush object is located in that direction it's painted)RaycastRayleigh phase function, mostly used for particles smaller than the wavelength of light, such as scattering of sunlight in earth's atmosphereRaysRaytrace Max RoughnessRaytrace TransmissionRaytrace against the depth buffer. Fallback to light probes for invalid rays.Raytraced TransmissionRaytracingRaytracing PresetsRe-Use Local DataRe-attach curves to a deformed surface using the existing attachment information. This only works when the topology of the surface mesh has not changedRe-sample the stroke with segments of the specified lengthRe-sampled Importance SamplingReact OnReact multiple timesReaction SpeedReactorReactor Target ObjectReactor Target Particle SystemReadRead DataRead OnlyRead USD Primvars as mesh attributesRead about what's new in this version of BlenderRead all render layers of all used scenesRead all the current scene's view layers from cache, as neededRead cache from an external locationRead library: '%s', '%s', parent '%s'Read mesh UV coordinatesRead mesh color attributesRead only area of this faceRead packed library: '%s', parent '%s'Read volume data attributes from volume gridsRead-Only VectorRead-only IntegerRead-only external reference to a linked data-block and its library fileRead-only flag that indicates there is at least one bone collection marked as 'solo'Read-only indications of supported operationsRead-only indications of which brush operations are supported by the current sculpt toolRead-only repository provided by the systemReading render result: dimensions don't match, expected %dx%dReading render result: expected channel "%s.%s" not foundReading render result: expected channel "%s.%s" or "%s" not foundReads attachment information regarding a surface meshReads information about each curveReads information about each curve's root pointReads information about each curve's tip pointReads information each point's previous curve segmentReal part of the conductor's refractive index, often called nRealize AllRealize InstancesRealize all levels of nested instances for a top-level instances. Overrides the value of the Depth inputRealized data in input geometry is ignoredRealized geometry is not used when pick instances is trueRealtimeRealtime UpdatesReapply and update the preset, removing changesRearrange geometry elements, changing their indicesRearrange selected animation channelsRearrange some faces to try to get less degenerated geometryReassign the inputs for the effect stripRebuild SubdivisionsRebuild a lower subdivision level of the current base meshRebuild all selected proxies and timecode indicesRebuild all selected proxies and timecode indices in the backgroundRebuild the selected local overrides from their linked references, as well as their hierarchies of dependenciesRebuild the selected local overrides from their linked references, as well as their hierarchies of dependencies, enforcing these hierarchies to match the linked data (i.e. ignoring existing overrides on data-blocks pointer properties)Rebuilds all possible subdivisions levels to generate a lower resolution base meshRec RunRec.2100-HLG 1000 nits peak display with reference white at 100 nitsRec.2100-PQ 10000 nits peak display with reference white at 100 nitsRecalculate all visible motion paths for objects and posesRecalculate and clear offset transformationRecalculate animation data on selected points for frames selected in the dopesheetRecalculate handle lengthRecalculate motion paths for selected objectsRecalculate paths for bones that already have themRecalculate the direction of selected handlesRecalculate the sculpt BVH to improve performanceRecastReceive Shadow CausticsReceive approximate caustics from refractive materials in shadows on this object. Lights, caster and receiver objects must have shadow caustics options set to enable thisReceiver CollectionRecentRecent FilesRecent FoldersRecent Items SpecialsRecent SearchesRecenterRecenter TimeoutRecommended for fast encodingRecommended if you have lots of time and want the best compression efficiencyRecompute binding dynamically on top of other deformers (slower and more memory consuming)ReconstructedReconstructed CamerasReconstructionRecord RunRecord Run No GapsRecoverRecreate fileRectangleRecurseRecursionRecursion detected in video sequencer. Strip %s at frame %d will not be renderedRecursion detected, cannot use this stripRecursionsRecursive DeleteRecursive closure is not allowedRecursive closures are not supportedRecursively check for indirectly unused data-blocks, ensuring that no orphaned data-blocks remain after executionRecursively duplicate the collection, all its children and objects, with linked object dataRecursively duplicate the collection, all its children, objects and object dataRedRed ChannelRed Green BlueRed channelRed component of the color fieldRed-CyanRed:Redefine equalizer graphsRedistribute Curve PointsRedistribute the copied change in volume equally between the three axes of the ownerRedistributes existing control points evenly along each curveRedoRedo previous actionRedo the last undone edit to the asset catalogsReduce MotionReduce UV stretching by relaxing anglesReduce brush thickness by this factor when stroke is perpendicular to 'Angle' directionReduce detail in an image by making individual pixels more prominent, for a blocky or mosaic-like appearanceReduce exported file size by removing duplicate keyframesReduce extra velocity that can build up when objects collide (lowers simulation stability a little so use only when necessary)Reduce number of colors in an image, converting smooth gradients into sharp transitionsReduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too lowReduce shear within islandsReduce the geometry densityReduce the noise on a mesh surface with minimal changes to its shapeReduce the strength of the brush where it overlaps symmetrical daubsReduces the final face count by simplifying geometry where detail is not neededReduces the final face count by simplifying geometry where detail is not needed, generating triangles. A value greater than 0 disables Fix Poles.Reduction factor for each level of secondary mouth loopsReferenceReference DimensionReference DistanceReference ExistingReference IDReference KeyReference PointReference PositionReference SetReference ValueReference distance at which volume is 100%Reference from a RigifyParameters field to a bone collection.Reference location to align toReference number of frames before frames get held (use to get hold for '1-3' vs '5-7' holding patterns)Reference point to anchor stabilization (other frames will be adjusted relative to this frame's position)Reference position before deformationRefineRefine Focal LengthRefine MethodRefine Principal PointRefine RadialRefine TangentialRefine focal length during camera solvingRefine principal point during camera solvingRefine radial coefficients of distortion model during camera solvingRefine selected markers positions by running the tracker from track's reference to current frameRefine tangential coefficients of distortion model during camera solvingRefine:RefitReflect A around the normal B. B does not need to be normalized.ReflectionReflection Trace OptionsReflection and transmission shaders optimized for hair renderingReflection for materials such as cloth. Typically mixed with other shaders (such as a Diffuse Shader) and is not particularly useful on its ownReflection with microfacet distribution, used for materials such as metal or mirrorsReflectiveReflective CausticsRefraction BSDFRefraction DepthRefractiveRefractive CausticsRefreshRefresh DriversRefresh data in the Explode modifierRefresh list of actionsRefresh list of instance objects and their weightsRefresh the file listRefresh the list of extensions for all the remote repositoriesRefresh the list of extensions for the active repositoryRefresh the sequencer editorRegion DataRegion HeightRegion Maximum XRegion Maximum YRegion Minimum XRegion Minimum YRegion OverlapRegion Position XRegion Position YRegion ToggleRegion Toggle PieRegion TypeRegion WidthRegion coordinates of samplingRegion floats on screen, does not use any fixed alignmentRegion heightRegion in a subdivided screen areaRegion is split horizontally and verticallyRegion not found in space typeRegion specific data (the type depends on the region type)Region widthRegionsRegions Visibility ToggleRegions for quick access to assetsRegions this area is subdivided inRegisterRegister ParentRegister for All UsersRegister the control as a switchable parent candidateRegisteredRegistered OptionallyRegistered key configurationsRegistering asset shelf class: '%s' has been registered before, unregistering previousRegistering asset shelf class: '%s' is too long, maximum length is %dRegistering file handler class: '%s' is too long, maximum length is %dRegistering id property class: '%s' is too long, maximum length is %dRegistering node class: '%s' is too long, maximum length is %dRegistering node class: '%s', bl_idname '%s' could not be unregisteredRegistering node class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering node class: '%s', bl_idname '%s' is a builtin nodeRegistering node socket class: '%s' is too long, maximum length is %dRegistering node tree class: '%s' is too long, maximum length is %dRegistering node tree class: '%s', bl_idname '%s' could not be unregisteredRegistering node tree class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering panel class:Registration not possible from Microsoft Store installationsRegrowRegrow hair for each frameRegularRegular Expression FindRegular Expression ReplaceRegular Widget ColorsRegular key pressed as a modifierReiterationRelation Line PositionRelationsRelationshipRelationship LinesRelativeRelative Asset IdentifierRelative DetailRelative EdgeRelative FaceRelative FrameRelative KeyRelative MirrorRelative ObjectRelative OffsetRelative Offset DisplacementRelative ParentingRelative PathRelative PathsRelative SpaceRelative StartRelative ToRelative To PixelRelative amount of virtual parentsRelative force of the hookRelative mix weight of neighboring elementsRelative number of faces compared to the current meshRelative offset of particles to use for instancing, to avoid overlap of multiple instancesRelative shape positions to the new shape methodRelative time of key over hair lengthRelax Face SetsRelax MethodRelax PoseRelax TopologyRelax UVsRelax meshReleaseRelease ConfirmsRelease NotesRelease TimeRelink ConstraintsReloadReload Start-Up file to restore settingsReload active text data-block from its fileReload active text file?Reload all data from this libraryReload clipReload current image from diskReload file with execution of Python scripts enabledReload from diskReload from disk (ignore local changes)Reload scriptsReload strips in the sequencerReload the given libraryReload the saved fileReloads history and bookmarksRelocateRelocate a linked ID, i.e. select another ID to link, and remap its local usages to that newly linked data-block). Currently only designed as an internal operator, not directly exposed to the userRelocate the given library to one or several othersRelocate the library under cursorRemainderRemapRemap Data IDRemap RelativeRemap UsersRemap a value from a range to a target rangeRemap relative paths when saving to a different directoryRemember Export SettingsRemember the last used scene for the current workspace and switch to it whenever this workspace is activated againRemember the last used scene for the workspace and switch to it whenever this workspace is activated againRemeshRemesh ModeRemesh ModifierRemote URL to the extension repository, the file-system may be referenced using the file URI scheme: "file://"RemoveRemove Active AOVRemove Active LightgroupRemove Add-on: {!r}?Remove Armature ObjectRemove Armature object if possible. If Armature has multiple root bones, object will not be removedRemove Crypto LayerRemove CustomRemove Cycles F-Modifier if not needed anymoreRemove DisconnectedRemove DuplicatesRemove Extension RepositoryRemove F-Modifiers from F-Curve to add keyframesRemove FilesRemove Grease Pencil layer group in the active objectRemove InputsRemove Layer MaskRemove Loose PointsRemove Named AttributeRemove OutputsRemove Outside RangeRemove PackRemove Paint Curve PointRemove RepositoryRemove Repository & FilesRemove Rigid Body Constraint from ObjectRemove Rigid Body settings from ObjectRemove Rigid Body simulation world from the current sceneRemove Selected BonesRemove Selection Set bones from current selectionRemove Target ParticlesRemove Target ShearRemove ThresholdRemove UV mapRemove WeightsRemove a Selection Set from this ArmatureRemove a background image from the cameraRemove a custom keymap configuration from the preset listRemove a custom theme from the preset listRemove a effect from the active Grease Pencil objectRemove a hook from the active objectRemove a modifier from the active objectRemove a modifier from the stripRemove a path to a .blend file, so the Asset Browser will not attempt to show it anymoreRemove a piece of stroke at the beginning and the end of stroke backboneRemove a portion of the mesh on one side of a lineRemove a row filter from the rulesRemove a usage of a data-block, clearing the assignmentRemove active Annotation layerRemove active Path from active keying setRemove active color from paletteRemove active itemRemove all IK Constraints from selected bonesRemove all Selection Sets from this ArmatureRemove all back faces to speed up calculation, this will create edges in different occlusion levels than when disabledRemove all bone collections that have neither bones nor children. This is done recursively, so bone collections that only have unused children are also removedRemove all constraints from keyed object/bones. To get a correct bake with this setting Visual Keying should be enabledRemove all files in:Remove all keyframe animation for selected objectsRemove all keyframe animation for selected stripsRemove all links to selected nodes, and try to connect neighbor nodes togetherRemove all materialsRemove all particle system within the active objectRemove all selected keyframesRemove all shape keysRemove all unlocked vertex groupsRemove all unused Light GroupsRemove all vertex groupsRemove an asset catalog from the asset library (contained assets will not be affected and show up as unassigned)Remove an existing keyword tag from the active assetRemove an extension repositoryRemove an item from the index switchRemove an override layer from the archiveRemove an override operationRemove animation from selected objects?Remove any keyframe that is a duplicate of the previous oneRemove attribute from geometryRemove breakdown frames generated by interpolating between two Grease Pencil framesRemove channels of the selection from the pose assetRemove color attribute from geometryRemove colors from a blue or green screen, by reducing one RGB channel compared to the othersRemove constraint from constraint stackRemove current UI-active property from current keying setRemove curves whose root points are too closeRemove duplicate items in the historyRemove elements on cancelRemove existing add-ons with the same IDRemove existing template with the same IDRemove existing theme file if existsRemove exporter?Remove extension files when removing the repositoryRemove external feature set (rigs, metarigs, ui templates)Remove fields from video moviesRemove from all groupsRemove from selectionRemove from the current modeRemove from the selectionRemove gap at current frame to first strip at the right, independent of selection or locked state of stripsRemove geometry behind the planeRemove geometry in front of the planeRemove key configRemove key map itemRemove keyframes on current frame for selected objects and bonesRemove keyframes on current frame for selected stripsRemove layer from a Cryptomatte nodeRemove lens distortion from footage, using motion tracking camera lens settingsRemove loose edgesRemove loose facesRemove loose pointsRemove loose verticesRemove mask layerRemove mask shape keyframe for active mask layer at the current frameRemove nodes and reconnect nodes as if deletion was mutedRemove nodes connected to the inputRemove object for trackingRemove object from all scenesRemove object or material from matte, by picking a color from the Pick outputRemove on CancelRemove original facesRemove original geometryRemove outdated operator properties from presets that may cause problemsRemove particle systems on the target objectsRemove path to exclude from auto-executionRemove selected F-Curves from their current groupsRemove selected bones from Selection SetRemove selected bones from the active bone collectionRemove selected bones from the armatureRemove selected control points or curvesRemove selected elements of a geometryRemove selected items (blue-gray rows) from active Keying SetRemove selected nodesRemove selected objects from Rigid Body simulationRemove selected objects from a collectionRemove selected objects from all collectionsRemove selected pointsRemove selected track from rotation stabilizationRemove selected track from translation stabilizationRemove shape key from the objectRemove shear from the target transformation before combiningRemove the active Grease Pencil layerRemove the active bone collectionRemove the active keying setRemove the active line set from the list of line setsRemove the active object from this collectionRemove the active segment from the dash modifierRemove the active segment from the time modifierRemove the color from underneath this stroke by using it as a maskRemove the current render slotRemove the custom normals layer, if it existsRemove the driver(s) for the connected property(s) represented by the highlighted buttonRemove the modifier from the list of modifiersRemove the object from an object collection that contains the active objectRemove the one attribute with the given nameRemove the parent-child relationship between selected bones and their parentsRemove the preview of this data-blockRemove the repository file-system lockRemove the selected bones from all Selection SetsRemove the selected entry from the listRemove the selected instance objectRemove the selected material slotRemove the selected particle systemRemove the selected particle targetRemove the selected render viewRemove the selected surface slotRemove the selected vertices from active or all vertex group(s)Remove the selected view layerRemove the style module from the stackRemove the target from the constraintRemove the text boxRemove this animation data containerRemove this installation's associations with .blend filesRemove this object or collection from the light linking collectionRemove this row from the bone collection reference listRemove unused material slotsRemove unused settings for invisible editorsRemove vertex group assignments which are not requiredRemove vertices from groups that have zero weight after invertingRemove vertices which weight is below or equal to this limitRemove vertices with weight below threshold from vgroupRemove, keeping local files.Remove, local files not found.Removed %d double particle(s)Removed %d materialsRemoved %d slotsRemoved amount of editors: %dRemoved constraint: %sRemoved effect: %sRemoved modifier: %sRemoved {:d} empty and/or fake-user only ActionsRemoved {:d} of {:d} bone collectionsRemoved: %d vertices, %d edges, %d facesRemoves a tile from the imageRemoves fade animation from selected stripsRemoves keys outside the given range, leaving only the newly bakedRenameRename Active ItemRename MarkerRename Selected Time MarkerRename UV MapsRename active render UV map to "st" to match USD conventionsRename animation channel under mouseRename file or file directoryRename first selected time markerRename multiple items at onceRename the active elementRename the active item in the data-set viewRename the active item, rather than the one the mouse is overRename {:d} {:s}Renamed {:d} of {:d} {:s}RenderRender Ambient Occlusion in this LayerRender AmountRender Anti-AliasingRender AsRender BouncesRender CacheRender Cache PathRender DataRender Display TypeRender EngineRender Grease Pencil on this layerRender InRender InstancerRender LayerRender LayerAOVRender LayerAmbient OcclusionRender LayerCombinedRender LayerCryptoAssetRender LayerCryptoMaterialRender LayerCryptoObjectRender LayerDataRender LayerDiffuse ColorRender LayerDiffuse LightRender LayerEmissionRender LayerEnvironmentRender LayerGeneralRender LayerLightRender LayerMistRender LayerNormalRender LayerPositionRender LayerRender PassRender LayerShader AOVRender LayerShadowRender LayerSpecular ColorRender LayerSpecular LightRender LayerTransparentRender LayerVolume LightRender LayersRender LevelsRender Liquid ObjectsRender MethodRender OpacityRender OutputRender Output DirectoryRender PassRender Pass to show in the viewportRender PassesRender PreviewRender PropertiesRender RegionRender ResolutionRender Resolution URender Resolution VRender ResultRender SamplesRender Single LayerRender SizeRender Sky in this LayerRender SlotRender SlotsRender Smoke ObjectsRender Solid faces in this LayerRender StepsRender Strands in this LayerRender Texture LimitRender TimeRender URender UndistortedRender ViewRender ViewsRender a simulation field while mapping its voxels values to the colors of a ramp or using a predefined color codeRender a subset of the specified max samples. Typically used for distributed rendering across multiple devicesRender a user-defined render region, within the frame sizeRender active sceneRender active sequencer sceneRender alternate eyes (also known as page flip, quad buffer support in the graphic card is required)Render and display faces smooth, using interpolated vertex normalsRender and display faces uniform, using face normalsRender at 12.5% resolutionRender at 25% resolutionRender at 50% resolutionRender at full resolutionRender cryptomatte asset pass, for isolating groups of objects with the same parentRender cryptomatte material pass, for isolating materials in compositingRender cryptomatte object pass, for isolating objects in compositingRender current scene, when input node's layer has been changedRender curves as circular 3D geometry, for accurate results when viewing closelyRender curves as flat ribbons with rounded normals, for fast renderingRender error (%s) cannot save: '%s'Render every pixel rotating the camera around the middle of the interocular distanceRender files from the animation range of this sceneRender frames ahead of current frame in the background for faster playbackRender height has to be 480 pixels for DV-NTSC!Render height has to be 576 pixels for DV-PAL!Render high resolution images in tiles of this size, to reduce memory usage. Tiles are cached to disk while rendering to save memoryRender lights and light probes of the sceneRender missing images/movies with a solid magenta colorRender motion blur in this Layer, if enabled in the sceneRender multiple transparent layers (may introduce transparency sorting problems)Render multiple transparent layers (may introduce transparency sorting problems) (Deprecated: use 'use_tranparency_overlap')Render objects as a holdout or matte, creating a hole in the image with zero alpha, to fill out in compositing with real footage or another renderRender parent particlesRender pass indexRender pass to show in the 3D ViewportRender passes in the Viewport compositor are only supported in EEVEERender polygon transparent, depending on alpha channel of the textureRender preview using undistorted proxyRender settingsRender size too large for GPU, use CPU compositor insteadRender slot nameRender slots of the imageRender specular highlightsRender stylized strokes in this LayerRender surface without transparencyRender text for optimal horizontal placementRender the collectionRender the stamp info text in the rendered imageRender the viewport for the animation range of this sceneRender this effect at 12.5% render resolutionRender this effect at 25% render resolutionRender this effect at 50% render resolutionRender this effect at 6.25% render resolutionRender transmissive surfaces as transparent, for compositing glass over another backgroundRender using the sequencer's OpenGL displayRender view '%s' could not be removed from scene '%s'Render view nameRender viewpoint for 3D stereo and multiview renderingRender views for left and right eyes as two differently filtered colors in a single image (anaglyph glasses are required)Render views for left and right eyes interlaced in a single image (3D-ready monitor is required)Render views for left and right eyes one above anotherRender views for left and right eyes side-by-sideRender volumes in this LayerRender width has to be 720 pixels for DV!RenderViewRenderable ObjectsRenderedRendered ChildrenRendering settings for a Scene data-blockRendering...RendersRenders Freestyle output to a separate pass instead of overlaying it on the Combined passReorderReorder InputsReorder OutputsReorder indices must be validReorder indices must not have duplicatesReorder the active Grease Pencil mask layer up/down in the listReorder workspace to be first in the listReorder workspace to be last in the listRepeatRepeat CallRepeat ImageRepeat InputRepeat ItemRepeat ItemsRepeat MirroredRepeat MotionRepeat OutputRepeat Output Node IDRepeat XRepeat YRepeat ZoneRepeat keyframe range as-isRepeat keyframe range, but with offset based on gradient between start and end valuesRepeat last actionRepeat the frames, reversing the playback direction every other cycleRepeat the start frame before, and the end frame after the frame rangeRepeat the values of the modified F-CurveRepeat with OffsetRepeatedly flip the image horizontally and verticallyRepetition multiplier in the X directionRepetition multiplier in the Y directionRepetitions of the generated surface in XRepetitions of the generated surface in YReplaceReplace AllReplace AlphaReplace ColorReplace ExistingReplace Grease Pencil EffectsReplace LengthReplace MaterialReplace ModifiersReplace OriginalReplace RadiusReplace SelectionReplace StringReplace TextReplace Text object FontsReplace VGroup A's weights by VGroup B's onesReplace all keysReplace all occurrencesReplace assigned Animation DataReplace assigned Collection InstanceReplace assigned CollectionsReplace assigned MaterialsReplace assigned Object DataReplace brush color by velocity color rampReplace component valuesReplace current image by another one from diskReplace existing F-Modifiers, instead of just appending to the end of the existing listReplace existing driver variables, instead of just appending to the end of the existing listReplace flat planes in footage by another image, detected by plane tracks from motion trackingReplace global illumination with ambient occlusion after a specified number of bouncesReplace modifiers in destinationReplace socket connections with the new linksReplace stroke backbone geometry by a Bézier curve approximation of the original backbone geometryReplace text in the nameReplace text with specified text and set as selectedReplace text with the specified textReplace the active linked ID (and its dependencies if any) by another one, from the same or a different libraryReplace the color of stroke points that already have a color appliedReplace the original radiusReplace the original rotation with copiedReplace the original transformation with copiedReplace the original transformation with the action channelsReplace the original transformation with the transform from the attributeReplace the parent with a different bone after all bones are created. Using simply CTRL, DEF or MCH will replace the prefix insteadReplace the selected nodes with the specified typeReplace the stroke opacity instead of modulating each pointReplace the stroke thicknessReplace this areaReplace value of reference by overriding oneReplace vertex coordinates with cached valuesReplace vertex groups of selected objects by vertex groups of active objectReplace withReplace with SelectionReplayReplay selected reportsRepo DirectoryRepo IndexReportReport a bug with pre-filled version informationReport all missing external filesReportsReposition PivotReposition the sculpt transform pivot to the boundary of the expand active areaRepositoriesRepositoryRepository "{:s}": {:s}{:s}Repository Alert:Repository URLRepository managed by the user, stored in user directoriesRepository not setRepository requires an access tokenRepository: {:s}Representation of alpha in the image file, to convert to and from when saving and loading the imageRepresentation of alpha information in the RGBA pixelsRepresents the "Orthographic Scale" of an orthographic camera. If the camera is positioned at the light's location with this scale, it will represent the coverage of the shadow "camera".Reproject attributes onto the new meshReproject the selected strokes from the current viewpoint as if they had been newly drawn (e.g. to fix problems from accidental 3D cursor movement or accidental viewport changes, or for matching deforming geometry)Reproject the strokes on to the scene geometry, as if drawn using 'Surface' placementReproject the strokes to end up on the same plane, as if drawn from the current viewpoint using 'Cursor' Stroke PlacementReproject the strokes using the X-Y planeReproject the strokes using the X-Z planeReproject the strokes using the Y-Z planeReproject the strokes using the orientation of 3D cursorReprojection ErrorRepulsion FactorRepulsion is a factor of stiffnessRequire matching all intersection masks instead of just oneRequire matching all material masks instead of just oneRequire the points the internal springs connect to have opposite normal directionsRequiredRequired render size ({}px) is larger than reported texture size limit ({}px).Requires AMD GPU with RDNA architectureRequires Access TokenRequires Apple Silicon with macOS %s or newerRequires Intel GPU with Xe-HPG architectureRequires Intel GPU with Xe-HPG architecture andRequires NVIDIA GPU with compute capability %sRequires at least three verticesRequires selected vertices or active vertex groupReread assets and asset catalogs from the asset library on diskRerouteReroute Auto LabelsResampleResample CountResample CurveResample LengthResample ModeResetReset ChildrenReset Color RampReset CurveReset NormalReset Pose Bones Between ActionsReset Shape Keys Between ActionsReset TransformReset UV projectionReset UV transformation to default valuesReset VR navigation deltas relative to session base poseReset ValuesReset ViewReset color tagReset feather weights on all selected points animation valuesReset image transformation to default valueReset limiting distance for Limit Distance ConstraintReset location deltasReset location, rotation, and scaling of selected bones to their default valuesReset locations of selected bones to their default valuesReset normals to initial onesReset operator defaultsReset original length of bone for Stretch To ConstraintReset pose bone transforms to keyframed stateReset pose bones between each action exported. This is needed when some bones are not keyed on some animationsReset recent filesReset rotation deltasReset rotations of selected bones to their default valuesReset scale deltasReset scaling of selected bones to their default valuesReset scaling of selected stripsReset shape keys between each action exported. This is needed when some SK channels are not keyed on some animationsReset strip retimingReset strip transform locationReset strip transform location, scale and rotationReset strip transform rotationReset strip transform scaleReset the copy of the mesh that is being sculpted onReset the feather weight to zeroReset the horizontal view to the current scene frame range, taking the preview range into account if it is activeReset the internal clipboard and/or normal of selected elementReset the selected local override to its linked reference valuesReset the selected local overrides to their linked references valuesReset the stencil transformation to the defaultReset the transform corrections applied to the parenting relationship, does not remove parenting itselfReset the transforms of every child instance in the output. Only used when Separate Children is enabledReset the viewReset the weights of all shape keys to 0 or to the closest value respecting the limitsReset the zoom and position of the background imageReset this property's value to its default valueReset to default values all elements of the arrayReset to the default theme colorsReset vertex color for all or selected strokesReset viewable area to show full keyframe rangeReset viewable area to show full strips rangeReset viewable area to show selected keyframe rangeReset viewable area to show selected keyframes rangeReset viewable area to show selected strips rangeReset viewable area to show the channel under the cursorReset viewable area to show the selected channelsResets the timing for absolute shape keysReshapeReshape F-Curve values, e.g. change amplitude of movementsReshape can work only with higher levels of subdivisionsResistance of object to movementResizeResize RegionResize a nodeResize a spreadsheet columnResize a spreadsheet column to the width of the dataResize editors by dragging from the edgesResize the imageResize the objects to keep bounding box under this value. Value 0 disables clampingResize to a maximum of 1024 pixelsResize to a maximum of 2048 pixelsResize to a maximum of 256 pixelsResize to a maximum of 4096 pixelsResize to a maximum of 512 pixelsResize view so you can see all nodesResize view so you can see selected nodesResolutionResolution DivisionsResolution LimitResolution ModeResolution Preview UResolution ScaleResolution UResolution VResolution ViewportResolution XResolution YResolution ZResolution does not matchResolution is not selected for %s, skippingResolution must be greater than 1Resolution of the generated strokesResolution of the generated surface for rendering and bakingResolution of the octree; higher values give finer detailsResolution percentage of shadow mapsResolution percentage of volume objects in viewportResolution used for Shader node previews (should be changed for performance convenience)Resolution used for the fluid domain. Value corresponds to the longest domain side (resolution for other domain sides is calculated automatically).Resolution when baked to a textureResolutionsRest & RangesRest DensityRest LengthRest PositionRest Shape KeyRest SourceRest length of the harmonic forceRestitutionRestore AreasRestore Curve Segment LengthRestore FrameRestore Handle SelectionRestore Packed Linked Data to Their Original LocationsRestore all keymaps to defaultRestore all packed linked data-blocks to their original locationsRestore handle selection after tweakingRestore key map itemRestore key map(s)Restore the frame when animation was initializedRestores the length of each curve segment using a previous state after deformationRestrictRestrict Frame RangeRestrict RenderRestrict SelectRestrict ViewRestrict Visible PointsRestrict editing of strokes and keyframes in this layerRestrict maximum and minimum values of F-CurveRestrict modifier to only act after its 'start' frameRestrict modifier to only act before its 'end' frameRestrict movement along each axis within given rangesRestrict movements to lie along a curve by remapping location along curve's longest axisRestrict movements to surface of target meshRestrict movements to within a certain distance of a target (at the time of constraint evaluation only)Restrict objects visible for this probe (Deprecated)Restrict painting to vertices in the groupRestrict renderabilityRestrict rigid body rotation to one axisRestrict rigid body translation and rotation to one axisRestrict rigid body translation to one axisRestrict rotation along each axis within given rangesRestrict scaling along each axis with given rangesRestrict selection in the 3D View • Shift to set childrenRestrict selection in the viewportRestrict selection to objects using the same mode as the active object, to prevent accidental mode switch when selectingRestrict some optimization to keep named nodes and meshes attached to named nodes so that named nodes can be transformed externallyRestrict the rig list to a specific custom feature setRestrict translation and rotation to specified axesRestrict translation and rotation to specified axes with springsRestrict visibility in the 3D ViewRestrict visibility in the 3D View • Shift to set childrenRestrict visibility in the viewportRestriction TogglesRestrictionsResultResult of cloth solver iterationResult of joining generated geometries from each iterationResult of rendering, including all layers and passesResumableResume regular speedResyncResync EnforceRetain Overall ShapeRetimeRetimingRetiming KeyRetiming Key Selection StatusRetiming KeysRetiming end frames and move to start of animation to keep loopRetiming key must be selectedRetopologyRetopology OffsetRetrieve a UV map from the geometry, or the default fallback if none is specifiedRetrieve a color attribute, or the default fallback if none is specifiedRetrieve a point index within a curveRetrieve a stable random identifier value from the "id" attribute on the point domain, or the index if the attribute does not existRetrieve a unit length vector indicating the direction pointing away from the geometry at each elementRetrieve a vector indicating the location of each elementRetrieve an integer value indicating the position of each element in the list, starting at zeroRetrieve attributes attached to objects or geometryRetrieve corners in the same face as anotherRetrieve corners that make up a faceRetrieve data from a point on a curve at a certain distance from its startRetrieve data of other elements in the context's geometryRetrieve face corners connected to edgesRetrieve face corners connected to verticesRetrieve geometric information about the current shading pointRetrieve geometry instances from a collectionRetrieve hair curve informationRetrieve how far along each spline a control point isRetrieve information about a volume gridRetrieve information about an imageRetrieve information about points in a point cloudRetrieve information about separate connected regions in a meshRetrieve information about the camera and how it relates to the current shading point's positionRetrieve information about the object instanceRetrieve information from a camera objectRetrieve information from an objectRetrieve multiple types of texture coordinates. Typically used as inputs for texture nodesRetrieve the angle at each control point used to twist the curve's normal around its tangentRetrieve the current time in the scene's animation in units of seconds or framesRetrieve the curve a control point is part ofRetrieve the data of a specified attributeRetrieve the data of the particle that spawned the object instance, for example to give variation to multiple instances of an objectRetrieve the direction of curves at each control pointRetrieve the edges connected to each vertexRetrieve the edges of an object as it appears to Cycles. Note: as meshes are triangulated before being processed by Cycles, topology will always appear triangulatedRetrieve the edges on both sides of a face cornerRetrieve the face each face corner is part ofRetrieve the full transformation of each instance in the geometryRetrieve the index of the material used for each element in the geometry's list of materialsRetrieve the length of all splines added togetherRetrieve the number of elements in a geometry for each attribute domainRetrieve the number of evaluated points that will be generated for every control point on curvesRetrieve the number of faces that use each edge as one of their sidesRetrieve the object that contains the geometry nodes modifier currently being executedRetrieve the position of each Bézier control point's handlesRetrieve the position of the mouse cursorRetrieve the radius at each point on curve or point cloud geometryRetrieve the rotation of each instance in the geometryRetrieve the scale of each instance in the geometryRetrieve the scene's active cameraRetrieve the total length of each spline, as a distance or as a number of pointsRetrieve the type of incoming ray for which the shader is being executed. Typically used for non-physically-based tricksRetrieve the vertex each face corner is attached toRetrieve the view direction and location of the 3D viewportRetrieve topology information relating to each edge of a meshRetrieve topology information relating to each face of a meshRetrieve topology information relating to each vertex of a meshRetrieve transform from target geometry attribute dataRetrieve values from a field on a different domain besides the domain from the contextRetrieve values from specific geometry elementsRetrieve volume grid values at specific voxelsRetrieve whether all triangles in a face are on the same plane, i.e. whether they have the same normalRetrieve whether each edge is marked for smooth or split normalsRetrieve whether each face is marked for smooth or sharp normalsRetrieve whether each spline endpoint connects to the beginningRetrieve whether the nodes are being evaluated for the viewport rather than the final renderReturnReturn the sign of A, sign(A)Return to Previous ModeReturn to previous modeReturns a value where only one bit from A and B is setReturns a value where the bits of A and B are both setReturns a value where the bits of either A or B are setReturns information about an imageReturns the coordinates of the pixels of an imageReturns the opposite bit value of A, in decimal it is equivalent of A = -A - 1Returns the sign of AReusable Local IDReuse neighbor pixels' raysReveal all bones hidden in Edit ModeReveal all bones hidden in Pose ModeReveal all hidden UV verticesReveal all hidden metaball elementsReveal all hidden vertices, edges and facesReveal all render objects by setting the hide render flagReveal hidden control pointsReveal hidden faces and verticesReveal temporarily hidden mask layersReveal temporarily hidden objectsReverseReverse CurveReverse FramesReverse MouseReverse PathReverse SortingReverse TransferReverse current order of selected elementsReverse cycle historyReverse frame orderReverse orderReverse the direction of the selected curvesReverse the order of shown itemsReverse the order of the vertices and edges of selected faces, flipping their normal directionReverse the sorting effectReverse the transformation between this object and its targetReverse the vertical movement of the mouseReversedRevertRevert back to the original screen layout, before fullscreen area overlayRevert the active brush settings to the default values from the asset libraryRevert to the Saved FileRevolve edgesRh SimpleRidgeRidge & ValleyRidged MultifractalRidges and ValleysRig NameRig UI ScriptRig that owns this object and may delete or overwrite it upon re-generationRig typeRig type for this boneRiggingRightRight EyeRight HandleRight Handle FieldRight Handle SelectedRight Handle TypeRight KeyRight Mouse Select ActionRight NeighborRight OrthographicRight PerspectiveRight click on buttons to add them to this menuRight eye should see left image and vice versaRight handle selection statusRight mouse always tweaksRight mouse uses the selection toolRight-bottom corner of search area in normalized coordinates relative to marker positionRigid BodyRigid Body ConstraintRigid Body Constraint TypeRigid Body ObjectRigid Body SettingsRigid Body ShapeRigid Body TypeRigid Body WorldRigid Body World has no associated physics data to exportRigid Body actively participates to the simulationRigid body deforms during simulationRigidbodyRigidbody world was not properly initialized, need to step the simulation firstRigify Active CollectionRigify Active TypeRigify Animation ToolsRigify Color Sets SpecialsRigify Dev ToolsRigify Meta-RigsRigify Owner RigRigify Rig NameRigify Target RigRigify Target Rig UIRigify TypeRimRim ColorRim CreaseRim EffectRim Material OffsetRim Vertex GroupRim effectRingsRings DirectionRings along X axisRings along Y axisRings along Z axisRings along spherical distanceRings must be at least 3RipRip failedRip is not compatible with vertex sticky selectionRip polygons and move the resultRip selected vertices or a selected regionRole of object in Rigid Body SimulationsRollRoll AngleRoll Angle SourceRoll DepthRoll DirectionRoll Hair CurvesRoll InRoll LeftRoll LengthRoll OutRoll RadiusRoll RightRoll TaperRoll offset for the end of the B-Bone, adjusts twistRoll offset for the start of the B-Bone, adjusts twistRoll the viewRoll the view around to the leftRoll the view around to the rightRoll the view using an angle valueRoll: %.2fRoll: %sRolling ShutterRolling Shutter DurationRolls up hair curves starting from their tipsRomanian - RomânRootRoot DiameterRoot DirectionRoot IndexRoot PositionRoot PositionsRoot PrimRoot SelectionRoot Texture CoordinatesRoot Translation OnlyRoot falloffRoot of collections hierarchy of this view layer, its 'collection' pointer property is the same as the scene's master collectionRoot path of all files listed in ``files`` collectionRotateRotate 180 degrees clockwiseRotate 270 degrees clockwiseRotate 90 degrees clockwiseRotate ByRotate EulerRotate Hair CurvesRotate InstancesRotate RotationRotate SourceRotate UV coordinates inside facesRotate VectorRotate a point using X axisRotate a point using XYZ orderRotate a point using Y axisRotate a point using Z axisRotate a point using axis angleRotate a vector around a pivot point (center)Rotate around a different pointRotate around an axis by an angleRotate around image centerRotate around local X, then ZRotate around local Z, then XRotate around the X, Y, and Z axesRotate around the Z axis of the modifier spaceRotate around the local X axisRotate around the local Y axisRotate around the local Z axisRotate around the specified ('locked') axis to point towards a targetRotate custom normal of selected itemsRotate face corner color attribute inside facesRotate geometry instances in local or global spaceRotate image by specified angleRotate initial selection giving better shapeRotate instance according to vertex normalRotate is affected by the snapping settingsRotate islands for best fitRotate islands to be aligned horizontallyRotate islands to be aligned verticallyRotate islands to improve layoutRotate non-uniform parent scaling to align with the child, applying parent X scale to child X axis, and so forthRotate points around the midpoint of the brushRotate relative to the current orientationRotate selected edge or adjoining facesRotate selected itemsRotate the imageRotate the input rotation in global spaceRotate the input rotation in its local spaceRotate the input rotation in the local space of the objectRotate the surface tangentRotate the viewRotate/TwistRotated cameras, looking at the same point at the convergence distanceRotated to a minimal rectangle, either vertical or horizontalRotates each hair curve around an axisRotates the bit values of A by the specified Shift amount. Positive values rotate left, negative values rotate right.Rotates the direction of anisotropy, with 1.0 going full circleRotationRotation & ScaleRotation AngleRotation AxisRotation FieldRotation IncrementRotation InfluenceRotation MatrixRotation MethodRotation Mix ModeRotation ModeRotation Node SocketRotation Node Socket InterfaceRotation OriginsRotation PathRotation Precision IncrementRotation RangeRotation Track SpecialsRotation TracksRotation UnitsRotation WRotation XRotation YRotation ZRotation amount per pixel to control how fast the viewport orbitsRotation and ScaleRotation angleRotation angle around the Z-Axis to apply the rotation deltas from the VR headset toRotation around center or objectRotation around pathRotation around the chosen orientation axisRotation axis (default: tangent at root)Rotation conversionRotation errorRotation for each stepRotation for the background image (ortho view only)Rotation for the newly added objectRotation in EulersRotation in QuaternionsRotation in quaternions (keep normalized)Rotation is not supported in the Dope Sheet EditorRotation of blades in apertureRotation of sun around zenithRotation of the action's corresponding controller aim in world spaceRotation of the effectRotation of the instancesRotation of the studiolight around the Z-AxisRotation offset to apply to base pose when determining viewer rotationRotation onlyRotation or scaling pivot pointRotation present on original shot, will be compensated (e.g. for deliberate tilting)Rotation range on which pivoting should occurRotation step for numerical pad keys (2 4 6 8)Rotation to Axis AngleRotation to DeltasRotation to EulerRotation to QuaternionRotation value in geometry attributeRotation value socket of a nodeRotation values can only be displayed with the text overlay in the 3D viewRotation/Scaling PivotRotation: %.2f%s %sRotation: %s %s %sRotational DifferenceRotationsRoughRough FactorRoughnessRoughness 1Roughness 2Roughness CurveRoughness EndRoughness EndpointRoughness ThresholdRoughness of the materialRoughness of the sheen layer. Low and high roughness values produce fuzzy or dusty appearance, respectivelyRoughness-basedRoughnessURoughnessVRoundRound A to the largest integer multiple of B less than or equal ARound A to the nearest integer. Round upward if the fraction part is 0.5Round ModeRound UVs to pixels while editingRound cap (half-circle)Round corners by generating circular arcs on each control pointRound open perimeter shapeRound the float down to the next smallest integerRound the float to the closest integer in the direction of zero (floor if positive; ceiling if negative)Round the float up or down to the nearest integerRound the float up to the next largest integerRound to PixelsRound to pixel centersRound to pixel cornersRoundedRounded RibbonsRoundnessRoundness of children around parentRoundness of the brush tipRoundness of the corners of panels and sub-panelsRoundsRowRow FiltersRow HeightRow InterleavedRows:RubberRule EvaluationRule FuzzinessRulerRules are gone through top to bottom (only the first rule which effect is above fuzziness threshold is evaluated)Run As UserRun Python fileRun Python while editingRun ScriptRun active scriptRun as Background JobRun as specific userRun in Geometry Nodes EditorRun this script after generation to apply user-specific changesRun this text as a Python script on loadingRunning in Offline ModeRuntimeRuntime DataRuntime optionsRuntime state information about the VR sessionRussian - РусскийSSDFSDF GridSDF Grid BooleanSDF Grid FilletSDF Grid LaplacianSDF Grid MeanSDF Grid MedianSDLSSMAA ThresholdSMAA Threshold RenderSMAA Threshold ViewportSMPTE (Compact)SMPTE (Full)SMPTE timecode showing minutes, seconds, and frames only - hours are also shown if necessary, but not by defaultSPH Fluid SettingsSPH SolverSSAA SamplesSSAO SettingsSSE42STL Export: Cannot open file '%s'STL Export: Unable to find collection '%s'STL Import: Cannot open file '%s'STL Import: Failed to import mesh from file '%s'STL Import: Failed to read file '%s'SVG as CurvesSVG has gradients, Grease Pencil color will be approximatedSafe AreasSafe area for general elementsSafe area for general elements in a different aspect ratioSafe area for text and graphicsSafe area for text and graphics in a different aspect ratioSafe areas used in 3D view and the sequencerSame ChannelSame ObjectSame as frame_end, except that any value can be set, including ones that create an invalid stateSame as frame_start, except that any value can be set, including ones that create an invalid stateSame bone selected...Same collections as the active boneSame color as the active boneSame input/output direction of socketsSampleSample Attachment UVSample BiasSample CountSample CurveSample Even LengthsSample FormatSample GridSample Grid IndexSample Group IDSample IndexSample LengthSample LineSample MergedSample ModeSample NearestSample Nearest SurfaceSample PositionSample RadiusSample RateSample SizeSample Straight EdgesSample SubsetSample Subset LengthSample Subset OffsetSample UVSample UV SurfaceSample a bone from the 3D View or the Outliner to store in a propertySample a color bandSample a color from the Blender Window and create Grease Pencil materialSample a color from the Blender window to store in a propertySample a data-block from the 3D View to store in a propertySample a line and show it in Scope panelsSample accuracy, important for animation data (the lower the value, the more accurate)Sample an image file as a textureSample an image file as an environment texture. Typically used to light the scene with the background nodeSample color for %sSample depth from the 3D viewSample dyntopo detailSample each spline by evenly distributing the specified number of pointsSample each spline by splitting it into segments with the specified lengthSample edges with even lengthsSample edges with vector handlesSample every pixel of the imageSample formatSample lengths based on the total length of all curves, rather than using a length inside each selected curveSample mesh voxel sizeSample multiple lights more efficiently based on estimated contribution at every shading pointSample pixel values under the cursorSample point for F-CurveSample rate in samples/sSample rate of the audio in HzSample the mesh detail on clicked pointSample the output display colorSample the surface UV map at the attachment pointSample to start denoising the preview atSample values from an image textureSampled PointsSampled animation dataSampled colors along lineSamplesSamples TransformSamples per FrameSamplingSampling AnimationsSampling Interpolation FallbackSampling MethodSampling PatternSampling PresetsSampling RateSampling SubstepsSampling method to use for volumesSampling strategy for emissive surfacesSaturate the imageSaturationSaturation JitterSaturation ModeSaturation levelSaturation of icons in the interfaceSaturation, Value, HueSaturation:SaveSave & LoadSave As RenderSave As...Save BackupsSave CopySave External...Save ModeSave PNGs as PNGs, JPEGs as JPEGs, WebPs as WebPs. For other formats, use PNGSave PreferencesSave PromptSave VersionsSave a BVH motion capture file from an armatureSave a copy of the active brush asset into the default asset library, and make it the active brushSave a copy of the actual working state but does not make saved file activeSave a custom theme in the preset listSave a sequence of imagesSave active text data-blockSave active text file with optionsSave all modified imagesSave an image packed in the .blend file to diskSave as RenderSave cache files to disk (.blend file must be saved first)Save changes before closing?Save custom studio light from the studio light editor settingsSave displacements to an external fileSave image with render color management. For display image formats like PNG, apply view and display transform. For intermediate image formats like OpenEXR, use the default render output color spaceSave images as JPEGs. (Images that need alpha are saved as PNGs though.) Be aware of a possible loss in qualitySave images as WebPs as main image (no fallback)Save luminance-chrominance-chrominance channels instead of RGB colorsSave on ExitSave preferences on exit when modified (unless factory settings have been loaded)Save render cache to EXR files (useful for heavy compositing, Note: affects indirectly rendered scenes)Save the baking map in an external fileSave the baking map in an internal image data-blockSave the current Blender fileSave the current Blender file with a numerically incremented name that does not overwrite any existing filesSave the current file in the desired locationSave the current file in the desired location but do not make the saved file activeSave the current viewer node to an image fileSave the image with another name and/or settingsSave the image with current name and settingsSave the rendered image to the output path (used only when animation is disabled)Save the scene to a PLY fileSave the scene to a Wavefront OBJ fileSave the scene to an STL fileSave this data-block even if it has no usersSave this output layerSave to disk (ignore outside changes)Save translations' settings in a persistent JSON fileSaved "%s"Saved %sSaved as "%s"Saved copy as "%s"Saved image "%s"Saved incremental as "%s"Saved packed file to: %sSaved text "%s"SavingSaving failedSaving it with this Blender (%s) may cause loss of data.Saving it with this OpenColorIO configuration may cause loss of data.Saving preferences failedSawScalable Vector Graphic (.svg)Scalable Vector Graphics (SVG) 1.1 formatScalarScaleScale (resize) selected itemsScale AxesScale BasisScale EasingScale ElementsScale EvenScale FPSScale FactorScale Factor for TextureScale Image to New SizeScale InScale InfluenceScale InstancesScale MatrixScale Mix ModeScale ModeScale OffsetScale OutScale RandomnessScale StiffnessScale Stroke ThicknessScale ThicknessScale U and V independentlyScale UV coordinates to bounds after unwrappingScale UniformScale XScale X: %s Y: %s Z: %s%s %sScale X: %s Y: %s%s %sScale YScale ZScale a float context valueScale all data (Some importers do not support scaled armatures!)Scale all the image's UDIM tilesScale along CurveScale along X axisScale along Y axisScale an int context valueScale based on pixels per Blender UnitScale based on pixels per inchScale by Face AreaScale by Face SizeScale down the text to fit inside the text boxesScale each curve uniformly to reach the target lengthScale factor determining the 'speed' of the functionScale factor determining the maximum/minimum valuesScale factor for adjusting the height of keyframesScale factor for bone shapesScale factor of the subsurface scattering radiusScale factors for the end of the B-Bone, adjusts thickness (for tapering effects)Scale factors for the start of the B-Bone, adjusts thickness (for tapering effects)Scale fit methodScale for the intensity of imported lightsScale for the newly added objectScale geometry instances in local or global spaceScale groups of connected edges and facesScale individual edges or neighboring edge islandsScale individual faces or neighboring face islandsScale instance based on face sizeScale is 0Scale is affected by snapping settingsScale islands of a UV map and move them so they fill the UV space as much as possibleScale islands to fill unit squareScale meshScale of distortion noiseScale of noise (higher value results in larger vortices)Scale of noise texture along each curveScale of object solution in camera spaceScale of small capitalsScale of the X and Z axes are adjusted to preserve the volume of the bonesScale of the X and Z axes is the inverse of the Y-ScaleScale of the base noise octaveScale of the brush tip in the X axisScale of the displacement effectScale of the final strokesScale of the hair tie instanceScale of the instancesScale of the layerScale of the noise texture by root positionScale of the profile at each pointScale of the shadowScale of the spatial noiseScale of the textureScale onlyScale selected areaScale selected bendy bones display sizeScale selected key values by their combined averageScale selected vertices' skin radiiScale stiffness instead of radiusScale the BVH by this valueScale the Z input when not using a z-buffer, controls maximum blur designated by the color white or input value 1Scale the background imageScale the bones to fit the entire length of the curveScale the custom object by the bone lengthScale the face instance objectsScale the mouse movement by this value before applying the deltaScale the noise frequencyScale the offset by surrounding geometryScale the offset matrix (use to apply screen-space offset)Scale the offset to give more even thicknessScale the scene objects by the USD stage's meters per unit value. This scaling is applied in addition to the value specified in the Scale optionScale the stroke thickness when transforming strokesScale the texture to fit the length of each strokeScale the values of the modified F-CurveScale to Bone LengthScale to BoundsScale to Camera FrameScale to DeltasScale to Face SizesScale to FillScale to FitScale to fit or fill the camera frameScale to respect zoom (otherwise zoom independent display size)Scale to use when converting between Blender units and dimensions. When working at microscopic or astronomical scale, a small or large unit scale respectively can be used to avoid numerical precision problemsScale trackball orbit sensitivityScale vectors with their magnitudesScale, translate and rotate an imageScale/TranslateScale: %s : %s : %s%s %sScale: %s : %s%s %sScale: %s%s %sScaleB X: %s Y: %s Z: %s%s %sScaleB: %s : %s : %s%s %sScaleB: %s%s %sScaleX: %sScaledScales the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScales the intensity of the noiseScales the mesh as a soft body using the origin of the object as scaleScales the power of the light exponentially, multiplying the intensity by 2^exposureScalingScaling (in time) of the noiseScaling factor for actionScaling factor that is applied along the X axisScaling factor that is applied along the Y axisScaling for noise inputScaling of the objectScan add-on directories for new modulesScanline "exposure" time for the rolling shutter effectScatterScatter CoefficientsScatter light as it passes through the volume, often used to add fog to a sceneScatter on InstancesScattering modelScattering radius per color channel (RGB), multiplied with ScaleSceneSceneCopy SettingsSceneFull CopySceneLinked CopySceneNewSceneObject IndexSceneSpaceSceneTypeScene '%s' is linked, instantiation of objects is disabledScene '%s' is the last local one, cannot be removedScene CameraScene CollectionScene CollectionsScene DisplayScene DurationScene Frame RangeScene GraphScene GravityScene HydraScene Hydra render engine settingsScene InstancingScene LightsScene ObjectsScene OperationScene OptionsScene OriginScene PropertiesScene Render ViewScene SetupScene SizeScene StatisticsScene StripScene Strip DisplayScene Strip RangeScene TimeScene UnitScene WorldScene assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserScene at its evaluated stateScene data-block, consisting in objects and defining time and render related settingsScene data-blocksScene display settings for 3D viewportScene frame rate set to %.4g (converted from %.4g)Scene from which to select the active camera (render scene if undefined)Scene has no cameraScene keying setsScene meters per unit to 0.001Scene meters per unit to 0.01Scene meters per unit to 0.0254Scene meters per unit to 0.3048Scene meters per unit to 0.9144Scene meters per unit to 1.0Scene meters per unit to 1000.0Scene mode uses full bake mode:Scene not foundScene root collection that owns all the objects and other collections instantiated in the sceneScene sizeScene that this strip usesScene to render, current scene if not specifiedScene will be rendered using 11 anti-aliasing samplesScene will be rendered using 16 anti-aliasing samplesScene will be rendered using 32 anti-aliasing samplesScene will be rendered using 5 anti-aliasing samplesScene will be rendered using 8 anti-aliasing samplesScene will be rendered using a single pass anti-aliasing method (FXAA)Scene will be rendering without any anti-aliasingScene(s)ScenesScheme = Catmull-Clark, when possible. Reverts to exporting the subdivided mesh for the Simple subdivision typeScheme = None. Export base mesh without subdivisionScheme = None. Export subdivided meshScope Region BackgroundScopesScopes for statistical view of a movie clipScopes for statistical view of an imageScopes to visualize image statisticsScopes to visualize movie clip statisticsScrambling DistanceScrambling Distance viewportScreenScreenNewScreenPrecisionScreenScreenScreen Grab SizeScreen ModeScreen SpaceScreen TracingScreen coordinates of samplingScreen data-block, defining the layout of areas in a windowScreen data-blocksScreen layouts of a workspaceScreen size for normals in the 3D viewScreen space angle snappingScreen-TraceScreen-Trace PrecisionScreen-Trace ThicknessScreensScreenshotScreenshot cannot be smaller than %i pixels on a sideScrewScrew ModifierScrew axisScriptScript DirectoriesScript FilesScript NodeScript SourceScript directory not foundScripted ExpressionScriptingScroll BarScroll DirectionScroll Widget ColorsScroll and zoom for a 2D regionScroll direction (Wayland only)Scroll down one pageScroll page up or downScroll the selected files into viewScroll the view downScroll the view leftScroll the view rightScroll the view upScroll up one pageScroll view by mouse click and dragScroll view so current frame would be centeredScrollbackScrubbingScrubbing & Markers Region SettingsScrubbing / MarkersSculptSculpt All IslandsSculpt Base MeshSculpt CapabilitiesSculpt CurvesSculpt Curves CageSculpt Face Sets OpacitySculpt Grease PencilSculpt Grease Pencil StrokesSculpt LevelsSculpt Mask OpacitySculpt ModeSculpt Mode OverlaysSculpt Overlay ColorSculpt PlaneSculpt Set PivotSculpt Show Face SetsSculpt Show MaskSculpt Texture PaintSculpt a stroke into the geometrySculpt curves using a brushSculpt on a persistent layer of the meshSculpt strokes in the active Grease Pencil objectSculpt/Paint Overlay ColorSculptingSeamSeam MarginSeam edge for UV unwrappingSeamsSearchSearch Add-onsSearch Area:Search DistanceSearch ExtensionsSearch MatchSearch MaxSearch MinSearch SizeSearch again from the start of the file when reaching the endSearch by Key-BindingSearch by NameSearch for a node by name and focus and select itSearch for files of this typeSearch for items in this folderSearch for markers that are affine-deformed (t, r, k, and skew) between framesSearch for markers that are perspectively deformed (homography) between framesSearch for markers that are translated and rotated between framesSearch for markers that are translated and scaled between framesSearch for markers that are translated between framesSearch for markers that are translated, rotated, and scaled between framesSearch in all text data-blocks, instead of only the active oneSearch string is sensitive to uppercase and lowercase lettersSearch subdirs for any associated images (WARNING: may be slow)Search term for filtering in the UISecondSecond BasisSecond Handle TypeSecond Rigid Body Object to be constrainedSecond StepSecond coefficient of fourth order Brown-Conrady radial distortionSecond coefficient of second order Brown-Conrady tangential distortionSecond coefficient of second order Nuke distortionSecond coefficient of second order division distortionSecond coefficient of third order polynomial radial distortionSecond color used for effectSecond cubic spline control point between min/max speedsSecond input for the effect stripSecond keyframe used for reconstruction initializationSecond point of the screenshot in screenspaceSecond selected mesh object required to copy shape fromSecond vertex group nameSecondarySecondary AxisSecondary Bone AxisSecondary ColorSecondary Control LayersSecondary Data PathSecondary Influence FalloffSecondary ReflectionSecondary TextureSecondary color of checkerboard pattern indicating transparent areasSecondary path of property to be set by the radial controlSecondsSeconds around cursor that we zoom aroundSeconds to run the test for (override iterations)SecretSection to activate in the PreferencesSee '%s' in the external editorSee '%s' in the text editorSee Modifiers panel belowSee OperatorList.txt text blockSeedSeed for random if usedSeed for random number generation (if negative, time is used as a seed instead)Seed for random-based operationsSeed for the noise generationSeed for the random number generatorSeed of the noiseSeed of the random generatorSeed used by the random number generator to generate random pointsSeed value for integrator to get different noise patternsSeed value for randomizationSeed value for the random generatorSeek based on timestamps read from movie stream, giving the best match between scene and movie timesSegmentSegment CoordinatesSegment DirectionSegment IDSegment InfluenceSegment LengthSegment RotationSegment between both keyframesSegmentsSegments for curved edgeSegments must be at least 3Segments sampled from control pointsSegments with an image distance smaller than this will be chained togetherSelectSelect & TweakSelect 2 sound stripsSelect 2D or 3D curve typeSelect Aligned Single HandleSelect AllSelect All TogglesSelect All by TraitSelect AnchorSelect AreaSelect BackgroundSelect BiasSelect BiggerSelect ChannelSelect ChildSelect ChildrenSelect Children OnlySelect CollectionSelect ColorSelect Control PointSelect CurvesSelect End Line IndexSelect Faces connected to existing selectionSelect GroupedSelect HandleSelect HandlesSelect HierarchySelect Imported ObjectsSelect LayerSelect Left HandleSelect LinkedSelect List ItemSelect List Item (Double click to rename)Select LocationSelect LoopsSelect ModeSelect More/LessSelect MouseSelect OuterSelect ParentSelect PassSelect PatternSelect PointSelect Right HandleSelect RingSelect SearchSelect Selection SetSelect SimilarSelect SlotSelect SplitSelect TextSelect UV verticesSelect UV vertices using box selectionSelect UV vertices using circle selectionSelect UVs that are at the same location and share a mesh vertexSelect UVs that share a mesh vertex, whether or not they are at the same locationSelect UVs using lasso selectionSelect Vertices connected to existing selectionSelect ViewSelect a bone on the generated rig which will drive this actionSelect a bookmarked directorySelect a camera to bind to a marker on this frameSelect a chain of linked strips nearest to the mouse pointerSelect a feature edge if both of its adjacent faces are markedSelect a feature edge if either of its adjacent faces is markedSelect a loop of connected UV verticesSelect a loop of connected edgesSelect a mirror axis (X, Y)Select a mirror axis (X, Y, Z)Select a new path for this library, and reload all its dataSelect a node to assign a shortcutSelect a paint curve pointSelect a point or its handlesSelect a randomly distributed set of hair or pointsSelect a range from active elementSelect a row of control points including active one. Successive use on the same point switches between U/V directionsSelect a strip (last selected becomes the "active strip")Select affected vertices on meshSelect all UV faces which overlap each otherSelect all UV vertices linked to the active UV mapSelect all UV vertices linked under the mouseSelect all animation channels within the specified regionSelect all bones linked by parent/child connections to the current selectionSelect all bones that have the same parent as currently selected bonesSelect all charactersSelect all children of currently selected bonesSelect all control points linked to already selected onesSelect all control points linked to the current selectionSelect all curve points linked to already selected onesSelect all data in the mesh on a single axisSelect all disabled tracksSelect all elementsSelect all estimated tracksSelect all if True, else deselect allSelect all keyframed tracksSelect all keyframes of channel under mouseSelect all keyframes on the specified frame(s)Select all keyframes that occur on the same frame as the one under the mouseSelect all keyframes within the specified regionSelect all keys linked to already selected onesSelect all locked tracksSelect all non-manifold vertices or edgesSelect all objects in collectionSelect all objects which block light from this emitterSelect all objects which receive light from this emitterSelect all paths between the source/destination elementsSelect all pinned UV verticesSelect all points in curves with any point selectionSelect all points in the curve under the cursorSelect all sharp enough edgesSelect all strips adjacent to the current selectionSelect all strips grouped by various propertiesSelect all strips on same side of the current frame as the mouse cursorSelect all stroke pointsSelect all stroke points between other strokesSelect all strokes with similar characteristicsSelect all textSelect all the keyframes in the channel under the mouseSelect all the keyframes in the curveSelect all the textSelect all the vertices assigned to the active vertex groupSelect all time markers using box selectionSelect all tracked tracksSelect all tracks from specified groupSelect all tracks which failed to be reconstructedSelect all tracks with same color as active trackSelect all vertices connected to the current selectionSelect all visible bones grouped by similar propertiesSelect all visible objects grouped by various propertiesSelect all visible objects that are linkedSelect all visible objects that are of a typeSelect alternated points in strokes with already selected pointsSelect an edge ringSelect an edge ring of connected UV verticesSelect an even number of loops to bridge pairsSelect an existing NLA Track or an empty action line firstSelect an object or pose boneSelect and activate item(s)Select and slide paint curve pointSelect and use mesh itemSelect anti-silhouette linesSelect at least one mesh objectSelect at least two edge loopsSelect bigger regions instead of smaller onesSelect bones in active Bone CollectionSelect bones that are parents of the currently selected bonesSelect bones used as targets for the currently selected bonesSelect border edges (open mesh edges)Select boundary edges around the selected facesSelect bySelect by Face StrengthSelect by active material slotSelect connected parent/child objectsSelect contour or silhouetteSelect contours (outer silhouettes of each object)Select control points at the boundary of each selection regionSelect control points following already selected ones along the curvesSelect control points preceding already selected ones along the curvesSelect crease edges (those between two faces making an angle smaller than the Crease Angle)Select created objects at the end of the importSelect curve points using box selectionSelect curve points using circle selectionSelect curve points using lasso selectionSelect curves which are close to curves that are selected alreadySelect data type of attributeSelect direct children of currently selected bonesSelect domain object of the smoke simulationSelect edge marks (edges annotated by Freestyle edge marks)Select edges at material boundariesSelect edges or face pairs for edge loops to rotate aboutSelect either 1 or 3 vertices to parent toSelect either hair or pointsSelect elementSelect elements based on the active boolean attributeSelect end points of curvesSelect end points of strokesSelect everything beginning with the last selectionSelect everything except lines from specified collectionSelect external contours (outer silhouettes of occluding and occluded objects)Select face loop under the cursorSelect faces where all edges have more than 2 face usersSelect feature edges based on a collection of objectsSelect feature edges based on edge typesSelect feature edges based on visibilitySelect feature edges belonging to some object in the groupSelect feature edges by face marksSelect feature edges by image border (less memory consumption)Select feature edges not belonging to any object in the groupSelect feature edges not satisfying the given edge type conditionsSelect feature edges not satisfying the given face mark conditionsSelect feature edges satisfying all edge type conditionsSelect feature edges satisfying at least one of edge type conditionsSelect feature edges satisfying the given edge type conditionsSelect feature edges satisfying the given face mark conditionsSelect feature edges within a range of quantitative invisibility (QI) valuesSelect feature lines that comes from lit or shaded regions. Will not affect cast shadow and light contour since they are at the border.Select from Chiang or Huang modelSelect from multiple inputs by nameSelect gizmo handles on the sides of the selected stripSelect graph curvesSelect handles next to the active stripSelect hidden feature edgesSelect how to constrain the object to the target surfaceSelect how vertices are constrained to the target surfaceSelect if the repository is in a user managed or system provided directorySelect immediate parent/children of selected bonesSelect intersecting with the current frameSelect items using box selectionSelect items using circle selectionSelect items using lasso selectionSelect keyframe points using circle selectionSelect keyframe points using lasso selectionSelect keyframes beside already selected onesSelect keyframes by clicking on themSelect keyframes occurring in the same F-Curves as selected onesSelect keyframes to the left or the right of the current frameSelect keys linked to boundary selected keys of each particleSelect line type for strokesSelect linked facesSelect linked faces by angleSelect linked faces under the cursorSelect linked verticesSelect linked vertices under the cursorSelect loose geometry based on the selection modeSelect markers on and left/right of the current frameSelect markers using box selectionSelect markers using circle selectionSelect markers using lasso selectionSelect mesh items at mirrored locationsSelect mirrored lattice pointsSelect more UV vertices connected to initial selectionSelect more spline points connected to initial selectionSelect more strips adjacent to the current selectionSelect more vertices, edges or faces connected to initial selectionSelect movie or image stripsSelect movie tracking channelSelect nearest particle from mouse pointerSelect new active mesh element and use its locationSelect new objectsSelect node and link it to a viewer nodeSelect nodes linked from the selected onesSelect nodes linked to the selected onesSelect nodes using lasso selectionSelect nodes with similar propertiesSelect object in the same collectionSelect object relative to the active object's position in the hierarchySelect objects in collectionSelect objects matching a naming patternSelect objects recursively from active elementSelect one of the vertex groups available under current mouse positionSelect one or more stripsSelect only entirely selected facesSelect only pointsSelect or deselect all NLA-StripsSelect or deselect all filesSelect or deselect all stripsSelect or deselect random visible objectsSelect orientation after its creationSelect other strips or handles at the same time, or all retiming keys after the current in retiming modeSelect pasted objectsSelect region of faces inside of a selected loop of edgesSelect reports by indexSelect revealed objectsSelect ridges and valleys (boundary lines between convex and concave areas of surface)Select roots of all visible particlesSelect shortest path between two bonesSelect shortest path between two selectionsSelect silhouettes (edges at the boundary of visible and hidden faces)Select similar UVs by property typesSelect similar bones by property typesSelect similar curve points by property typeSelect similar face regions to the current selectionSelect similar metaballs by property typesSelect similar vertices, edges or faces by property typesSelect spline pointsSelect strip handleSelect strips individually whether or not they are connectedSelect strips on the nominated side of the selected stripsSelect strips relative to the current frameSelect strips to the left or the right of the current frameSelect strips using box selectionSelect strips using circle selectionSelect strips using lasso selectionSelect style used to draw strokesSelect style used to fill strokesSelect suggestive contours (almost silhouette/contour edges)Select text by lineSelect text while moving cursorSelect the Freestyle control modeSelect the active cameraSelect the asset library and the contained catalogs to display in the asset shelfSelect the axis to compare each vertex onSelect the bones from this Selection SetSelect the cameraSelect the closest axis when placing objects (surface overrides)Select the currently highlighted gizmoSelect the file format to be used for caching noise dataSelect the file format to be used for caching particle dataSelect the file format to be used for caching surface dataSelect the file format to be used for caching volumetric dataSelect the file relative to the blend fileSelect the layers to convertSelect the mapping typeSelect the mirror objects of the selected object e.g. "L.sword" and "R.sword"Select the new inset facesSelect the next element (using selection order)Select the node under the cursorSelect the parents of currently selected bonesSelect the previous element (using selection order)Select the property panel to be shownSelect the shader's color parametrizationSelect the shape of blueprint contour strokesSelect the shape of both ends of strokesSelect the sort key to determine the stacking order of chainsSelect the sort orderSelect the source of rest positionsSelect the strips and their handlesSelect the tablet API to use for pressure sensitivity (may require restarting Blender for changes to take effect)Select the tracing method used to find scene-ray intersectionsSelect the way how feature edges are jointed to form chainsSelect the way how the sort key is computed for each chainSelect those bones connected to the initial selectionSelect those bones that are used in this poseSelect time marker(s)Select tips of all visible particlesSelect to the left of the current frameSelect to the right of the current frameSelect tracking markersSelect tracks which are used for rotation stabilizationSelect tracks which are used for translation stabilizationSelect transformation orientationSelect two edge loops or a single closed edge loop from which two edge loops can be calculatedSelect two mesh objectsSelect type of gradient used to fill strokesSelect type of shrinkwrap algorithm for target positionSelect type of subdivision algorithmSelect unclean tracksSelect vertices at poles by the number of connected edges. In edge and face mode the geometry connected to the vertices is selectedSelect vertices or faces by the number of face sidesSelect vertices without a groupSelect visible feature edgesSelect which point is the beginning of the curveSelect with Mouse ButtonSelect word at cursor positionSelect word under cursorSelect/Deselect all Grease Pencil strokes using current materialSelect/Deselect element in this directionSelect/Deselect files by walking through themSelectability & VisibilitySelectableSelectable OnlySelectedSelected & ContentSelected Action MapSelected Action-Clip StripSelected BindingSelected BoldSelected ChannelSelected Channels at CursorSelected Edge TotalSelected Face TotalSelected FacesSelected FileSelected HighlightSelected ID '%s' is a %s, cannot be used to relocate existing linked ID '%s' which is a %sSelected ID '%s' seems to be the same as the relocated ID '%s', use 'Reload' operation insteadSelected ItalicSelected ItemSelected Item forces the orbit center to only take the currently selected objects into account.Selected ItemsSelected KeysSelected LandmarkSelected Line BackgroundSelected Line Text ColorSelected MarkerSelected Meta Strip (for grouping related strips)Selected ObjectSelected ObjectsSelected Objects OnlySelected Objects and DataSelected Objects, Data and MaterialsSelected OnlySelected PointsSelected Pose BonesSelected Small CapsSelected Sound Strip (for timing speaker sounds)Selected StripsSelected StudioLightSelected TextSelected Transition StripSelected UV ElementSelected UV vertices that are within a radius of each other are welded togetherSelected UnderlineSelected Vertex TotalSelected asset %s could not be located inside the asset librarySelected asset %s is not an ActionSelected asset is contained in a file managed by the asset system, manual edits should be avoidedSelected asset is contained in the current fileSelected bones from %sSelected data-blocks are already assets (or do not support use as assets)Selected edge count in editmodeSelected edges/faces requiredSelected face count in editmodeSelected faces requiredSelected loops must have equal edge countsSelected meshes must have equal numbers of verticesSelected nodes are not of the same type as {}Selected path is outside of the selected asset librarySelected to ActiveSelected vertex count in editmodeSelected/UnselectedSelecting lines from lit regions, and make the combination of contour, light contour and shadow lines into enclosed shapesSelecting the camera is only supported in object modeSelectionSelection DomainSelection End CharacterSelection End LineSelection MaskSelection ModeSelection OnlySelection OpacitySelection SetSelection Set IndexSelection SetsSelection Sets SpecialsSelection ToolSelection TypeSelection action to executeSelection by CollectionSelection by Edge TypesSelection by Face MarksSelection by Image BorderSelection by VisibilitySelection is not a boneSelection is not a bone. Armature needs to be in Pose Mode or Edit Mode to pick in the 3D ViewportSelection lags behind mouse and follows a smoother pathSelection not supported in object modeSelection of IK solver for IK chainSelection of active channel to clicked channelSelection on the iteration domainSelection pair not foundSelection state of the curve pointSelection state of the path pointSelection state of the slotSelection statusSelection status of the Aligned Single handleSelection status of the control pointSelection status of the control point. (Deprecated: use Select Control Point instead)Selection status of the left handleSelection status of the right handleSelection to Current FrameSelection to Cursor ValueSelection to Nearest FrameSelection to Nearest MarkerSelection to Nearest SecondSelective Damped Least SquareSelects how the end handle of the B-Bone is computedSelects how the start handle of the B-Bone is computedSelects how the vertices are mapped to B-Bone segments based on their positionSelects random points from the current strokes selectionSelects the boundary adjustment algorithmSelects the used algorithmSelects the used thickness algorithmSelf CollisionSelf CollisionsSelf EffectSelf FrictionSelf IntersectSelf IntersectionSelf Intersection CheckSelf Minimum DistanceSelf ObjectSelf OverlapSelf intersect selected facesSelf-contained rigid body simulation environment and settingsSelfcollision Vertex GroupSemantic interpretation of the propertySend BackwardSend to BackSensitivitySensorSensor FitSensor HeightSensor WidthSensor is being scanned from top to bottomSeparableSeparateSeparate BundleSeparate Bundle ItemSeparate ChildrenSeparate ColorSeparate ComponentsSeparate CylindricalSeparate GeometrySeparate IK ToeSeparate MatrixSeparate ModeSeparate Sequence ImagesSeparate TransformSeparate UnitsSeparate XYZSeparate all geometry from intersectionsSeparate by layerSeparate by materialSeparate out the strips held by the selected meta-stripsSeparate projections by islands isolated by seamsSeparate selected geometrySeparate selected geometry into a new meshSeparate selected geometry into a new objectSeparate selected geometry into a new point cloudSeparate selected nodes from the node groupSeparate selected points from connected unselected points into a new objectSeparate the selected geometry into a new Grease Pencil objectSeparated %s into %i new actionsSeparated bonesSepiaSequenceSequenceAddSequenceAdjustmentSequenceAdjustment LayerSequenceAlpha OverSequenceAlpha UnderSequenceAudioSequenceBoxSequenceBrightness/ContrastSequenceClipSequenceClockSequenceColorSequenceColor BalanceSequenceColor MixSequenceCompositorSequenceCrossfadeSequenceCurvesSequenceDirectionSequenceDoubleSequenceEqualizerSequenceGamma CrossfadeSequenceGaussian BlurSequenceGlowSequenceHold SplitSequenceHue CorrectSequenceImageSequenceInSequenceIrisSequenceMaskSequenceMetaSequenceMovieSequenceMulticamSequenceMulticam SelectorSequenceMultiplySequenceNoneSequenceOutSequencePer StripSequenceProjectSequenceProxy StorageSequenceSceneSequenceSingleSequenceSoundSequenceSpeedSequenceSplitSequenceSubtractSequenceTextSequenceTonemapSequenceTransition TypeSequenceTypeSequenceWhite BalanceSequenceWipeSequence EditorSequence SlideSequence Slide: %s%sSequence Strip NameSequence editing data for a Scene data-blockSequence editor space dataSequence playback modeSequence strip applying an effect on the images created by other stripsSequence strip creating a gaussian blurSequence strip creating a glow effectSequence strip creating a wipe transitionSequence strip creating an image filled with a single colorSequence strip creating textSequence strip data for a single frameSequence strip defining a sound to be played over a period of timeSequence strip to control the speed of other stripsSequence strip to group other strips as a single sequence stripSequence strip to load a videoSequence strip to load a video from a maskSequence strip to load a video from the clip editorSequence strip to load one or more imagesSequence strip to perform filter adjustments to layers belowSequence strip to perform multicam editingSequence strip using the rendered image of a sceneSequencerSequencer & PreviewSequencer Color Space SettingsSequencer Compositor NodesSequencer EditorsSequencer OverlaysSequencer PreviewSequencer Preview ShadingSequencer SceneSequencer SnappingSequencer StripsSequencer Tool SettingsSequencer effect typeSequencer's active stripSerbian (Latin) - Srpski latinicaSession StateSession UIDSession UID of the collection to move toSession UID of the data-block to use by the operatorSession UID of the directly linked collection containing the selected object, to make an override fromSession UID of the geometry node group being droppedSession UUIDSession UUID of the object to place (uses the active object when this and 'name' are unset)SetSet "Fake User" for appended items (except objects and collections)Set 2D cursor locationSet ActionSet Active Action Slot IndexSet All glTF Animation Starting at 0Set AlphaSet Color TagSet Curve NormalSet Curve RadiusSet Curve TiltSet Debug ValueSet Default iconSet Face SetSet Face StrengthSet Fake UserSet FallbackSet Frame RangeSet Geometry NameSet Grease Pencil ColorSet Grease Pencil DepthSet Grease Pencil SoftnessSet Grid BackgroundSet Grid TransformSet Hair Curve ProfileSet Handle PositionsSet Handle TypeSet IDSet Instance TransformSet Inverse PendingSet MaterialSet Material BlendSet Material IndexSet Mesh NormalSet Minkowski variable to 0.5Set Minkowski variable to 4Set NameSet Parent ToSet PivotSet Point RadiusSet PositionSet Preview Range based on extents of selected KeyframesSet Preview Range based on range of selected keyframesSet Scene Frame RateSet Selected Strip ProxiesSet SelectionSet Shade SmoothSet SizeSet Snap BaseSet Spline CyclicSet Spline ResolutionSet Spline TypeSet Stereo 3DSet UVW control points a uniform distance apartSet VR viewer location to controller raycast hit locationSet ValueSet View TransformSet a color tag for the selected collectionsSet a color tag for the selected stripsSet a context array value (useful for cycling the active mesh edit mode)Set a context valueSet a context value (useful for cycling active material, shape keys, groups, etc.)Set a context value to an ID data-blockSet a fixed number of frames for all build animationsSet a manual percentage to buildSet a maximum number of B-framesSet a new active keying setSet a new name or prefix/suffix the existing oneSet a new selectionSet active marker as origin by moving camera (or its parent if present) in 3D spaceSet active materialSet all glTF animation starting at 0.0s. Can be useful for looping animationsSet all stroke points to same opacitySet all stroke points to same thicknessSet all vertex normals by corner angleSet all vertex normals by face areaSet alpha of selected color stopSet amount of opacity for exported UV layoutSet and use 3D cursorSet annotation VisibilitySet appropriate view transform based on media color spaceSet as active vertex groupSet as default roundedSet audio channels to 4 channelsSet audio channels to 5.1 surround soundSet audio channels to 7.1 surround soundSet audio channels to monoSet audio channels to stereoSet audio mixing buffer size to 1024 samplesSet audio mixing buffer size to 16384 samplesSet audio mixing buffer size to 2048 samplesSet audio mixing buffer size to 256 samplesSet audio mixing buffer size to 32768 samplesSet audio mixing buffer size to 4096 samplesSet audio mixing buffer size to 512 samplesSet audio mixing buffer size to 8192 samplesSet audio sample format to 16-bit signed integerSet audio sample format to 24-bit signed integerSet audio sample format to 32-bit floatSet audio sample format to 32-bit signed integerSet audio sample format to 64-bit floatSet audio sample format to 8-bit unsigned integerSet audio sampling rate to 192000 samples per secondSet audio sampling rate to 44100 samples per secondSet audio sampling rate to 48000 samples per secondSet audio sampling rate to 96000 samples per secondSet black point or white point for curvesSet boolean values for a collection of itemsSet camera view to active viewSet collection to only contribute indirectly (through shadows and reflections) in the view layerSet color VisibilitySet color and opacity attributes on Grease Pencil geometrySet color completely opaque instead of reusing existing alphaSet color interpolationSet color mode to use for interpolationSet color of selected color stopSet current movie clip as a camera background in 3D Viewport (works only when a 3D Viewport is visible)Set cursor positionSet cursor position in textSet cursor position to the offset used for collection instancesSet cursor selectionSet default color attribute used for renderingSet distance between each planeSet easing type for the F-Curve segments starting from the selected keyframesSet edge sharpness based on the angle between neighboring facesSet effect expansion in the user interfaceSet extrapolation mode for selected F-CurvesSet face strength on all facesSet face strength on new and affected faces onlySet face strength on new and modified faces onlySet face strength on new faces onlySet fake user on appended IDsSet floor planeSet font caseSet font styleSet frame rate of the current scene to the frame rate of the movieSet hook center to cursor positionSet how compositing is executedSet if this library override data-block can be editedSet image for texture painting directlySet interpolation between color stopsSet interpolation mode for the F-Curve segments starting from the selected keyframesSet inverse correction for Child Of constraintSet inverse correction for Object Solver constraintSet keyframe used by solverSet mask VisibilitySet mask to the level specified by the 'value' propertySet mask to the level specified by the inverted 'value' propertySet mesh seams according to island setup in the UV editorSet metaball as negative oneSet modifier expanded in the user interfaceSet negative texture RGB and intensity values to zero, for some uses like displacement this option can be disabled to get the full rangeSet new 3D cursor position and use itSet object solution scale using distance between two selected tracksSet of properties that are affectedSet offset used for collection instances based on cursor positionSet offset used for collection instances based on the active object positionSet origin to median point of selected bundlesSet particle size in simulation cells or use nearest cellSet per-point radius which is used for bevel taperingSet plane based on 3 selected bundles by moving camera (or its parent if present) in 3D spaceSet position of selected color stopSet render size and aspect from active stripSet resolution of selected curvesSet scale of scene by scaling camera (or its parent if present)Set scaling for the texture's X, Y and Z sizesSet scene's start and end frame to match clip's start frame and lengthSet sculpt face set values for facesSet selected vertices as not looseSet selection of the edited geometry, for tool executionSet shading to flatSet shading to smoothSet shutter curveSet softbody goal weight for selected pointsSet softness attribute on Grease Pencil geometrySet some size property (e.g. brush size) with mouse wheelSet speed of retimed segmentSet start and end frame from sceneSet text selectionSet the Grease Pencil depth order to useSet the USD Stage meters per unit to the chosen measurement, or a custom valueSet the UV map as active for renderingSet the active Grease Pencil layerSet the active bone as the parent of the selected bonesSet the active object as the active camera for this view or sceneSet the active operator to its default valuesSet the active vertex groupSet the boundaries of the border render and enable border renderSet the boundaries of the border used for offset viewSet the boundaries of the render region and enable render regionSet the boundaries of the user regionSet the clip interaction modeSet the color and opacity for the points of the strokeSet the color and opacity for the stroke fillsSet the console selectionSet the current frame as the preview or scene end frameSet the current frame as the preview or scene start frameSet the current frame to the average frame value of selected keyframesSet the current language for this consoleSet the current transform gizmoSet the cursor location, drag to transformSet the custom normals from the selected faces onesSet the direction of a scene axis by rotating the camera (or its parent if present). This assumes that the selected track lies on a real axis connecting it to the originSet the display size of point cloud pointsSet the distance between the eyes - the stereo plane distance / 30 should be fineSet the evaluation mode for curve normalsSet the fallback tool instead of the primarySet the fallback tool instead of the primary toolSet the file path relative to the blend file, when possibleSet the frame range to the selected strips start and endSet the handle type for Bézier curvesSet the handle type for bezier curvesSet the handle type for the control points of a Bézier curveSet the id attribute on the input geometry, mainly used internally for randomizingSet the influence of this constraint to zero while trying to maintain the object's transformation. Other active constraints can still influence the final transformationSet the location of each pointSet the location of the 3D cursorSet the map as active for cloningSet the map as active for display and editingSet the mask layer from the UV map buttonsSet the mask's parentingSet the material index for each selected geometry elementSet the material on new faces based on the order of the material slot lists. If a material does not exist on the modifier object, the face will use the same material slot or the first if the object does not have enough slots.Set the name of a geometry for easier debuggingSet the object's origin, by either moving the data, or set to center of data, or use 3D cursorSet the object's parentingSet the object's parenting without setting the inverse parent correctionSet the output mesh normals to smoothSet the positions for the handles of Bézier curvesSet the preview range insteadSet the radius of the curve at each control pointSet the rotation representation used by selected bonesSet the selected stroke material as the active materialSet the sharpness of mesh edges based on the angle between the neighboring facesSet the space type or cycle subtypeSet the surface mesh into its rest position before attachmentSet the tilt angle at each curve control pointSet the tool by index (for key-maps)Set the tool by name (for key-maps)Set the transform for the grid from index space into object space.Set the transformation matrix of every instanceSet the value of all tagsSet the vertex group weights based on the distance to another target objectSet the view axis where each mouse direction always maps to the same axisSet the view axis where each mouse direction maps to an axis relative to the current orientationSet the view clipping regionSet the weight of selected keysSet the weight of the Draw tool to the weight of the vertex under the mouse cursorSet the weights of the groups matching the attached armature's selected bones, using the distance between the vertices and the bonesSet the weights of vertices in a group from a target object's distanceSet the width based on the parent group node in the current contextSet the zoom ratio (based on clip size)Set this pose Action as active Action on the active ObjectSet this property's current value as the new defaultSet tip radius to zeroSet to 0 to use estimate from input imageSet to true if the cache is split into separate filesSet to true to request recalculation of the inverse matrixSet tree node visibilitySet type of active splineSet type of handle for selected keyframesSet type of handles for selected control pointsSet type of keyframe for the selected keyframesSet type of selected curvesSet up proxies manuallySet value of facesSet values of selected keyframes to the cursor value (Y/Horizontal component)Set values of the active attribute for selected elementsSet wall planeSet weights to a fixed number of stepsSet zoom ratio of the viewSet/Get strength of face (used in Weighted Normal modifier)Set/clear selected UV vertices as anchored between multiple unwrap operationsSets a Subdivision Surface level (1 to 5)Sets how many unique objects can be distinguished per pixelSets the areas outside of the crop region to be transparent instead of actually cropping the size of the imageSets the layer as active for display and editingSets the layer as active for renderingSets the object interaction modeSets the pivot position to the active vertex positionSets the pivot position to the average position of the unmasked verticesSets the pivot position to the center of the border of the maskSets the pivot position to the surface under the cursorSets the pivot to the origin of the sculptSets the radius attribute of hair curves according to a profile shapeSets the rotation origin automatically using the topology and shape of the mesh as a guideSets the sculpt transform pivot positionSetting Preferences > System > Shader Compilation Method to Subprocess might improve compilation time.SettingsSettings are inside the Particles tabSettings are inside the Physics tabSettings for Grease Pencil brushSettings for Grease Pencil interpolation toolsSettings for boid physicsSettings for display of overlaysSettings for display of overlays in the 3D viewportSettings for display of overlays in the Movie Clip editorSettings for display of overlays in the Node EditorSettings for display of overlays in the UV/Image editorSettings for extensionsSettings for features that are still early in their development stageSettings for filtering animation dataSettings for filtering the channels shown in animation editorsSettings for image formatsSettings for input devicesSettings for interacting with Blender dataSettings for navigation in XRSettings for object participating in Rigid Body SimulationSettings for particle fluids physicsSettings for rigid body simulationSettings for shading in the 3D viewportSettings for soft body simulationSettings for spaceSettings for stereo 3DSettings for stereo 3D displaySettings for stereo 3dSettings for stereo outputSettings for stroke sculpting tools and brushesSettings for the file selection in Asset Browser modeSettings for the visualization of motionSettings for using the object as a collider in physics simulationSettings for using the object as a field in physics simulationSettings for walk navigation modeSettings here may have a significantSettings of color space sequencer is working inSettings of device saved image would be displayed onSettings that should be keyframed togetherSettings to be applied on the newly created nodeSettings to define a reusable library for Asset Browsers to useSettings to define an extension repositorySettings used for fluidSettings/info about a languageSetup Stereo ModeSew ClothSewingSewing Force MaxShade DownShade SmoothShade TopShade for bones corresponding to a locked weight group during paintingShadedShadelessShaderShader AOVShader AOV NameShader Custom GroupShader EditorShader Editor Add-onsShader EffectsShader NodeShader Node PreviewsShader Node SocketShader Node Socket InterfaceShader Node TreeShader ballShader defining the custom cameraShader nodesShader script pathShader socket of a nodeShader to RGBShadingShading OffsetShading SettingsShading settings for OpenGL render engineShading type to toggleShadowShadow AlphaShadow AngleShadow Backface CullingShadow BlurShadow BrightnessShadow Buffer Clip StartShadow Camera FarShadow Camera NearShadow Camera SizeShadow CatcherShadow CausticsShadow ColorShadow EffectShadow Filter RadiusShadow FocusShadow IntensityShadow JitterShadow Jitter OverblurShadow LinkingShadow Linking SpecialsShadow Linking for %sShadow OffsetShadow Offset XShadow PoolShadow Pool SizeShadow Ray CountShadow SettingsShadow ShiftShadow SizeShadow Soft SizeShadow Step CountShadow TerminatorShadow Terminator Geometry OffsetShadow Terminator Normal OffsetShadow Terminator Shading OffsetShadow VisibilityShadow WidthShadow X OffsetShadow Y OffsetShadow color in gray valueShadow effectShadow factor hardnessShadow map clip start, below which objects will not generate shadowsShadow offset in pixelsShadow termination angleShadow type (0 none, 3, 5 blur, 6 outline)ShadowsShadows Resolution LimitShadows Resolution ScaleShallow WaterShapeShape AsymmetryShape KeyShape Key AnimationsShape Key Bézier PointShape Key Curve PointShape Key Edit ModeShape Key EditorShape Key NormalsShape Key PointShape Key SpecialsShape Key TangentsShape Key data-blocksShape KeysShape Keys AnimationShape MethodShape ObjectShape OrientationShape ParametersShape PreservationShape adjustment of the strand thickness for the braidsShape angle limitShape key in a shape keys data-blockShape key to use for blendingShape key to use the rest spring lengths fromShape keysShape keys data-block containing different shapes of geometric data-blocksShape of amount along each curve (0=constant, 0.5=linear)Shape of clumpingShape of distribution from center to the edge around the guideShape of endpoint roughnessShape of the area LightShape of the braid radius along each curveShape of the influence along curves (0=constant, 0.5=linear)Shape of the profileShape of the radius along the curveShape used as a relative keyShape used in the brush to apply force to the clothShapeKeyShapeKey %s has an invalid 'from' pointer (%p), it will be deletedShapeKey not foundShapesShare Texture SpaceShared AccessorsShared LocationShared VertexShared collectionShared data (scene, image, sound, etc.)Shared effectsShared object typeShared parentShared strip effect type (if active strip is not an effect one, select all non-effect strips)Shared strip typeSharpSharp EdgesSharp ThresholdSharp edge for shadingSharp edges or custom normals detected, disabling GPU subdivisionSharp falloffSharpenSharpen CornerSharpen MaskSharpen PeakSharpen the cavities of the meshSharpen:SharpnessSharpness MaxSharpness MinShearShear AxisShear FactorShear GroupShear Spring DampingShear StiffnessShear Stiffness MaximumShear Stiffness Vertex GroupShear selected items along the given axisShear the keys using the left key as referenceShear the keys using the right key as referenceShear: %s %sSheenSheen BSDFSheen RoughnessSheen WeightSheen shading modelShellShell Vertex GroupShiftShift - Hold for precisionShift Left MouseShift Texture in 2d SpaceShift XShift YShift key pressedShift key pressed, -1 for any stateShift selected keys to the value of the neighboring keys as a blockShift the shape towards a predefined primitiveShiftLShiftRShifts the bit values of A by the specified Shift amount. Positive values shift left, negative values shift right.Shifts the value of selected keys in timeShort ListShortcut Cycle: {}Shortcut setup for keyboards and other input devicesShortcut {:d} is not assigned to a Viewer node yetShortcut: {}Shorten curves by removing portions at the start or endShortest DiagonalShortest Edge PathsShortest Edge Paths Cost FieldShortest Edge Paths Next Vertex FieldShortest RotationShortest allowed wavelengthShowShow .blend filesShow .blend files items (objects, materials, etc.)Show .blend1, .blend2, etc. filesShow 2D cursorShow 3D CursorShow 3D Marker NamesShow 3D volume filesShow Action data-blocksShow ActiveShow Active Face SetShow Active PixelsShow AllShow All View LayersShow AlphaShow Alpha in Preview RenderShow AnnotationShow Annotation data-blocksShow Annotations in OpenGL previewsShow Armature data-blocksShow Armature in binding pose state (no posing possible)Show ArmaturesShow Auto Keying WarningShow BackfaceShow Background ImageShow Blended PoseShow Blender files in the File BrowserShow Blender memory usageShow Blender version stringShow Blue ChannelShow Bone X-RayShow BonesShow BrushShow Brush On SurfaceShow Brushes data-blocksShow BundlesShow CacheShow Cache File data-blocksShow Camera Focus DistanceShow Camera GuidesShow Camera LensShow Camera PathShow Camera data-blocksShow CamerasShow Canvas grid in frontShow CavityShow Center-Cut Safe AreasShow Collection data-blocksShow CollectionsShow Color TagsShow ConeShow Control F-CurvesShow ControllersShow CursorShow Cursor PreviewShow Curve ExtremesShow Curve data-blocksShow Custom OverlaysShow Data-Block FiltersShow DebugShow DisabledShow DurationShow Edit LinesShow Edit Lines only in multiframeShow Edit Lines when editing strokesShow EmitterShow EmptiesShow Empty Force FieldShow Empty ImageShow ErrorShow ExpandedShow Extensions Update CountShow ExtrapolationShow F-CurvesShow FillShow Fill Color While DrawingShow FilterShow FiltersShow Font data-blocksShow FooterShow Frame NumbersShow FramesShow Freestyle's Line Style data-blocksShow GPU video memory usageShow GizmoShow GizmosShow Grease PencilShow Grease Pencil data-blocksShow Grease Pencil objectsShow Green ChannelShow GridShow HandlesShow Handles and InterpolationShow HeaderShow HiddenShow Hidden Files/Data-BlocksShow Hidden RegionShow Hotkey ListShow HoverShow Image data-blocksShow InShow In FrontShow InfoShow Installed ExtensionsShow InstancerShow Internal AttributesShow Jitter CurveShow Keyframe NumbersShow LandmarksShow LassoShow Lattice data-blocksShow Light Look-AtShow Light Probe data-blocksShow Light SizeShow Light data-blocksShow LightsShow LimitsShow LineShow Line Art Grease Pencil in front of everythingShow LinesShow Local MarkersShow LocationsShow MarginShow Marker PatternShow Marker SearchShow MarkersShow Mask EditorShow Mask OverlayShow Mask SplineShow Mask data-blocksShow Mask editing related propertiesShow Material data-blocksShow MemoryShow MenusShow Mesh data-blocksShow MeshesShow Metaball data-blocksShow MetadataShow Missing MediaShow MistShow Modal AllShow Mode ColumnShow Movie Clip data-blocksShow NameShow Named AttributesShow NamesShow Node GroupShow Node PreviewsShow Node Tree data-blocksShow OS Properties for this itemShow Object ChildrenShow Object ContentsShow Object ExtrasShow Object LocationShow Object OutlineShow Object RotationShow Object ScaleShow Object data-blocksShow OffsetsShow On ForegroundShow Only SelectedShow OperatorShow OptionsShow Orbit Axis GuideShow Orbit Center GuideShow Original PoseShow Other ObjectsShow OverexposedShow OverlayShow OverlaysShow PaintShow Paint Curve data-blocksShow Palette data-blocksShow Particle Settings data-blocksShow ParticlesShow PassepartoutShow PassthroughShow Pose MarkersShow PreviewShow Python references in tooltipsShow Recent LocationsShow Recent locations list in the File BrowserShow ReconstructionShow Red ChannelShow RenderShow Reroute Auto LabelsShow Retiming KeysShow Safe AreasShow Same MaterialShow Scene DurationShow Scene data-blocksShow SelectionShow SelfShow Sensor SizeShow Sequencer SceneShow SettingsShow ShadowShow SlidersShow Sound data-blocksShow SourceShow Speaker data-blocksShow SplashShow StableShow Start FrameShow StatisticsShow Status BarShow StereoShow Strength CurveShow StrokeShow SubframeShow System LocationsShow System OverridesShow System locations list in the File BrowserShow TV title safe and action safe areas in Camera viewShow TV title safe and action safe areas in previewShow TagsShow TextShow Text data-blocksShow TextureShow Texture data-blocksShow ThumbnailsShow TimingShow Tiny MarkersShow Tool SettingsShow Track PathShow TracksShow Tracks ErrorShow Tracks MotionShow Tree PathShow UI Key-ConfigShow UI list of tracks participating in stabilizationShow UV EditorShow UV editing related propertiesShow VR CameraShow VR ControllersShow VR controllers (requires VR actions for controller poses)Show VRAMShow ValueShow VersionShow ViewerShow WarnShow WarningShow Weight ContoursShow WeightsShow WireShow Wire ColorsShow World data-blocksShow X-RayShow X-component of MAC GridShow Y-component of MAC GridShow Z-component of MAC GridShow a column listing the date and time of modification for each fileShow a column listing the size of each fileShow a darkened overlay outside the image area in Camera viewShow a dial gizmo in the viewport for a valueShow a linear gizmo in the viewport for a valueShow a list of used text in the open documentShow a preview of the start or end frame of a strip while transforming its respective handleShow a transform gizmo in the viewportShow action-local markers on the strips, useful when synchronizing timing across stripsShow active color attributeShow add-on preferencesShow additional options in the shading menu ('Z')Show all Grease Pencil layersShow all bone collectionsShow all except this group while interactingShow all extension typesShow all keyframes during animation playback and enable all frames for editing (uncheck to use only the current keyframe during animation playback and editing)Show all objects in the view layerShow all the objects and collections inside the collectionShow all the view layersShow all while interacting, as well as this group when another is being interacted withShow alpha channel of the maskShow an indicator for the current value while draggingShow an outline highlight around selected objectsShow animation dataShow annotation data-block which belongs to active trackShow annotation data-block which belongs to movie clipShow annotations for this viewShow armature in binding pose or final posed stateShow armature in posed stateShow armature objectsShow armaturesShow assets from all of the listed asset librariesShow assets from the asset libraries configured in the PreferencesShow attribute overlay for active viewer nodeShow attribute values as text in viewportShow blue channel in the frameShow both distances and anglesShow camera composition guidesShow camera objectsShow camera passepartoutShow camerasShow childrenShow collectionsShow compact list of colors instead of thumbnailsShow contour lines formed by points with the same interpolated weightShow current frame onlyShow cursor in viewportShow curve for per-frame average error (camera motion should be solved first)Show curvesShow curves, lattices, light probes, fonts, ...Show custom VR overlaysShow cuts hidden by geometryShow dashed lines indicating parent or constraint relationshipsShow disabled tracks from the footageShow drivers editor in a separate windowShow editing clip previewShow emptiesShow empty objectsShow extensions by typeShow face edges wiresShow files and data-blocks that are normally hiddenShow filtering optionsShow filters for graph editorShow foldersShow folders in the File BrowserShow font filesShow frame numbers of Keyframes on Motion PathsShow frame numbers on Motion PathsShow front/back sideShow ghosts of the keyframes before and after the current frameShow gizmos of all typesShow graph view for active elementShow green channel in the frameShow grid in orthographic side viewShow grid showing lens distortionShow gridlinesShow guide hairsShow hair curvesShow hair simulation gridShow handles of Bézier control pointsShow help lines for filling to see boundariesShow help lines for stroke extensionShow hidden dot filesShow hidden particlesShow image filesShow images, movie clips, sounds and masksShow in Drivers EditorShow in GhostsShow in Info LogShow influence F-Curves on stripsShow info log in a separate windowShow instances when particles are aliveShow instances when particles are deadShow instances when particles are unbornShow just angle measurementsShow just distance measurementsShow key map event and property details in the user interfaceShow latticesShow light colorsShow light objectsShow light probesShow lightsShow line numbers next to the textShow markers belonging to the active action instead of Scene markers (Action and Shape Key Editors only)Show markers in a more compact mannerShow mask editing toolsShow material colorShow material name assigned to each strokeShow materials, node-trees, textures and Freestyle's line-stylesShow menus in the headerShow mesh objectsShow mesh when particles are aliveShow mesh when particles are deadShow mesh when particles are unbornShow meshes, curves, lattice, armatures and metaballs dataShow metaballsShow metadata of clipShow metadata of first visible stripShow movie filesShow names for reconstructed tracks objectsShow navigation controls in 2D and 3D views which do not have scroll barsShow no measurementsShow object center dotsShow object colorShow object color on wireframeShow object extras, including empties, lights, and camerasShow objectsShow objects and collectionsShow objects in this collection in place of particlesShow only data-blocks of one typeShow only hotkeys that have this text in their nameShow only objects in collection (Shift to extend)Show only selectable objectsShow only the active objectShow only the onion skins of the active objectShow only this bone collection, and others also marked as 'solo'Show options for the properties editorShow options for whether channels related to certain types of data are includedShow original curves that are currently being editedShow other data typesShow overexposed areas with zebra stripesShow paint related propertiesShow particle numberShow particle sizeShow particle velocityShow particles after they have diedShow particles before they are emittedShow path of how track movesShow pattern boundbox for markersShow point cloudsShow points in the order they occur in each stroke (e.g. for animating lines being drawn)Show projection of 3D markers into footageShow random object colorShow random object color on wireframeShow reconstructed camera pathShow rectangle area overlayShow red channel in the frameShow reference frame onlyShow render related propertiesShow retiming keys in selected stripsShow retiming keys, so they can be movedShow right marginShow safe areas to fit content in a different aspect ratioShow scene durationShow scene in a single custom colorShow scene statisticsShow scene wireframes with the theme's wire colorShow scenesShow script filesShow search boundbox for markersShow selected objectsShow selection outlinesShow sensor size (film gate) in Camera viewShow sliders beside F-Curve channelsShow small rotating 3D axes in the top right corner of the 3D viewportShow sound filesShow speakersShow stable footage in editor (if stabilization is enabled)Show status barShow strip thumbnailsShow stroke drawing direction with a bigger green dot (start) and smaller red dot (end) pointsShow stroke fills of this materialShow stroke lines of this materialShow surfacesShow system preferences "Network" panel to allow online accessShow text filesShow text objectsShow texture in texture tabShow texture in viewportShow the Ambient Occlusion render passShow the Background render passShow the Combined Render passShow the Diffuse Color render passShow the Diffuse Direct render passShow the Diffuse Indirect render passShow the Emission render passShow the Face Orientation OverlayShow the Glossy Color render passShow the Glossy Direct render passShow the Glossy Indirect render passShow the Mist render passShow the Motion Paths OverlayShow the Normal render passShow the Onion Skinning OverlayShow the Position render passShow the Shadow Catcher render passShow the Transmission Color render passShow the Transmission Direct render passShow the Transmission Indirect render passShow the UV render passShow the Volume Direct render passShow the Volume Indirect render passShow the X axis lineShow the Y axis lineShow the Z axis lineShow the active Camera's name in Camera viewShow the active object's Dynamic Paint cacheShow the active object's Rigid Body cacheShow the active object's cloth point cacheShow the active object's particle point cacheShow the active object's simulation nodes cache and bake dataShow the active object's smoke cacheShow the active object's softbody point cacheShow the asset name together with the preview. Otherwise only the preview will be visible.Show the assets currently available in this Blender sessionShow the basic building blocks and utilities coming with BlenderShow the bone selection overlayShow the clipping distances in the 3D viewShow the collection in this view layerShow the data-block selector in the modifierShow the data-block selector in the nodeShow the details in the user interfaceShow the glow buffer onlyShow the grid background and bordersShow the grid over the imageShow the ground plane gridShow the influence volume in the 3D viewShow the left and right camerasShow the mode column for mode toggle and activationShow the object origin center dot for all (selected and unselected) objectsShow the panel for alpha transparency optionsShow the panel for line color optionsShow the panel for line thickness optionsShow the panel for stroke constructionShow the panel for stroke geometry optionsShow the panel for stroke texture optionsShow the parallax correction volume in the 3D viewShow the passthrough viewShow the status of cached frames in the timelineShow the stereo 3D convergence planeShow the stereo 3D frustum volumeShow the studiolight in the backgroundShow the texture from the active image texture node using the active UV map coordinatesShow this fileShow this image as backgroundShow this image in front of objects in viewportShow this object in place of particlesShow timing as a timecode instead of framesShow track names and statusShow tracking and solving toolsShow transparent lines to use as boundary for fillingShow vertical grid linesShow verticesShow vertices with no weights in any groupShow vertices with no weights in the active groupShow visible objectsShow volumesShow warning indicators when transforming objects and bones if auto keying is enabledShow what is inside the objects elementsShow when nodes are using named attributesShow while draggingShow whole scene transparentShow workspace data-blocksShow worlds, lights, cameras and speakersShow {} preferencesShow/HideShow/Hide FacesShow/hide Curves data-blocksShow/hide Point Cloud data-blocksShow/hide Volume data-blocksShrinkShrink Face SetShrink FactorShrink Factor MaxShrink MaskShrink SpeedShrink Vertex GroupShrink VisibilityShrink the current selection of adjacent selected stripsShrink the frame to minimal bounding boxShrink the location to the nearest target surfaceShrink the location to the nearest target surface along a given axisShrink the location to the nearest target surface along the interpolated vertex normals of the targetShrink the location to the nearest target vertexShrink the mesh to the nearest target surfaceShrink the mesh to the nearest target surface along a given axisShrink the mesh to the nearest target surface along the interpolated vertex normals of the targetShrink the mesh to the nearest target vertexShrink the selection by one pointShrink the visibility by one face based on mesh topologyShrink wrapping modifier to shrink wrap an object to a targetShrink wrapping modifier to shrink wrap and object to a targetShrink/FattenShrink/Fatten: Shrink/Fatten: %3fShrink/Fatten: %sShrink/fatten selected vertices along normalsShrinking FactorShrinking GroupShrinkwrapShrinkwrap ConstraintShrinkwrap Hair CurvesShrinkwrap ModifierShrinkwrap TypeShrinkwraps hair curves to a mesh surface from below and optionally from aboveShuffleShutterShutter CloseShutter CurveShutter OpenShutter TypeSiblingsSideSide (Y-Z)Side SegmentsSide Segments must be at least 1Side by Side to the LeftSide by Side to the RightSide by Side, DownwardSide by Side, UpwardSide length along each axisSide length of the plane in the X directionSide length of the plane in the Y directionSide of FrameSide of object to use for alignmentSide of the keyframes' Bézier handles to affectSide of the strip to swapSide to selectSide-by-SideSidebarSidesSigmaSign ModeSign of the bitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Signed AngleSigned Angle FieldSilhouetteSilhouette FilteringSilhouettes and border edges are centered along stroke geometrySilhouettes and border edges are drawn inside of stroke geometrySilhouettes and border edges are drawn outside of stroke geometrySilhouettes and border edges are shifted by a user-defined ratioSilkSilverSimilar to Hybrid Multifractal creates a heterogeneous terrain, but with the likeness of river channelsSimilar to SMPTE (Compact), except that the decimal part of the second is shown instead of framesSimilar to most fisheye modern lens, takes sensor dimensions into considerationSimilar to multifractalSimilar to the Principled BSDF node but uses the specular workflow instead of metallic, which functions by specifying the facing (along normal) reflection color. Energy is not conserved, so the result may not be physically accurateSimpleSimple AxesSimple BlendingSimple DeformSimple ExpressionSimple NameSimple StarSimple deformation modifier to apply effects such as twisting and bendingSimple interpolation between adjacent pixelsSimple name of the asset's catalog, for debugging and data recovery purposesSimple physics-inspired easing effectsSimple redraw timer to test the speed of updating the interfaceSimple solver with good performance, without support for overlapping geometrySimpleDeformSimpleDeform ModifierSimplificationSimplifySimplify Child ParticlesSimplify F-Curves by removing closely spaced keyframesSimplify Grease Pencil drawingSimplify Grease Pencil only during animation playbackSimplify ModifierSimplify StrokeSimplify Stroke modifierSimplify SubdivisionSimplify VolumesSimplify geometry by collapsing edgesSimplify meshes targeting triangle count ratioSimplify selected curvesSimplify selected strokesSimplify stroke reducing number of pointsSimplify the stroke by merging vertices closer than a given distanceSimplify the stroke setSimulate a shiny coat by reducing the roughness to the given factor only for the first light bounce (diffuse). Range [0, 1] is equivalent to a reduction of [0%, 100%] of the original roughnessSimulate an internal volume structure by creating springs connecting the opposite sides of the meshSimulate an ocean surfaceSimulate distortion and dispersion from camera lensesSimulate fluids with high viscosity using a special solverSimulate pressure inside a closed cloth meshSimulate soft deformable objectsSimulated FramesSimulates only a specific area around the brush limited by a fixed radiusSimulates the entire meshSimulationSimulationBrushSimulationCacheSimulationCanvasSimulationDepth ChangeSimulationDissolveSimulationForceSimulationObstacleSimulationReflect OnlySimulationScale InfluenceSimulationTypeSimulationWave TypeSimulation AreaSimulation Bake DirectorySimulation FalloffSimulation Frame EndSimulation Frame StartSimulation InputSimulation ItemSimulation LimitSimulation MethodSimulation NodesSimulation OutputSimulation Output Node IDSimulation RangeSimulation StartSimulation StateSimulation ZoneSimulation end frameSimulation field to color mapSimulation field to color map onto gridlinesSimulation start frameSimulation will be evaluatedSineSine ModeSingleSingle ArrowSingle AxisSingle ColorSingle ImageSingle Pass Anti-AliasingSingle PropertySingle SideSingle SidedSingle ValueSingle audio channelSingle face of an equiangular cubemapSingle file with all the viewsSingle file with an encoded stereo pairSingle from TargetSingle image fileSingle layer used for masking pixelsSingle point in spline segment defining featherSingle point in spline used for defining maskSingle precision floatSingle render layer to re-render (used only when animation is disabled)Single spline used for defining mask shapeSingle stereo camera system, adjust the stereo settings in the camera panelSingle track with bundle should be selected to define axisSingle-element geometry for the current iteration. Note that it can be quite inefficient to split up large geometries into many small geometriesSingular value under which damping is progressively applied (higher values produce results with more stability, less reactivity)Sinus DisplacementSinusoidal easing (weakest, almost linear but with a slight curvature)SiteSizeSize 1Size 2Size DeflectSize FactorSize ModeSize PressureSize SourceSize UnitSize XSize YSize ZSize from RadiusSize multiplier to use when displaying custom user interface elements, so that they are scaled correctly on screens with different DPI. This value is based on operating system DPI settings and Blender display scale.Size of checkerboard pattern indicating transparent areasSize of clump noiseSize of derivative offset used for calculating normalSize of display for empties in the viewportSize of element, use of components depends on element typeSize of every cubemapsSize of final rendered images cache in megabytesSize of location dependent roughnessSize of packed file in bytesSize of particles on viewportSize of pattern area for newly created tracksSize of projection shape (leave as 0 for auto)Size of random length added to the end of each strokeSize of random length added to the start of each strokeSize of random roughnessSize of raw source images cache in megabytesSize of search area for newly created tracksSize of sun discSize of texture mappingSize of the area of the area light in the Y direction for rectangle shapesSize of the area of the area light, X direction size for rectangle shapesSize of the asset preview thumbnails in pixelsSize of the blur along X axisSize of the blur along Y axisSize of the camera sensorSize of the cube to project onSize of the effectSize of the filling between the bricks (known as "mortar"). 0 means no mortarSize of the font used when rendering stamp textSize of the irradiance pool, a bigger pool size allows for more irradiance grid in the scene but might not fit into GPU memory and decrease performanceSize of the margin as a division of the UVSize of the padding around each editor.Size of the search window used to identify edges. Higher search size corresponds to less noisy and higher quality edges, not necessarily bigger edges. Edge tolerance can be used to expend the size of the edgesSize of the shadow map applied to each irradiance sampleSize of the shadow pool, a bigger pool size allows for more shadows in the scene but might not fit into GPU memorySize of the simulation domain (in meters), and of the generated geometry (in BU)Size of the textSize of the turbulenceSize of the voxel grid cells for interaction effectsSize of the voxel in object space used for volume evaluation. Lower values preserve finer details.Size to capture the image for re-projectingSize:Size: {:s}Sizes must be greater than zeroSketches for this layer on different framesSketchySketchy chaining with a multiple touchSkinSkin ModifierSkin ResizeSkin RootSkin VertexSkin VerticesSkin_lightSkin_shadowSkinningSkipSkip DepressedSkip Locked or Muted ChannelsSkip POTSkip POT file generationSkip PresetSkip SaveSkip SegmentsSkip computing custom normals and face corner normals for displaying meshes in the viewportSkip displaying interior subdivided edgesSkip drawing/rendering of interior subdivided edgesSkip hull triangles that are covered by a pre-existing faceSkip the item from displaying in the listSkipped %d of %d island(s), geometry was too complicated to detect a matchSkipped editing library object dataSkipped some collections because of cycle detectedSkipping '{:s}', not a meshSkipping '{:s}', vertex count differsSkipping existing frame "%s"Skipping object '%s', data '%s' has already been processed with a previous objectSkipping object '%s', linked or override data '%s' cannot be modifiedSkipping path in keying set, as it has no ID (KS = '%s', path = '%s[%d]')SkySky TextureSky TypeSlabSliceSlice Per VoxelSlice StringSlice along the X axisSlice along the Y axisSlice along the Z axisSlice to New ObjectSlices the paint mask from the meshSlideSlide FeatherSlide New PointSlide Paint Curve PointSlide PointSlide a point on the spline to define its curvatureSlide a sequence strip in timeSlide a vertex along a meshSlide an edge loop along a meshSlide animation to start at frame 0Slide control pointsSlide marker areasSlide plane marker areasSliderSlider MaxSlider MinSlider Widget ColorsSliding-ToolSlightSlip KeyframesSlip Offset: Frames: %dSlip Offset: Frames: %d Sound Offset: %.3fSlip Offset: Frames: %sSlip the contents of selected stripsSlopeSlotSlot %dSlot Display NameSlot HandleSlot IdentifierSlot TypeSlot cannot be NoneSlot has a valid image and UV mapSlot that contains information about texture paintingSlot {:d}SlotsSlovak - SlovenčinaSlovenian - SlovenščinaSlowSlow Python expressionSlower mapping that gives better deformation for B-Bones that are sharply curved in rest poseSlower solver with the best results for coplanar facesSlowestSmallSmall CapsSmall Caps ScaleSmallerSmaller integer with a range from -128 to 127Smaller values result in a higher resolution outputSmaller values result in better performance but might cut off the volumeSmallest WaveSmartSmart UV ProjectSmearSmear weight in active vertex groupSmokeSmoke & FireSmoke ColorSmoke DomainSmoke Domain MaterialSmoke Grid ResolutionSmoke StyleSmoke collision settingsSmoke color gridSmoke density gridSmoke flame gridSmoke heat gridSmoke temperature grid, range 0 to 1 represents 0 to 1000KSmoke velocity gridSmoothSmooth CorrectiveSmooth EndpointsSmooth EndsSmooth F1Smooth FactorSmooth GeometrySmooth Grease Pencil strokesSmooth Group BitflagsSmooth GroupsSmooth Hair CurvesSmooth Hermite edge interpolation between From Min and From Max valuesSmooth IterationsSmooth LaplacianSmooth MaskSmooth Maximum ModeSmooth Minimum ModeSmooth ModifierSmooth NormalsSmooth RadiusSmooth RatioSmooth ShadingSmooth StepSmooth StrokeSmooth Stroke FactorSmooth Stroke RadiusSmooth ToleranceSmooth TypeSmooth ViewSmooth WiresSmooth X AxisSmooth Y AxisSmooth Z AxisSmooth along the X axisSmooth along the Y axisSmooth along the Z axisSmooth an F-Curve while maintaining the general shape of the curveSmooth areas of an image in which noise is noticeable, while leaving complex areas untouchedSmooth away jagged edgesSmooth boundaries, but corners are kept sharpSmooth boundaries, including cornersSmooth by AngleSmooth colorsSmooth colors across verticesSmooth complex geometry around branchesSmooth custom normals based on adjacent vertex normalsSmooth effect factorSmooth effect modifierSmooth ends of strokesSmooth falloffSmooth falloff added after solid radiusSmooth hairsSmooth intensity of light near light sources. This can avoid harsh highlights, and reduce global illumination noise. 0.0 corresponds to no smoothing; higher values smooth moreSmooth interpolation between A and B, with some control over curve shapeSmooth iterations applied after calculating the pose factor of each vertexSmooth iterations applied to the extracted meshSmooth jagged edges of user interface textSmooth meshSmooth object along X axisSmooth object along Y axisSmooth object along Z axisSmooth only selected points in the strokeSmooth out colors with the average color under the brushSmooth out the colors of adjacent stroke pointsSmooth presetSmooth scroll to make editable file visibleSmooth selected strokesSmooth stroke pointsSmooth the curve using a Gaussian filterSmooth the details, but keep the overall shapeSmooth the lighting from this lightSmooth the mesh by flattening the angles between adjacent facesSmooth the mesh while still preserving the volumeSmooth the normals of the surface or beveled curveSmooth the surface of the mesh, preserving the volumeSmooth the weights of the active vertex groupSmooth weights for selected verticesSmoothed high quality interpolation, but slowerSmoothed version of F1. Weighted sum of neighbor voronoi cells.Smoothen NegSmoothen PosSmoother Hermite edge interpolation between From Min and From Max valuesSmoother StepSmoother irradiance interpolation but introduce light bleedingSmoothes the shape of hair curvesSmoothingSmoothing GroupsSmoothing PositiveSmoothing StepsSmoothing effect modifierSmoothing factorSmoothing iteration for tangentsSmoothly offset each stroke's random valueSmoothnessSmoothness factorSmooths the edges of the strokesSmooths the surface and the volumeSmooths the surface of the mesh, preserving the volumeSmudgeSmudge StrengthSmudge colors by grabbing and dragging themSmudge effect strengthSnapSnap 3D cursor to the active itemSnap 3D cursor to the middle of the selected item(s)Snap 3D cursor to the nearest grid divisionSnap 3D cursor to the world originSnap AngleSnap BaseSnap Current Frame to StripsSnap DistanceSnap ElementSnap IncrementSnap InvertSnap IslandsSnap ModeSnap Node during transformSnap Package InstallationSnap Peel ObjectSnap TargetSnap Target for Individual ElementsSnap ToSnap TurnSnap Turn ThresholdSnap UV ElementSnap UV during transformSnap VerticesSnap active onto targetSnap at MidpointSnap by projecting onto facesSnap closest point onto targetSnap current frame to strip start or endSnap cursor to center of selected pointsSnap cursor to target typeSnap during transformSnap islands together (on edge stitch mode, rotates the islands too)Snap median onto targetSnap middle vertices to the axis centerSnap only onto objects that are selectableSnap only to target that source was initially near ("Face Nearest" only)Snap onto ActiveSnap onto EditedSnap onto Non-editedSnap onto Selectable OnlySnap onto itself only if enabled (edit mode only)Snap onto non-active objects in edit mode (edit mode only)Snap onto objects not in edit mode (edit mode only)Snap playhead when scrubbingSnap selected UV vertices to target typeSnap selected item(s) to the 3D cursorSnap selected item(s) to the active itemSnap selected item(s) to the mouse locationSnap selected item(s) to their nearest grid divisionSnap selected keyframes to the chosen times/valuesSnap selected keyframes to the current frameSnap selected keyframes to the nearest (whole) frame (use to fix accidental subframe offsets)Snap selected keyframes to the nearest markerSnap selected keyframes to the nearest secondSnap selected keyframes to the times specifiedSnap selected points to the nearest grid pointsSnap selected points/strokes to the cursorSnap strips during transformSnap the root of each curve to the closest surface pointSnap toSnap to ElementsSnap to Same TargetSnap to StripsSnap to SurfaceSnap to all geometrySnap to all pointsSnap to borders and origins of deselected, visible stripsSnap to current frameSnap to edgesSnap to first and last points and interpolateSnap to first pointSnap to frameSnap to frame incrementsSnap to full valuesSnap to gridSnap to increment, snap(A,B)Snap to incrementsSnap to increments of gridSnap to keyframesSnap to markersSnap to nearest markerSnap to nearest point on facesSnap to preview bordersSnap to preview centerSnap to preview or scene start and end frameSnap to retiming keysSnap to second incrementsSnap to secondsSnap to the middle of edgesSnap to the nearest point on an edgeSnap to verticesSnap to volumeSnap transformation center onto targetSnap values to nearest grid step, e.g. for a stop-motion lookSnap vertex pairs to their mirrored locationsSnappingSnapping DistanceSnaps FK limb on IKSnaps IK limb on FKSocketSocket IdentifierSocket SelectSocket TemplateSocket TypeSocket Type NameSocket descriptionSocket links are expanded in the user interfaceSocket must be in a panelSocket nameSocket shapeSocket to include in the added group input/output nodeSocket tooltipSocket_2Socket_3SoftSoft BodySoft Body ModifierSoft Body PlasticitySoft Body Point CacheSoft Body SettingsSoft FalloffSoft LightSoft Light ModeSoft LimitsSoft MaxSoft MinSoft body simulation modifierSoft body simulation settings for an objectSoftbodySoftbody & ClothSoftbody goal weightSoftenSoftnessSolidSolid LightSolid LightsSolid RadiusSolidifySolidify ModifierSoloSolo ActiveSolo Active Shape KeySolveSolve camera motion from tracksSolve error: {:.2f} pxSolverSolver IterationsSolver OptionsSolver ResultSolver requires a manifold meshSolvingSolving method selection: automatic damping or manual dampingSome connections have been lost due to differing numbers of output socketsSome curves could not be converted because they were not attached to the surfaceSome data failed to reconstruct (see console for details)Some frames were skipped while baking/saving that cacheSome strings were fixed, don't forget to save the .blend file to keep those changesSortSort AlphabeticallySort BySort By:Sort Data-BlocksSort ElementsSort IndexSort KeySort OrderSort Palette ColorsSort TypeSort WeightSort by Most RecentSort by NameSort by curvilinear 2D length (longer lines lie on top of shorter lines)Sort by distance from camera (closer lines lie on top of further lines)Sort by the projected X value in the image coordinate systemSort by the projected Y value in the image coordinate systemSort channels by average reprojection error of tracks after solveSort channels by first frame numberSort channels by last frame numberSort channels by longest tracked segmentSort channels by overall amount of tracked segmentsSort channels by their namesSort files by modification timeSort files by sizeSort items by their nameSort items descending, from highest value to lowestSort selected elements from farthest to nearest one in current viewSort selected elements from left to right one in current viewSort selected elements from nearest to farthest from 3D cursorSort selected faces from smallest to greatest material indexSort the asset list alphabeticallySort the asset list so that assets in the same catalog are kept together. Within a single catalog, assets are ordered by name. The catalogs are in order of the flattened catalog hierarchy.Sort the file list alphabeticallySort the file list by extension/typeSort the recently searched items at the topSort typeSort vertex groupsSortingSoundSoundMuteSoundNewSoundPanSoundPitchSoundSound OffsetSoundStrip VolumeSoundVolumeSound FilesSound NameSound StripSound StripsSound Strips SelectedSound data-block name to unpackSound data-block referencing an external or packed sound fileSound data-block used by this speakerSound data-block used by this stripSound data-blocksSound is not editableSound not packedSound sample file used by this Sound data-blockSound stripSoundTrackSoundsSounds DirectorySourceSource ChannelSource Clone ImageSource Clone SlotSource Clone UV MapSource CollectionSource ImageSource Layers SelectionSource LibrariesSource LibrarySource ListSource ObjectSource PositionSource RootSource Socket!Source TreeSource TypeSource Vertex GroupSource and destination for symmetrize operatorSource and destination meshes do not have the same number of edges, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of face corners, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of faces, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of vertices, 'Topology' mapping cannot be used in this caseSource colorSource elements must be closer than given distance from destination oneSource file is in the add-on search path: {!r}Source library: {} {}Source locationSource mesh does not have any edges, none of the 'Edge' mappings can be used in this caseSource mesh does not have any faces, none of the 'Face' mappings can be used in this caseSource of input values for driver variablesSource of name of labelSource of randomnessSource of reflection ray directionsSource of the mesh used to create collision shapeSource or destination meshes do not have any edges, cannot transfer edge dataSource or destination meshes do not have any faces, cannot transfer corner dataSource or destination meshes do not have any faces, cannot transfer face dataSource or destination meshes do not have any vertices, cannot transfer vertex dataSource to select canvas fromSources of input data for evaluating this variableSouthSouth-EastSouth-WestSpaceSpace Clip EditorSpace ConsoleSpace Dope Sheet EditorSpace File BrowserSpace Graph EditorSpace Image EditorSpace InfoSpace MatrixSpace Nla EditorSpace Node EditorSpace OutlinerSpace PreferencesSpace Sequence EditorSpace SpreadsheetSpace Text EditorSpace TypeSpace UV EditorSpace all UVs evenlySpace between islandsSpace currently being displayed in this areaSpace data for a screen areaSpace data typeSpace daubs according to surface orientation instead of screen spaceSpace for the projection axisSpace in which transforms are usedSpace of the input heightSpace of the input normalSpace that owner is evaluated inSpace that target is evaluated inSpace to convert fromSpace to convert toSpace to use for copying mesh dataSpace transform for copying from one object to anotherSpacebarSpacebar ActionSpacesSpaces contained in this area, the first being the active space (NOTE: Useful for example to restore a previously used 3D view space in a certain area to get the old view orientation)SpacingSpacing Along StrokeSpacing DistanceSpacing PressureSpacing before brush gradient goes full circleSpacing between brush daubs as a percentage of brush diameterSpacing between charactersSpacing between grid pointsSpacing between wordsSpacing for textures along stroke lengthSpacing: {:g}SpanSpanish - EspañolSparse BindSpatial NoiseSpatial ReuseSpatial SizeSpawn particles from the shapeSpeakerSpeakerNewSpeakerVolume MinSpeaker data-block for 3D audio speaker objectsSpeaker data-blocksSpeaker(s)SpeakersSpecial CharactersSpecifies energy absorption per unit length as light passes through the hair. A higher value leads to a darker colorSpecifies how much sharp corners will be roundedSpecifies how round the bokeh is, maximum roundness produces a circular bokehSpecifies how the bone inherits scaling from the parent boneSpecifies how the glue bone is rigged to the control at the bone head locationSpecifies if tone mapping operates on the entire image or per pixel, 0 means the entire image, 1 means it is per pixel, and values in between blends between bothSpecifies if tone mapping operates on the luminance or on each channel independently, 0 means it uses luminance, 1 means it is per channel, and values in between blends between bothSpecifies microfacet roughness of the diffuse base (0.0 is perfect lambertian reflection, 1.0 is completely rough)Specifies microfacet roughness of the surface for specular reflection and transmission (0.0 is a perfect mirror reflection, 1.0 is completely rough)Specifies the amount of color shifting. 1 means maximum shifting towards blue while -1 means maximum shifting toward redSpecifies the limiting strength of the limit channelSpecifies the luminance at which the midtones of the image end and the highlights startSpecifies the luminance at which the midtones of the image start and the shadows endSpecifies the size of the catadioptric iris, zero means no irisSpecifies the smoothness of the keying screenSpecifies the spilling strength of each color channelSpecifies the strength of the despillSpecifies the threshold or sensitivity to edges. Lowering this value you will be able to detect more edges at the expense of performanceSpecifies the value of the Local Location option for IK controls, which decides if the location channels are aligned to the local control orientation or worldSpecifies weight of smooth vs original normalSpecifies whether the newly revealed geometry should be selectedSpecify a custom scene meters per unit valueSpecify a custom sizeSpecify a feature edge selection condition based on face marksSpecify a logical combination of selection conditions on feature edge typesSpecify a new sampling value that determines the resolution of stroke polylinesSpecify a path where the baked data should be stored manuallySpecify a precise fraction of final UV outputSpecify either inclusion or exclusion of feature edges belonging to a collection of objectsSpecify either inclusion or exclusion of feature edges selected by edge typesSpecify either inclusion or exclusion of feature edges selected by face marksSpecify focal length of the lens in millimetersSpecify how existing transformations and the action channels are combinedSpecify how the copied and existing rotations are combinedSpecify how the copied and existing transformations are combinedSpecify how the modifier value is blended into the base valueSpecify how to combine the new location with originalSpecify how to combine the new rotation with originalSpecify how to combine the new scale with originalSpecify orientation and scale, instead of using embedded data in FBX fileSpecify source for the grid shapeSpecify target number of faces relative to the current meshSpecify the distance between verticesSpecify the lens as the field of view's angleSpecify the line's start and end pointsSpecify the offset from one vertex to the nextSpecify the total number of verticesSpecify the type of rotation channels to useSpecify the voxel side lengthSpecify unit line thickness in pixelsSpecify volume data precision. Lower values reduce memory consumption at the cost of detail.Specify volume density and step size in object or world spaceSpecify volume step size and density in world spaceSpecify which material attribute is usedSpecify which parts of the pose asset are overwrittenSpectrumSpectrum to useSpecularSpecular BSDFSpecular ColorSpecular Color BlueSpecular Color GreenSpecular Color RedSpecular FactorSpecular HardnessSpecular HighlightsSpecular IOR LevelSpecular LightingSpecular color of the materialSpecular reflection multiplierSpeedSpeed ControlSpeed FactorSpeed Interpolation 0Speed Interpolation 1Speed MultiplierSpeed RampSpeed VectorsSpeed control methodSpeed factor for when looking around, high values mean faster mouse movementSpeed of SoundSpeed of sound for Doppler effect calculationSpeed of the burning reaction (higher value results in smaller flames)Speed of the wave, towards the starting point when negativeSpeedControl StripSpell CacheSphereSphere RadiusSphere SelectionSphere radius for computing curvaturesSpheres ResolutionSphericalSpherical FalloffSpherical ProbeSpherical StereoSpherical camera for environment maps, also known as Lat Long panoramaSpherical falloffSpherical forcefield based on the charge of particles, only influences other charge force fieldsSpherizeSpherize StrengthSpill StrengthSpiralSpiraling force that twists the force object's local Z axisSplashSplash ScreenSplineSpline Bézier PointsSpline CountSpline IKSpline IK ConstraintSpline IndexSpline LengthSpline Length nodeSpline ParameterSpline Parameter nodeSpline Point CountSpline PointsSpline ResolutionSpline closes on release if not draggedSpline point without handlesSpline typeSpline:SplinesSplitSplit AngleSplit Animation by ObjectSplit BVH primitives by this number of time steps to speed up render time in cost of memorySplit By GroupSplit By ObjectSplit Dash 1Split Dash 2Split Dash 3Split EdgesSplit Edges & FacesSplit Eyelid Follow SliderSplit Gap 1Split Gap 2Split Gap 3Split ImpulseSplit LengthSplit LinesSplit MaterialsSplit PatternSplit ToningSplit a 4x4 matrix into its individual valuesSplit a bundle into multiple sockets.Split a color into its individual components using multiple modelsSplit a face into a fanSplit a geometry into a separate output for each type of data in the geometrySplit a geometry into two geometry outputs based on a selectionSplit a vector into its X, Y, and Z componentsSplit all points to curve by its group ID and reorder by weightSplit an image into its composite color channelsSplit and join editors by dragging from cornersSplit at position of the cursor instead of current frameSplit away joined faces at the edgesSplit baked maps per material, using material name in output file (external only)Split chains at points with angles larger than the maximum 2D angleSplit chains at points with angles smaller than the minimum 2D angleSplit channelsSplit custom normals of selected verticesSplit edges that are marked as sharpSplit edges with high angle between facesSplit external images per material (external only)Split faces along selected edgesSplit faces and edges connected to selected verticesSplit multicam strip and select cameraSplit non-planar faces that exceed the angle thresholdSplit off face corners instead of merging facesSplit off face corners to maintain surrounding geometrySplit off selected bones from connected unselected bonesSplit off selected geometry from connected unselected geometrySplit off selected points from connected unselected pointsSplit selected area into camera, front, right, and top viewsSplit selected area into new windowsSplit selected edges so that each neighbor face gets its own copySplit selected pointsSplit selected points to a new strokeSplit selected strips at their midpointsSplit the curve until the tolerance is met (fast)Split the faces into smaller parts, giving it a smoother appearanceSplit the polygons with an ear clipping algorithmSplit the quads along their longest diagonalSplit the quads along their shortest diagonalSplit the quads in nice triangles, slower methodSplit the quads on the 2nd and 4th verticesSplit the quads on the first and third verticesSplit the selected point to a new strokeSplit the selected strips in twoSplit to InstancesSplit/DockSplits guides into separate groups. New curves interpolate existing curves from a single groupSplits the elements of the input geometry into groups which can be sampled individuallySplits the faces of the input mesh into groups which can be sampled individuallySplittingSpot BlendSpot Blend: %.2fSpot LightSpraySpray + BubblesSpray + FoamSpray + Foam + BubblesSpray MapSpray and bubble particles are saved in the same particle systemSpray and foam particles are saved in the same particle systemSpreadSpread LengthSpread SpeedSpread distance for inner miter arcsSpreadsheetSpreadsheet ColumnSpreadsheet Column IDSpreadsheet EditorsSpreadsheet Row FilterSpreadsheet TableSpreadsheet Table IDSpreadsheet TablesSpreadsheet space dataSpringSpring ForceSpring FramesSpring LengthSpring TypeSpring Vertex GroupSpring forceSpring force that pulls water level back to zeroSpring implementation used in Blender 2.7. Damping is capped at 1.0Spring rest length (factor of particle radius)Spring rest length is a factor of 2 * particle sizeSpringsSprite ThresholdSquareSquare (HS + V)Square (HV + S)Square (SV + H)Square CentimetersSquare ChainsSquare DecimetersSquare DekametersSquare FeetSquare FurlongsSquare HectometersSquare InchesSquare KilometersSquare MetersSquare MicrometersSquare MilesSquare MillimetersSquare RootSquare Root ModeSquare ThouSquare ThresholdSquare YardsSquare cap (flat and extended)Square only: all values with an absolute amplitude lower than that result in 0Square root of ASquare with inner dotSquaresSquashSquash & StretchSquash AmountSquash FrequencySquash every N rowsSqueeze Value (Legacy)Squeezed FrameStab WeightStabilizationStabilize 2DStabilize 2D ClipStabilize NormalStabilize RotationStabilize ScaleStabilize StrokeStabilize detected rotation around center of frameStabilize footage using 2D stabilization motion tracking settingsStabilizer Stroke FactorStabilizer Stroke RadiusStacked AboveStacked BelowStamp CameraStamp DateStamp FilenameStamp FrameStamp HostnameStamp LabelsStamp LensStamp MarkerStamp NoteStamp Note TextStamp OutputStamp Peak MemoryStamp Render TimeStamp SceneStamp Sequence StripStamp TimeStandardStandard DeviationStandard transitions between keyframesStarStartStart & End MappingStart (Factor)Start (Length)Start AngleStart Arrow StyleStart At Current FrameStart CapStart DeactivatedStart DenoisingStart FactorStart FrameStart Frame (manipulated from UI)Start Frame (raw value)Start Frame (when Restrict Frame Range is enabled)Start HandleStart Handle EaseStart Handle ScaleStart LocationStart Mapping TypeStart OffsetStart PositionStart Position ObjectStart Position XStart Position YStart RadiusStart SampleStart SizeStart VR SessionStart VerticesStart and end frame cannot be the same!Start distance of the volumetric effectStart editing directory fieldStart entering filter textStart entering filter text for the data-set in focusStart entering filter text for the list in focusStart entering text which filters the set of channels shown to only include those with matching namesStart frame clamped to valid rendering rangeStart frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frameStart frame for bakingStart frame of the NLA strip. Note: changing this value also updates the value of the strip's end frame. If only the start frame should be changed, see the "frame_start" property instead.Start frame of the effectStart frame of the export, use the default value to take the start frame of the current sceneStart frame of the ocean bakingStart frame of the stripStart on FrameStart placement using a point projected onto the orientation axis at the 3D cursor positionStart placement using a point projected onto the view plane at the 3D cursor positionStart placing on the surface, using the 3D cursor position as a fallbackStart placing the center positionStart placing the edge positionStart pointStart searching textStart transform operator after inserting the nodeStart/EndStartingStarting MouseStarting angle of the arcStarting distance of the mist, measured from the cameraStarting frame for the animationStarting frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)Starting frame of the stored rangeStarting frame to exportStarting time of pathStartup file savedStateState ColorsState OtherState of all panels defined by the node groupState of the light linkingState of the other user path for bimanual actionsState of the shadow linkingState-full solver running in real-time context and ignoring actions and non-IK constraintsStateless solver computing pose starting from current action and non-IK constraintsStatic BVHStatic IslandStatic TypeStatistical view of the levels of color in an imageStatisticsStatusStatus BarStatus flagsStatus of the solver iterationStatus:SteelStencilStencil ColorStencil DimensionsStencil ImageStencil LayerStencil MaskStencil Mask OpacityStencil PositionStencil color in the viewportStepStep CountStep SizeStep Size LightningStep Size MinStep between generated framesStep size when raymarching volumeStep size when raymarching volume for lighting computationStep through animation by positionStepped Interpolation F-ModifierStepped LinearStepped linear interpolation between From Min and From Max valuesStepsSteps MinSteps ViewportStereoStereo 3DStereo 3D DisplayStereo 3D FormatStereo 3D Mode requires the window to be fullscreenStereo EyeStereo FXStereo LFEStereo ModeStereo OutputStereo audio channelsStereo with LFE channelStereoscopyStereoscopy settings for a Camera data-blockStickStick stroke to other strokesStick stroke to surfacesStick stroke to the imageStick stroke to the viewStickinessSticky Selection ModeSticky vertex selection disabledStiff QuadsStiff ViscosityStiff viscosity is a factor of normal viscosityStiffnessStiffness XStiffness defines how much of the element to fillStiffness on the X axisStiffness on the X rotational axisStiffness on the Y axisStiffness on the Y rotational axisStiffness on the Z axisStiffness on the Z rotational axisStillStitch Preview Active IslandStitch Preview EdgeStitch Preview FaceStitch Preview StitchableStitch Preview UnstitchableStitch Preview VertexStitch UVs within a specified limit distanceStitch selected UV vertices by proximityStitching only works with less than %i objects selected (%i selected)StoneStone (Crushed)StonesStopStop VR SessionStop animation playbackStop pushing jumpStop subdividing when this level is reached even if the dicing rate would produce finer tessellationStop this jobStop vertices from projecting to a face on the target when facing towards/awayStorageStorage mode for custom normal dataStorage of an operator being executed, or registered after executionStorage to temporarily hold the main action slot while in tweak modeStorage to temporarily hold the main action while in tweak modeStore Denoising PassesStore Enabled Catalogs in PreferencesStore Named AttributeStore Named GridStore RGB and alpha channels separately with alpha acting as a mask, also known as unassociated alpha. Commonly used by image editing applications and file formats like PNG.Store RGB channels with alpha multiplied in, also known as associated alpha. The natural format for renders and used by file formats like OpenEXR.Store a normal vector for each mesh elementStore a single value for the entire domainStore a value for every elementStore all data-blocks linked from other .blend files in the current .blend file. Library references are preserved so the linked data-blocks can be unpacked againStore custom normals as simple vectors in the local space of the mesh. Values are not necessarily updated automatically later on as the mesh is deformed.Store custom property enumeration values as stringsStore enumeration values as stringsStore floating point selection values. For mesh geometry, stored inverted as the sculpt mode maskStore glTF export settings in the Blender projectStore grid data in a volume geometry with the specified nameStore multires displacements outside the .blend file, to save memoryStore normals in a deformation dependent custom transformation space. This method is slower, but can be better when subsequent operations change the mesh without handling normals specifically.Store proxies using per strip settingsStore proxies using project directoryStore the baked data in a directory on diskStore the current state of the asset catalogs in the undo bufferStore the denoising feature passes and the noisy image. The passes adapt to the denoiser selected for renderingStore the estimated transforms in the soft body settingsStore the result of a field on a geometry and output the data as a node socket. Allows remembering or interpolating data as the geometry changes, such as positions before deformationStore the result of a field on a geometry as an attribute with the specified nameStore the sharpness of each face or edge. Similar to the "Shade Smooth" and "Shade Flat" operators.Store the shelf's enabled catalogs in the preferences rather than the local asset shelf settingsStore this action in the NLA stack as a non-contributing strip for later useStore this action in the NLA stack as a non-contributing strip for later use, and create a new actionStore true or false selection values in edit modeStored Operation ModeStores and apply difference between reference and local value (NOT USED)Stores and apply multiplication factor between reference and local value (NOT USED)Stores the style of each characterStraightStraight AlphaStraight CutStraight-line interpolation between A and B (i.e. no ease in/out)Straight-line slope of end segments are extended past the endpoint keyframesStraightenStraighten Hair CurvesStraighten XStraighten YStraightens hair curves between root and tipStrandStrand IndexStrand LengthsStrand RenderStrand ShapeStrand StepsStrand diameter width at the rootStrand diameter width at the tipStrand shape parameterStreak fade-out factorStreaksStreaks AngleStream IndexStreamlinesStrengthStrength FactorStrength PressureStrength RandomnessStrength of SunStrength of displace when applied to the meshStrength of emissionStrength of force fieldStrength of modifier deformationsStrength of modifier effectStrength of noiseStrength of smoothing applied on jagged chainsStrength of the bump mapping effect, interpolating between no bump mapping and full bump mappingStrength of the displacementStrength of the emitted lightStrength of the emitted light. A value of 1.0 ensures that the object in the image has the exact same color as the Emission ColorStrength of the fade effectStrength of the light sourceStrength of the normal mapping effectStrength of the studiolightStrength of volume stretching clampingStrength to use for assigning or selecting face influence for weighted normal modifierStrengthsStretchStretch OpacityStretch ToStretch To ConstraintStretch To FitStretch UStretch UVsStretch VStretch along Y-Axis to point towards a targetStretch or shrink strokesStretch the U coordinates between 0 and 1 when UVs are presentStretch the V coordinates between 0 and 1 when UVs are presentStretch the beginning and the end of stroke backboneStretch the object along the Z axis of the modifier spaceStretch to FillStretch to meet the target objectStrictStride at which tiled strokes are copiedStringString AttributeString Attribute ValueString LengthString Node SocketString Node Socket InterfaceString ValueString socket of a nodeString to CurvesString to ValueString to be inserted at cursor positionString value in geometry attributeStringsStripStrip '%s' not in scene '%s'Strip CharactersStrip ColorStrip Color BalanceStrip Color Balance DataStrip Color TagsStrip CropStrip ElementStrip FromStrip ModifierStrip Modifier PropertiesStrip ModifiersStrip NameStrip NoneStrip NumbersStrip PartStrip PreviewStrip PropertiesStrip ProxyStrip Proxy & TimecodeStrip TimeStrip TransformStrip cannot be moved into itselfStrip has no influence past its extentsStrip leading/trailing text from the nameStrip names are not editable from the OutlinerStrip time is controlled by an F-Curve rather than automatically determinedStrip transform property to be resetStrip type does not support modifiersStrip type must be 'META'Strip used as mask input for the modifierStrip with a set of F-Curves for each action slotStrip(s)StripElements.pop: cannot pop the last elementStripElements.pop: index out of rangeStripsStrips SelectedStrips must be the same lengthStrips must have the same number of inputsStrips nested in meta stripStrips were not compatibleStrips.new_effect: effect expects more than 2 inputs (%d, should never happen!)Strips.new_effect: effect takes 1 input stripStrips.new_effect: effect takes 2 input stripsStrips.new_sound: unable to open sound fileStrobeStrokeStroke & FillStroke CenterStroke ColorStroke Depth OffsetStroke Depth OrderStroke DirectionStroke EndStroke Fit MethodStroke LengthStroke Material NameStroke OffsetStroke OnlyStroke OpacityStroke PlacementStroke Placement (2D View)Stroke Placement (3D View)Stroke Placement:Stroke Point ParameterStroke PointsStroke RandomStroke SnapStroke StartStroke StepStroke ThicknessStroke and FillStroke data pointsStroke end styleStroke offset for the Line Art modifierStroke start styleStrokesStrokes CollisionStrokes appear/disappear one after the other, but only a single one changes at a timeStrokes end extension for closing gaps, use zero to disableStrongStruct definition used for properties assigned to this itemStruct gathering all data needed by overridden linked IDsStructsStructuralStructural GroupStructural Stiffness Vertex GroupStructureStructure TypeStucci TextureStudioStudio LightStudio LightsStudio lightStudio light image file has separate "diffuse" and "specular" passesStudio lighting setupStudioLight Installed {!r} into {!r}StudiolightStudiolight RotationStyleStyle ModuleStyle ModulesStyle StartStyle module '%s' could not be removedStyle module configuration for specifying a style moduleStyle module could not be removedStyle of the color blendingStyle to set selection toStyle to use when drawing VR controllersStylesSubSub LevelSub Level Menu Open DelaySub ParentSub-PanelSub-Panel BackgroundSub-StepsSub-TargetSub-channelsSubdivideSubdivide CollapseSubdivide CurveSubdivide EdgesSubdivide MeshSubdivide StrokeSubdivide Stroke modifierSubdivide between continuous selected points of the stroke adding a point half way between themSubdivide faces without changing shapeSubdivide long edges to add mesh detail where neededSubdivide perpendicular edges to the selected edge-ringSubdivide selected curve segmentsSubdivide selected edgesSubdivide selected particles segments (adds keys)Subdivide selected segmentsSubdivide strokes and smooth themSubdivide the mesh in a way that allows editing the higher subdivision levelsSubdivisionSubdivision CreaseSubdivision DataSubdivision LevelsSubdivision ModeSubdivision ModifierSubdivision StepsSubdivision SurfaceSubdivision Surface ModifierSubdivision Surface modifier needs to be first to work with unwrapSubdivision TypeSubdivision level applied before deformationSubdivision surface modifierSubdivisionsSubframesSubframes to simulate for improved stability and finer granularity simulations (dt = timestep / (subframes + 1))Subitem Local IDSubitem Local IndexSubitem Local NameSubitem Reference IDSubitem Reference IndexSubitem Reference NameSubpixel Anti-AliasingSubsetSubset of probes to updateSubset of tags (defined in parent struct) that are set for this propertySubstepsSubsteps Per FrameSubsurfaceSubsurface AnisotropySubsurface ColorSubsurface DirectSubsurface IORSubsurface IndirectSubsurface MethodSubsurface RadiusSubsurface ScaleSubsurface ScatteringSubsurface TranslucencySubsurface WeightSubsurface multiple scattering shader to simulate light entering the surface and bouncing internally. Typically used for materials such as skin, wax, marble or milkSubtractSubtract ColorSubtract ModeSubtract StripSubtract VGroup B's weights from VGroup A's onesSubtract effect of brushSubtract existing selectionSubtract source value to destination one, using given threshold as factorSubtracted from the current frame to use for looking up the data in the cache file, or to determine which file to use in a file sequenceSubtracted from the texture color to get a displacement vectorSubtractive overrideSubtypeSubtype LabelSubtype of the default valueSuccessSuccessfully added %d keyframes for keying set '%s'Successfully copied attributes from {} to {}Successfully generated: "{:s}"Successfully removed %d keyframes for keying set '%s'Successfully reset {}SuffixSuffix added to the render images for this viewSuffix to identify the cameras to use, and added to the render images for this viewSuggested line thickness and point size in pixels, for add-ons displaying custom user interface elements, based on operating system settings and Blender UI scaleSuggestive ContourSuggestive ContoursSumSum ValuesSummarySunSun AngleSun BeamsSun DirectionSun DiscSun ElevationSun IntensitySun LightSun PositionSun RotationSun SizeSun ThresholdSun angle from horizonSun disc not available in EEVEESunlight strength in watts per meter squared (W/m²)SuperellipseSupportSupport EmulationSupport Uniform ScalingSupport face boundariesSupport uniformly scaling the limb via the gear control at the baseSupports PreviewsSupports any combination of grab, rotate, and scale at onceSupports culled depth by other objects in the viewSupports selectionSuppress ControlSurfSurfaceSurface CurveSurface DeformSurface EmissionSurface FormatSurface GeometrySurface GuidingSurface Guiding ProbabilitySurface Input TypeSurface ModifierSurface NormalSurface Normal DistanceSurface Object to attach to (needs to have matching transforms)Surface OffsetSurface ProjectSurface Render MethodSurface ResponseSurface Rest PositionSurface SmoothSurface TensionSurface ThicknessSurface TypeSurface UVSurface UV CoordinateSurface UV MapSurface UV coordinates at the attachment pointSurface UV map not definedSurface UV map used for attachmentSurface UV map used to sample the normal for displacementSurface attachment UV coordinates stored on each curveSurface density of generated hair curvesSurface geometry for generationSurface geometry of the curve attachmentSurface geometry to attach hair curves toSurface geometry used for shrinkwrapSurface geometry used to sample the normal for displacementSurface has no meshSurface modifier defining modifier stack position used for surface fieldsSurface nameSurface normal at the attachment pointSurface object for generation (needs matching transforms)Surface object used for shrinkwrapSurface object used to sample the normal for displacementSurface resolution in U direction used while rendering (zero uses preview resolution)Surface resolution in V direction used while rendering (zero uses preview resolution)Surface scale factor (does not affect the height of the waves)Surface subdivisions per segmentSurface tension of liquid (higher value results in greater hydrophobic behavior)Surface thickness used to detect intersection when using screen-tracingSurface(s) have no active pointSurfaceDeformSurfaceDeform ModifierSurfacesSurfel ResolutionSwahili - KiswahiliSwapSwap 2 sequencer stripsSwap AreasSwap AxesSwap Height and DepthSwap Left/RightSwap LinksSwap active strip with strip to the right or leftSwap left and right stereo channelsSwap one material with anotherSwap order of selected strips within tracksSwap primary and secondary brush colorsSwap selected areas screen positionsSwap the Mouse Wheel zoom directionSwap the output connections of the two selected nodes, or two similar inputs of a single nodeSwap the roles of Height and Depth.Swap the two inputs of the effect stripSwedish - SvenskaSweep AngleSwingSwing and X TwistSwing and Y TwistSwing and Z TwistSwirlSwirl EffectSwirl effectSwitchSwitch IslandSwitch Stereo ViewSwitch ViewSwitch back to the previous Action, after creating a pose assetSwitch between an attribute and a single value to define the data for every elementSwitch between the current and assigned brushes on consecutive uses.Switch between two images using a checkboxSwitch between two inputsSwitch direction of selected splinesSwitch the current view from perspective/orthographic projectionSwitch the direction from clockwise to counterclockwiseSwitch to Pose or Object modeSwitch to the target object or boneSwitch to this object mode when activating the workspaceSwitchable ParentSwitches the active object and assigns the same mode to a new one under the mouse cursor, leaving the active mode in the current oneSwizzle RSymmetricalSymmetrical ({:s})SymmetrizeSymmetrize the topology modificationsSymmetrySymmetry FeatheringSymmetry XSymmetry YSymmetry ZSyncSync Action LengthSync LengthSync MarkersSync Markers with keyframe editsSync ModeSync Outliner SelectionSync Scene TimeSync SelectionSync Visible RangeSync Zoom/PanSync outliner selection with other editorsSync to AudioSync to audio playback, dropping framesSync view position between side viewsSync with OutlinerSynchronize the length of the referenced Action with the length used in the stripSynchronize the repository with a remote URLSynchronize the viewer perspective of virtual reality sessions with this 3D viewportSynchronize the visible timeline range with other time-based editorsSyntax Built-InSyntax CommentSyntax HighlightSyntax NumbersSyntax PreprocessorSyntax ReservedSyntax SpecialSyntax StringSyntax SymbolsSyntax highlight for scriptingSystemSystem & OpenGLSystem BookmarksSystem FoldersSystem InstallationSystem MaximumSystem MemorySystem OverridesSystem extensions are read-only and cannot be uninstalledSystem's bookmarksSystem's folders (usually root, available hard drives, etc)TIFFTIP: Use F-Curves for procedural animation insteadTIP: Use variables instead of bpy.data paths (see below)TIP: bpy.context is not safe for renderfarm usageTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3TabTab ColorsTab Search ResultsTab WidthTab for Pie MenuTable contains geometry dataTablesTabletTablet APITablet Drag ThresholdTablet pressureTabs as SpacesTagTag '%s' already present for given assetTag '%s' not found in given assetTag BevelTag CreaseTag Freestyle Edge MarkTag SeamTag SharpTag selected bones to not be visible in Edit ModeTag selected bones to not be visible in Pose ModeTagsTailTail PositionTail SelectTailsTake Grease Pencil Layer or Layer Group as selection fieldTake a snapshot of the active viewportTake average of velocities from previous frame and new velocities from current frameTake average of vertex normalsTake face smoothness into account in view map calculationTake handle information into account in the conversionTake image aspect ratio into accountTake into account current Blender units settings (if unset, raw Blender Units values are used as-is)Take link out of node group to connect to root tree output nodeTamil - தமிழ்TangentTangent ModeTangent NormalTangent PhaseTangent SpaceTangent from UV mapTangent nodeTangent space can only be computed for tris/quads, abortingTangent space computation needs a UV Map, "%s" not found, abortingTangent space normal mappingTangent space vector displacement mappingTangent to SurfaceTangential DistortionTangentsTap Key TimeoutTaper ObjectTaper RadiusTaper StartTaper factor for the radius of each point along the curveTaper of the rollTapping Alt (without pressing any other keys) shows a prompt in the status-bar, prompting a second keystroke to activate the toolTargetTarget BonesTarget Curve objectTarget DensityTarget Density StrengthTarget FrameTarget GeometryTarget Grease PencilTarget Grease Pencil LayerTarget ID-BlockTarget Local With ParentsTarget Mesh objectTarget Normal ProjectTarget ObjectTarget Object (Curves only)Target Object, defining the position of the pivot when definedTarget Particle SystemTarget PathTarget RigTarget SelectionTarget SpaceTarget TransformTarget VelocityTarget VolumeTarget ZTarget along length of bone: Head is 0, Tail is 1Target angular motor velocityTarget armatureTarget armature boneTarget bone for multi-target constraintsTarget contains concave polygonsTarget contains invalid polygonsTarget contains overlapping verticesTarget edge length in the new meshTarget geometry objectTarget has edges with more than two polygonsTarget is not in the constraint target listTarget length for the operationTarget linear motor velocityTarget locationTarget location to which normals will pointTarget objectTarget object for multi-target constraintsTarget object from which the distance is measuredTarget object library-data, ignoring!Target object not a Grease Pencil, ignoring!Target object not specifiedTarget object shapeTarget object to define stroke startTarget object used to affect normalsTarget particle systemTarget particle systemsTarget polygons changed from %u to %uTarget scene has locked markersTarget sculpting workflow that is going to use the sampled sizeTarget to snap the selected UVs toTarget vertices changed from %u to %uTarget's Z axis, not World Z axis, will constrain the Up directionTarget: Exclude Non-SelectableTarget: Include ActiveTarget: Include EditTarget: Include Non-EditedTargetsTargets all ctrls y-axis to defined axis (global space)Targets custom WGTs to defined axis (global space)Tear BoundaryTeleportTeleport DurationTemp-MetaTemperance (average)TemperatureTemperature AttributeTemperature ColorTemperature DifferenceTemperature GridTemperature MaximumTemperature UnitTemperature difference to ambient temperatureTemperature of the fluidTemplate "{}" will start next time as it is now.Template Installed ({:s}) from {!r} into {!r}TemplatesTemporal AccumulationTemporal ReprojectionTemporarily disable NLA stack evaluation (i.e. only the active action is evaluated)Temporarily hide in viewportTemporarily hide in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsTemporarily hide in viewport • Shift to set childrenTemporarily hide mask layersTemporarily hide objects from the viewportTemporaryTemporary DirectoryTemporary EditorsTemporary FilesTendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)TensionTension Spring DampingTension StiffnessTension Stiffness MaximumTentTerminate ModeTessellateTessellated triangle in a Mesh data-blockTessellation of mesh polygons into trianglesTest key configuration for conflictsTex CoordTexcoord Quantization BitsTextTextCaseTextDigitsTextIndentationTextLineTextLinesTextLowerTextModifiedTextNewTextPatternTextPunctuationTextSpacesTextStrip CharactersTextTabTextTabsTextUpperTextWeightText '%s'Text Anti-AliasingText BeginText BoxText Box HeightText Box WidthText BoxesText Character FormatText ColorText CursorText CurveText EditorText Editor ArgsText Editor PresetsText EndText FilesText HighlightText HintingText InfoText Info OverlayText InputText LineText RenderingText SelectedText StripText Strip CursorText StyleText Subpixel Anti-AliasingText ValueText Widget ColorsText bounding box for layoutText character formatting settingsText colorText color of selected lineText data-block referencing an external or packed text fileText data-blocksText displayed and edited in this spaceText editor space dataText file has been edited since last saveText file is in memory, without a corresponding file on diskText file on disk is different than the one in memoryText horizontal alignment from the object or text box centerText in the lineText not found: %sText not used by any node or camera, no update doneText objects can only have their scale applied: "%s"Text on CurveText stringText strip editing cursorText strip editing selectionText that will be displayedText to 3D ObjectText to ReplaceText to display in header during scaleText to insert at the cursor positionText to replace selected text with using the replace toolText to search for with the find toolText to use on the UI panel button (does not edit the collection name)Text to use on the UI panel button instead of the collection nameText too longText vertical alignment from the object centerText: ExternalText: InternalTextsTextureTextureAlong strokeTextureBand NoiseTextureBandsTextureDimensionsTextureGeneratedTextureGlobalTextureMappingTextureNewTextureObjectTexturePatternTexturePlasticTextureRing NoiseTextureRingsTextureSharpTextureSharperTextureSoftTextureStrand / ParticleTextureTexture CoordinatesTextureUVTextureWall InTextureWall OutTextureWindowTexture Collection RateTexture CoordinateTexture Coordinate BoneTexture Coordinate ObjectTexture Coordinate QuantizationTexture CoordinatesTexture DistortionTexture Encoding QualityTexture FieldTexture LimitTexture MappingTexture Mapping ModeTexture MaskTexture MeshTexture Mid LevelTexture ModeTexture NodeTexture Node EditorTexture Node SocketTexture Node Socket InterfaceTexture Node TreeTexture OpacityTexture Orientation AngleTexture Overlay AlphaTexture PaintTexture Paint OverlaysTexture Paint SlotTexture Paint/Modifier UVsTexture Pixel Size factor along the strokeTexture PropertiesTexture Sample BiasTexture Sample RadiusTexture SlotTexture Slot ImagesTexture SlotsTexture SpaceTexture Space LocationTexture Space MeshTexture Space SizeTexture SpacingTexture SpecialsTexture Time OutTexture coordinate mapping settingsTexture coordinates from 0 to 1Texture coordinates from root particle locationsTexture coordinates used to map the texture onto the backgroundTexture data-block used by materials, lights, worlds and brushesTexture data-block used by this texture slotTexture data-blocksTexture effector weightTexture encoding qualityTexture export methodTexture filtering typeTexture images used for texture paintingTexture interpolationTexture mapping not set to 3D, results may be unpredictableTexture mapping typeTexture nodesTexture slot defining the mapping and influence of a textureTexture slot for textures in a Brush data-blockTexture slot for textures in a LineStyle data-blockTexture slot for textures in a Particle Settings data-blockTexture slot nameTexture slots defining the mapping and influence of texturesTexture socket of a nodeTexture space locationTexture space sizeTexture that controls emission strengthTexture to use as forceTextureMappingTexturedTexturesTextures DirectoryThai - ภาษาไทยThat item represents an ID also used as liboverride dependency (either directly, as a liboverride reference, or indirectly, as data used by a liboverride reference). It should never be directly made local. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY_ONLY`That item represents an ID only used as liboverride dependency (either directly or indirectly, see `LIBOVERRIDE_DEPENDENCY` for precisions). It should not be considered during the 'make local' (append) process, and remain purely linked data. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY`That item was added for an indirectly imported ID, as a dependency of another data-blockThe "id" attribute if available, otherwise the indexThe "slit" normal direction of each face corner, influenced by vertex normals, sharp faces, sharp edges, and custom normals. May be empty.The "stroke" cannot be emptyThe '{:s}' collection will be added upon generationThe 2D view location for the center of the new nodes, or unchanged if not setThe API reference manual for this version of BlenderThe BVH file does not contain frame duration in its MOTION section, assuming the BVH and Blender scene have the same frame rateThe Blender source root pathThe Bone Collections of this ArmatureThe Bone Collections that contain this BoneThe Drivers/Expressions for this data-blockThe FriBidi C compiled library (.so under Linux, .dll under windows...), you’ll likely have to edit it if you’re under Windows, e.g. using the one included in Blender libraries repositoryThe Gabor noise value with both random intensity and phase. This is equal to sine the phase multiplied by the intensityThe ID pointer overridden by this operation is expected to match the reference hierarchyThe Index of Refraction (IOR) of the coat layer (affects its reflectivity as well as the falloff of coat tinting)The Keying Set to useThe Navigate Gizmo sizeThe RGB color of the strand. Only used in Direct ColoringThe Runge-Kutta ODE solver error limit, low value gives more precision, high values speedThe Scene needs a cameraThe Slot that the Channelbag's animation data is forThe UUID of the catalog shown in the browserThe Voronoi feature that the node will computeThe X axis size of the shapeThe X position of the lower left corner of the crop regionThe Y axis size of the shapeThe Y position of the lower left corner of the crop regionThe action %s is not editableThe action depends on the states/poses of both user pathsThe action is intended to be used as a cycle looping over its manually set playback frame range (enabling this does not automatically make it loop)The action poses will be used for the VR controller aimsThe action poses will be used for the VR controller gripsThe action when Middle-Mouse dragging in the viewport. Shift-Middle-Mouse is used for the other action. This applies to trackpad as wellThe active attribute has an unsupported typeThe active attribute must be on the vertex, edge, or face domainThe active attribute must have a boolean typeThe active data-block '%s' is not a valid linked oneThe active data-block '%s' is used by other linked dataThe active face for this meshThe active lineset does not have a line style (indicating data corruption)The active modifier in the listThe active object needs to be an armatureThe active repository has invalid settingsThe active shape key of %s is lockedThe active simulation area moves with the brushThe active strip modifier in the listThe active vertex group is lockedThe active workspace view layer showing in the windowThe alignment of the new objectThe already existing local ID that may be reused in append & reuse case. None until it has been foundThe amount of chromatic aberration to add to the distortionThe amount of copies is too high, we cannot generate the amount of geometry it would requireThe amount of distortion. 0 means no distortion, -1 means full Pincushion distortion, and 1 means full Barrel distortionThe amount of points to select from the end of each splineThe amount of points to select from the start of each splineThe amount of rotation along each axis, XYZ orderThe amount of rotation on each axis, around the X, Y, then Z axes in that orderThe amount of rotation that the blur spansThe amount of scaling along each axisThe amount of scaling that the blur spansThe amount of shear to applyThe amount of space between nodesThe amount of translation along each axisThe amount of translation that the blur spans in the specified direction relative to the size of the image. Negative values indicate translation in the opposite directionThe amplitude of the offsetThe amplitudes of the envelope are summarized (or, when Accumulate is enabled, both positive and negative differences are accumulated)The angle between the normals of connected manifold facesThe angle between the planes changes during the stroke to fit the surface under the cursorThe angle of the bokehThe angle snap increment used when in constrained angle modeThe angle that defines the direction of the translationThe angle that the first streak makes with the horizontal axisThe armature needs to be in Pose mode or Edit modeThe asset is local to the file. Deleting it will just clear the asset status.The asset's catalog pathThe attribute domain that gives enough information to represent the mesh's normalsThe attribute is associated with the View Layer, Scene or World that is being renderedThe attribute is associated with the instancer particle system or object, falling back to the Object mode if the attribute isn't found, or the object is not instancedThe attribute is associated with the object geometry, and its value varies from vertex to vertex, or within the object volumeThe attribute is associated with the object or mesh data-block itself, and its value is uniformThe attribute is meant for internal use by BlenderThe attribute name must not be emptyThe attribute name used by default when the node group is used by a geometry nodes modifierThe attribute output cannot be used without the geometry outputThe axes icon's sizeThe axis that the curve deforms alongThe axis used for placing the base regionThe base unit for pixels per meter.The bf-translation repositoryThe blend factor with 0 being the current frameThe brightness level at which pixels are considered part of the highlights that produce a glareThe brush affects the UV rotation of the pointThe brush affects the color strength of the pointThe brush affects the position of the pointThe brush affects the thickness of the pointThe brush is of type used for drawing strokesThe brush is of type used for filling areasThe brush is of type used for tinting strokesThe brush is used for erasing strokesThe cache is bakedThe cache is being bakedThe camera used for rendering the sceneThe center of the circle described by the three pointsThe clipboard does not contain a Selection SetThe code used to calculate internal forces on particlesThe collection to add other selected objects toThe collection to remove other selected objects fromThe collection to remove this object fromThe color for things after the current frame (for onion skinning, motion paths, etc.)The color for things before the current frame (for onion skinning, motion paths, etc.)The color variation between Color1 and Color2. Values of -1 and 1 only use one of the two colors. Values in between mix the colorsThe color which gets mapped to white (automatically converted to/from temperature and tint)The color which gets white gets mapped to (automatically converted to/from temperature and tint)The combined frame range of all F-Curves within this actionThe compositor is always enabled regardless of the viewThe compositor is disabledThe compositor is enabled only in camera viewThe condition for close spline to activateThe constraining actionThe constraint is applied in Pose Space, the object transformation is ignoredThe constraint is applied in local space of a custom object/bone/vertex groupThe constraint is applied relative to the local coordinate system of the objectThe constraint is applied relative to the rest pose local coordinate system of the bone, thus including the parent-induced transformationThe constraint is applied relative to the world coordinate systemThe contrast of the cavity maskThe control point to retrieve data fromThe converge point for the stereo cameras (often the distance between a projector and the projection screen)The coordinates at which Gabor noise will be evaluated. The Z component is ignored in the 2D caseThe coordinates to sample within the UV mapThe corner to retrieve data from. Defaults to the corner from the contextThe counterclockwise rotation of the inner set of pointsThe current active panel category, may be Null if the region does not support this feature (NOTE: these categories are generated at runtime, so list may be empty at initialization, before any drawing took place)The current line numberThe current location (offset) of the view for this Node TreeThe current number of faces in the decimated meshThe current simulation time step size, as a fraction of a frameThe current text boxThe curve group to interpolate inThe curve normal value at each of the curve's control pointsThe curve the control point is part ofThe curve to retrieve data from. Defaults to the curve from the contextThe curve type to change the selected curves toThe custom bone colors, used when palette is 'CUSTOM'The data path from each iterable to the value (int or float)The data path relative to the context, must point to an iterableThe data type of the corresponding column visible in the spreadsheetThe data type the attribute is converted to before calculating the resultsThe data type used to read the attribute valuesThe default alignment for objects added from a 3D viewport menuThe default and recommended for most applicationsThe default directory for rendering output, for new scenesThe default directory to search for loading fontsThe default directory to search for soundsThe default directory to search for texturesThe device to use to process the denoise nodes in the compositorThe difference between the scale of each two consecutive octaves. Larger values corresponds to larger scale for higher octavesThe direction (only applies to drag events)The direction of the anisotropic Gabor noiseThe direction the plane pointsThe directionality of Gabor noise. 1 means the noise is completely directional, while 0 means the noise is omnidirectionalThe directory for storing temporary save files. The path must reference an existing directory or it will be ignoredThe display and view transform supports automatic emulation for another display device, using the display color spaces mechanism in OpenColorIO v2 configurationsThe display and view transform supports high dynamic range colorsThe distance a point can be from the surface before the face is no longer considered planarThe distance between the bottom point and the X axisThe distance between the top point and the X axisThe distance from which particles are affected fullyThe distance metric used to compute the textureThe donation program to support maintenance and improvementsThe dropped extension comes from a disabled repository.The dropped extension comes from an unknown repository.The duplicated geometry, not including the original geometryThe edge after the corner in the face, in the direction of increasing indicesThe edge before the corner in the face, in the direction of decreasing indicesThe edge flag to tag when selecting the shortest pathThe edge to retrieve data from. Defaults to the edge from the contextThe edges that lie on the boundaries between the different face groupsThe edited objectThe end frame of animationThe end frame of the manually set intended playback rangeThe energy this light would emit over its entire area if it wasn't limited by the spot angle, in units of radiant power (W)The entire Scene / Preview rangeThe enum definition can now be accessed directly on the node. This exists for backward compatibility.The event of target particles to react onThe exact location of the point to useThe execution time from the node tree's latest evaluation. For frame and group nodes, the time for all sub-nodesThe expected squared deviation from the mean for each groupThe extension is incompatible with this system: {:s}The extracted highlights from which the glare was generatedThe face index for each loop triangleThe face to retrieve data from. Defaults to the face from the contextThe factor to apply to the original point's opacity for the new pointsThe factor to apply to the original point's radius for the new pointsThe factor to scale keys withThe feature set archive base directory name is not a valid identifier: '{:s}'The feature set archive has no rigs or metarigs, or is missing __init__.pyThe feature set archive must contain one base directoryThe file extension used for saving rendersThe file handler labelThe file path used for exportingThe file was saved by a newer version, open it with Blender %s or laterThe first frame to be exportedThe first output must be a geometry socketThe foot pivots around the base of the toeThe foots pivots at the ankleThe foots pivots at the ankle, with extra toe pivotThe fractal offsetThe fraction part of AThe fraction part of A entry-wiseThe frame number in the sceneThe frame on which the timeline marker appearsThe frame on which this sketch appearsThe frame to evaluate (starting at 0)The free scaling axis of the objectThe frequency of the offset (1/total length)The gain multiplierThe generated glareThe generated random number is the same for every control point of a curveThe geometry cannot be extracted with dyntopo activatedThe geometry's normal directionThe gizmos are made for use with virtual reality sessions and require special redraw managementThe glTF format requires discontinuous normals, UVs, and other vertex attributes to be stored as separate vertices, as required for rendering on typical graphics hardware. This option attempts to combine co-located vertices where possible. Currently cannot combine verts with different normalsThe glue bone becomes a child of the control boneThe glue bone becomes a sibling of the control bone with Copy TransformsThe glue bone keeps its parent, but uses Copy Transforms to group both local and parent induced motion of the control into local spaceThe graphics backend can be changed in the System section of the Preferences.The grid size for bindingThe group ID of each group instanceThe handle can be moved anywhere, and does not influence the point's other handleThe height of the crop regionThe height of the cylinderThe height perpendicular to the base of the spiralThe highest power of 'x' for this polynomial (number of coefficients - 1)The highest value in each groupThe identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this constraint, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this data-block, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this strip, and its identifier is used to find the right slot when assigning an Action.The identifier that makes up this tagThe image with the generated glare addedThe imported ID. None until it has been linked or appended. May be the same as ``reusable_local_id`` when appendedThe index from the contextThe index of particle system on the target objectThe index of the Armature's active bone collection; -1 when there is no active collection. Note that this is indexing the underlying array of bone collections, which may not be in the order you expect. Root collections are listed first, and siblings are always sequential. Apart from that, bone collections can be in any order, and thus incrementing or decrementing this index can make the active bone collection jump around in unexpected ways. For a more predictable interface, use ``active`` or ``active_name``.The index of the color attribute used as a fallback for renderingThe index of the control point plus the offset within the entire curves data-blockThe index of the control point to evaluate. Defaults to the current indexThe index of the corner starting from the first corner in the faceThe index of the cursorThe index of the each vertex's island. Indices are based on the lowest vertex index contained in each islandThe index of the face the corner is a part ofThe index of the first vertex in the edgeThe index of the offset cornerThe index of the second vertex in the edgeThe index of this curve's first control pointThe index to move the constraint toThe index to move the effect toThe index to move the modifier toThe indices of the duplicates for each elementThe individual F-Curves that animate the slotThe influence of a Voronoi layer relative to that of the previous layerThe initial aspect settingThe initial depth used when placing the cursorThe initial position for placementThe inputs are invalid, or the algorithm has been improperly calledThe integer part of A, removing fractional digitsThe intended playback frame range of this action, using the manually set range if available, or the combined frame range of all F-Curves within this action if not (assigning sets the manual frame range)The intensity of the Gabor noise, which has no random phaseThe interpolation type for this curve elementThe intersection line will be included into the object with the higher intersection priority valueThe inverted matrix or the identity matrix if the input is not invertibleThe kind of repository to addThe kind of rotation to apply, values from other rotation modes are not usedThe kinds of messages that should be propagated from this node to the parent group nodeThe largest integer smaller than or equal AThe largest positive integer that divides into each of the values A and B, e.g. GCD(8,12) = 4The last bone of the chain is directly controlled, like the hand in an IK arm, and the middle stretches to reach itThe last frame to be exportedThe layer group is expanded in the UIThe layer tree node after (i.e. above) this oneThe layer tree node before (i.e. below) this oneThe left Bézier control point handle from the contextThe length of the contents of this strip after the handles are appliedThe length of the contents of this strip before the handles are appliedThe length of the distance in axial directionsThe length of the longest Axial journeyThe library override of the linked ID. None until it has been createdThe light that bounces off the surface of the hairThe light that passes through the hair and exits on the other sideThe line color of a higher priority is used at material boundariesThe linked ID had other unrelated usages, so it has been duplicated into a local copyThe links form a cycle which is not supportedThe links must be siblingsThe list of action slots suitable for this NLA stripThe list of layers that make up this ActionThe list of slots in this ActionThe list of slots in this animation data-blockThe list of strips that are on this animation layerThe local data-block this asset represents; only valid if that is a data-block in this fileThe local directory containing extensionsThe location is automatically calculated to be smoothThe location is calculated to point to the next/previous control pointThe location is constrained to point in the opposite direction as the other handleThe location of the scene's 3D cursor, in the local space of the modified objectThe lowest value in each groupThe luminance that will be mapped to the log average luminance, typically set to the middle gray valueThe mass of each vertex on the cloth materialThe material to use for the new strokesThe matte gets remapped such matte values higher than the white level become white. Pixels at the identified edges are excluded from the remapping to preserve detailsThe matte gets remapped such matte values lower than the black level become black. Pixels at the identified edges are excluded from the remapping to preserve detailsThe max distance a vertex can be displaced. Displacements over this threshold may cause visibility issues.The maximum distance above the plane for affected vertices. Increasing the height affects vertices farther above the plane.The maximum distance below the plane for affected vertices. Increasing the depth affects vertices farther below the plane.The maximum from A and BThe maximum from A and B with smoothing CThe maximum gap between strokes in secondsThe maximum length an internal spring can have during creation. If the distance between internal points is greater than this, no internal spring will be created between these points. A length of zero means that there is no length limit.The maximum number of samples used for training path guiding. Higher samples lead to more accurate guiding, however may also unnecessarily slow down rendering once guiding is accurate enough. A value of 0 will continue training until the last sampleThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limitThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limit.The maximum value from A and B, max(A,B)The mesh UV map to sample. Should not have overlapping facesThe mesh is missing materialsThe mesh simulation is scaled up by this factor (compared to the base resolution of the domain). For best meshing, it is recommended to adjust the mesh particle radius alongside this value.The mesh volume where the inner/outer pressure will be the same. If set to zero the change in volume will not affect pressure.The method for determining the size of the bevelThe method of keys to activate tools such as move, rotate & scale (G, R, S)The method to use to create meshes at intersectionsThe method to use to create the mesh at intersectionsThe method used for calculating the feather offsetThe middle value in each group when all values are sorted from lowest to highestThe minimal roughness value of a material to apply guidingThe minimum from A and BThe minimum from A and B with smoothing CThe minimum value from A and B, min(A,B)The modifier affects the UV rotation factor of the pointThe modifier affects the color strength of the pointThe modifier affects the position of the pointThe modifier affects the thickness of the pointThe modifier used does not support deformed locationsThe name '{:s}' is not allowed for feature setsThe name of a json file storing those settings (unfortunately, Blender's system does not work here)The name of the Armature's active bone collection; empty when there is no active collectionThe name of the Curve object that defines the bevel shapeThe name of the active color attribute for display and editingThe name of the active key configurationThe name of the attribute on the surface mesh used to define the attachment of each curveThe name of the default color attribute used as a fallback for renderingThe name of the tree nodeThe new transform from grid index space to object space.The newly linked ID has been made localThe node group is used as a geometry modifierThe node group is used as a toolThe node group is used for Grease PencilThe node group is used for curvesThe node group is used for meshesThe node group is used for point cloudsThe node group is used in edit modeThe node group is used in object modeThe node group is used in paint modeThe node group is used in sculpt modeThe node group must have a geometry output socketThe node labelThe node socket's default valueThe node tree labelThe noise simulation is scaled up by this factor (compared to the base resolution of the domain)The normal direction of each face, defined by the winding order and position of its verticesThe normal direction of each vertex, defined as the average of the surrounding face normalsThe normal direction of the face corner, taking into account sharp faces, sharp edges, and custom normal dataThe normal direction of the plane described by the three points, pointing towards the positive Z axisThe number of Voronoi layers to sumThe number of animation frames. If a single image, then 1The number of computed points in the V direction between every pair of control pointsThe number of concentric rings used to fill the round facesThe number of consecutive points from the original stroke to include in this segmentThe number of control points along the curve to traverseThe number of control points to create on the segment following each pointThe number of copies to generateThe number of corners in the faceThe number of corners to move around the face before finding the result, circling around the start of the face if necessaryThe number of duplicates to create for each elementThe number of edges connected to each vertexThe number of edges on the curveThe number of edges running vertically along the side of the coneThe number of evaluated points on the curveThe number of faces or corners connected to each edgeThe number of faces or corners connected to each vertexThe number of faces that use each edge as one of their sidesThe number of flaps in the bokehThe number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' settingThe number of frames to use for calculating FPS average. Zero to calculate this automatically, where the number of samples matches the target FPS.The number of generated segments to skip to reduce complexityThe number of ghosts for Ghost glare or the quality and spread of Glare for Streaks and Simple StarThe number of horizontal ringsThe number of keyframes this drawing is used byThe number of noise octaves. Higher values give more detailed noise but increase render timeThe number of old versions to maintain in the current directory, when manually savingThe number of pixels that correspond to the same output pixelThe number of points in the curveThe number of points on the arcThe number of points skipped after this segmentThe number of points to createThe number of points to skip to create straight segmentsThe number of rectangular segments along each sideThe number of samples to render in this subsetThe number of samples used to approximate the motion blurThe number of samples used to compute the blur. The more samples the smoother the result, but at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of segments in each quarter-circle of the bevelThe number of streaksThe number of times the cavity mask is blurredThe number of times this object is repeated with respect to other objectsThe number of vertices connected to this vertex with an edge, equal to the number of connected edgesThe number of vertices on the top and bottom circlesThe object %s has locked shape keysThe object geometry itself should be visible in the renderThe object has only one layerThe object has only one materialThe object is constrained inside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained on the surface of a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained outside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is parented to a boneThe object is parented to a latticeThe object is parented to a vertexThe object is parented to an objectThe object that has the target particle system (empty if same object)The object the data pointer refers to is not a valid modifierThe offset is too small, we cannot generate the amount of geometry it would requireThe opacity of unselected F-Curves against the background of the Graph EditorThe order of selected vertices/edges/faces is modified, based on a given methodThe original input geometry with potentially new attributes that are output by the zoneThe output is a square curve (negative values always result in -1, and positive ones in 1)The output node %s is already paired with %sThe owner of this constraintThe parent group of this layer tree nodeThe particle simulation is scaled up by this factor (compared to the base resolution of the domain)The particle system to paint withThe parts of the geometry in the selectionThe parts of the geometry not in the selectionThe parts of the geometry that go into the first outputThe parts of the geometry to be deletedThe path for the curve's custom profileThe path for the custom profileThe path to the '/branches' directory of your local svn-translation copy, to allow translating from the UIThe path to the preset loaded into this theme (if any)The persistent UID of the modifierThe phase of the Gabor noise, which has no random intensityThe pixel density meta-data written to supported image formats. This value is multiplied by the PPM-base which defines the unit (typically inches or meters)The point is constrained to be inside the target objectThe point is constrained to be outside the target objectThe point is constrained to the surface of the target object, with distance offset always to the outside, towards or away from the original locationThe point is constrained to the surface of the target object, with distance offset applied exactly along the target normalThe point is constrained to the surface of the target object, with distance offset towards the original point locationThe position at which the transformations pivot around. Defined in normalized coordinates, so 0 means lower left corner and 1 means upper right corner of the imageThe position for the axes on the bone. Increasing the value moves it closer to the tip; decreasing moves it closer to the root.The position from the contextThe position of the first vertex in the edgeThe position of the mouse cursor at the start of the operationThe position of the second vertex in the edgeThe position of the source of the rays in normalized coordinates. 0 means lower left corner and 1 means upper right cornerThe positions of the new pointsThe precision of compositor intermediate resultThe primary and secondary axis have to be differentThe probability of guiding a direction inside a volumeThe probability of guiding a direction on a surfaceThe profile can be a concave or convex curveThe profile can be any arbitrary path between its endpointsThe profile shape (0.5 = round)The provided data did not satisfy the prerequisitesThe quality used by denoise nodes during the compositing of final renders if the nodes' quality option is set to Follow SceneThe quality used by denoise nodes during viewport and interactive compositing if the nodes' quality option is set to Follow SceneThe radii of the new pointsThe radius for the generated strokesThe radius of the circle described by the three pointsThe radius of the cylinderThe range of angles that will be affectedThe rate at which the Gabor noise changes across space. This is different from the Scale input in that it only scales perpendicular to the Gabor noise directionThe ratio of keyframes to removeThe ratio of the largest dimension of the model over the size of the gridThe ratio of the minor axis to the major axis of an elliptical cross-section. Recommended values are 0.8~1 for Asian hair, 0.65~0.9 for Caucasian hair, 0.5~0.65 for African hair. The major axis is aligned with the curve normal, which is not supported in particle hairThe reference manual for this version of BlenderThe region where the panel is going to be used inThe region-space mouse X location, in pixels, increasing from 0 at the leftThe region-space mouse Y location, in pixels, increasing from 0 at the bottomThe relative distance a particle can move before requiring more subframes (target Courant number); 0.01 to 0.3 is the recommended rangeThe remainder of floored divisionThe remainder of truncated division using fmod(A,B)The remesher cannot run from edit modeThe remesher cannot run with a Multires modifier in the modifier stackThe remesher cannot run with dyntopo activatedThe remesher cannot work on linked or override dataThe resolution of the mask along the X directionThe resolution of the mask along the Y directionThe resolution of the particle gridThe resolution to use for each curve segmentThe right Bézier control point handle from the contextThe rotation channel was filteredThe rotation of the scene's 3D cursor, in the local space of the modified objectThe rotation type and axis order to useThe roughness of the coat layerThe running total of values in the corresponding group, starting at the first valueThe running total of values in the corresponding group, starting at zeroThe scale factor applied to the curve segmentsThe scale of a Voronoi layer relative to that of the previous layerThe scale of the Gabor noiseThe scene's 3D cursor location and rotationThe scripted expression can be evaluated without using the full Python interpreterThe selected rig collectionThe selected rig typeThe selected strips don't overlapThe selection from the start and end of the splines based on the input sizesThe selection of each element as a floating point valueThe selection of each element as a true or false valueThe setting for the file browser mode to load a .blend file, a library or a special fileThe shape of the gaussian distribution, lower values make it sharperThe shape of the start and end of the strokeThe shortest angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Computing this value is faster than the signed angleThe shutter closes at the current frameThe shutter is open during the current frameThe shutter opens at the current frameThe side of the handle that is selectedThe side that remains selected after splittingThe side to which the selection is appliedThe signed angle arctan(A / B)The signed angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Concave angles are positive and convex angles are negative. Computing this value is slower than the unsigned angleThe simulation timestep per frame (seconds per frame)The size of dilation/erosion in pixels. Positive values dilates and negative values erodesThe size of the blur in pixelsThe size of the falloff from the edges in pixels. If less than two pixels, the edges will be anti-aliasedThe size of the filter in pixelsThe size of the geometry will determine the distance between arrayed itemsThe size of the glare relative to the image. 1 means the glare covers the entire image, 0.5 means the glare covers half the image, and so onThe size of the inpaint in pixelsThe size of the particlesThe slot identifies which sub-set of the Action is considered to be for this data-block, and its name is used to find the right slot when assigning an ActionThe slot identifies which sub-set of the Action is considered to be for this strip, and its name is used to find the right slot when assigning another ActionThe smallest integer greater than or equal AThe smallest positive integer that is divisible by both A and B, e.g. LCM(6,10) = 30The smoothness of the extracted highlightsThe softness of the spotlight edgeThe solver does not reiterate, not even on first frame (starts from rest pose)The solver reiterates (converges) on all framesThe solver reiterates (converges) on the first frame but not on subsequent frameThe sound file is decoded and loaded into RAMThe source axis constrained object's X axis usesThe source axis constrained object's Y axis usesThe source axis constrained object's Z axis usesThe source color contains an Alpha componentThe source color is gamma correctedThe source geometry must contain a mesh or a point cloudThe source mesh must have facesThe source of this force field is the zero point of a harmonic oscillatorThe space where the asset shelf will show up in. Ignored for popup asset shelves which can be displayed in any space.The space where the panel is going to be used inThe square root of the variance for each groupThe standard fractal Perlin noiseThe start and end handles are fixed positionsThe start and end handles are offsets from the spline's control pointsThe start frameThe start frame of the manually set intended playback rangeThe start position of the relation lines from parent to child bonesThe strength value for the generate strokesThe string to find in the input stringThe string to replace each match withThe string value to drop into the buttonThe strip values are combined with accumulated results by appropriately using addition, multiplication, or quaternion math, based on channel typeThe strip values replace the accumulated results by amount specified by influenceThe subdivision level visible at render timeThe sum of all values in each group divided by the size of said groupThe surface area of each of the mesh's facesThe system did not find a solutionThe target mesh must have facesThe target rotation modeThe target to use while snappingThe tentacle scaling is manually controlled via twist controls.The tentacle stretches to fit the curveThe texture affects basic color of the strokeThe texture affects the alpha valueThe tilt angle of the cuticle scales (the outermost part of the hair). They are always tilted towards the hair root. The value is usually between 2 and 4 for human hairThe time (in minutes) to wait between automatic temporary savesThe time in seconds to wait for online operations before a connection may fail with a time-out error. Zero uses the systems default.The time to use for looking up the data in the cache file, or to determine which file to use in a file sequenceThe total X size of the region in pixelsThe total Y size of the region in pixelsThe total number of mesh islandsThe total of all of the values in the corresponding groupThe transformation of the instances output. Does not affect the internal geometryThe transformation of the target bone is evaluated relative to its local coordinate system, followed by a correction for the difference in target and owner rest pose orientations. When applied as local transform to the owner produces the same global motion as the target if the parents are still in rest pose.The transformation of the target bone is evaluated relative to its rest pose local coordinate system, thus including the parent-induced transformationThe transformation of the target is evaluated relative to a custom object/bone/vertex groupThe transformation of the target is evaluated relative to its local coordinate systemThe transformation of the target is evaluated relative to the world coordinate systemThe transformation of the target is only evaluated in the Pose Space, the target armature object transformation is ignoredThe transformation of the vector and geometry outputsThe transformation type to affect on the constrained objectThe transformation type to use from the targetThe type of Gabor noise to evaluateThe type of dataThe type of license this asset is distributed under. An empty license name does not necessarily indicate that this is free of licensing terms. Contact the author if any clarification is needed.The type of media to saveThe type of radius interpolation for Bézier curvesThe type of shape used to rebuild a beveled sectionThe type of split operation to perform on stripsThe type of strategy used for sampling direct light contributionsThe type of the data-block, if the asset represents one ('NONE' otherwise)The type of the table identifierThe type of tilt calculation for 3D CurvesThe type of tilt interpolation for 3D, Bézier curvesThe type of transform operators to writeThe type of weight interpolation for splineThe uniform pressure that is constantly applied to the mesh, in units of Pressure Scale. Can be negative.The unit system to use for user interface controlsThe user has been shown the "Online Access" prompt and made a choiceThe user repository to install extensions intoThe value computed for the chain is the maximum of the values obtained for chain verticesThe value computed for the chain is the mean of the values obtained for chain verticesThe value computed for the chain is the minimum of the values obtained for chain verticesThe value computed for the chain is the value obtained for the first chain vertexThe value computed for the chain is the value obtained for the last chain vertexThe value is relative to each of the dimensions of the image independentlyThe value is relative to the X dimension of the imageThe value is relative to the Y dimension of the imageThe value is relative to the diagonal of the imageThe value is relative to the greater dimension of the imageThe value is relative to the smaller dimension of the imageThe value of the reserved bitflag 'FILTER_ITEM' (in filter_flags values)The value the average luminance is mapped toThe value this event translates to in a modal keymapThe value to use if the data path cannot be resolvedThe value used to map onto the color gradient. 0.0 results in the leftmost color, while 1.0 results in the rightmostThe values from the "id" attribute on points, or the index if that attribute does not existThe values the mean and median will be calculated fromThe values the minimum and maximum will be calculated fromThe values the standard deviation and variance will be calculated fromThe values to be accumulatedThe vector to be transformedThe vertex the corner is attached toThe vertex to retrieve data from. Defaults to the vertex from the contextThe visibility of drawings in this tree node is affected by the layers in the masks listThe way the constraint treats original non-free axis scalingThe wetness level when colors start to shift to the backgroundThe width for newly created group nodesThe width of columns in horizontal list viewsThe width of the crop regionThe window relative horizontal location of the areaThe window relative horizontal location of the regionThe window relative vertical location of the areaThe window relative vertical location of the regionThe world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properly.ThemeTheme "{:s}" is already installed!Theme 3D ViewportTheme Background ColorTheme Bone Color SetTheme Clip EditorTheme Collection ColorTheme ConsoleTheme Dope SheetTheme File BrowserTheme Graph EditorTheme Image EditorTheme InfoTheme Node EditorTheme Nonlinear AnimationTheme OutlinerTheme PreferencesTheme PropertiesTheme Sequence EditorTheme SpaceTheme Space SettingsTheme SpreadsheetTheme Status BarTheme Strip ColorTheme Text EditorTheme Top BarTheme User InterfaceTheme Widget Color SetTheme Widget State ColorTheme color or custom color of a boneTheme settings for FontTheme settings for InfoTheme settings for asset shelvesTheme settings for background colors and gradientTheme settings for bone color setsTheme settings for collection colorsTheme settings for strip colorsTheme settings for style setsTheme settings for the 3D viewportTheme settings for the Blender PreferencesTheme settings for the ConsoleTheme settings for the Dope SheetTheme settings for the File BrowserTheme settings for the Image EditorTheme settings for the Movie Clip EditorTheme settings for the NLA EditorTheme settings for the Node EditorTheme settings for the OutlinerTheme settings for the PropertiesTheme settings for the Sequence EditorTheme settings for the SpreadsheetTheme settings for the Status BarTheme settings for the Text EditorTheme settings for the Top BarTheme settings for the graph editorTheme settings for user interface elementsTheme settings for widget color setsTheme settings for widget state colorsThemesTheoraThere are multiple group output nodes and this one is not activeThere is no active data-blockThere is no animation data to operate onThere is no asset library to removeThere is no extension repository to removeThere is no layer '%s'There is no parent group node in this contextThere must be an active attributeThere must be at least one user repository set to install extensions intoThere were {:d} keying failures for unknown reasons.These require auto-key:ThickThicker lines than the defaultThicknessThickness ClampThickness FactorThickness From ShadowThickness MaxThickness MinThickness ModeThickness ModifiersThickness NearThickness OuterThickness PositionThickness ProfileThickness RatioThickness ShapeThickness StrengthThickness based on the direction of the strokeThickness calculation using constraints, most advancedThickness factorThickness factor to use for zero vertex group influenceThickness modifier '%s' could not be removedThickness modifier typeThickness modifiers for changing line thicknessThickness of annotation strokesThickness of each strand of hairThickness of smoke display in the viewportThickness of the film in nanometersThickness of the outline stroke relative to current brush thicknessThickness of the perimeter strokeThickness of the shellThickness of volume display in the viewportThickness position of silhouettes and border edges (applicable when plain chaining is used with the Same Object option)Thickness: %s, Depth: %sThinThin FilmThin Film IORThin Film ThicknessThinner lines than the defaultThirdThird coefficient of fourth order Brown-Conrady radial distortionThird coefficient of third order polynomial radial distortionThirdsThis asset is stored in the current blend fileThis attribute cannot be accessed in a procedural contextThis bone collection is expanded in the bone collections tree viewThis channelbag does not belong to this stripThis collection is owned by a local Armature, or was added via a library override in the current blend fileThis collection was added via a library override in the current blend fileThis color defines white in the stripThis data does not support joining in edit modeThis data-block has no Action slot assignedThis data-block is a place-holder for missing linked data (i.e. it is [an override of] a linked data that could not be found anymore)This data-block is editable in the user interface. Linked data-blocks are not editable, except if they were loaded as editable assets.This data-block is linked and packed into the .blend fileThis data-block is not an independent one, but is actually a sub-data of another ID (typical example: root node trees or master collections)This data-block is runtime data, i.e. it won't be saved in .blend file. Note that e.g. evaluated IDs are always runtime, so this value is only editable for data-blocks in Main data-base.This feature set depends on the following feature set to work properly:This feature set failed to load correctly.This feature set requires Blender {:s} or newer to work properly.This file is managed by the Blender asset system and cannot be overriddenThis file is managed by the Blender asset system. It can only beThis file is managed by the asset system, you cannot overwrite it (using "Save As" is possible)This file is offlineThis file is read-onlyThis file was saved by a newer version of Blender (%s).This is a restricted system fileThis is a special ruler layerThis is the distance from a lee shore, called the fetch, or the distance over which the wind blows with constant velocity. Used by 'JONSWAP' and 'TMA' models.This is the least efficient of the available forms, and should only be used when required.This layer does not belong to this ActionThis may lead to unexpected behaviorThis metarig contains old rig-types that can be automatically upgraded to benefit from new rigify features.This metarig requires upgrading to Bone CollectionsThis metarig uses the old face rig.This mode requires auto-keying to work properlyThis modifier can only deform control points, not the filled curve/surfaceThis modifier can only deform filled curve/surface, not the control pointsThis modifier has baked dataThis modifier operation is not allowed from Edit modeThis monolithic face rig is deprecated.This needs a local Armature or an overrideThis node has no input connections to swapThis node has no inputs to swapThis object is part of a compound shapeThis operation is not supported in edit modeThis operator only works in pose mode and armature edit modeThis operator requires an active vertex (last selected)This override data-block is not needed anymore, but was detected as user-editedThis override data-block is unusedThis override property does not exist in current data, it will be removed on next .blend file saveThis pose asset is empty, and thus has no poseThis property cannot be animated as it will not get updated correctlyThis property is for internal use only and cannot be editedThis property is only used to cache the object area for later calculationsThis region does not support panel categoriesThis rig type does not add the ORG prefix.This script was written for Blender version {:d}.{:d}.{:d} and might not function (correctly), though it is enabledThis slot (%s) does not belong to the assigned ActionThis slot (%s) is not suitable for this data-block type (%c%c)This slot does not belong to this ActionThis socket is meant to be used as the toggle in its panel headerThis strip does not belong to this layerThis strip type cannot be retimedThis text has not been savedThreadThreadsThreads ModeThree LevelsThree tracks with bundles are needed to orient the floorThresholdThreshold above which filling is not propagatedThreshold below which, no sharpening is doneThreshold distance for Auto MergeThreshold distance within which particles are removedThreshold for checking overlapping geometryThreshold for edge detection algorithm (higher values might over-blur some part of the image)Threshold for edge detection algorithm (higher values might over-blur some part of the image). Only applies to final renderThreshold for stroke intersectionsThreshold in screen space used for the simplify algorithm. Points within this threshold are treated as if they were in a straight line.Threshold level to consider feature good enough for trackingThreshold of branchingThreshold of distance near surface where collisions are still considered (best results when non-zero)Threshold of initial movement needed from the device's rest positionThreshold to consider color transparent for fillingThreshold value for different weights to be considered equalThumbnailsTilde ActionTileTile Grid ShapeTile NumberTile OffsetTile SizeTile XTile YTile ZTile along X axisTile along Y axisTile along Z axisTile in tiled imageTile labelTiledTiled UDIM image textureTilesTiles of the imageTilingTiling offset for the X AxisTiltTilt InterpolationTilt StrengthTilt XTilt YTilt in 3D ViewTilt of curve control pointsTilt selected control vertices of 3D curveTilt:TimberTimeTimeNewTimeOldTime AlignmentTime CurveTime ExtendTime LimitTime ModeTime Modifier SegmentTime OffsetTime OutTime RemappingTime ScaleTime SequentialTime SlideTime StepTime StretchingTime TranslateTime UnitTime at which the shutter is closedTime at which the shutter is openTime between bounces for elastic easingTime between shutter opening and closing in framesTime delay in 1/10 seconds before automatically opening sub level menusTime delay in 1/10 seconds before automatically opening top level menusTime in seconds that the modifier took to evaluate. This is only set on evaluated objects. If multiple modifiers run in parallel, execution time is not a reliable metric.Time needed to fully animate the pie to unfolded state (in 1/100ths of sec)Time of key over the simulationTime of mouse locationTime offset for the noise effectTime since last access of a GL texture in seconds after which it is freed (set to 0 to keep textures allocated)Time since last access of a GL vertex buffer object in seconds after which it is freed (set to 0 to keep VBO allocated)Time since last step in secondsTime since the timer started secondsTime specified in frames, converted to seconds based on scene frame rateTime specified in secondsTime specified in seconds, independent of the sceneTime taken in frames between shutter open and closeTime to animate the view in milliseconds, zero to disableTime to look ahead in secondsTime to use for the Mask animationTime/delay (in ms) for a double clickTime:Time: %.3f %sTime: %s %sTime: +%.3f %sTime: +%s %sTimeOffsetTimeSlide: %sTimecodeTimecode IndexTimecode StyleTimelineTimeline FrameTimeline MarkersTimeline Overlay SettingsTimeline marker '%s' not found in action '%s'Timeline marker '%s' not found in scene '%s'TimerTimer (Minutes)TimescaleTimestampTimestamp read failedTimestepTimesteps MaximumTimingTimingsTintTint ColorTint FactorTint ModeTint dielectric reflection at normal incidence for artistic control, and metallic reflection at near-grazing incidence to simulate complex index of refractionTint reflection at near-grazing incidence to simulate complex index of refractionTint the color of the strokesTints the glare. Consider desaturating the glare to more accurate tintingTinyTiny Prim CullingTipTip ControlTip DiameterTip DirectionTip IndexTip LengthTip PositionTip RemoverTip RoundnessTip Scale XTip SelectionTip SpreadTip select modeTitleTitle CaseTitle Safe MarginsTitle for the file browserTmrTmr0Tmr1Tmr2TmrJobTmrRegTmrReportTmrSaveToTo 3D CursorTo AllTo All SelectedTo BottomTo ControlsTo Current FrameTo Degrees ModeTo Last KeyframeTo LinkedTo LooseTo MaxTo Maximum XTo Maximum YTo Maximum ZTo MinTo Minimum XTo Minimum YTo Minimum ZTo Next KeyframeTo OrderTo PremultipliedTo Radians ModeTo SocketTo SpacesTo SphereTo Sphere: %.4f %sTo Sphere: %s %sTo StraightTo TabsTo TopTo make changes to Preferences permanent, use "Save Preferences"To make changes to Preferences permanent, use "Save Preferences".To make changes to Preferences permanent, use "Save Preferences". Warning: Your file is unsaved! Proceeding will abandon your changes.To nodeTo socketTodayToeToe Tip RollToe-inToggleToggle 3D stereo support for current window (or change the display mode)Toggle Add/Subtract for the weight paint draw toolToggle AllToggle Bone OptionsToggle CommentsToggle EndToggle Free/AlignToggle Lock Selection option of the current clip editorToggle OverlaysToggle Profile ClippingToggle Render UseToggle SelectToggle SelectionToggle SnappingToggle StartToggle System ConsoleToggle VectorToggle Viewport UseToggle VisibilityToggle Widget ColorsToggle a context valueToggle a meta-strip (to edit enclosed strips)Toggle a specific viewer node using 1,2,..,9 keysToggle animation playback ('Shift-Space' for Tools or brush asset popup)Toggle between Vector and Auto handlesToggle box selectionToggle catalog visibility in the asset shelfToggle clamp overlap flagToggle collapsed nodes and hide unused socketsToggle collapsing of selected nodesToggle color ramp operationsToggle cyclic for selected splinesToggle disabled flag for selected markersToggle display of selected object(s) separately and centered in viewToggle display selected area as fullscreen/maximizedToggle editability of selected channelsToggle enumToggle fading of Grease Pencil layers except the active oneToggle font caseToggle font styleToggle geometry randomization for debugging purposesToggle gravity effectToggle harden normals flagToggle hide hidden dot filesToggle inversion of affected normalsToggle keyframe selection instead of leaving newly selected keyframes onlyToggle locked flag for selected tracksToggle locks of all and invert unselected vertex groups of the active objectToggle locks of all vertex groups of the active objectToggle locks of selected vertex groups of the active objectToggle locks of unselected vertex groups of the active objectToggle mark seam flagToggle mark sharp flagToggle material preview shadingToggle muting of selected nodesToggle object's edit modeToggle object's force fieldToggle open/close hierarchyToggle option buttons display for selected nodesToggle overwrite while typingToggle particle edit modeToggle preview display for selected nodesToggle rendered shadingToggle sculpt mode in 3D viewToggle selected viewer node in compositor and geometry nodesToggle selection for all elementsToggle selection of all animation channelsToggle selection of all keyframesToggle selection status of all bonesToggle shading type in 3D viewportToggle show render viewToggle solid shadingToggle specified setting on all selected animation channelsToggle strip connectionsToggle text editingToggle texture paint mode in 3D viewToggle the Outliner selection of itemsToggle the camera viewToggle the current window full-screenToggle the region's alignment (left/right or top/bottom)Toggle the selectionToggle the vertex paint mode in 3D viewToggle this shape keyToggle unused node socket displayToggle visibilityToggle visibility of Channels in Graph Editor for editingToggle weight paint mode in 3D viewToggle whether given type is active or notToggle whether surface is processed or ignoredToggle whether the active material is the only one that is editable and/or visibleToggle whether the material is linked to object data or the object blockToggle wireframe shadingToggles IK chain between rotation and pole targetToggling regions in the Top-bar is not allowedToleranceTolerance for finding vertex duplicatesTolerance for outliers; lower values filter noise while higher values will reproduce edges closer to the inputTonal RangeToneTone mapping algorithmTone mapping modifierTone of the curveTonemapTonemap TypeTonnesTonsToo few clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo few selections to mergeToo many clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo many points selected: %dToo many potential root collections (%d) for the override hierarchy, please use the Outliner insteadToolTool GizmoTool HeaderTool InitTool Keymap:Tool KeysTool ModeTool PropertiesTool Property InitTool SettingsTool Widget ColorsTool cannot be set with an empty spaceTool node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserTool {!r} not found for space {!r}ToolbarToolbar ItemToolbar Item Widget ColorsToolbox Column LayoutToolsTools can use this to tag data for their own purposes (initial state is undefined)TooltipTooltip ColorsTooltip StyleTooltipsToon BSDFToon BSDF component to useTopTop (X-Y)Top BarTop BaselineTop HeightTop LevelTop Level Menu Open DelayTop LineTop OrthographicTop PerspectiveTop RightTop WidthTop aligned on loadTop line visibleTop of the listTop range of X axis destination motionTop range of X axis source motionTop range of Y axis destination motionTop range of Y axis source motionTop range of Z axis destination motionTop range of Z axis source motionTop-BottomTop-Left 3D EditorTop-level strips onlyTop/BottomTopologyTopology DiagonalsTopology DistanceTopology InfluenceTopology MappingTopology MirrorTopology RakeTopology StepTopology has changed, perhaps by triangulating the mesh. Only vertices will be read!TorusTotalTotal CostTotal Exterior Radius of the torusTotal Interior Radius of the torusTotal LevelsTotal files %d | Changed %d | Failed %dTotal maximum number of bouncesTotal number of particlesTotal number points for the curve or surface in the U directionTotal number points for the surface on the V directionTotal time the build effect requiresTouchpadTouchpad Scroll DirectionTowards Custom CameraTraceTrace FrameTrace Image starting in current image frameTrace PrecisionTrace full sequenceTrace rays towards the inside of the objectTrace the current frame of the imageTracerTracingTracing MethodTrackTrack '%s' is not found in the tracking object %sTrack AxisTrack CameraTrack IndexTrack MotionTrack PositionTrack SequenceTrack ThresholdTrack ToTrack To ConstraintTrack as fast as possibleTrack is hiddenTrack is lockedTrack is locked and all changes to it are disabledTrack is selectedTrack marker during image sequence rather than single imageTrack mode uses full bake mode:Track pattern from current frame to next frameTrack pattern from given frame when tracking marker to next frameTrack pattern from keyframe to next frameTrack selected markersTrack the selected markers backward by one frameTrack the selected markers backward for the entire clipTrack the selected markers forward by one frameTrack the selected markers forward for the entire clipTrack to ConstraintTrack with double speedTrack with half of realtime speedTrack with quarter of realtime speedTrack with realtime speedTrack's anchor point is selectedTrack's pattern area is selectedTrack's search area is selectedTrack:TrackballTrackball allows you to tumble your view at any angleTrackball style rotation of selected itemsTrackball: %.2f %.2f %sTrackball: %s %s %sTracked FramesTracked TracksTrackingTracking AxisTracking ObjectTracking PresetsTracking SettingsTracking Settings ExtraTracking Settings ExtrasTracking markers...TracksTracks Display TypeTracks SizeTracks for LocationTracks for Rotation/ScaleTracks for StabilizationTracks with Same ColorTradeoff between encoding speed and compression ratioTraditionalTraditional scroll directionTrail CountTrailingTraining SamplesTransferTransfer FK animation to IK bonesTransfer Freestyle edge markTransfer Freestyle face markTransfer IK animation to FK bonesTransfer Only SelectedTransfer UV Maps from active to selected objects (needs matching geometry)Transfer UV layersTransfer UV seam markTransfer active or all vertex groupsTransfer all attributes to the new meshTransfer all data layersTransfer all vertex groups used by deform bonesTransfer all vertex groups used by selected pose bonesTransfer bevel weightsTransfer color attributesTransfer crease valuesTransfer custom normalsTransfer data from active object to selected objectsTransfer data layer(s) (weights, edge sharp, etc.) from active to selected meshesTransfer data layer(s) (weights, edge sharp, etc.) from selected meshes to active oneTransfer flat/smooth markTransfer from selected objects to active oneTransfer layout of data layer(s) from active to selected meshesTransfer location transforms onlyTransfer location, rotation, and scale transformsTransfer materials from non-empty slots to the result mesh, adding new materials as necessary. For empty slots, fall back to using the same material index as the operand mesh.Transfer motion from another meshTransfer rotation transforms onlyTransfer scale transforms onlyTransfer selected bones onlyTransfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to anotherTransfer sharp markTransfer subdivision crease valuesTransfers FK animation to IKTransformTransform CacheTransform Cache ConstraintTransform ChannelTransform CursorTransform DeltaTransform DirectionTransform GeometryTransform GizmoTransform MatrixTransform ModeTransform Navigation with AltTransform ObjectTransform Orientation SlotsTransform OrientationsTransform OriginsTransform ParentsTransform Pivot PointTransform PointTransform PreviewTransform SamplesTransform SpaceTransform a direction vectorTransform a direction vector (Location is ignored)Transform a normal vector with unit lengthTransform a pointTransform a texture by inverse mapping the texture coordinateTransform a unit normal vector (Location is ignored)Transform all islands so that they fill up the UV/UDIM space as much as possibleTransform axis to restrict effects toTransform channelTransform duplicated keyframesTransform from grid index space to object spaceTransform is set to only affect locationTransform markers as well as stripsTransform object origins, while leaving the shape in placeTransform parameters for a sequence stripTransform selected items by mode typeTransform stroke texture coordinates ModifierTransform the UV map using the difference between two objectsTransform the input vector by applying translation, rotation, and scaleTransform the parents, leaving the children in placeTransform tools are affected by this constraint as wellTransform:TransformationTransformation ConstraintTransformation ModeTransformation channel from the target that is used to key the ActionTransformation matrix containing the location, rotation and scale of the objectTransformation matrix from voxel index to object spaceTransformation matrix to apply beforeTransformation of each instance from the geometry contextTransformation orientationTransformsTransforms are affected by this constraint as wellTransforms don't include parenting/restpose or constraintsTransforms include effects of constraints but not parenting/restposeTransforms include effects of parenting/restpose and constraintsTransforms points from object space to view space using the viewport's location and rotationTransforms points in view space to region space ("clip space" or "normalized device coordinates")TransitionTransition StripTransitionsTransitions SelectedTranslateTranslate InstancesTranslate InterfaceTranslate New NamesTranslate OriginTranslate ReportsTranslate RootsTranslate TooltipsTranslate XTranslate YTranslate additional information, such as error messagesTranslate all labels in menus, buttons and panels (note that this might make it hard to follow tutorials or the manual)Translate and rotate curves based on changes between the object's original and evaluated surface meshTranslate origin instead of selectionTranslate root (i.e. parentless) bones to the armature originTranslate the descriptions when hovering UI elements (recommended)Translate the names of new data-blocks (objects, materials...)Translate the set of points initially within the brush circleTranslate, Orient, ScaleTranslate, Rotate, ScaleTranslate, rotate or scale the geometryTranslationTranslation Branches DirectoryTranslation ContextTranslation RootTranslation Track SpecialsTranslation TracksTranslation context of the property's nameTranslation of the layerTranslucent BSDFTransmissionTransmission BouncesTransmission ColorTransmission DepthTransmission DirectTransmission FactorTransmission IndirectTransmission VisibilityTransmission WeightTransmission light multiplierTransmitTransparencyTransparency OverlapTransparency of icons in the interface, to reduce contrastTransparency without refraction, passing straight through the surface as if there were no geometryTransparentTransparent BSDFTransparent BackgroundTransparent CheckerboardTransparent DepthTransparent GlassTransparent Max BouncesTransparent Roughness ThresholdTransparent ShadowsTransparent scene display. Allow selecting through itemsTranspose MatrixTrapezoidTrapped Air Particle SamplingTrapped Air Potential MaximumTrapped Air SamplingTraverse connected faces (includes diagonals and edge-rings)Treat all lines as the same line type so they can be chained togetherTreat curve as cyclic curve (no clamping to curve bounding box)Treat image as non-color data without color management, like normal or displacement mapsTreat intersection and contour lines as if they were the same type so they can be chained togetherTreat materials with alpha as decals (no shadow casting)Treat only back side of the surface as a light for samplingTreat only front side of the surface as a light, usually for closed meshes whose interior is not visibleTreat surface as a light for sampling, emitting from both the front and back sideTreat this object as a planar and unclosed mesh. Fluid will only be emitted from the mesh surface and based on the surface emission value.Treat this object as a planar, unclosed meshTree NodeTree TypeTree node is selectedTriTriangleTriangle ATriangle AreaTriangle BTriangle FacesTriangle FanTriangle NormalTrianglesTriangles with all vertices in this group are not used during object collisionsTriangles with all vertices in this group are not used during self collisionsTriangularTriangulateTriangulate FacesTriangulate MeshTriangulate MeshesTriangulate ModifierTriangulate meshes during exportTriangulate only polygons with vertex count greater than or equal to this numberTriangulate selected facesTriangulated MeshTrigger ATrigger BTrilinearTrim CurveTrim Hair CurvesTrim ModeTrim Stroke EndsTrim all edges right at the boundary of image (including overscan region)Trim hair curves randomly up to a certain amountTrim intersecting stroke endsTrim or split strips to resolve overlapTrim/AddTrims or scales hair curves to a certain lengthTripletTripodTripod MotionTripod SolverTriquadraticTrueTrue NormalTrue if an active element exists in the mesh, false otherwiseTrue if the curve contributes no animation due to lack of keyframes or useful modifiers, and should be deletedTrue if the image data is loaded into memoryTrue if the input matrix is invertibleTrue if the modifier tab is expandedTrue if the socket can accept multiple ordered input linksTrue if the socket is an output, otherwise inputTrue if the socket is connectedTrue if the socket is selectedTrue if the socket is unavailableTrue if there is custom normal data for this meshTrue if this image has any named layerTrue if this image has multiple viewsTrue if this image is stored in floating-point bufferTrue if this library contains library overrides that are linked in current blendfile, and that had to be recursively resynced on load (it is recommended to open and re-save that library blendfile then)True if this material has Grease Pencil dataTrue if this node is used as the active group outputTrue if this node is used as the active outputTrue if this preview icon has been modified by py script, and is no more auto-generated by BlenderTrue if this preview image has been modified by py script, and is no more auto-generated by BlenderTrue if track has a valid bundleTrue or falseTrue unless the first input is true and the second is falseTrue when all of the ancestors of this bone collection are marked as visible; always True for root bone collectionsTrue when at least one input is falseTrue when at least one input is trueTrue when both inputs are approximately equalTrue when both inputs are different (exclusive or)True when both inputs are equal (exclusive nor)True when both inputs are falseTrue when both inputs are not approximately equalTrue when both inputs are trueTrue when invoked (even if only the execute callbacks available)True when multiple enumsTrue when opacity of fill is set high enough to be visibleTrue when opacity of stroke is set high enough to be visibleTrue when run from the 'Adjust Last Operation' panelTrue when run from the operator 'Repeat Last'True when the cursor is grabbedTrue when the first input ends with the secondTrue when the first input is brighterTrue when the first input is darkerTrue when the first input is greater than the second inputTrue when the first input is greater than the second input or equalTrue when the first input is smaller than second inputTrue when the first input is smaller than the second input or equalTrue when the first input is true and the second is false (not imply)True when the first input starts with the secondTrue when the property is hiddenTrue when the property is not saved in presetsTrue when the property is optional in a Python function implementing an RNA functionTrue when the property uses ghost valuesTrue when the user is scrubbing through timeTrue when this property is an output value from an RNA functionTrue when this value cannot be set to NoneTrue when used in editmodeTruncateTruncate ModeTruncate the text that would go outside the text boxesTrusted Blend FilesTrusted SourceTrusted Source [Untrusted Path]Try to align the major bone axis with the bone childrenTry to find missing external filesTry to flip names of the bones, if possible, instead of adding a number extensionTry to guess the original bind pose for skinned meshes from the inverse bind matrices. When off, use default/rest pose as bind poseTry to keep global shapeTry to preserve custom normals. Warning: Depending on chosen triangulation method, shading may not be fully preserved, "Fixed" method usually gives the best result hereTry to preserve mesh boundary on the meshTry to preserve sharp features on the meshTry to re-use previously appended matching IDs when appending them again, instead of creating local duplicatesTry to re-use previously matching appended data-blocks instead of appending a new copyTry to remove right-most dot-number from flipped names. Warning: May result in incoherent naming in some casesTry using Sparse Accessor if it saves spaceTrying to reload library '%s' from invalid path '%s'Trying to reload or relocate library '%s' to invalid path '%s'TubeTune ImageTurbulenceTurbulence effector weightTurbulence of the bandnoise and ringnoise typesTurbulence of the noiseTurbulent OceanTurkish - TürkçeTurn LeftTurn PolicyTurn RightTurn Speed FactorTurn clockwise around navigation up axisTurn counter-clockwise around navigation up axisTurn objects into paint canvases and brushes, creating color attributes, image sequences, or displacementTurn off this add-onTurn off this extensionTurn on SB diagnose console printsTurn on or off pinningTurn on this add-onTurnsTurntableTurntable keeps the Z-axis upright while orbitingTweakTweak Duplicate FlagTweak Mode Action Slot StorageTweak Mode Action StorageTweak brush secondary/mask textureTweak gesture from empty space for box selectionTweak the active gizmoTweak timing for physics to control frequency and speedTwistTwist CurveTwist FactorTwist MethodTwist SmoothTwist offset for closed loopsTwo LevelsTwo or more channels are needed below this stripTwo tracks with bundles should be selected to set scaleTxtInTypeType "{:s}" cannot be foundType "{}" cannot be formattedType 1Type 2Type InfoType LabelType and default value of a node socketType identifier of this data-blockType of ID-block that can be usedType of Merge to be usedType of NLA StripType of Rigid Body ConstraintType of a context-dependent data-block to access property fromType of angle inputType of background in the 3D viewportType of built-in function to useType of comparison to makeType of curve to use for new strokesType of data stored in attributeType of data that is accumulatedType of data the outputs are calculated fromType of data to renameType of data to take shader fromType of data to take texture fromType of data to visualize/checkType of data-block that this slot is intended to animate; can be set when 'UNSPECIFIED' but is otherwise read-onlyType of element for individual transformed elements to snap toType of element for the "Snap Base" to snap toType of element that attribute is stored onType of element to snap toType of eventType of event mappingType of fieldType of filter to use for image transformationType of generated constraintType of generator to useType of grid dataType of influence volumeType of information to displayType of input data used for maskType of interface itemType of keyframeType of keyframe (for filtering)Type of keyframe (for visual purposes only)Type of keyframes to create when inserting keyframesType of lightType of light probeType of material that objects are made of (determines material density)Type of new paint slotType of objectType of object to convert toType of parallax volumeType of parent relationType of parentingType of pass to bakeType of pass to bake, some of them may not be supported by the current render engineType of periodic offset on the curveType of periodic offset on the pathType of preview renderType of range to calculate for Motion PathsType of range to show for Motion PathsType of reordering operation to applyType of representation for the guiding distributionType of rolling shutter effect matching CMOS-based camerasType of shapeType of socketType of speed guideType of stretch to displayType of the File Editor view (regular file browsing or asset browsing)Type of the Noise textureType of the Sequencer view (sequencer, preview or both)Type of the clip editor viewType of the directional sampling used for guidingType of the extruded handleType of the item to createType of the modifierType of the modifier to work onType of the path elementType of the region to toggleType of the socket generated by this interface itemType of this regionType of transition used to fade mistType of units for this propertyType of vector that the mapping transformsType of whitespace to convert toType of wireframe displayType overlapping cachedType to use for vertex position attributesType unsupported for "%s" attributeType: ClosureTypesTypes of stroke extensions used for closing gapsUU (X) AxisU OffsetU coordinate of point along spline segmentU-AxisUDIM TileUDIM TilesUDIM number of the tileUI LayoutUI Line WidthUI NameUI RowUI ScaleUI TagUI TagsUI TitleUI list containing the elements of a collectionUI_Events_KeyMaps"UI_Events_KeyMaps,UI_Events_KeyMaps;UI_Events_KeyMaps=UI_Events_KeyMapsAUI_Events_KeyMapsActionZone AreaUI_Events_KeyMapsActionZone FullscreenUI_Events_KeyMapsActionZone RegionUI_Events_KeyMapsAltUI_Events_KeyMapsApplicationUI_Events_KeyMapsBUI_Events_KeyMapsBackUI_Events_KeyMapsBackspaceUI_Events_KeyMapsBottomUI_Events_KeyMapsButton 1UI_Events_KeyMapsButton 10UI_Events_KeyMapsButton 11UI_Events_KeyMapsButton 12UI_Events_KeyMapsButton 2UI_Events_KeyMapsButton 3UI_Events_KeyMapsButton 4UI_Events_KeyMapsButton 5UI_Events_KeyMapsButton 6UI_Events_KeyMapsButton 7UI_Events_KeyMapsButton 8UI_Events_KeyMapsButton 9UI_Events_KeyMapsButton4 MouseUI_Events_KeyMapsButton5 MouseUI_Events_KeyMapsButton6 MouseUI_Events_KeyMapsButton7 MouseUI_Events_KeyMapsCUI_Events_KeyMapsCtrlUI_Events_KeyMapsDUI_Events_KeyMapsDeleteUI_Events_KeyMapsDominantUI_Events_KeyMapsDown ArrowUI_Events_KeyMapsEUI_Events_KeyMapsEndUI_Events_KeyMapsEnterUI_Events_KeyMapsEraserUI_Events_KeyMapsEscUI_Events_KeyMapsFUI_Events_KeyMapsF1UI_Events_KeyMapsF10UI_Events_KeyMapsF11UI_Events_KeyMapsF12UI_Events_KeyMapsF13UI_Events_KeyMapsF14UI_Events_KeyMapsF15UI_Events_KeyMapsF16UI_Events_KeyMapsF17UI_Events_KeyMapsF18UI_Events_KeyMapsF19UI_Events_KeyMapsF2UI_Events_KeyMapsF20UI_Events_KeyMapsF21UI_Events_KeyMapsF22UI_Events_KeyMapsF23UI_Events_KeyMapsF24UI_Events_KeyMapsF3UI_Events_KeyMapsF4UI_Events_KeyMapsF5UI_Events_KeyMapsF6UI_Events_KeyMapsF7UI_Events_KeyMapsF8UI_Events_KeyMapsF9UI_Events_KeyMapsFitUI_Events_KeyMapsFrontUI_Events_KeyMapsGUI_Events_KeyMapsGrlessUI_Events_KeyMapsHUI_Events_KeyMapsHomeUI_Events_KeyMapsIUI_Events_KeyMapsIn-between MoveUI_Events_KeyMapsInsertUI_Events_KeyMapsIsometric 1UI_Events_KeyMapsIsometric 2UI_Events_KeyMapsJUI_Events_KeyMapsKUI_Events_KeyMapsKey ModifierUI_Events_KeyMapsLUI_Events_KeyMapsLeftUI_Events_KeyMapsLeft AltUI_Events_KeyMapsLeft ArrowUI_Events_KeyMapsLeft CtrlUI_Events_KeyMapsLeft MouseUI_Events_KeyMapsLeft ShiftUI_Events_KeyMapsLine FeedUI_Events_KeyMapsMUI_Events_KeyMapsMedia FirstUI_Events_KeyMapsMedia LastUI_Events_KeyMapsMedia Play/PauseUI_Events_KeyMapsMedia StopUI_Events_KeyMapsMenuUI_Events_KeyMapsMiddleUI_Events_KeyMapsMiddle MouseUI_Events_KeyMapsMinusUI_Events_KeyMapsMotionUI_Events_KeyMapsMouse MoveUI_Events_KeyMapsMouse/Trackpad PanUI_Events_KeyMapsMouse/Trackpad RotateUI_Events_KeyMapsMouse/Trackpad Smart ZoomUI_Events_KeyMapsMouse/Trackpad ZoomUI_Events_KeyMapsMoveUI_Events_KeyMapsNUI_Events_KeyMapsNDOF BackUI_Events_KeyMapsNDOF BottomUI_Events_KeyMapsNDOF Button 1UI_Events_KeyMapsNDOF Button 10UI_Events_KeyMapsNDOF Button 11UI_Events_KeyMapsNDOF Button 12UI_Events_KeyMapsNDOF Button 2UI_Events_KeyMapsNDOF Button 3UI_Events_KeyMapsNDOF Button 4UI_Events_KeyMapsNDOF Button 5UI_Events_KeyMapsNDOF Button 6UI_Events_KeyMapsNDOF Button 7UI_Events_KeyMapsNDOF Button 8UI_Events_KeyMapsNDOF Button 9UI_Events_KeyMapsNDOF DominantUI_Events_KeyMapsNDOF FitUI_Events_KeyMapsNDOF FrontUI_Events_KeyMapsNDOF Isometric 1UI_Events_KeyMapsNDOF Isometric 2UI_Events_KeyMapsNDOF LeftUI_Events_KeyMapsNDOF MenuUI_Events_KeyMapsNDOF MinusUI_Events_KeyMapsNDOF MotionUI_Events_KeyMapsNDOF Pan/ZoomUI_Events_KeyMapsNDOF PlusUI_Events_KeyMapsNDOF RightUI_Events_KeyMapsNDOF Roll CCWUI_Events_KeyMapsNDOF Roll CWUI_Events_KeyMapsNDOF RotateUI_Events_KeyMapsNDOF Save View 1UI_Events_KeyMapsNDOF Save View 2UI_Events_KeyMapsNDOF Save View 3UI_Events_KeyMapsNDOF Spin CCWUI_Events_KeyMapsNDOF Spin CWUI_Events_KeyMapsNDOF Tilt CCWUI_Events_KeyMapsNDOF Tilt CWUI_Events_KeyMapsNDOF TopUI_Events_KeyMapsNDOF View 1UI_Events_KeyMapsNDOF View 2UI_Events_KeyMapsNDOF View 3UI_Events_KeyMapsNumpad *UI_Events_KeyMapsNumpad +UI_Events_KeyMapsNumpad -UI_Events_KeyMapsNumpad .UI_Events_KeyMapsNumpad /UI_Events_KeyMapsNumpad 0UI_Events_KeyMapsNumpad 1UI_Events_KeyMapsNumpad 2UI_Events_KeyMapsNumpad 3UI_Events_KeyMapsNumpad 4UI_Events_KeyMapsNumpad 5UI_Events_KeyMapsNumpad 6UI_Events_KeyMapsNumpad 7UI_Events_KeyMapsNumpad 8UI_Events_KeyMapsNumpad 9UI_Events_KeyMapsNumpad EnterUI_Events_KeyMapsOUI_Events_KeyMapsOS KeyUI_Events_KeyMapsPUI_Events_KeyMapsPage DownUI_Events_KeyMapsPage UpUI_Events_KeyMapsPan/ZoomUI_Events_KeyMapsPauseUI_Events_KeyMapsPenUI_Events_KeyMapsPlusUI_Events_KeyMapsQUI_Events_KeyMapsRUI_Events_KeyMapsReturnUI_Events_KeyMapsRightUI_Events_KeyMapsRight AltUI_Events_KeyMapsRight ArrowUI_Events_KeyMapsRight CtrlUI_Events_KeyMapsRight MouseUI_Events_KeyMapsRight ShiftUI_Events_KeyMapsRoll CCWUI_Events_KeyMapsRoll CWUI_Events_KeyMapsRotateUI_Events_KeyMapsSUI_Events_KeyMapsShiftUI_Events_KeyMapsSpaceUI_Events_KeyMapsSpace BarUI_Events_KeyMapsSpin CCWUI_Events_KeyMapsSpin CWUI_Events_KeyMapsTUI_Events_KeyMapsTabUI_Events_KeyMapsText InputUI_Events_KeyMapsTilt CCWUI_Events_KeyMapsTilt CWUI_Events_KeyMapsTimerUI_Events_KeyMapsTimer 0UI_Events_KeyMapsTimer 1UI_Events_KeyMapsTimer 2UI_Events_KeyMapsTimer AutosaveUI_Events_KeyMapsTimer JobsUI_Events_KeyMapsTimer RegionUI_Events_KeyMapsTimer ReportUI_Events_KeyMapsTopUI_Events_KeyMapsTypeUI_Events_KeyMapsUUI_Events_KeyMapsUp ArrowUI_Events_KeyMapsVUI_Events_KeyMapsView 1UI_Events_KeyMapsView 2UI_Events_KeyMapsView 3UI_Events_KeyMapsWUI_Events_KeyMapsWheel DownUI_Events_KeyMapsWheel InUI_Events_KeyMapsWheel LeftUI_Events_KeyMapsWheel OutUI_Events_KeyMapsWheel RightUI_Events_KeyMapsWheel UpUI_Events_KeyMapsWindow DeactivateUI_Events_KeyMapsXUI_Events_KeyMapsXR ActionUI_Events_KeyMapsYUI_Events_KeyMapsZUI_Events_KeyMaps[UI_Events_KeyMaps]UI_Events_KeyMaps`UNIX shell-like filename patterns matching, supports wildcards ('*') and list of patterns separated by ';'UPURLURL to openUSD Export: Couldn't move new usdz file from temporary location %s to %sUSD Export: Unable to delete existing usdz file %sUSD Export: Unable to find collection '%s'USD Export: couldn't construct relative file path for .vdb file, absolute path will be used insteadUSD Export: failed to resolve .vdb file for object: %sUSD Export: unable to find suitable USD plugin to write %sUSD HookUSD Import: UV attribute value '%s' count inconsistent with interpolation typeUSD Import: couldn't add UV attribute '%s'USD Import: unable to open stage to read %sUSD Preview Surface NetworkUSD ShapesUSD Skeleton Import: bone matrices with negative determinants detected in prim %s. Such matrices may indicate negative scales, possibly due to mirroring operations, and cannot currently be converted to Blender's bone representation. The skeletal animation won't be importedUSD does not support animating curve types. The curve type changes from %s to %s on frame %fUSD export: Simple subdivision not supported, exporting subdivided meshUSD export: could not copy texture from %s to %sUSD export: could not copy texture tile from %s to %sUSD export: couldn't export in-memory texture to %sUSD's high performance rasterizing rendererUSDZ Custom Downscale SizeUSDZ Texture DownsamplingUUIDUVUV Along StrokeUV CenterUV CoordinatesUV EditorUV Face OpacityUV FactorUV GridUV Island SelectionUV LayerUV LayoutUV Local ViewUV Loop LayersUV MapUV Map LayersUV Map NameUV Map NeededUV Map for tangent generated from UVUV Map for tangent space mapsUV MappingUV MapsUV OffsetUV OpacityUV PinUV PinnedUV ProjectUV Project ModifierUV RandomUV RipUV ScaleUV SculptUV SculptingUV SeamUV Select ModeUV Selection ModeUV SmoothUV SphereUV StretchUV Sync SelectionUV TangentUV TestUV TextureUV UnwrapUV Unwrap FacesUV Unwrap FieldUV VertexUV WarpUV coordinates between 0 and 1 for each face corner in the selected facesUV coordinates in parent object spaceUV coordinates on face cornersUV coordinates to be used for mappingUV editor data for the image editor spaceUV editor settingsUV layer to override activeUV loop layer to be used as cloning sourceUV loop layer to mask the painted areaUV map '%s' not foundUV map nameUV map or surface attachment is invalidUV map to change with particle ageUV map to use for mapping with UV texture coordinatesUV pinned state in the UV editorUV projection modifier to set UVs from a projectorUV projector used by the UV project modifierUV selection and display modeUV/Image EditorUVMapUVProjectUVTILEUVWarpUVWarp ModifierUVsUVs and boundaries are smoothedUVs are fanned at the polesUVs are not smoothed, boundaries are kept sharpUVs are pinched at the polesUVs are smoothed, boundaries are kept sharpUVs are smoothed, corners on discontinuous boundary and junctions of 3 or more regions are kept sharpUVs are smoothed, corners on discontinuous boundary are kept sharpUVs are smoothed, corners on discontinuous boundary, junctions of 3 or more regions and darts and concave corners are kept sharpUVs are stitched at midpoint instead of at static islandUkrainian - УкраїнськаUn-CommentUn-assign the action slot from this NLA strip, effectively making it non-animatedUn-assign the action slot from this constraintUn-assign the action slot, effectively making this data-block non-animatedUn-subdivide selected edges and facesUnable to access 3D viewportUnable to access depth buffer, using view planeUnable to access the size of, source path '%s'Unable to activate brush, wrong object modeUnable to activate just-saved brush assetUnable to add element to colorband (limit %d)Unable to add strip (the track does not have any space to accommodate this new strip)Unable to apply "Generate" modifierUnable to change object mode while transformingUnable to close areaUnable to copy bundle due to %zu external dependencies; more details on the consoleUnable to copy bundle due to external dependency: "%s"Unable to copy itemUnable to create app-template userpref pathUnable to create attribute in edit modeUnable to create configuration directory to write bookmarksUnable to create item with this socket typeUnable to create new objectUnable to create new stripUnable to create orientationUnable to create panelUnable to create socketUnable to create user config pathUnable to create userpref pathUnable to determine ABC sequence lengthUnable to execute '%s', error changing modesUnable to export PDFUnable to extend the scene duration, as the BVH file does not contain the number of frames in its MOTION sectionUnable to fill unclosed areasUnable to find an available incremented file nameUnable to find any running processUnable to find layer to addUnable to find toolbar groupUnable to find valid 3D View areaUnable to import '%s'Unable to install a directoryUnable to install from disk, no paths were definedUnable to install from relative pathUnable to load %s from %sUnable to locate item '%s' in nodeUnable to locate item in nodeUnable to locate link in node treeUnable to locate node '%s' in node treeUnable to locate socket '%s' in nodeUnable to make version backupUnable to make version backup: filename too shortUnable to mirror, no mirror object/bone configuredUnable to move sockets in built-in nodeUnable to openUnable to open '%s': %sUnable to open blend Unable to open or write bookmark file "%s"Unable to overwrite preset: {:s}Unable to pack file, source path '%s' not foundUnable to pack files over 2gb, source path '%s'Unable to parse XML, %s:%s for file %rUnable to readUnable to remove curve pointUnable to remove default presetsUnable to remove directory: %sUnable to remove files for "System" repositoriesUnable to remove material slot in edit modeUnable to remove path pointUnable to remove preset: {!r}Unable to remove socket from built-in nodeUnable to remove sockets from built-in nodeUnable to rotate %d edge(s)Unable to save '%s': %sUnable to save an unsaved file with an empty or unset "filepath" propertyUnable to set shortcut, selected node is not a viewer node or does not support viewingUnable to stat '%s': %sUnable to transfer mode, the source and/or target objects are not editableUnable to update scene frame rate, as the BVH file contains a zero frame duration in its MOTION sectionUnassign the named bone from this bone collectionUnassignedUnavailableUnbindUnbornUndefinedUndefined Node Tree TypeUndefined Socket TypeUndefined TypeUndefined type of nodes (can happen e.g. when a linked node tree goes missing)Undeformed LocationUnderlineUnderline PositionUnderline ThicknessUndistortUndistort ClipUndistorted ClipUndoUndo HistoryUndo LegacyUndo Memory LimitUndo Memory SizeUndo MessageUndo StepsUndo all edition performed on the particle systemUndo and redoUndo and redo previous actionUndo disabled at startup in background-mode (call `ed.undo_push()` to explicitly initialize the undo-system)Undo previous actionUndo the last edit to the asset catalogsUndo/RedoUnexpected error, collection not foundUnexpected library type. Failed to create pose assetUnexpected non-zero user count for the asset, please report this as a bugUngroup selected nodesUnhandled Gprim type: %s (%s)Unhide all hidden Grease Pencil materialsUnhide all objects and collectionsUnhide the asset shelf when it's available for the first time, otherwise it will be hiddenUni CacheUni file formatUni file format (.uni)Unicode codepoint hex valueUnified Paint SettingsUnified select/active colorsUniformUniform FalloffUniform OpacityUniform ScaleUniform ThicknessUniform WidthUniform scale to apply to VR viewUniformityUnindent selected textUninitialized image "%s" from object "%s"Uninitialized image %sUnionUnion ModeUniqueUnique IDUnique data-block ID name (within a same type and library)Unique data-block ID name, including library one if anyUnique identifier for common color spaces, as defined by the Color Interop Forum. May be empty if there is no interop ID for the working space. Common values are lin_rec709_scene, lin_rec2020_scene and lin_ap1_scene (for ACEScg)Unique identifier for mapping socketsUnique identifier for this panel within this node treeUnique integer identifying the preview of this file as an icon (zero means invalid)Unique integer identifying this preview as an icon (zero means invalid)Unique module identifierUnique name of layerUnique name of objectUnique name of trackUnique name used in the code and scriptingUnique node identifierUnique repository nameUnique runtime identifier for the linked ID to relocateUnique within the ArmatureUniquely identifies the modifier within the modifier stack that it is part ofUnitUnitAccelerationUnitAngleUnitAreaUnitAxis-AngleUnitByte StringUnitCameraUnitCamera DistanceUnitColor TemperatureUnitCoordinatesUnitDefaultUnitDirectionUnitDirectory PathUnitDistanceUnitEuler AnglesUnitFactorUnitFile NameUnitFile PathUnitFrameUnitFramesUnitFrequencyUnitGamma-Corrected ColorUnitKeyframesUnitLayerUnitLayer MemberUnitLengthUnitLinear ColorUnitMarkersUnitMassUnitMatrixUnitNearest MarkerUnitNoneUnitPasswordUnitPercentageUnitPixelUnitPixel SizeUnitPlain DataUnitPowerUnitQuaternionUnitQuaternion RotationUnitRotationUnitSecondUnitSecondsUnitSnap Animation ElementUnitStripsUnitSubtypeUnitTemperatureUnitTimeUnitTime (Absolute)UnitTime (Scene Relative)UnitTranslationUnitUnitUnitUnsignedUnitVelocityUnitVelocity UnitUnitVolumeUnitWavelengthUnitXYZUnitXYZ LengthUnit ScaleUnit SettingsUnit SystemUnit editing settingsUnit line thickness is scaled by the proportion of the present vertical image resolution to 480 pixelsUnit that will be used to display length valuesUnit that will be used to display mass valuesUnit that will be used to display temperature valuesUnit that will be used to display time valuesUnit to edit lens in for the user interfaceUnit to use for displaying/editing rotation valuesUnitlessUnitsUnits used for camera focal lengthUnknownUnknown Boolean errorUnknown PropertyUnknown add-onsUnknown alpha transparency modifier typeUnknown boolean errorUnknown error loading "%s"Unknown error opening fileUnknown file type: {!r}Unknown line color modifier typeUnknown line thickness modifier typeUnknown operatorUnknown socket typeUnknown stroke geometry modifier typeUnlinkUnlink ActionUnlink active Annotation data-blockUnlink active font data-blockUnlink active text data-blockUnlink data-block (Shift + Click to set users to zero, data will then not be saved)Unlink selected strips so that they can be selected individuallyUnlink the collection from all objectsUnlink this action from the active action slot (and/or exit Tweak Mode)UnlockUnlock Aspect RatioUnlock all Grease Pencil materials so that they can be editedUnlock all shape keysUnlock all shape keys of the active objectUnlock all vertex groupsUnlock all vertex groups if there is at least one locked group, lock all in other caseUnlock all vertex groups of the active objectUnlock repositories - to test unlockingUnlock selected and lock unselected vertex groups of the active objectUnlock selected tracksUnlock selected vertex groups of the active objectUnlock strips so they can be transformedUnlock unselected vertex groups of the active objectUnlockedUnlocked: {:s}UnmaskedUnmute (un)selected stripsUnmute unselected rather than selected stripsUnpackUnpack - Files: {}, Bakes: {}Unpack FileUnpack all files packed into this .blend to external onesUnpack baked data from the .blend file to diskUnpack the sound to the samples filenameUnpack this file to an external fileUnpacking movies or image sequences not supportedUnprojected SizeUnreadable Blender library file:Unrecognized file format '%s'Unregistration not possible from Microsoft Store installationsUnsavedUnselect strokesUnselectable bone in chainUnselectedUnselected Action-Clip StripUnselected F-Curve OpacityUnselected Meta Strip (for grouping related strips)Unselected OpacityUnselected Sound Strip (for timing speaker sounds)Unselected Transition StripUnsets the text of the active buttonUnsharp MaskUnsigned AngleUnsigned Angle FieldUnstitch UVs and move the resultUnsubdivideUnsupported InputsUnsupported audio formatUnsupported column typeUnsupported contextUnsupported context modeUnsupported data typeUnsupported displacement methodUnsupported node tree typeUnsupported object type for texture space transformUntitledUnused DataUnused ImagesUnused OutputUnused Textures & ImagesUnwrapUnwrap could not solve any island(s), edge seams may need to be addedUnwrap failed to solve %d of %d island(s), edge seams may need to be addedUnwrap the mesh of the object being editedUnwrapping method (Angle Based usually gives better results than Conformal, while being somewhat slower)UpUp AxisUp/DownUpdateUpdate AutomaticallyUpdate DependenciesUpdate ExistingUpdate RadiusUpdate Scene DurationUpdate Scene FPSUpdate all the image nodes to match their files on diskUpdate animation flagsUpdate current image used by plane marker from the content of the plane markerUpdate custom camera with new parameters from the shaderUpdate existing channels in the pose asset but don't remove or add any channelsUpdate existing po files, if any, instead of overwriting themUpdate existing shape keys with the vertex positions of selected objects with matching namesUpdate f-curves/drivers affecting Transform constraints (use it with files from 2.70 and earlier)Update frame range for motion paths from the Scene's current frame rangeUpdate frame range of scene stripUpdate given add-on's translation data (found as a py tuple in the add-on's source code)Update i18n data (po files) in Blender source code repositoryUpdate i18n working repository (po files)Update objects paths list with new data from the archiveUpdate on EditUpdate other affected window spaces automatically to reflect changes during interactive operations such as transformUpdate range of frames referenced from action after tweaking strip and its keyframesUpdate shader script node with new sockets and options from the scriptUpdate the active brush asset in the asset library with current settingsUpdate the audio animation cacheUpdate the current transform, selected keyframes, or even create new keysUpdate the display of reports in Blender UI (internal use)Update the geometry when it enters the view, providing faster view navigationUpdate the item highlight based on the current mouse positionUpdate the scene's start and end frame to match those of the USD archiveUpdate the selected landmark from the current viewer pose in the VR sessionUpdate the selected pose asset in the asset library from the currently selected bones. The mode defines how the asset is updatedUpdate users of this shader, such as custom cameras and script nodes, with its new sockets and optionsUpdated %d shape key(s)Updated data-blockUpdatesUpdates to data-blocksUpdating GPU drivers may solve this issue.Upgrade all the extensions to their latest version for the active repositoryUpgrade is not supported for local repositoriesUpgrade the Rigify types on the active metarig armatureUpgrade the legacy super_face rig type to new modular faceUpgrade the metarig from bone layers to bone collectionsUpgrades the legacy super_face rig type to the new modular face. This preserves compatibility with existing weight painting, but not animationUpgrades the metarig from bone layers to bone collectionsUpperUpper (inclusive) bound for a vertex's weight to be removed from the vgroupUpper BoundUpper CaseUpper ConcavityUpper LeftUpper RightUpper X Angle LimitUpper X LimitUpper X angle boundUpper Y Angle LimitUpper Y LimitUpper Y angle boundUpper Z Angle LimitUpper Z LimitUpper Z angle boundUpper bound of envelope at this control-pointUpper bound of the highlighting rangeUpper bound of the input range the mapping is appliedUpper clamping threshold for marking fluid cells as wave crests (higher value results in less marked cells)Upper clamping threshold for marking fluid cells where air is trapped (higher value results in less marked cells)Upper clamping threshold that indicates the fluid speed where cells no longer emit more particles (higher value results in generally less particles)Upper distance from Reference Value for 1:1 default influenceUpper limit of X axis rotationUpper limit of X axis translationUpper limit of Y axis rotationUpper limit of Y axis translationUpper limit of Z axis rotationUpper limit of Z axis translationUpper mesh concavity bound (high values tend to smoothen and fill out concave regions)Upres FactorUrdu - وُدرُاUsageUseUse %s (differs)Use %s (identical)Use 'Time_Translate' transform mode instead of 'Translation' mode for translating keyframes in Dope Sheet EditorUse (import) facet normals (note that this will still give flat shading)Use 16 bits per channel to lower the memory usage during renderingUse 16-bit floating-point numbers for all dataUse 2D StabilizationUse 2D stabilization for footageUse 32-bit floating-point numbers for all dataUse 3D ViewportUse 3D position of track to parent toUse 5× multisampling to smooth paint edgesUse 8-bit floating-point numbers where possible, otherwise use 16-bitUse APIC as the simulation method (more energetic and stable behavior)Use ActiveUse Adaptive SamplingUse Adaptive SubdivisionUse Add blending mode while paintingUse Additive DrawingUse After CreationUse AlphaUse Animated SeedUse AnnotationsUse Antialiasing to smooth stroke edgesUse As PivotUse Asset layerUse Auto-PackUse BVH spatial splits: longer builder time, faster renderUse Blue ChannelUse Bone EnvelopesUse Bone HeadsUse Brute ForceUse CPU for display transform and display image with 2D textureUse CPU for renderingUse CacheUse Camera CullUse Chain CountUse Clip PlanesUse Clump CurveUse Clump NoiseUse CollisionsUse Color Burn blending mode while paintingUse Color Dodge blending mode while paintingUse Color JitterUse Color RampUse Color blending mode while paintingUse Compact BVHUse ContourUse Controller ActionsUse CoordinatesUse CountUse CreaseUse CreasesUse Cryptomatte passes from a renderUse Cryptomatte passes from an imageUse Current Frame as Object Rest TransformationsUse Current LocationUse Cursor OverlayUse Cursor PositionUse Cursor for DepthUse CurvatureUse CurveUse Curve RadiusUse CurvesUse Curves BVHUse Custom CameraUse Custom ColorUse Custom CurveUse Custom Ghost ColorsUse Custom NormalsUse Custom ParallaxUse Custom VolumeUse Darken blending mode while paintingUse Default FadeUse Deform OnlyUse Deformation MotionUse DenoisingUse Depth of FieldUse Difference blending mode while paintingUse DiffusionUse Directional Quad Trees as directional distributionUse Distance CullUse DripUse DuplicatesUse Edge AngleUse Edge MarkUse EdgesUse Edges as springsUse EffectorUse End FrameUse EnvelopesUse Evaluation TimeUse Exclusion blending mode while paintingUse ExistingUse Existing FacesUse FLIP as the simulation method (more splashy behavior)Use Face SetsUse FadingUse FallbackUse FalloffUse FilterUse Final IndicesUse FlowUse For Growing HairUse FreestyleUse Front-FaceUse Front-Face FalloffUse GLSL shaders for display transform and display image with 2D textureUse GPUUse GPU accelerated denoising if supported, for the best performance. Prefer OpenImageDenoise over OptiXUse GPU compute device for rendering, configured in the system tab in the user preferencesUse Geometry (cotangent) relaxation, making UVs follow the underlying 3D geometryUse Geometry NodesUse Geometry SpaceUse Global CoordinatesUse GltfpackUse GoalUse Green ChannelUse GridUse Group InterfaceUse GuidesUse GuidingUse HC method for relaxationUse HSL (Hue, Saturation, Lightness) color processingUse HSV (Hue, Saturation, Value) color processingUse Handle ScaleUse Hard Light blending mode while paintingUse HeadUse Hue blending mode while paintingUse InfluenceUse InstancingUse Intel OpenImageDenoise AI denoiserUse IntersectionUse Intersection MasksUse Intersection PriorityUse Laplacian method for relaxationUse Layer PassUse Library PathUse LightUse Light ContourUse Lighten blending mode while paintingUse LightsUse LimitUse Limit SurfaceUse Linear Burn blending mode while paintingUse Linear Light blending mode while paintingUse Linear ModifiersUse Local CameraUse Local FileUse LooseUse MIS WeightsUse MaskUse MasksUse Masks in RenderUse MaterialUse Material MaskUse Material PassUse Material layerUse Math NodesUse MaxUse Max 2D AngleUse Max 2D LengthUse Max AngleUse Max B-FramesUse MaximumUse MedianUse MeshUse Mesh SymmetryUse MetadataUse Metal backendUse MinUse Min 2D AngleUse Min 2D LengthUse Min AngleUse MinimumUse MistUse Mix NodesUse Mix blending mode while paintingUse Modifier StackUse Modifiers Render SettingUse Motion BlurUse Mouse PositionUse Multi-ViewUse Multiple Views (when available)Use Multiply blending mode while paintingUse N-bit quantization for colorsUse N-bit quantization for normals and tangentsUse N-bit quantization for positionsUse N-bit quantization for texture coordinatesUse NLA Tweak ModeUse Node Name/LabelUse NodesUse NoiseUse Normal DataUse NormalizationUse ObjectUse Object OffsetUse Object layerUse Occlusion RangeUse Open Shading LanguageUse OpenGL backendUse OpenJPEG Cinema PresetUse OpenJPEG Cinema Preset (48fps)Use Original FileUse Original ScaleUse Original SizeUse OutputUse Overlay blending mode while paintingUse PaintUse Paint CanvasUse Parallax-aware von Mises-Fisher models as directional distributionUse Particle RadiusUse Particle's RadiusUse Perlin noise as a basisUse Perlin noise as a basis, with extended controlsUse Perlin noise with inflection as a basisUse Pin Light blending mode while paintingUse PivotUse PlaceholdersUse Plane TrimUse Poisson disk distribution method to keep a minimum distanceUse Pole MergeUse Post-Process SettingsUse Pre/Post RotationUse PressureUse Pressure JitterUse Pressure StrengthUse Pressure for DensityUse Pressure for FlowUse Pressure for HardnessUse Pressure for Wet MixUse Pressure for Wet PersistenceUse Preview RangeUse ProxiesUse Proxy / TimecodeUse RGB (Red, Green, Blue) color processingUse RGB curved for pre-display transformationUse RadiusUse Ray-TracingUse Red ChannelUse Relative OffsetUse Relative PasteUse RemoteUse Render settings for object visibility, modifier settings, etcUse RepeatUse Rest Position ArmatureUse RotationUse Rotation XUse Rotation YUse Rotation ZUse Roughness CurveUse Sample SubsetUse Saturation blending mode while paintingUse ScaleUse Scale XUse Scale YUse Scale ZUse Scale:Use SchemaUse Scrape or Fill brush when inverting this brush instead of inverting its displacement directionUse Screen blending mode while paintingUse SculptUse Sculpt CollisionUse SecondaryUse SelectionUse SelfUse Sequencer SceneUse Settings forUse ShadersUse ShadowUse Sharp EdgesUse ShrinkUse SimplifyUse Simulation CacheUse Snap for RotationUse Snap for ScaleUse Snap for TranslationUse SnappingUse Snapping OptionsUse Soft Light blending mode while paintingUse Space TransformUse Sparse Accessor if BetterUse Spatial SplitsUse Spherical StereoUse Spill StrengthUse Split LengthUse Split PatternUse SpreadUse StabilizerUse Start FrameUse Strip CenterUse Subdivision SchemaUse Subdivision SurfaceUse Subtract blending mode while paintingUse TailUse Tail TargetUse TextureUse Texture OverlayUse TexturesUse Thickness ProfileUse TimecodeUse TimingUse TipsUse TooltipUse TransformUse Translation XUse Translation YUse Translation ZUse Transparency OverlapUse Twist CurveUse UDIM detectionUse UI TagsUse UV SculptUse UV coordinates for texture coordinatesUse UV coordinates for the texture coordinatesUse UV layer for texture coordinatesUse Unified ColorUse Unified Input SamplesUse Unified SizeUse Unified StrengthUse Unified WeightUse Value blending mode while paintingUse VertexUse Vertex ColorUse Vertex GroupsUse ViewUse Viewport DenoisingUse Viewport settings for object visibility, modifier settings, etcUse ViscosityUse Visual keying automatically for constrained objectsUse Vivid Light blending mode while paintingUse Volume Variation MaximumUse Volume Variation MinimumUse Vulkan backendUse WXYZ axis colors for quaternion/axis-angle rotations, XYZ axis colors for other transform and color properties, and auto-rainbow for the restUse WeightUse Weight Color RangeUse Weight as FactorUse White BalanceUse WildcardUse Windows 'Default Apps' to associate with blend filesUse Wintab driver for older tablets and Windows versionsUse X Location of ParentUse X Rotation of ParentUse X Scale of ParentUse Y Location of ParentUse Y Rotation of ParentUse Y Scale of ParentUse YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color processingUse YUV (Y - luma, U V - chroma) color processingUse Z Location of ParentUse Z Rotation of ParentUse Z Scale of ParentUse Z-BufferUse Z-Up axis to calculate the curve twist at each pointUse a 3D mouse device to pan/zoom the viewUse a Grease Pencil data-block as a mask to use only specified areas of pattern when trackingUse a Ramer-Douglas-Peucker algorithm to simplify the stroke preserving main shapeUse a brute-force translation only pre-track before refinementUse a brute-force translation-only initialization when trackingUse a collection of mesh objects as the operand for the Boolean operationUse a column layout for toolboxUse a curve to define clump taperingUse a curve to define roughnessUse a curve to define twistUse a custom color limited to this viewport onlyUse a custom curve to define a factor along the strokesUse a custom directory to store dataUse a custom file to read proxy data fromUse a custom profile for each quarter of curve's bevel geometryUse a difference boolean operationUse a fixed 1:1 aspectUse a fluid domain for guiding (domain needs to be baked already so that velocities can be extracted). Guiding domain can be of any type (i.e. gas or liquid).Use a local camera in this view, rather than scene's active cameraUse a maximum distance for the field to workUse a maximum radial distance for the field to workUse a mesh object as the operand for the Boolean operationUse a minimum distance for the field's falloffUse a minimum radial distance for the field's falloffUse a percentage factor to determine the visible pointsUse a percentage to specify how many keyframes you want to removeUse a preset viewpointUse a preview proxy and/or time-code index for this stripUse a preview proxy and/or timecode index for this clipUse a radial gradient as viewport backgroundUse a region within the frame size for rendered viewport (when not viewing through the camera)Use a saw wave to produce bandsUse a sawtooth profileUse a screen space vertical linear gradient as viewport backgroundUse a simulation range that is different from the scene range for simulation nodes that don't override the frame range themselvesUse a sine wave to produce bandsUse a single factor for all componentsUse a solid color as viewport backgroundUse a standard sine profileUse a texture to control emission strengthUse a transformation matrixUse a triangle profileUse a triangle wave to produce bandsUse a union boolean operationUse absolute sizeUse accurate transformationUse active Viewer Node output as backdrop for compositing nodesUse active clip defined in sceneUse active vertex group as an influenceUse addition instead of multiplication to combine scale (2.7 compatibility)Use albedo and normal passes for denoisingUse albedo pass for denoisingUse alpha blending instead of alpha test (can produce sorting artifacts)Use alpha channel for transparencyUse always Vertex Color modeUse always material modeUse ambient occlusion instead of full global illuminationUse an alternative start/end frame range for animation playback and view rendersUse an automatic number of iterations based on the number of vertices of the sculptUse an error margin to specify how much the curve is allowed to deviate from the original pathUse an existing object to define the VR view base location and rotationUse an object for the section of the curve's bevel geometry segmentUse an unconstrained aspectUse animation channel group colors; generally this is used to show bone group colorsUse another Keying Set, as the active one depends on the currently selected items or cannot find any targets due to unsuitable contextUse another Keying Set, as the active one depends on the currently selected objects or cannot find any targets due to unsuitable contextUse another UV map as clone source, otherwise use the 3D cursor as the sourceUse another mesh for texture indices (vertex indices must be aligned)Use another shape to cut, combine or perform a difference operationUse any axis region for operator executionUse as Depth Of FieldUse axis colors for transform and color properties, and auto-rainbow for the restUse back face culling to hide the back side of facesUse back face culling when casting shadowsUse backface culling to hide the back side of facesUse bake from current directory (create when necessary)Use bake in original location (create when necessary)Use base mesh vertex coordinates as the rest positionUse best triangulation divisionUse bevel weights to determine how much bevel is applied in edge modeUse bind vertex coordinates for rest positionUse blackbody temperature to define a natural light colorUse blue channel from footage for trackingUse both effects simultaneouslyUse both visible strokes and edit lines as fill boundary limitsUse box selection to grab NLA-StripsUse box selection to select nodesUse box selection to select tree elementsUse cached scene data from the first Line Art modifier in the stack. Certain settings will be unavailable.Use circle for the section of the curve's bevel geometryUse circle selection to select nodesUse closed arrow styleUse color ramp to map the BW average into an RGB colorUse compact BVH structure (uses less ram but renders slower)Use connected parent and children to compute the handleUse control scaling to scale the B-BoneUse coordinates from a UV layerUse coordinates from this object (for object texture coordinates output)Use current edited object's locationUse current modeUse current rotation/scaling pivot point coordinatesUse cursor as reference pointUse cursor location and radius for the dimensions and position of the trimming shapeUse curve mappingUse curve to define primitive stroke thicknessUse curve weights to influence the particle influence along the curveUse custom attenuation distance instead of global light thresholdUse custom camera instead of the active cameraUse custom collision margin (some shapes will have a visible gap around them)Use custom color for the nodeUse custom color for this motion pathUse custom color instead of theme-definedUse custom colors for ghost framesUse custom colors for onion skinning instead of the themeUse custom curveUse custom hand-picked color for F-CurveUse custom intersection mask for faces in this collectionUse custom reference pointUse data from fully or partially evaluated objectUse data from original object without any modifiers appliedUse deformation motion blur for this objectUse degrees for measuring angles and rotationsUse depth of field on viewport using the values from the active cameraUse device for renderingUse different seed values (and hence noise patterns) at different framesUse diffuse BSDFUse display mode from armature (default)Use distance between affected and target objectsUse distance between affected object's vertices and target object, or target object's geometryUse distance sampling, best for dense volumes with lights far awayUse drawing speed, a number of frames, or a manual factor to build strokesUse edge collapsingUse edit lines as fill boundary limitsUse effect during renderUse effector/global coordinates for turbulenceUse equiangular sampling, best for volumes with low density with light inside or near the volumeUse even distribution from faces based on face areas or edge lengthsUse existing file (instead of packed): %sUse external .ies fileUse external .osl or .oso fileUse external fileUse fallback tools keymapUse falloff effect when edit in multiframe mode to compute brush effect by frameUse faster global illumination technique for high roughness surfacesUse feather information from the maskUse file from current directory (create when necessary)Use file in original location (create when necessary)Use files in current directory (create when necessary)Use files in original location (create when necessary)Use floating-point attributes for positionsUse fly dynamics to navigate the sceneUse for RenderingUse for a large area, established ocean (Pierson-Moskowitz method)Use for established oceans ('JONSWAP', Pierson-Moskowitz method) with peak sharpeningUse for shallow water ('JONSWAP', 'TMA' - Texel-Marsen-Arsloe method)Use for turbulent seas with foamUse force fields when growing hairUse full physics calculations for growing hairUse geometry distance for chaining instead of image spaceUse global coordinatesUse global coordinates for the texture coordinatesUse global gravity for all dynamicsUse glossy BSDFUse gltfpack to simplify the mesh and/or compress its texturesUse green channel from footage for trackingUse guiding (effector) objects to create fluid guiding (guiding objects should be animated and baked once set up completely)Use guiding when sampling directions inside a volumeUse guiding when sampling directions on a surfaceUse handles when converting Bézier curves into polygonsUse high quality tangent space at the cost of lower performanceUse image RGB values for normal mappingUse improved particle level set (slower but more precise and with mesh smoothening options)Use in 3D viewportUse influence of face for weightingUse input from gamepad (Microsoft Xbox Controller) instead of motion controllersUse integer attributes for positionsUse intermediate data from viewer nodeUse internal text data-blockUse inverse quadratic progressionUse key timesUse layer pass filterUse left mouse button for selection. The standard behavior that works well for mouse, trackpad and tablet devicesUse legacy undo (slower than the new default one, but may be more stable in some cases)Use length of the curves in close proximityUse light probes to find scene intersectionUse lights for this Grease Pencil objectUse linear mappingUse linear progressionUse linked object's coordinates for texture coordinatesUse local generated coordinatesUse local generated coordinates of another objectUse logarithmic dissolve (makes high values to fade faster than low values)Use logarithmic drying (makes high values to dry faster than low values)Use lossless output for video streamsUse lower limit for volume variationUse manual calibration helpersUse mask ID as mask inputUse material masks to filter out occluded strokesUse material pass filterUse mesh crease information to sharpen edges or cornersUse mesh islands of the surface geometry for partingUse mesh objects in this collection for Boolean operationUse metadata from the current sceneUse metadata from the strips in the sequencerUse millimeters for units of focal lengthUse modal execution (modal operators only)Use modifier during renderUse more clearly defined marbleUse motion blur for this objectUse mouseUse mouse to sample a color in current imageUse mouse to sample background imageUse mouse to sample color in current frameUse movie clip from active scene cameraUse multi-sampled 3D scene motion blurUse multi-sampled motion blur of the maskUse multi-sampled motion blur of the planeUse multi-touch gestures for navigation with touchpad, instead of scroll wheel emulationUse multiple importance sampling for the light, reduces noise for area lights and sharp glossy materialsUse multiple operators in an interactive way to add, delete, or move geometry • {:s} - Add geometry by moving the cursor close to an element • {:s} - Extrude edges by moving the cursor • {:s} - Delete mesh elementUse multiple views in the sceneUse n-gonsUse native Windows Ink API, for modern tablet and pen devices. Requires Windows 8 or newer.Use nearest sampleUse negative axis region only for operator executionUse node groups to reuse the same menu multiple timesUse noise to dither the binary visibility (works well with multi-samples)Use normalized attributes for positionsUse normalized strand texture coordinate (1D) or particle age (X) and trail position (Y)Use object as center of rotationUse object as reference pointUse object multiple times in the same collectionUse object selection (edit mode only)Use object transform to control projection shapeUse object's global coordinates for duplicationUse object's rotation for duplication (global x-axis is aligned particle rotation axis)Use object's scale for duplicationUse object/global coordinates for textureUse objects as font characters (give font objects a common name followed by the character they represent, eg. 'family-a', 'family-b', etc, set this setting to 'family-', and turn on Vertex Instancing)Use offset from the particle object in the instance objectUse one transform property from target to control another (or same) property on ownerUse only deformation modifiers (temporary disable all constructive modifiers except multi-resolution)Use only selected strokes for interpolatingUse open arrow styleUse optimized files for faster scrubbing when availableUse original location of texturesUse orthographic projectionUse other objects outlines and boundaries to project knife cutsUse particle size for the shrapnelUse particle size to scale the instancesUse particle's size in deflectionUse path guiding for sampling paths. Path guiding incrementally learns the light distribution of the scene and guides path into directions with high direct and indirect light contributionsUse perpendicular segment styleUse pixels for units of focal lengthUse pixels from adjacent faces across UV seamsUse placeholders for missing frames of the stripUse position (and optionally rotation) of target to define a 'wall' or 'floor' that the owner cannot crossUse position plus an outline based on F2-F1Use positive axis region only for operator executionUse pre/post rotation from FBX transform (you may have to disable that in some cases)Use precision movement for extension linesUse pressure to modulate densityUse pressure to modulate flowUse pressure to modulate hardnessUse pressure to modulate randomnessUse pressure to modulate wet mixUse pressure to modulate wet persistenceUse projected or spherical falloffUse quadratic progressionUse radius as size of projection shape (0 = auto)Use radius from particle settingsUse radius of the curves in close proximityUse random values over timeUse randomness at stroke levelUse raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting.Use raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting. Deprecated: use 'use_raytrace_refraction'.Use recorded speed multiplied by a factorUse red channel from footage for trackingUse reflective caustics, resulting in a brighter image (more noise but added realism)Use refractive caustics, resulting in a brighter image (more noise but added realism)Use regular expression for the replacement text (supporting groups)Use regular expressions to match text in the 'Find' fieldUse relative file pathsUse relative pathUse relative path when linking assets from this asset libraryUse relative paths to reference external files (i.e. textures, volumes) in USD, otherwise use absolute pathsUse relative paths with subdirectories onlyUse render settings when applying modifiers to mesh objects (DISABLED in Blender 2.8)Use repeat mapping valuesUse resolution of the volume gridUse right mouse button for selection, and left mouse button for actions. This works well primarily for keyboard and mouse devicesUse rule when boid is flyingUse rule when boid is on landUse same direction for all normals, from origin to target's center (Directional mode only)Use same input as previous modifier, and mix results using overall vgroupUse scale of existing UVs to multiply marginUse scale when calculating the matrixUse scene orientation instead of a custom settingUse scene world for lightingUse scene's currently active camera to define the VR view base location and rotationUse screen coordinates as texture coordinatesUse screen pixel size instead of world unitsUse selected objects as smoke emittersUse sequence detectionUse sequencer strip as mask inputUse setting from the modifierUse settings from brushUse settings from hereUse settings from operator propertiesUse settings from sceneUse settings from the parent collectionUse shader nodes for the line styleUse shader nodes to render the lightUse shader nodes to render the materialUse shader nodes to render the worldUse shaders for Cycles rendererUse shaders for EEVEE rendererUse shaders for all renderers and viewports, unless there exists a more specific outputUse shape of the curves in close proximityUse simple feature awareness to keep feature definitionUse simple interpolation of grid verticesUse single color or gradient when paintingUse single point as directionUse single point to create ringsUse slope of curve leading in/out of endpoint keyframesUse soft marbleUse special solver to track a stable camera position, such as a tripodUse special type BVH optimized for curves (uses more ram but renders faster)Use specified camera object for generating Line Art strokesUse square styleUse standard stucciUse standard wave texture in bandsUse standard wood texture in bandsUse static coordinates (defined by various means)Use straight lines between keyframe pointsUse stroke length for texture coordinatesUse tablet pressureUse tablet pressure for color strengthUse tablet pressure for jitterUse tabs or spaces for indentationUse texture painting in Sculpt ModeUse texture scale valuesUse the "Align Rotation to Vector" node insteadUse the "Rotate Rotation" node insteadUse the 2D stabilized version of the clipUse the 2D vector (X, Y) as input. The Z component is ignored.Use the 3D cursor as the position for the selected objects to align toUse the 3D cursor orientation for the new objectUse the 3D vector (X, Y, Z) as inputUse the 4D vector (X, Y, Z, W) as inputUse the CPU to process the denoise nodeUse the GPU to process the denoise node if available, otherwise fallback to CPUUse the MIS weight to weight the contribution of directly visible light sources during guidingUse the Minkowski function to calculate distance (exponent value determines the shape of the boundaries)Use the OptiX AI denoiser with GPU acceleration, only available on NVIDIA GPUs when configured in the system tab in the user preferencesUse the Scene's 3D camera as inputUse the Scene's Sequencer timeline as inputUse the Target Volume parameter as the initial volume, instead of calculating it from the mesh itselfUse the active Collection of the current View Layer to instantiate imported collections and objectsUse the active camera's position to cast raysUse the active object as surface for selected curves objects and set it as the parentUse the active object as the position for the selected objects to align toUse the active particle system from the contextUse the alpha channel information in the imageUse the alpha of the first input as mixing factor and return the more opaque alpha of the two inputsUse the alpha threshold to clip the visibility (binary visibility)Use the angle between two bonesUse the average of adjacent edge-verticesUse the average of adjacent edge-vertices weighted by their lengthUse the compact, single-row layoutUse the current 3D view for rendering, else use scene settingsUse the current bone location for envelopes and choosing B-Bone segments instead of rest positionUse the current snap settingsUse the current transform orientationUse the current view instead of the active object to create the new orientationUse the current world background to light the preview renderUse the default flat previewsUse the default, multi-rows layoutUse the depth under the mouse to improve view pan/rotate/zoom functionalityUse the distance between the objects to make a screwUse the existing guide map attribute if availableUse the exterior/interior radii for torus dimensionsUse the fallback value if the data path cannot be resolved, instead of failing to evaluate the driverUse the final evaluated indices rather than the original mesh indicesUse the global axis to limit the displacementUse the global axis to limit the force and set the gravity directionUse the global coordinate system for the texture coordinatesUse the import method set in the Preferences for this asset library, don't override it for this Asset BrowserUse the initial length as spring rest length instead of 2 * particle sizeUse the least twist over the entire curveUse the left handlesUse the legacy way of generating noise. Has the issue that it can produce values outside of -1/1Use the length input to fully replace the original lengthUse the linked object's local coordinate system for the texture coordinatesUse the local axis to limit the displacementUse the local axis to limit the force and set the gravity directionUse the local coordinate system for the texture coordinatesUse the location and rotation of another object to determine the distance and rotational change between arrayed itemsUse the major/minor radii for torus dimensionsUse the material preview scene for the node previewsUse the maximum X valueUse the maximum Y valueUse the maximum Z valueUse the minimum X valueUse the minimum Y valueUse the minimum Z valueUse the modifier's own time evaluationUse the mouse to create a link between two nodesUse the mouse to cut (remove) some linksUse the mouse to mute linksUse the mouse to sample a color in the imageUse the mouse to sample a weight in the 3D viewUse the number of points from the curves in close proximityUse the object center when selecting, in edit mode used to extend object selectionUse the offset of the specified bone from rest pose to compute the handleUse the old semi-broken behavior that does not understand that rotations loop aroundUse the orientation of the specified bone to compute the handle, ignoring the locationUse the original Y scale of the boneUse the original scaling of the bonesUse the original undeformed coordinates of the objectUse the overlap_mode tool settings to determine how to shuffle overlapping stripsUse the parent of the instance object if possibleUse the pinned contextUse the pinned node treeUse the pivot point in every rotationUse the pivot point in the negative rotation range around the X-axisUse the pivot point in the negative rotation range around the Y-axisUse the pivot point in the negative rotation range around the Z-axisUse the pivot point in the positive rotation range around the X-axisUse the pivot point in the positive rotation range around the Y-axisUse the pivot point in the positive rotation range around the Z-axisUse the plus button to add list entriesUse the position of the specified bone to compute the handleUse the quad remesherUse the results of this constraintUse the right handlesUse the rotation order defined in the BVH fileUse the same device used by the compositor to process the denoise nodeUse the same random seed for each scale axis for a uniform scaleUse the same scale value for all axisUse the same scale value for both axesUse the scalar value W as inputUse the scene orientationUse the scene origin as the position for the selected objects to align toUse the selected objects as the position for the selected objects to align toUse the shadow maps from shadow casting lights to refine the thickness defined by the material node treeUse the shortest computed distance to target object's geometry as weightUse the smallest single axis rotation, similar to Damped TrackUse the start of the stroke for the depthUse the strand primitive for renderingUse the surface depth for cursor placementUse the surface normal (using the transform orientation as a fallback)Use the surface normal to orientate the trimming shapeUse the tangent to calculate twistUse the target object for location limitationUse the target's rotation to determine floorUse the texture's RGB values to displace the mesh in the XYZ directionUse the texture's intensity value to displace along the (averaged) custom normal (falls back to vertex)Use the texture's intensity value to displace along the vertex normalUse the texture's intensity value to displace in the X directionUse the texture's intensity value to displace in the Y directionUse the texture's intensity value to displace in the Z directionUse the theme for background colorUse the time from the sceneUse the timeline to bake the sceneUse the undistorted version of the clipUse the value from some RNA propertyUse the value from some RNA property within the current evaluation contextUse the view axis to limit the displacementUse the view axis to limit the force and set the gravity directionUse the view to orientate the trimming shapeUse the voxel remesherUse the world for background colorUse this area light to guide sampling of the background, note that this will make the light invisibleUse this armature bone to define the depth of field focal pointUse this brush in Grease Pencil drawing modeUse this brush in Grease Pencil vertex color modeUse this brush in UV sculpt modeUse this brush in sculpt curves modeUse this brush in sculpt modeUse this brush in texture paint modeUse this brush in vertex paint modeUse this brush in weight paint modeUse this file's path for the disk cache when library linked into another file (for local bakes per scene file, disable this option)Use this index on generated segment. -1 means using the existing material.Use this installation for .blend files and to display thumbnailsUse this light object to generate light contourUse this object to define the depth of field focal pointUse this object's coordinate system instead of global coordinate systemUse this object's crease setting to overwrite scene globalUse this object's intersection priority to override collection settingUse to animate an object/bone following a pathUse tooltips when hovering over this gizmoUse topology based mirroring (for when both sides of mesh have matching, unique topology)Use transform gizmos by defaultUse transform property of target to look up pose for owner from an ActionUse transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadowsUse triangle fansUse true displacement of surface only, requires fine subdivisionUse un-subdivide face reductionUse union particle level set (faster but lower quality)Use upper limit for volume variationUse variable bit quantizationUse velocities for automagic step sizesUse velocities from this object for the guiding effect (object needs to have fluid modifier and be of type domain))Use vertex group weight as factor instead of influenceUse vertex group weights to cut faces at the weight contourUse vertex group weights to select whether vertex or edge is beveledUse vertex or edge stitchingUse vertices that are not part of region definedUse very clearly defined marbleUse view layer for renderingUse viscoelastic springs instead of Hooke's springsUse visible strokes as fill boundary limitsUse von Mises-Fisher models as directional distributionUse walk navigation to select tree elementsUse wave effectUse wave texture in ringsUse weight to modulate effectUse whole collection at onceUse whole stroke, not only selected pointsUse wireframe display in painting modesUse with difference intersection to swap which side is keptUse wood texture in ringsUse workbench render settings from the sequencer scene, instead of each individual scene used in the stripUse world space offset in the instance objectUsed LengthUsed for defining a profile's pathUsed to handle changes into collectionUsed to sort multiple links coming into the same input. The highest ID is at the top.Used to trace only one frame of the image sequence, set to zero to trace allUsed when connecting an Action to a data-block, to find the correct slot handle. This is the display name, prefixed by two characters determined by the slot's ID typeUsed when the data block is not local to the current .blend file but is linked from some libraryUserUser Add-onsUser Asset LibrariesUser CountUser DefinedUser Extension RepositoriesUser InterfaceUser Key ConfigurationUser LibraryUser ManualUser ModifiedUser OrthographicUser PathUser Path OtherUser PathsUser PerspectiveUser RepositoryUser TooltipsUser defined note for the render stampingUser defined tag (name token)User interface styling and color settingsUser is ScrubbingUser path of the action. E.g. "/user/hand/left"User selection of the edited geometry, for tool executionUser's bookmarksUser-editable keyframesUser:UsersUsers: {}Uses BrushesUses a more precise but slower method. Use if the output contains undesirable noise.Uses bounding boxesUses convex hullUses exact geometryUses the Scrambling Distance value for the viewport. Faster but may flickerUses the vector speed render pass to blur the image pixels in 2DUsing Active Scene CameraUsing both CPU and GPU subdivisionUtilitiesUtilityVV (Y) AxisV OffsetV-AxisVBO Collection RateVBO Time OutVFXVGroup AVGroup A and BVGroup A or BVGroup BVRVR Controller Poses IndicatorVR InfoVR LandmarkVR Landmark IndicatorsVR NavigationVR RedrawsVR Scene InspectionVR SessionVR Viewer Pose IndicatorVR navigation settingsVR viewport far clipping distanceVR viewport near clipping distanceVRAM: %.1f GiB FreeVRAM: %.1f/%.1f GiBValValidValidate MeshValidate MeshesValidate references from rig component settings to bone collections. Always run this both before and after joining two metarig armature objects into one to avoid glitchesValidates references from rig component settings to bone collectionsValidity ThresholdValleyValueValue InvertedValue JitterValue Layer NameValue MaxValue MinValue ModeValue OffsetValue SliderValue added to texture samplesValue by which to enlarge or shrink the object with respect to the world's origin (only applicable through a Transform Cache constraint)Value by which to enlarge or shrink the objects with respect to the world's originValue changes offsetValue changes profileValue changes segmentsValue for changes in locationValue for changes in rotationValue for changes in scaleValue for custom property types that can only be edited as a Python expressionValue for keyframe onValue for the distance between arrayed itemsValue for the distance between itemsValue for the envelope calculation that tells how fast the envelope can fall (the lower the value the steeper it can fall)Value for the envelope calculation that tells how fast the envelope can rise (the lower the value the steeper it can rise)Value for voxels outside of the cubeValue levelValue not found in bundle: "{}"Value of 0 removes color from the image, making it black-and-white. A value greater than 1.0 increases saturationValue of shape key at the current frameValue of the first color inputValue of the first floating number inputValue of the first vector inputValue of the itemValue of the second color inputValue of the second floating number inputValue of the second vector inputValue shift. 0 makes the color black, 1 keeps it the same, and higher values make it brighterValue that envelope's influence is centered around / based onValue that the transformation value must reach to put the action's timeline to the first frame. Rotations are in degreesValue that the transformation value must reach to put the action's timeline to the last frame. Rotations are in degreesValue to NormalValue to StringValue to add to colorsValue to add to weightsValue to multiply colors byValue to multiply weights byValue to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and HardValue under which voxels are considered empty space to optimize renderingValue used as seed in 1D and 4D dimensionsValue, Hue, SaturationValue:Value: NoneValue: must be 'NOTHING' for motionValue: must be 'PRESS' when unicode is setValue: must be 'PRESS/RELEASE' for keyboard/buttonsValue: only 'PRESS/RELEASE/NOTHING' are supportedValue: {}ValuesValues for change locationValues for changes in rotationValues for changes in scaleValues generated by this modifier are applied on top of the existing values instead of overwriting themValues larger than the threshold are inside the generated meshValues on endpoint keyframes are heldValues that sort the corners attached to the edgeValues used to sort corners attached to the vertex. Uses indices by defaultValues used to sort the curve's points. Uses indices by defaultValues used to sort the edges connected to the vertex. Uses indices by defaultValues used to sort the face's corners. Uses indices by defaultValues:VanishVariableVariable Expression SupportVariable Fallback As ErrorVariable does not exist in this driverVariable from some source/target for driver relationshipVariablesVariables: {:d}VarianceVariantVariation LevelVarious status info about an item after it has been importedVarious tools to enhance and speed up node-based workflowVary roughness values for each strandVary the melanin concentration for each strandVectorVector BlurVector CurvesVector DisplacementVector DisplayVector FontVector FontsVector HandleVector Handle SelectedVector MathVector NodeVector Node SocketVector Node Socket InterfaceVector RotateVector TransformVector ValueVector by which each point was offset during deformationVector data type, affects positionVector field to be represented by the display vectorsVector font data-blocksVector font for Text objectsVector for displacementVector handleVector in a mesh normal arrayVector valueVector value in geometry attributeVector which would be mapped to the curveVector, point, or normal which will be used for conversion between spacesVector2DVectorscopeVectorscope ModeVectorscope OpacityVelocityVelocity / HairVelocity AttributeVelocity Color RampVelocity FactorVelocity GridVelocity LinearVelocity ScaleVelocity SourceVelocity X GridVelocity Y GridVelocity Z GridVelocity considered as maximum influence (Blender units per frame)Velocity field of the fluid domainVersionVersion %r unsupported, must be %r or laterVersion backup failed (file saved with @)Version of Blender the library .blend was saved withVersion of Blender the userpref.blend was saved withVersion:Version: {:s}VertexVertex (Triangle)Vertex AttributesVertex ColorVertex Color FactorVertex Color NameVertex Color QuantizationVertex Color affects to Fill onlyVertex Color affects to Stroke and FillVertex Color affects to Stroke onlyVertex ColorsVertex Corner CountVertex CountVertex Count FieldVertex CreaseVertex Crease:Vertex DataVertex Data TypesVertex Data:Vertex Face Count FieldVertex Grease PencilVertex GroupVertex Group AVertex Group BVertex Group ClumpVertex Group Clump NegateVertex Group DensityVertex Group Density NegateVertex Group ElementVertex Group FactorVertex Group FieldVertex Group Field NegateVertex Group InvertVertex Group KinkVertex Group Kink NegateVertex Group LengthVertex Group Length NegateVertex Group LocksVertex Group RotationVertex Group Rotation NegateVertex Group Roughness 1Vertex Group Roughness 1 NegateVertex Group Roughness 2Vertex Group Roughness 2 NegateVertex Group Roughness EndVertex Group Roughness End NegateVertex Group SizeVertex Group Size NegateVertex Group SpecialsVertex Group TangentVertex Group Tangent NegateVertex Group TwistVertex Group Twist NegateVertex Group UnreferencedVertex Group VelocityVertex Group Velocity NegateVertex Group WeightVertex Group WeightsVertex Group for pinning of verticesVertex Group for shrinking clothVertex Group for where to apply pressure. Zero weight means no pressure while a weight of one means full pressure. Faces with a vertex that has zero weight will be excluded from the volume calculation.Vertex Group is lockedVertex Group(s)Vertex GroupsVertex Groups assigned to Deform BonesVertex Groups assigned to non Deform BonesVertex IndexVertex Index 1Vertex Index 2Vertex IndicesVertex InterpolationVertex MappingVertex MassVertex Mesh MethodVertex NeighborsVertex NormalVertex NormalsVertex OpacityVertex PaintVertex Paint CapabilitiesVertex Paint OverlaysVertex Paint mix factorVertex Position AttributesVertex SelectVertex SelectionVertex SetVertex SizeVertex Slide: Vertex WeightVertex Weight AngleVertex Weight EditVertex Weight MixVertex Weight ProximityVertex Weight TransferVertex WeightsVertex colors in the file are in linear color spaceVertex colors in the file are in sRGB color spaceVertex coordinate read failedVertex count mismatchVertex group '%s' is not valid, or maybe emptyVertex group for fine control over bending stiffnessVertex group for fine control over shear stiffnessVertex group for fine control over structural stiffnessVertex group for fine control over the internal spring stiffnessVertex group is lockedVertex group nameVertex group name (collapse only)Vertex group name for importance weights (modulating the deform)Vertex group name for modifying the selected areasVertex group name for modulating the deformVertex group name for modulating the waveVertex group name for selected strokesVertex group name for selecting the affected areasVertex group name for selecting/weighting the affected areasVertex group strengthVertex group that the generated rim geometry will be weighted toVertex group that the generated shell geometry will be weighted toVertex group to apply the influence of the latticeVertex group to control clumpVertex group to control densityVertex group to control fieldVertex group to control kinkVertex group to control lengthVertex group to control rotationVertex group to control roughness 1Vertex group to control roughness 2Vertex group to control roughness endVertex group to control sizeVertex group to control tangentVertex group to control twistVertex group to control velocityVertex group to set as activeVertex groups of the objectVertex in a Mesh data-blockVertex indexVertex indicesVertex is a root for rotation calculations and armature generation, setting this flag does not clear other roots in the same mesh islandVertex loop colors in a MeshVertex not in groupVertex of CornerVertex positionsVertex select - Shift-Click for multiple modes, Ctrl-Click contracts selectionVertex select needs to be enabled in weight paint modeVertex selection masking for paintingVertex selection modeVertex that is the corner of the gridVertex weight group, to blend with basis shapeVertex weight used by Bevel modifierVertex weight when brush is appliedVertex:VertexGroup '%s' not found in object '%s'VertexGroup.add(): cannot be called while object is in edit modeVertexGroup.remove(): cannot be called while object is in edit modeVertexWeightEditVertexWeightMixVertexWeightProximityVerticalVertical AlignmentVertical FOVVertical ListVertical SplitVertical aspect ratio (only used for camera projectors)Vertical aspect ratio - for anamorphic or non-square pixel outputVertical dimension of the baking mapVertical dimension of the baking map (external only)Vertical location of the windowVertical offset from the object originVertical position of the text box relative to LocationVertical position of underlineVertical scale (only used for camera projectors)Vertical size of the image sensor area in millimetersVerticesVertices Data:Vertices XVertices YVertices ZVertices changed from %d to %dVertices changed from %u to %uVertices connecting multiple face regionsVertices must be at least 1Vertices must be at least 3Vertices of the meshVerts:%s | Faces:%sVerts:%s | Faces:%s | Tris:%sVerts:%s | Tris:%sVerts:%s/%sVerts:%s/%s | Edges:%s/%s | Faces:%s/%s | Tris:%sVery High ContrastVery Low QualityVibrationVideoVideo CodecVideo MemoryVideo SequencerVideo bitrate (kbit/s)Video_EditingVideosVietnamese - Tiếng ViệtViewView & ControlsView AlignView Attribute TextView AxisView BiasView ContextView DistanceView FromView HeightView IndexView LayerView Layer '%s' not found in scene '%s'View Layer PropertiesView Layer settings for EEVEEView LayersView LocationView LockView Lock 3D viewport camera transformation affects the object's parent insteadView Map CacheView MatrixView NameView NavigationView NormalView Normal FalloffView Normal LimitView OverlayView PercentageView PerspectiveView PlaneView RegionsView RotationView SettingsView TypeView VectorView X AxisView Z AxisView Z DepthView a context based online manual in a web browserView all curves in editorView all objects in sceneView all selected UVsView all selected elementsView all the strips in the sequencerView and edit images and UV MapsView as RenderView distance from the floor when walkingView from the backView from the bottomView from the frontView from the leftView from the rightView from the topView in multilayer imageView layerView layer '%s' could not be removed from scene '%s'View layer at its evaluated stateView layer nameView layer settings for EEVEEView mode to use for displaying sequencer outputView not found, cannot sort by view axisView on EquatorView on PolesView operations (useful for keyboards without a numpad)View pivot locationView selected for all regionsView shift in camera viewView the entire imageView the result of the studio light editor in the viewportView the viewport with virtual reality glasses (head-mounted displays)View transform set to %s (converted from %s)View used when converting image to a display spaceView whole image with markersView2DView3DActivate GizmoView3DActive ToolView3DBackView3DBackgroundView3DBothView3DBottomView3DCameraView3DCavity TypeView3DCustomView3DDragView3DFloorView3DFrontView3DLeftView3DMixView3DPressView3DRightView3DScreenView3DSelectView3DThemeView3DTopView3DViewView3DWorldViewLayerViewLayer '%s' does not contain object '%s'ViewerViewer Attribute OpacityViewer BackViewer DataViewer ForwardViewer IndexViewer ItemViewer ItemsViewer LeftViewer NodeViewer PathViewer Path ElementViewer Pose LocationViewer Pose RotationViewer RegionViewer RightViewer image not found.Viewer reference scale associated with this landmarkViewpointViewportViewport AmountViewport Anti-AliasingViewport BVHViewport BVH TypeViewport BouncesViewport DebugViewport DenoiserViewport DenoisingViewport Denoising Input PassesViewport Denoising PrefilterViewport Denoising QualityViewport Dicing RateViewport DisplayViewport FeedbackViewport GizmosViewport OverlaysViewport ResolutionViewport SamplesViewport Sampling PresetsViewport ShadingViewport SizeViewport Texture LimitViewport TransformViewport VisibilityViewport display size of the sampled dataViewport display style for emptiesViewport display style for tracksViewport lens angleViewport navigation gizmoViewport non-rendered modeViewport not in local viewViewport resolution of the generated surfaceViewportsViewsViews FormatViews Format:VignetteVignette IntensityVirtual Node SocketVirtual ParentsVirtual socket of a nodeVirtually fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetryViscoelastic SpringsViscosityViscosity BaseViscosity ExponentViscosity of liquid (higher values result in more viscous fluids, a value of 0 will still apply some viscosity)Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)VisibilityVisibility ActionVisibility AreaVisibility BiasVisibility Bleed BiasVisibility BlurVisibility CollectionVisibility IconVisibility statusVisibleVisible LinesVisible ObjectsVisible Primitives OnlyVisible TabsVisible by DefaultVisible distance and angle measurementsVisible layersVisualVisual AidsVisual Effects PropertiesVisual Geometry to MeshVisual KeyingVisual LocationVisual Location & RotationVisual Location & ScaleVisual Location, Rotation & ScaleVisual RotationVisual Rotation & ScaleVisual ScaleVisual TransformVisualize cached complete framesVisualize cached images on the timelineVisualize cached raw imagesVisualize data from inside a node graph, in the image editor or as a backdropVisualize vector fieldsVolumeVolumeBooleanVolumeClipVolumeData TypeVolumeDissolveVolumeDoubleVolumeDouble VectorVolumeEmptyVolumeExtendVolumeFloatVolumeIntegerVolumeInteger 64-bitVolumeInteger VectorVolumeMaskVolumeNewVolumePing-PongVolumePoints (Unsupported)VolumeRepeatVolumeSequence ModeVolumeUnknownVolumeVectorVolume "%s" contains points, only voxel grids are supportedVolume "%s" failed to load: %sVolume AbsorptionVolume AlphaVolume BouncesVolume CoefficientsVolume CubeVolume Custom RangeVolume DirectVolume DisplaceVolume Displace ModifierVolume DisplayVolume EmissionVolume FactorVolume FilesVolume GridVolume GridsVolume GuidingVolume Guiding ProbabilityVolume IndirectVolume InfoVolume InterpolationVolume IntersectionVolume Intersection MethodVolume LightVolume Max Ray DepthVolume MinVolume PreservationVolume ProbeVolume Raymarching Step SizeVolume Raymarching Step Size LightingVolume RenderVolume ResolutionVolume SamplingVolume ScatterVolume Scatter VisibilityVolume ShadowsVolume VariationVolume Variation MaximumVolume Variation MinimumVolume Variation SmoothnessVolume data-block for 3D volume gridsVolume data-blocksVolume density per voxelVolume display settings for 3D viewportVolume file used by this Volume data-blockVolume file used for loading the volume at the current frame. Empty if the volume has not be loaded or the frame only exists in memory.Volume grid nameVolume is preserved when the object is scaled only on the free axis. Non-free axis scaling is passed through.Volume is preserved when the object is scaled uniformly. Deviations from uniform scale on non-free axes are passed through.Volume is strictly preserved, overriding the scaling of non-free axesVolume light multiplierVolume object display settings for 3D viewportVolume object render settingsVolume of the bone at restVolume outside the outer coneVolume render settings for 3D viewportVolume scale is lower than permitted by OpenVDBVolume to MeshVolume to Mesh ModifierVolume(s)Volume: {} gridsVolumesVolumes only support a single material; selection input cannot be a fieldVolumetric DataVolumetric Shadow SamplesVolumetric ShadowsVolumetric approximation to physically based volume scattering, using the scattering radius as specifiedVolumetric approximation to physically based volume scattering, with scattering radius automatically adjusted to match color textures. Designed for skin shading.VorbisVoronoi CrackleVoronoi TextureVoronoi feature weight 1Voronoi feature weight 2Voronoi feature weight 3Voronoi feature weight 4VortexVortex effector weightVorticityVoxelVoxel AmountVoxel CoordinateVoxel Grid Cell SizeVoxel IndexVoxel SizeVoxel remesher cannot run with a voxel size of 0.0Voxel remesher failed to create meshVoxel size of %f too small to be solvedVoxelize GridVoxelsVoxels with a larger value are inside the generated meshWW (Z) AxisW AxisW RotationW1W2W3W4W:WARNING: Driver expression may not work correctlyWARNING: This metarig contains deprecated Rigify rig-types and cannot be upgraded automatically.WARNING: not supported in dupli/group instancesWARNING: preferences are lost when add-on is disabled, be sure to use "Save Persistent" if you want to keep your settings!Wait for ClickWait for InputWait for first click instead of painting immediatelyWait for mouse click input before running the operator from a menuWait to Deselect OthersWalkWalk DirectionWalk NavigationWalk SpeedWalk navigation settingsWalk with gravity, or free navigateWallWanderWarn Msgid Not CapitalizedWarn about messages not starting by a capitalized letter (with a few allowed exceptions!)WarningWarning Icon ForegroundWarning PropagationWarning TypeWarning created during evaluation of a geometry nodes modifierWarning! Before unlocking, ensure another instance of Blender is not running.Warning, file already exists. Overwrite existing file?Warning/error indicator color for strips referencing the strip being tweakedWarning:Warning: Could not allocate light probes volume pool of {} MB, using {} MB instead.Warning: Multiple objects share the same data. Make single user and then apply transformations?Warning: Some features may change after generationWarning: Some images are modified and these changes will be lost.Warning: There are unsaved external image(s).Warning: Volume rendering data could not be allocated. Now using a resolution of 1:{} instead of 1:{}.WarningsWarpWarp AngleWarp ModifierWarp modifierWarp parts of a mesh to a new location in a very flexible way thanks to 2 specified objectsWarp vertices around the cursorWaterWaveWave AlignmentWave ClampWave Crest Particle SamplingWave Crest Potential MaximumWave Crest SamplingWave Deformation EffectWave Deformation effectWave DirectionWave EffectWave ModifierWave ProfileWave ScaleWave TextureWave TypeWave damping factorWave effect modifierWave propagation speedWave time scaling factorWaveDistortionWaveformWaveform Audio File FormatWaveform DisplayWaveform ModeWaveform OpacityWaveform StyleWaveformsWavelengthWavelength of the sinus displacementWavesWay to display the backgroundWay to display the cavity shadingWay to interpret mouse movementsWeakWeak reference to a data-block in another library .blend file (used to re-use already appended data instead of appending new copies)Weak reference to some assetWebP FallbackWebP FormatWebsiteWeightWeight 1Weight 2Weight 3Weight 4Weight AngleWeight Color RangeWeight FactorWeight Grease PencilWeight GroupWeight IndexWeight InterpolationWeight Modifier AngleWeight Modifier ProximityWeight OutputWeight PaintWeight Paint Auto-NormalizeWeight Paint CapabilitiesWeight Paint Lock-RelativeWeight Paint Multi-PaintWeight Paint OpacityWeight Paint OverlaysWeight PositionWeight ProximityWeight applied per faceWeight data for new strokes is added according to the current vertex group and weight. If no vertex group selected, weight is not added.Weight for cloth simulationWeight hair particlesWeight of a particle instance object in a collectionWeight of feather pointWeight of rotation constraint for IKWeight of scale constraint for IKWeight of the characters. 100-900, 400 is normal.Weight of the closest guide curve for each generated curveWeight of the pointWeight projection's vector by faces with larger areasWeight to assign in vertex groupsWeight used by the Subdivision Surface modifierWeight used for Soft Body GoalWeight used for smoothingWeight value of a vertex in a vertex groupWeight:Weight: {:.3f}WeightVG Edit ModifierWeightVG Mix ModifierWeightVG Proximity ModifierWeightedWeighted MedianWeighted NormalWeighted median face centerWeighted result of strip is added to the accumulated resultsWeighted result of strip is multiplied with the accumulated resultsWeighted result of strip is removed from the accumulated resultsWeighted vertex normal mode to useWeightedNormalWeightedNormal ModifierWeighting ModeWeighting factor for which keyframe is favored moreWeightsWeights for all of the objects in the instance collectionWeights for the vertex groups this point is member ofWeights for the vertex groups this vertex is member ofWeights from envelopes with user defined radiusWeights over this threshold remainWeldWeld ModifierWeld UVs based on shared verticesWeld loose edges into faces (splitting them into new faces)Weld modifierWeld selected UV vertices togetherWestWet MixWet Paint RadiusWet PersistenceWetmap LayerWetmapsWetnessWhDownWhInWhLeftWhOutWhRightWhUpWhat Cryptomatte layer is usedWhat axis is used to change particle rotation with timeWhat distance Width measuresWhat override operation is performedWhat type of blend preview to createWhat way to clear parentingWheelWheel Invert ZoomWhen AppendingWhen Even mode is active, flips between the two adjacent edge loopsWhen LinkingWhen an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be usedWhen and how proxies are createdWhen bone does not have a parent, it receives cyclic offset effects (Deprecated)When bone has a parent, bone's head is stuck to the parent's tailWhen calculating Bone Paths, use Head or TipsWhen combined with each voxel's value, determines the number of points to sample per unit volumeWhen controls are merged into ones owned by other chains, include parent-induced rotation/scale difference into handle motion. Otherwise only local motion of the control bone is usedWhen creating new frames, the strokes from the previous/active frame are included as the basis for the new oneWhen deforming bone, multiply effects of Vertex Group weights with Envelope influenceWhen disabled, newly created faces are limited to 3 and 4 sided facesWhen duplicating strips, assign new copies of the actions they useWhen enabled, applies the pose flipped over the X-axisWhen entering numbers while transforming, default to advanced mode for full math expression evaluationWhen exporting animations, disable viewport for other objects, for performanceWhen external text is out of sync, resolve the conflictWhen hands are swapped, limit movement to viewer's initial directionWhen highlighted, do not pass events through to be handled by other keymapsWhen inside a 3D viewport, use layers and camera of the viewportWhen keying manually, skip inserting keys that don't affect the animationWhen locked keep using normal of surface where stroke was initiatedWhen locked keep using the plane origin of surface where stroke was initiatedWhen merging controls, chains with higher priority always winWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify the position of the new nodesWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify whether to collapse them or show the full node with options expandedWhen on, multiple actions become part of the same glTF animation if they're pushed onto NLA tracks with the same name. When off, all the currently assigned actions become one glTF animationWhen pasting, assume the pasted matrix is relative to another object (set in the user interface)When pasting, mirror the transform relative to a specific object or boneWhen projecting in the negative direction invert the face cull modeWhen projecting in the opposite direction invert the face cull modeWhen rendering animations, save JPG preview images in same directoryWhen saving a tiled image, the path '%s' must contain a valid UDIM markerWhen spawning a context menu for an asset, activate the asset and call `bl_activate_operator` if present, rather than just highlighting the assetWhen there is no material on object, export active vertex colorWhen this is disabled, lock alpha while paintingWhen to preview the compositor output inside the viewportWhen transforming keyframes, changes to the animation data are flushed to other viewsWhen transforming strips, changes to the animation data are flushed to other viewsWhen true the format is a movieWhen using adaptive sampling highlight pixels which are being sampledWhen using an image texture, adjust the stencil size to fit the image aspect ratioWhere the Cryptomatte passes are loaded fromWhere the annotation comes fromWhere the clip comes fromWhere the image comes fromWhere the tail startsWhere to cache raw render resultsWhere to emit particles fromWhere to move cursor toWhere to move cursor to, to make a selectionWhere to output the baked mapWhere to perform randomizationWhere to save baked image texturesWhere to store the baked dataWhere to take the metadata fromWhether a tablet's eraser mode is being usedWhether bimanual interaction is occurringWhether geometry has been bound to anchorsWhether geometry has been bound to control cageWhether geometry has been bound to target meshWhether or not each visible tab has a search resultWhether the IES file is loaded from disk or from a text data-blockWhether the attribute can be removed or renamedWhether the cache is separated in a series of filesWhether the camera is using orthographic projectionWhether the current view is aligned to an axis (does not check whether the view is orthographic, use "is_perspective" for that). Setting this will rotate the view to the closest axisWhether the image has an alpha channelWhether the input control point plus the offset is a valid index of the original curveWhether the node could find a single face to sample at the UV coordinateWhether the node editor's type supports displaying node previewsWhether the ocean is using cached data or simulatingWhether the panel is expanded or closedWhether the position of the marker is keyframed or trackedWhether the sampling was successful. It can fail when the sampled group is emptyWhether the selected text is boldWhether the selected text is italicsWhether the selected text is small capsWhether the selected text is underlinedWhether the stored attachment UV coordinate is validWhether the tracking data contains valid reconstruction informationWhether the viewport is using orthographic projectionWhether there is any action referenced by NLA being edited (strictly read-only)Whether there is any text selectedWhether these settings have already been auto-set or notWhether this ID is runtime-only, evaluated data-block, or actual data from .blend fileWhether this blender installation is a sandboxed Microsoft Store versionWhether this bone collection is effectively visible in the viewport. This is True when this bone collection and all of its ancestors are visible, or when it is marked as 'solo'.Whether this collection is visible for the view layer, take into account the collection parentWhether this feature-set is registered or notWhether this is the active slot, can be set by assigning to action.slots.activeWhether this library override exists only for the override hierarchy, or if it is actually editable by the userWhether this library override is defined as part of a library hierarchy, or as a single, isolated and autonomous overrideWhether this path is saved in bookmarks, or generated from OSWhether to check the type of left and right handlesWhether to delete the selection after copyingWhether to enable or disable tweak mode in NLAWhether to fade in or outWhether to hide or show verticesWhether to select or deselect linked vertices under the cursorWhether to select while movingWhether to set face strength, and which faces to set face strength onWhether to set face strength, and which faces to set it onWhether to take into account per-vertex importance weightsWhether to update left and right handlesWhether to use a custom frame for looking up data in the cache file, instead of using the current scene frameWhether to use maximum clipping valueWhether to use minimum clipping valueWhether we may browse Blender files' content or notWhich Actions to affectWhich Boolean solver to useWhich ID types to show/hide, when browsing a libraryWhich Intersect solver to useWhich Selection Set to select; -1 uses the active Selection SetWhich algorithm to use to generate the marginWhich asset types to show/hide, when browsing an asset libraryWhich axis to use for offsetWhich bone to take texture coordinates fromWhich bones to affectWhich boolean operation to applyWhich channels to bakeWhich channels to insert keys at when no keying set is activeWhich color management settings to use for file savingWhich data to transferWhich data's transformations to bakeWhich data-block previews to clearWhich direction is used to calculate the effector forceWhich distances to target object to useWhich domain to delete inWhich domain to duplicateWhich domain to read the data fromWhich domain to separate onWhich domain to store the data inWhich edge data layers to transferWhich element to retrieve a value from on the geometryWhich elements to affect (vertices, edges and/or faces)Which elements to deleteWhich end of the segment to use as a reference to scale fromWhich end of the segment to use as a reference to shear fromWhich ends of the segment between the preceding and following Grease Pencil frames easing interpolation is applied toWhich ends of the segment between this and the next keyframe easing interpolation is applied toWhich face corner data layers to transferWhich face data layers to transferWhich frame to use for videos. Note that different frames in videos can have different resolutionsWhich frames to include in the exportWhich geometry element to move the attribute toWhich implementation of spring to useWhich kind of object to exportWhich layers to transfer, in case of multi-layers typesWhich mesh elements selection works onWhich method to use for viewport navigationWhich mode to use for decimationWhich object to take texture coordinates fromWhich objects to include in the exportWhich output node to use, for node-based texturesWhich part of the text to deleteWhich part to snap onto the targetWhich particle level set generator to useWhich parts of the mesh component to deleteWhich point on the bones is used when calculating pathsWhich relative layer (above or below) to use as a maskWhich renderer and viewport shading types to use the shaders forWhich sides to copy from and toWhich sides to copy from and to (when both are selected)Which sky model should be usedWhich style to use for viewport scalingWhich texture channel to use for maskingWhich texture coordinates to use for mappingWhich top-level instances to realizeWhich transforms to transferWhich vertex data layers to transferWhich vertices should be affectedWhich vertices to hide or showWhile editing, don't update metaball at allWhile editing, update metaball alwaysWhile editing, update metaball in half resolutionWhile editing, update metaball without polygonizationWhile offline, use "Install from Disk" instead.WhiteWhite BalanceWhite Balance PresetsWhite LevelWhite Noise TextureWhite PointWhite ValueWhite balance modifier for sequence stripWhole CharacterWhole Character (Selected Bones Only)Whole CollectionWhole FrameWidgetWidget EmbossWidget OffsetWidget StyleWidget TypeWidgets CollectionWidthWidth PercentWidth TypeWidth and height in pixelsWidth and height in pixels, zero when image data cannot be loadedWidth and height of the image buffer in pixels, zero when image data cannot be loadedWidth and height of the tile buffer in pixels, zero when image data cannot be loadedWidth of CCD sensor in millimetersWidth of marker's pattern in screen coordinatesWidth of marker's search in screen coordinatesWidth of panel and menu shadows, set to zero to disableWidth of the active voxel surface, in voxelsWidth of the blur for the transition, in percentage relative to the image sizeWidth of the gradient inside of the meshWidth of the nodeWidth of the zone in UI units where speed increases with distance from the edgeWidth over which the reconstruction filter combines samplesWidth:WildcardWill be stuck reading frame {:d}!Will create directories so that all paths are valid.WinWindWind FactorWind VelocityWind effector weightWind speedWindowWindow BackgroundWindow ManagerWindow ManagersWindow MatrixWindow event timerWindow heightWindow manager data-block defining open windows and other user interface dataWindow manager data-blocksWindow widthWindowManager3D ViewWindowManager3D View GenericWindowManager3D View Tool: CursorWindowManager3D View Tool: Cursor (fallback)WindowManager3D View Tool: Edit Armature, Bone EnvelopeWindowManager3D View Tool: Edit Armature, Bone Envelope (fallback)WindowManager3D View Tool: Edit Armature, Bone SizeWindowManager3D View Tool: Edit Armature, Bone Size (fallback)WindowManager3D View Tool: Edit Armature, ExtrudeWindowManager3D View Tool: Edit Armature, Extrude (fallback)WindowManager3D View Tool: Edit Armature, Extrude to CursorWindowManager3D View Tool: Edit Armature, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Armature, RollWindowManager3D View Tool: Edit Armature, Roll (fallback)WindowManager3D View Tool: Edit Curve, Curve PenWindowManager3D View Tool: Edit Curve, Curve Pen (fallback)WindowManager3D View Tool: Edit Curve, DrawWindowManager3D View Tool: Edit Curve, Draw (fallback)WindowManager3D View Tool: Edit Curve, ExtrudeWindowManager3D View Tool: Edit Curve, Extrude (fallback)WindowManager3D View Tool: Edit Curve, Extrude to CursorWindowManager3D View Tool: Edit Curve, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Curve, RadiusWindowManager3D View Tool: Edit Curve, Radius (fallback)WindowManager3D View Tool: Edit Curve, RandomizeWindowManager3D View Tool: Edit Curve, Randomize (fallback)WindowManager3D View Tool: Edit Curve, TiltWindowManager3D View Tool: Edit Curve, Tilt (fallback)WindowManager3D View Tool: Edit Mesh, BevelWindowManager3D View Tool: Edit Mesh, Bevel (fallback)WindowManager3D View Tool: Edit Mesh, BisectWindowManager3D View Tool: Edit Mesh, Bisect (fallback)WindowManager3D View Tool: Edit Mesh, Edge SlideWindowManager3D View Tool: Edit Mesh, Edge Slide (fallback)WindowManager3D View Tool: Edit Mesh, Extrude Along NormalsWindowManager3D View Tool: Edit Mesh, Extrude Along Normals (fallback)WindowManager3D View Tool: Edit Mesh, Extrude IndividualWindowManager3D View Tool: Edit Mesh, Extrude Individual (fallback)WindowManager3D View Tool: Edit Mesh, Extrude ManifoldWindowManager3D View Tool: Edit Mesh, Extrude Manifold (fallback)WindowManager3D View Tool: Edit Mesh, Extrude RegionWindowManager3D View Tool: Edit Mesh, Extrude Region (fallback)WindowManager3D View Tool: Edit Mesh, Extrude to CursorWindowManager3D View Tool: Edit Mesh, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Mesh, Inset FacesWindowManager3D View Tool: Edit Mesh, Inset Faces (fallback)WindowManager3D View Tool: Edit Mesh, KnifeWindowManager3D View Tool: Edit Mesh, Knife (fallback)WindowManager3D View Tool: Edit Mesh, Loop CutWindowManager3D View Tool: Edit Mesh, Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Offset Edge Loop CutWindowManager3D View Tool: Edit Mesh, Offset Edge Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Poly BuildWindowManager3D View Tool: Edit Mesh, Poly Build (fallback)WindowManager3D View Tool: Edit Mesh, Push/PullWindowManager3D View Tool: Edit Mesh, Push/Pull (fallback)WindowManager3D View Tool: Edit Mesh, RandomizeWindowManager3D View Tool: Edit Mesh, Randomize (fallback)WindowManager3D View Tool: Edit Mesh, Rip EdgeWindowManager3D View Tool: Edit Mesh, Rip Edge (fallback)WindowManager3D View Tool: Edit Mesh, Rip RegionWindowManager3D View Tool: Edit Mesh, Rip Region (fallback)WindowManager3D View Tool: Edit Mesh, Shrink/FattenWindowManager3D View Tool: Edit Mesh, Shrink/Fatten (fallback)WindowManager3D View Tool: Edit Mesh, SmoothWindowManager3D View Tool: Edit Mesh, Smooth (fallback)WindowManager3D View Tool: Edit Mesh, SpinWindowManager3D View Tool: Edit Mesh, Spin (fallback)WindowManager3D View Tool: Edit Mesh, To SphereWindowManager3D View Tool: Edit Mesh, To Sphere (fallback)WindowManager3D View Tool: Edit Mesh, Vertex SlideWindowManager3D View Tool: Edit Mesh, Vertex Slide (fallback)WindowManager3D View Tool: Edit Text, Select TextWindowManager3D View Tool: Edit Text, Select Text (fallback)WindowManager3D View Tool: MeasureWindowManager3D View Tool: Measure (fallback)WindowManager3D View Tool: MoveWindowManager3D View Tool: Move (fallback)WindowManager3D View Tool: Object, Add PrimitiveWindowManager3D View Tool: Object, Add Primitive (fallback)WindowManager3D View Tool: Paint Weight, GradientWindowManager3D View Tool: Paint Weight, Gradient (fallback)WindowManager3D View Tool: Paint Weight, Sample Vertex GroupWindowManager3D View Tool: Paint Weight, Sample Vertex Group (fallback)WindowManager3D View Tool: Paint Weight, Sample WeightWindowManager3D View Tool: Paint Weight, Sample Weight (fallback)WindowManager3D View Tool: Pose, BreakdownerWindowManager3D View Tool: Pose, Breakdowner (fallback)WindowManager3D View Tool: Pose, PushWindowManager3D View Tool: Pose, Push (fallback)WindowManager3D View Tool: Pose, RelaxWindowManager3D View Tool: Pose, Relax (fallback)WindowManager3D View Tool: RotateWindowManager3D View Tool: Rotate (fallback)WindowManager3D View Tool: ScaleWindowManager3D View Tool: Scale (fallback)WindowManager3D View Tool: Sculpt, Box Face SetWindowManager3D View Tool: Sculpt, Box Face Set (fallback)WindowManager3D View Tool: Sculpt, Box HideWindowManager3D View Tool: Sculpt, Box Hide (fallback)WindowManager3D View Tool: Sculpt, Box MaskWindowManager3D View Tool: Sculpt, Box Mask (fallback)WindowManager3D View Tool: Sculpt, Box TrimWindowManager3D View Tool: Sculpt, Box Trim (fallback)WindowManager3D View Tool: Sculpt, Cloth FilterWindowManager3D View Tool: Sculpt, Cloth Filter (fallback)WindowManager3D View Tool: Sculpt, Color FilterWindowManager3D View Tool: Sculpt, Color Filter (fallback)WindowManager3D View Tool: Sculpt, Face Set EditWindowManager3D View Tool: Sculpt, Face Set Edit (fallback)WindowManager3D View Tool: Sculpt, Lasso Face SetWindowManager3D View Tool: Sculpt, Lasso Face Set (fallback)WindowManager3D View Tool: Sculpt, Lasso HideWindowManager3D View Tool: Sculpt, Lasso Hide (fallback)WindowManager3D View Tool: Sculpt, Lasso MaskWindowManager3D View Tool: Sculpt, Lasso Mask (fallback)WindowManager3D View Tool: Sculpt, Lasso TrimWindowManager3D View Tool: Sculpt, Lasso Trim (fallback)WindowManager3D View Tool: Sculpt, Line Face SetWindowManager3D View Tool: Sculpt, Line Face Set (fallback)WindowManager3D View Tool: Sculpt, Line HideWindowManager3D View Tool: Sculpt, Line Hide (fallback)WindowManager3D View Tool: Sculpt, Line MaskWindowManager3D View Tool: Sculpt, Line Mask (fallback)WindowManager3D View Tool: Sculpt, Line ProjectWindowManager3D View Tool: Sculpt, Line Project (fallback)WindowManager3D View Tool: Sculpt, Line TrimWindowManager3D View Tool: Sculpt, Line Trim (fallback)WindowManager3D View Tool: Sculpt, Mask by ColorWindowManager3D View Tool: Sculpt, Mask by Color (fallback)WindowManager3D View Tool: Sculpt, Mesh FilterWindowManager3D View Tool: Sculpt, Mesh Filter (fallback)WindowManager3D View Tool: Sculpt, Polyline Face SetWindowManager3D View Tool: Sculpt, Polyline Face Set (fallback)WindowManager3D View Tool: Sculpt, Polyline HideWindowManager3D View Tool: Sculpt, Polyline Hide (fallback)WindowManager3D View Tool: Sculpt, Polyline MaskWindowManager3D View Tool: Sculpt, Polyline Mask (fallback)WindowManager3D View Tool: Sculpt, Polyline TrimWindowManager3D View Tool: Sculpt, Polyline Trim (fallback)WindowManager3D View Tool: Select BoxWindowManager3D View Tool: Select Box (fallback)WindowManager3D View Tool: Select CircleWindowManager3D View Tool: Select Circle (fallback)WindowManager3D View Tool: Select LassoWindowManager3D View Tool: Select Lasso (fallback)WindowManager3D View Tool: ShearWindowManager3D View Tool: Shear (fallback)WindowManager3D View Tool: TransformWindowManager3D View Tool: Transform (fallback)WindowManager3D View Tool: TweakWindowManager3D View Tool: Tweak (fallback)WindowManagerAccelerateWindowManagerAddWindowManagerAdd CutWindowManagerAdd Cut ClosedWindowManagerAdd NewWindowManagerAdd Snap PointWindowManagerAdjust Proportional InfluenceWindowManagerAlignWindowManagerAnimationWindowManagerAnimation ChannelsWindowManagerApplyWindowManagerAreaWindowManagerArmatureWindowManagerAttach/Detach FrameWindowManagerAutomatic ConstraintWindowManagerAutomatic Constraint PlaneWindowManagerAxis SnapWindowManagerAxis Snap (Off)WindowManagerBackwardWindowManagerBeginWindowManagerBevel Modal MapWindowManagerCancelWindowManagerCenter Pivot OffWindowManagerCenter Pivot OnWindowManagerChange Affect TypeWindowManagerChange Inner MiterWindowManagerChange Intersection MethodWindowManagerChange OffsetWindowManagerChange Offset ModeWindowManagerChange OpacityWindowManagerChange Outer MiterWindowManagerChange ProfileWindowManagerChange RadiusWindowManagerChange SegmentsWindowManagerClamp StripsWindowManagerClear ConstraintsWindowManagerClipWindowManagerClip Dopesheet EditorWindowManagerClip EditorWindowManagerClip Graph EditorWindowManagerCollide ExtensionsWindowManagerConfirmWindowManagerConfirm SamplingWindowManagerConsoleWindowManagerCreaseWindowManagerCurveWindowManagerCurve Pen Modal MapWindowManagerCurvesWindowManagerCustom Normals Modal MapWindowManagerCycle Angle Snapping Relative EdgeWindowManagerCycle through profile typesWindowManagerDecelerateWindowManagerDecrease Jump HeightWindowManagerDecrease Max AutoIK Chain LengthWindowManagerDecrease Proportional InfluenceWindowManagerDecrease SegmentsWindowManagerDecrease SubdivisionWindowManagerDeselectWindowManagerDiagonals FalloffWindowManagerDisable PrecisionWindowManagerDisable SnapWindowManagerDopesheetWindowManagerDopesheet GenericWindowManagerDownWindowManagerDrag ExtensionsWindowManagerEnable PrecisionWindowManagerEnable SnapWindowManagerEnd Current CutWindowManagerExtrudeWindowManagerEyedropper ColorRamp PointSampling MapWindowManagerEyedropper Modal MapWindowManagerFastWindowManagerFast (Off)WindowManagerFile BrowserWindowManagerFile Browser ButtonsWindowManagerFile Browser MainWindowManagerFill Tool Modal MapWindowManagerFixed Aspect OffWindowManagerFixed Aspect OnWindowManagerFlipWindowManagerFontWindowManagerForwardWindowManagerFramesWindowManagerFree-Align ToggleWindowManagerGeneric GizmoWindowManagerGeneric Gizmo Click DragWindowManagerGeneric Gizmo DragWindowManagerGeneric Gizmo Maybe DragWindowManagerGeneric Gizmo SelectWindowManagerGeneric Gizmo Tweak Modal MapWindowManagerGeneric Tool: AnnotateWindowManagerGeneric Tool: Annotate (fallback)WindowManagerGeneric Tool: Annotate EraserWindowManagerGeneric Tool: Annotate Eraser (fallback)WindowManagerGeneric Tool: Annotate LineWindowManagerGeneric Tool: Annotate Line (fallback)WindowManagerGeneric Tool: Annotate PolygonWindowManagerGeneric Tool: Annotate Polygon (fallback)WindowManagerGeodesic FalloffWindowManagerGeodesic recursion stepWindowManagerGesture BoxWindowManagerGesture Straight LineWindowManagerGesture Zoom BorderWindowManagerGrabWindowManagerGraph EditorWindowManagerGraph Editor GenericWindowManagerGraphics card:WindowManagerGrease PencilWindowManagerGrease Pencil Brush StrokeWindowManagerGrease Pencil Edit ModeWindowManagerGrease Pencil Fill ToolWindowManagerGrease Pencil Sculpt ModeWindowManagerGrease Pencil Vertex PaintWindowManagerGrease Pencil Weight PaintWindowManagerIgnore Snapping OffWindowManagerIgnore Snapping OnWindowManagerImageWindowManagerImage Editor Tool: SampleWindowManagerImage Editor Tool: Sample (fallback)WindowManagerImage Editor Tool: Uv, CursorWindowManagerImage Editor Tool: Uv, Cursor (fallback)WindowManagerImage Editor Tool: Uv, GrabWindowManagerImage Editor Tool: Uv, Grab (fallback)WindowManagerImage Editor Tool: Uv, MoveWindowManagerImage Editor Tool: Uv, Move (fallback)WindowManagerImage Editor Tool: Uv, PinchWindowManagerImage Editor Tool: Uv, Pinch (fallback)WindowManagerImage Editor Tool: Uv, RelaxWindowManagerImage Editor Tool: Uv, Relax (fallback)WindowManagerImage Editor Tool: Uv, Rip RegionWindowManagerImage Editor Tool: Uv, Rip Region (fallback)WindowManagerImage Editor Tool: Uv, RotateWindowManagerImage Editor Tool: Uv, Rotate (fallback)WindowManagerImage Editor Tool: Uv, ScaleWindowManagerImage Editor Tool: Uv, Scale (fallback)WindowManagerImage Editor Tool: Uv, Select BoxWindowManagerImage Editor Tool: Uv, Select Box (fallback)WindowManagerImage Editor Tool: Uv, Select CircleWindowManagerImage Editor Tool: Uv, Select Circle (fallback)WindowManagerImage Editor Tool: Uv, Select LassoWindowManagerImage Editor Tool: Uv, Select Lasso (fallback)WindowManagerImage Editor Tool: Uv, TweakWindowManagerImage Editor Tool: Uv, Tweak (fallback)WindowManagerImage GenericWindowManagerImage PaintWindowManagerImage ViewWindowManagerInWindowManagerIncrease Jump HeightWindowManagerIncrease Max AutoIK Chain LengthWindowManagerIncrease Proportional InfluenceWindowManagerIncrease SegmentsWindowManagerIncrease SubdivisionWindowManagerInfoWindowManagerInvertWindowManagerJumpWindowManagerJump (Off)WindowManagerKeyingWindowManagerKnife Tool Modal MapWindowManagerLanguageWindowManagerLatticeWindowManagerLeftWindowManagerLengthen ExtensionsWindowManagerLimited Platform SupportWindowManagerLink HandlesWindowManagerLocal DownWindowManagerLocal UpWindowManagerLock AngleWindowManagerLoop Count DecreaseWindowManagerLoop Count IncreaseWindowManagerMarkersWindowManagerMask EditingWindowManagerMeshWindowManagerMesh Filter Modal MapWindowManagerMetaballWindowManagerMoveWindowManagerMove Adjacent HandleWindowManagerMove Current HandleWindowManagerMove Entire PointWindowManagerMove OriginWindowManagerNLA EditorWindowManagerNLA GenericWindowManagerNLA TracksWindowManagerNavigateWindowManagerNewWindowManagerNo OperationWindowManagerNode AttachmentWindowManagerNode Attachment (Off)WindowManagerNode EditorWindowManagerNode GenericWindowManagerNode Tool: Select BoxWindowManagerNode Tool: Select Box (fallback)WindowManagerNode Tool: Select CircleWindowManagerNode Tool: Select Circle (fallback)WindowManagerNode Tool: Select LassoWindowManagerNode Tool: Select Lasso (fallback)WindowManagerNode Tool: TweakWindowManagerNode Tool: Tweak (fallback)WindowManagerNuminput Increment DownWindowManagerNuminput Increment UpWindowManagerObject ModeWindowManagerObject Non-modalWindowManagerOutWindowManagerOutlinerWindowManagerPaint CurveWindowManagerPaint Face Mask (Weight, Vertex, Texture)WindowManagerPaint Stroke ModalWindowManagerPaint Vertex Selection (Weight, Vertex)WindowManagerPanWindowManagerPan (Off)WindowManagerPanningWindowManagerParticleWindowManagerPen Tool Modal MapWindowManagerPlatform UnsupportedWindowManagerPoint CloudWindowManagerPoseWindowManagerPrecisionWindowManagerPrecision (Off)WindowManagerPrecision ModeWindowManagerPreviewWindowManagerPreview Tool: CursorWindowManagerPreview Tool: Cursor (fallback)WindowManagerPreview Tool: MoveWindowManagerPreview Tool: Move (fallback)WindowManagerPreview Tool: RotateWindowManagerPreview Tool: Rotate (fallback)WindowManagerPreview Tool: SampleWindowManagerPreview Tool: Sample (fallback)WindowManagerPreview Tool: ScaleWindowManagerPreview Tool: Scale (fallback)WindowManagerPreview Tool: Select BoxWindowManagerPreview Tool: Select Box (fallback)WindowManagerPreview Tool: Select CircleWindowManagerPreview Tool: Select Circle (fallback)WindowManagerPreview Tool: Select LassoWindowManagerPreview Tool: Select Lasso (fallback)WindowManagerPreview Tool: TweakWindowManagerPreview Tool: Tweak (fallback)WindowManagerPrimitive Tool Modal MapWindowManagerProperty EditorWindowManagerProperty ValueWindowManagerRegion Context MenuWindowManagerRemove Last Snap PointWindowManagerResetWindowManagerReset SamplingWindowManagerResizeWindowManagerRightWindowManagerRotateWindowManagerRotate NormalsWindowManagerRotationWindowManagerRotation (Off)WindowManagerSample a PointWindowManagerScaleWindowManagerScreenWindowManagerScreen EditingWindowManagerSculptWindowManagerSculpt CurvesWindowManagerSculpt Expand ModalWindowManagerSearchWindowManagerSelectWindowManagerSelect and Use Mesh ItemWindowManagerSequencerWindowManagerSequencer Tool: BladeWindowManagerSequencer Tool: Blade (fallback)WindowManagerSequencer Tool: Select BoxWindowManagerSequencer Tool: Select Box (fallback)WindowManagerSequencer Tool: Select CircleWindowManagerSequencer Tool: Select Circle (fallback)WindowManagerSequencer Tool: Select LassoWindowManagerSequencer Tool: Select Lasso (fallback)WindowManagerSequencer Tool: SlipWindowManagerSequencer Tool: Slip (fallback)WindowManagerSet Snap BaseWindowManagerSet Snap Base (Off)WindowManagerSet and Use 3D CursorWindowManagerShiftWindowManagerShorten ExtensionsWindowManagerSizeWindowManagerSlowWindowManagerSlow (Off)WindowManagerSnapWindowManagerSnap AngleWindowManagerSnap InvertWindowManagerSnap Invert (Off)WindowManagerSnap OffWindowManagerSnap OnWindowManagerSnap ToggleWindowManagerSnap expand to Face SetsWindowManagerSnap to Midpoints OffWindowManagerSnap to Midpoints OnWindowManagerSpherical FalloffWindowManagerSpherizeWindowManagerSpreadsheet GenericWindowManagerStandard Modal MapWindowManagerStart SamplingWindowManagerStop Move BackwardWindowManagerStop Move ForwardWindowManagerStop Move Global DownWindowManagerStop Move Global UpWindowManagerStop Move LeftWindowManagerStop Move Local DownWindowManagerStop Move Local UpWindowManagerStop Move RightWindowManagerSubtractWindowManagerSwitch to MoveWindowManagerSwitch to RotateWindowManagerSwitch to ZoomWindowManagerTeleportWindowManagerTextWindowManagerText GenericWindowManagerTexture Distortion DecreaseWindowManagerTexture Distortion IncreaseWindowManagerToggle Angle SnappingWindowManagerToggle Brush GradientWindowManagerToggle Clamp OverlapWindowManagerToggle Cut ThroughWindowManagerToggle Depth TestingWindowManagerToggle Direction for Node Auto-OffsetWindowManagerToggle Distance and Angle MeasurementsWindowManagerToggle Extension ModeWindowManagerToggle GradientWindowManagerToggle GravityWindowManagerToggle Harden NormalsWindowManagerToggle Mark SeamWindowManagerToggle Mark SharpWindowManagerToggle Preserve StateWindowManagerTopology FalloffWindowManagerTopology recursion StepWindowManagerTrackballWindowManagerTransform Modal MapWindowManagerUV EditorWindowManagerUV SculptWindowManagerUndoWindowManagerUpWindowManagerUpgrading to the latest macOS version may improve Blender supportWindowManagerUse MouseWindowManagerUse ObjectWindowManagerUse PivotWindowManagerUser InterfaceWindowManagerVert/Edge SlideWindowManagerVertex PaintWindowManagerVideo Sequence EditorWindowManagerView2DWindowManagerView2D Buttons ListWindowManagerView3D Dolly ModalWindowManagerView3D Fly ModalWindowManagerView3D Gesture CircleWindowManagerView3D Move ModalWindowManagerView3D Placement ModalWindowManagerView3D Rotate ModalWindowManagerView3D Walk ModalWindowManagerView3D Zoom ModalWindowManagerWeight PaintWindowManagerWindowWindowManagerX AxisWindowManagerX Axis CorrectionWindowManagerX Axis LockingWindowManagerX PlaneWindowManagerY AxisWindowManagerY Axis LockingWindowManagerY PlaneWindowManagerYour graphics card is not supportedWindowManagerYour graphics card or driver version has limited support. It may work, but with issues.WindowManagerYour graphics card or driver version is not supported.WindowManagerYour graphics card or macOS version is not supportedWindowManagerZ AxisWindowManagerZ Axis CorrectionWindowManagerZ Axis LockingWindowManagerZ PlaneWindowing Environment: {:s}WindowsWindows & Linux only operatorWindows InkWintabWipe StripWireWire ColorWire Color TypeWire ColorsWire EditWire SelectWire WidthWire edgesWireframeWireframe ColorWireframe DetailWireframe ModifierWireframe OpacityWireframe ThresholdWireframe effect modifierWiresWith OffsetWith TargetsWith refractive materials, generate approximate caustics in shadows of this object. Up to 10 bounces inside this object are taken into account. Lights, caster and receiver objects must have shadow caustics options set to enable thisWoodWood TextureWord SpacingWord WrapWord wrap width as factor, zero disablesWork Space ToolWork Space UI TagWorkSpace2D AnimationWorkSpace2D Full CanvasWorkSpaceAnimationWorkSpaceCompositingWorkSpaceGeometry NodesWorkSpaceLayoutWorkSpaceMaskingWorkSpaceModelingWorkSpaceMotion TrackingWorkSpaceNewWorkSpaceRenderingWorkSpaceScriptingWorkSpaceSculptingWorkSpaceShadingWorkSpaceTexture PaintWorkSpaceUV EditingWorkSpaceVideo EditingWorkSpace UI TagsWorkbenchWorkbench render of sceneWorking SpaceWorking Space Interop IDWorking color space of the current fileWorkspaceWorkspace data-block, defining the working environment for the userWorkspace data-blocksWorkspacesWorldWorldNewWorldWorldWorld Dome LightWorld MistWorld OpacityWorld OutputWorld OverrideWorld PropertiesWorld SpaceWorld Space LightingWorld background is transparent, for compositing the render over another backgroundWorld data-block describing the environment and ambient lighting of a sceneWorld data-blocksWorld lighting settingsWorld mist settingsWorld space normal mappingWorld space normal mapping, compatible with Blender render bakingWorld space vector displacement mappingWorld used for rendering the sceneWorld visibility for camera raysWorld visibility for diffuse reflection raysWorld visibility for glossy reflection raysWorld visibility for shadow raysWorld visibility for transmission raysWorld visibility for volume scatter raysWorldsWorldspace transformation matrixWrapWrap AroundWrap MethodWrap ModeWrap WidthWrap back to the first/last valuesWrap value to range, wrap(A,B)Wrap words if there is not enough horizontal spaceWrapper operator which will invoke given op after setting its module_nameWraps a value and reverses every other cycle (A,B)WriteWrite ImageWrite Local File (overwrite existing)Write Original File (overwrite existing)Write a FBX fileWrite all keymaps (not just user modified)Write bake to current directory (overwrite existing bake)Write bake to original location (overwrite existing file)Write compressed .blend fileWrite edge smoothingWrite error: cannot save %sWrite face smoothingWrite face smoothing groupsWrite file to current directory (overwrite existing file)Write file to original location (overwrite existing file)Write filename onlyWrite files to current directory (overwrite existing files)Write files to original location (overwrite existing files)Write image file to diskWrite relative paths where possibleXX AngleX Angle SpringX Angle StiffnessX AxisX Axis StiffnessX EndX ForceX ForwardX LocationX LowerX MappingX MaxX MinX MirrorX NormalX OffsetX PlaneX PositionX RotationX ScaleX Source AxisX SpringX StartX StiffnessX SubdivisionsX UpX VelocityX axisX axis correction (toggle)X axis motionX component of the force fieldX component of the velocity fieldX coordinate of the start positionX manualX position where the strip beginsX radius used by Skin modifierX-AxisX-Axis MirrorX-GlobalX-RayX-Ray OpacityX-Ray not available in current modeX-axis handle offset for end of the B-Bone's curve, adjusts curvatureX-axis handle offset for start of the B-Bone's curve, adjusts curvatureX-coordinate (screen space) to place the new object underX-offset to parenting pointX-position of marker at frame in screen coordinatesX-position of search at frame relative to marker's positionX/Y coordinates of the curve pointX/Y coordinates of the path pointX/Y pixels per meter, for the image bufferX:XRXR Action MapXR Action Map BindingXR Action Map BindingsXR Action Map ItemXR Action Map ItemsXR Action MapsXR Component PathXR Component PathsXR Data for Window Manager EventXR NavigationXR Session SettingsXR Session StateXR User PathXR User PathsXR action nameXR action set nameXR action typeXR action values corresponding to typeXYZ EulerXYZ Rotation Order - prone to Gimbal Lock (default)XYZ rotations not equally keyed for ID='%s' and RNA-Path='%s'XYZ to RGBXZXZ Scale ModeXZY EulerXZY Rotation Order - prone to Gimbal LockXiph.Org Ogg ContainerXiph.Org Vorbis CodecYY AngleY Angle SpringY Angle StiffnessY AxisY Axis StiffnessY EndY ForceY ForwardY LocationY LowerY MappingY MaxY MinY NormalY OffsetY PlaneY PositionY RotationY ScaleY Scale ModeY Source AxisY SpringY StartY StiffnessY SubdivisionsY UpY VelocityY axisY axis motionY component of the force fieldY component of the velocity fieldY coordinate of the start positionY manualY radius used by Skin modifierY-AxisY-GlobalY-coordinate (screen space) to place the new object underY-offset to parenting pointY-position of marker at frame in screen coordinatesY-position of search at frame relative to marker's positionY:YCCYCbCr (JPEG)YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color spaceYCbCr Limit ChannelYUVYUV (Y - luma, U V - chroma) color spaceYUV Limit ChannelYXZ EulerYXZ Rotation Order - prone to Gimbal LockYZX EulerYZX Rotation Order - prone to Gimbal LockYellow-BlueYesterdayYou can adjust this later from "System" preferences.You have to select a string of connected vertices tooYou must select a rig type to create a sample ofYou need at least 2 keys to the left side of the selectionYou need at least 2 keys to the right side of the selectionYou should have active texture to use multires bakerZZ AngleZ Angle SpringZ Angle StiffnessZ AxisZ Axis CorrectionZ Axis StiffnessZ DirectionZ ForceZ ForwardZ LocationZ LowerZ MappingZ MinZ NormalZ PlaneZ RotationZ ScaleZ Source AxisZ SpringZ StiffnessZ UpZ VelocityZ axisZ axis correctionZ axis correction (toggle)Z component of the force fieldZ component of the velocity fieldZ manualZ, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this thresholdZ-AxisZ-BufferZ-GlobalZ-ScaleZ-UpZ-axis handle offset for end of the B-Bone's curve, adjusts curvatureZ-axis handle offset for start of the B-Bone's curve, adjusts curvatureZ-offset of texture mappingZ:ZIP packaged incorrectly; __init__.py should be in a directory, not at top-levelZXZXY EulerZXY Rotation Order - prone to Gimbal LockZYX EulerZYX Rotation Order - prone to Gimbal LockZero WeightsZero centered coordinates normalizes along the larger dimension for uniform scalingZero normal givenZero scale cannot be solvedZero voxel size cannot be solvedZeroes package versions, useful for development - to test upgradingZipZone Output Node IDZone output node that this input node is paired withZoomZoom AxisZoom Factor XZoom Factor YZoom InfluenceZoom KeyframesZoom MethodZoom OutZoom PathZoom SecondsZoom StyleZoom directionZoom factorZoom factor in camera viewZoom factor, values higher than 1.0 zoom in, lower values zoom outZoom inZoom in and out as if you are scaling the view, mouse movements relative to centerZoom in and out based on horizontal mouse movementZoom in and out based on mouse movement along the set Zoom AxisZoom in and out based on vertical mouse movementZoom in the image (centered around 2D cursor)Zoom in the viewZoom in the view to the nearest item contained in the borderZoom in the view to the nearest object contained in the borderZoom in towards the mouse pointer's position in the 3D view, rather than the 2D window centerZoom in/out in the viewZoom in/out the background imageZoom in/out the imageZoom in/out the viewZoom outZoom out the image (centered around 2D cursor)Zoom out the viewZoom percentageZoom preview to fit in the areaZoom ratio, 1.0 is 1:1, higher is zoomed in, lower is zoomed outZoom the sequencer on the selected stripsZoom to FitZoom to Frame TypeZoom to Mouse Position[Action Stash][E] - Disable overshoot[E] - Enable overshoot[Shift] - Precision active`Collection.bones` is not available in armature edit modealong %s Xalong %s Yalong %s Zalong Xalong Yalong Zalong local Zand AMD Adrenalin driver %s or newerand NVIDIA driver version %s or newerand Windows driver version %s or newerannotationsarmaturesblender defaultbrushescache_filescameracamerascategoryclipboardcollectionscolor pickercolor_index is invalidconstructive modifiercontext "window" is Nonecursorcurvescustomdbl-drag-exp(A)filesfontsfps: %.2ffps: %igimbalgizmosglTF 2.0 formatglTF AnimationsglTF Material VariantsglTF VariantsglTFpack file pathglobalgrease_pencilshair_curvesiScalein memory to enable editing!industry compatible datalatticesleftlibrarieslightprobeslightslinestyleslink_placeholderslocallocking %s Xlocking %s Ylocking %s Zmasksmaterialsmatricesmeshesmetaballsmicrophonemmmovieclipsmulti-res modifiernamenetworkno gizmosno matricesno positionsnode_groupsnon-triangle facenormalobject_colorobjectsor AMD Radeon Pro %s driver or newerotherwise it should be avoided.p0paint_curvespalettesparentparticlesperformance impact!pointcloudspositionspxreadreduce the effect of the above optionsremoveresrightsRGBsRGB IEC 61966-2-1 compound (piece-wise) encodingsRGB display space with Filmic view transformsaved as a new, regular file.screenscreensshape_keyssoundsspeakerstan(A)template_popup_confirm used outside of a popuptextstexturesunable to load movie clipunable to load textunable to open the fileunknown error reading fileunknown error statting fileunknown error writing fileunsupported font formatunsupported formatunsupported image formatunsupported movie clip formatuv_on_emitter() requires a modifier from an evaluated objectviewvolumeswindow_managerswith an older Blender version?wmOwnerID '%s' not in workspace '%s'workspacesworldswritey = (Ax + B){:.4g} fps{:d} F-Curve(s) are not keyframeable. They might be locked or sampled.{:d} fluid particles for this frame{:d} image(s) converted to mesh plane(s){:d} nodes are selected, but this operator can only work on {:d}.{:s} • {:s} toggles snap while dragging • {:s} toggles dragging from the center • {:s} toggles fixed aspect{:s} (Global){:s} (unavailable){:s} ({:s} available){:s} is not supported{} ({} on disk){} ({} packed){} does not exist{} does not seem to be part of a sequence{} strip(s) successfully had {} keyframes removed|%i linked library object(s)|%i multiuser armature object(s)× (Ax + B)←↑→↓Project-Id-Version: Blender 5.1.0 Beta (b'5a04f1d246f1') Report-Msgid-Bugs-To: POT-Creation-Date: 2026-03-11 11:01+0000 PO-Revision-Date: 2026-02-06 22:29+0000 Last-Translator: Hoang Duy Tran Language-Team: Vietnamese Language: vi MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Plural-Forms: nplurals=1; plural=0; X-Generator: Weblate 5.14.3 Lọc theo Tên %s hoặc mới hơn Với Cân Trọng Tự Động Với các Nhóm Trống Với Trọng Lượng từ Phong Bao - phiên bản intel-level-zero-gpu (bộ xử lý đồ họa cấp không intel) hoặc intel-compute-runtime (tính toán thời gian chạy intel) - Trình Nạp Cấp-0 oneAPI (Cắt Xén) (Đã Lỗi Thời) (Cục Bộ) (Đã phục hồi) (Bộ Quan Sát) (chưa cài đặt) Nguyên Vật Liệu, Thuộc Tính được Đặt Tên Thuộc Tính được Đặt Tên Cài Đặt Sở Thích Kích thước cân đối: %.2f byte RGB Số thực RGB byte RGBA Số thực RGBA Khuôn Tô, Chất Liệu (hoặc liên kết), Các UV, quanh trục X %s quanh trục Y %s quanh trục Z %s quanh trục X quanh trục Y khóa trục X %s khóa trục Y %s khóa trục Z %s | [Ctrl] - Giữ để tăng theo bậc | Đối tượng:%s/%s | [Ctrl] - Tăng tiến hoạt động"%s" đang sử dụng Hành Động "%s", tức cái không có khe với mã định danh "%s" hoặc "%s". Chủ định ấn định một cách thủ công khe hành động đúng đắn cho "%s".Tính chất "%s" không thể hoạt họa đượcThuộc tính "{}" từ hình học"{}" từ {}%d %s được phản chiếu đối xứng%d %s được phản chiếu đối xứng, %d bị thất bại%d đã đối xứng, %d đôi được phản chiếu đối xứng%d đã đối xứng rồi, %d đôi được phản chiếu đối xứng, %d thất bại%d xương được căn chỉnh với xương '%s'%d đường cong không thể tách rời ra được%d đường cong không thể tạo phân đoạn được%d khối dữ liệu đã được dán%d kênh số thựcsẽ lưu %d hình ảnh vào %s%d phần tử%d thư viện và %d khối dữ liệu liên kết bị thiếu vắng (bao gồm %d ObjectData (Dữ Liệu Đối Tượng)), xin vui lòng kiểm tra trình biên soạn Thông Tin và Mục Lục để biết chi tiết%d thư viện có một số vượt quyền cần phải tái đồng bộ (tự động tái đồng bộ trong %.0fm%.2fs), xin vui lòng kiểm tra trình biên soạn Thông Tin để biết thêm chi tiếtĐối với Bézier, cần có thêm %d điểm hàng %sĐối với Bézier, cần có thêm %d điểm%d tầng mới được tái dựng%d đối tượng đã được dán%d đối tượng đã có %d khung khóa được xóa đi thành công%d của %d các kênh xoay chiều đã được thanh lọc (xin xem Cửa sổ thông tin để biết thêm chi tiết)%d dải trình tự không được đọc, vì chúng ở trong một kênh lớn hơn %d%d dải đã được dán vàoHạn định %d trọng lượng điểm đỉnh%d x %d%d x %d, %d × %s: %.4f mili giây, trung bình: %.8f mili giây%i tế bào + Độ Phân Giải Cao được ghi trong bộ nhớ đệm%i tế bào được ghi trong bộ nhớ đệm%i khối dữ liệu hiện không còn là tài sản nữa%i khối dữ liệu hiện giờ là tài sảnTìm thấy %i khung hình!%i khung hình trên đĩa%i đối tượng chưa được chỉnh về tâm, %i đã đổi:Tìm thấy %i điểm!%s '%s'%s '%s' có hạng mục '%s'%s '%s' nằm ngoài cơ sở dữ liệu chính và không thể xóa khỏi cơ sở dữ liệu đó được%s '%s' quá dài, độ dài tối đa là %d%s '%s' nhất định phải không có người dùng nào mới có thể xóa được, song tìm thấy %d (thử đặt tham số do_unlink=True (Đúng) nhé)không tìm thấy '%s '%s'%s '%s', bl_idname '%s' không thể hủy đăng ký%s '%s', bl_idname '%s' vốn đã được đăng ký trước đây rồi, đang hủy đăng ký trước đây đi%s đã có trong %s%s thể loại khu vực không hỗ trợ các gizmo%s có chứa một bộ tô bóng thể tích khả dĩ cần phải được chuyển đổi thành đối tượng (xin xem bảng thể tích thế giới)%s không thể đặt ngoài Chế Độ Biên Soạn được, nên không thể xuất khẩu%s khung hình trong bộ nhớ (%s)%s trong %s không thể đặt ngoài Chế Độ Biên Soạn được, nên không thể xuất khẩu%s không phải là một thư mục%s không tương thích với bất kỳ tùy chọn 'làm mới' nào cả%s không tương thích với các tùy chọn 'làm mới' đã chỉ định%s không được hỗ trợ đối với các đối tượng '%s'%s chưa được hỗ trợ, xin hãy đưa Xương, Xương Tư Thế hoặc Xương Biên Soạn vào nhé%s được kết nối với %s%s đã chuyển đến %sKhông tìm thấy %s%s phụ huynh '%s' cho '%s' không tìm thấy%s, bộ nhớ đệm lỗi thời rồi!%s, không chính xác từ khung hình %i%s: %.*s%s: %.*s Địa điểm: %s:%d%s: %s%s: Không thể sao chép %s. Đường dẫn nguồn và đích giống nhau%s: Không thể mở nội dung đích %s để viết được%s: Không thể mở tài sản nguồn %s được%s: Không thể lý giải được đường dẫn %s được%s: Không thể lý giải đường dẫn %s để viết được%s: Không thể viết vào tài sản %s được: %s%s: Không thể cho thêm xương vào khớp nối %s được%s: Không thể đóng tài sản đích %s lại được%s: Không thể tính toán biến hóa kết buộc hình học cho %s được%s: Không thể sao chép tập tin %s sang %s%s: Không thể tạo bộ tô bóng USD cho ánh xạ UV được%s: Không thể tạo bộ tô bóng USD cho nút ánh xạ được%s: Không thể kiến tạo thư mục nhập khẩu chất liệu %s%s: Không thể xác định tên tập tin liên quan từ đường dẫn %s%s: Không thể tìm thấy tổ tiên Xform chung cho hình cơ bản đã bọc da %s và bộ xương %s để chuyển đổi sang USD SkelRoot (gốc của bộ xương). Vấn đề này có thể được giải quyết bằng cách đặt hình cơ bản gốc trong các tùy chọn xuất khẩu%s: Không tìm thấy đối tượng khung rối nào tương ứng với khung xương USD %s cả%s: Không thể lấy mục tiêu hình dạng pha trộn (blendshape) mục tiêu cho cấu trúc cơ bản %s được%s: Không thể lấy dịch chuyển cho hình pha trộn %s được%s: Không thể lấy sân khấu cho cấu trúc cơ bản %s được%s: Không thể lấy các biến hóa kết buộc thế giới cho bộ khung xương %s được%s: Không thể truy vấn bộ khung xương %s được%s: Không thể tách phân mẫu UDIM %s%s: Lỗi khi tạo dữ liệu nhóm biến dạng cho khung lưới %s%s: Lỗi xảy ra trong khi viết vào tài sản đích %s%s: Lỗi: Không thể lấy ổ cắm đầu vào %s cho nút %s được%s: Kích thước phần tử của trọng lượng khớp xương và chỉ số khớp xương không xứng khớp nối với cấu trúc cơ bản %s%s: Trọng lượng khớp nối và kích thước chỉ số khớp nối không xứng khớp nối đối với cấu trúc cơ bản %s%s: Trọng lượng khớp nối có kích thước không mong muốn trong phép nội suy bất biến đối với cấu trúc cơ bản %s%s: Trọng số khớp nối có kích thước không mong muốn trong phép nội suy đỉnh đối với cấu trúc cơ bản %s%s: Bất xứng khớp trong kết buộc xforms và số khớp nối cho bộ khung xương %s%s: Bất tương đồng xảy ra giữa số lượng xương và số khớp nối đối với bộ khung xương %s%s: Hình pha trộn %s không có dịch chuyển%s: Bộ đệm rỗng (Null: bất khả định) cho tài sản nguồn %s%s: Số lượng biến hóa kết buộc không khớp với số lượng khớp nối của bộ khung xương %s%s: Số lượng hình dạng pha trộn không khớp với số lượng mục tiêu hình dạng pha trộn cho cấu trúc cơ bản %s%s: Số lượng dịch chuyển lớn hơn số điểm đỉnh khung lưới của hình dạng pha trộn %s%s: Đường dẫn thư mục nhập khẩu chất liệu trống rỗng, không thể nhập khẩu %s được%s: Cấu trúc liên kết và kích thước thứ tự khớp nối không xứng khớp với bộ khung xương %s%s: Kiểu nội suy trọng lượng khớp nối ngoài mong đợi %s đối với cấu trúc cơ bản %s%s: Sẽ không sao chép nội dung nguồn có kích thước bằng 0 %s%s: Sẽ không viết đè nội dung hiện có %s%s: không thể ấn định ID nhúng cho một tính chất IDProperty được%s: mong đợi kiểu %s , chứ không phải %s%s: mong đợi kiểu nhận dạng ID, chứ không phải %s%s: không thể phân bổ bộ nhớ để làm bộ đệm cho đoạn phim '%s'%s: không nạp được '%s'%s: thư mục nhập khẩu là tương đối, song đường dẫn tập tin blend lại trống rỗng. Xin vui lòng lưu tập tin blend lại trước khi nhập khẩu USD nhé, hoặc cung cấp đường dẫn thư mục nhập tuyệt đối. Không thể nhập khẩu %s được%s: kích thước không hợp lệ cho bản sao cục bộ '%s'%s: không tìm được Lượt Tổng Hợp trong tầng kết xuất '%s'Hành Động %s%u đối tượng ẩn khuấtTầng lớp '%s' đã bị khóa lại rồi'%s' không có chứa '%s' với tiền tố và hậu tố'%s' không có hậu tố là chữ hoặc số'%s' không có tiền tố là chữ hoặc số và ở dạng chữ inĐường dẫn đã cho '%s' không hợp lệ với Hệ Điều Hành. Thay vào đó, kiến tạo đường dẫn '%s''%s' là đường dẫn tập tin thư viện không hợp lệ'%s' không thể chỉnh sửa được'%s' là thể loại không thể là tài sản được'%s': không thể sử dụng tập tin hiện tại để làm thư viện'%s': không phải là một thư viện'%s': không có gì biểu thị cảCác ràng buộc 'CTRL:...' được di chuyển đến xương điều khiển.Các ràng buộc 'DEF:...' được di chuyển đến xương biến dạng.'Tích hợp' chỉ hợp lệ đối với các đối tượng Khung Lưới mà thôi'Tích hợp' điểm đỉnh lưới gốc không ăn khớp'Tích hợp' đòi hỏi một số các mặtNút 'LimbNode' của FBX, một khớp nối thông thường giữa hai xương...Nút 'Null' của FBX, tương tự như Đối Tượng Rỗng của Blender (mặc định)Nút 'Root' của FBX, đúng nghĩa ra là gốc của các dây chuyền xương...'Thu Nhỏ/Phình To' khung lưới chỉ được hỗ trợ trong chế độ biên soạn mà thôi'Độ Nhớt' bên trong mục tiêu va đập'Chiều rộng' của tia xạ (đặc biệt có lợi khi bắn tia trên các điểm đỉnh hay các cạnh)'from_space' '%s' là không hợp lệ khi không có không gian tùy chỉnh nào được cung cấp cho cả!'from_space' '%s' không hợp lệ khi chưa được cung cấp xương tư thế nào!Chức năng 'show_locked_time' (hiển thị thời gian khóa) không được hỗ trợ cho trình biên soạn '%s''to_space' '%s' là không hợp lệ khi không có không gian tùy chỉnh nào được cung cấp cho cả!'to_space' '%s' không hợp lệ khi chưa được cung cấp xương tư thế nào!(Hằng Số)Chọn/hủy chọn (hay đảo nghịch sự lựa chọn) toàn bộ các ngôn ngữ cho thao tác nâng cấp tập tin I18nChọn/Hủy chọn toàn bộChọn/hủy chọn toàn bộ các điểm điều khiểnChọn/hủy chọn toàn bộ các nútChọn/hủy chọn toàn bộ các điểm điều khiển của hạtChọn/hủy chọn toàn bộ các điểm kết nối với đường cong nằm dưới con trỏ chuộtChọn/hủy chọn toàn bộ các điểm đỉnh kết nối với cạnh nằm dưới con trỏ chuột(Hủy) chọn toàn bộ các điểm đỉnh, các cạnh, hay các mặt(Hủy)chọn toàn bộ các nét nhìn thấy đượcChọn/hủy chọn các xương, kết nối bởi sự liên kết giữa phụ huynh và con cái, nằm dưới con trỏ chuộtChọn/Hủy chọn phần đầu tiên nhìn thấy được của mỗi NURBS (Non-uniform rational basis spline)Chọn/Hủy chọn phần cuối cùng nhìn thấy được của mỗi NURBS (Non-uniform rational basis spline)(Hủy)chọn điểm đầu và điểm cuối của mỗi nét(Lỗi Thời) Tầng lớp tọa độ UV trong khối dữ liệu Khung Lưới(CHỈ DÀNH CHO NGƯỜI DÙNG CÓ KINH NGHIỆM) Vị trí tương đối của các khớp nối trong dây chuyền được biểu thị là các phần trăm(Hình Học)(Đảo Nghịch Bậc Hai)(Khóa) (Tầng Lớp)(Tuyến Tính)(Tối Thiểu + Tối Đa) / 2 * Kích Thước Hình Cầu(Ngẫu Nhiên)(Phép Căn)(Đột Ngột)(Shift-Bấm Chuột/Kéo Rê để chọn nhiều)(Mềm Mại)(Hình Cầu)(Xóa/Đánh) dấu các cạnh được chọn là các cạnh viền hình thể Freestyle(Xóa/Đánh) dấu các cạnh được chọn là đường khâu(Xóa/đánh) dấu các cạnh được chọn là sắc nhọn(Xóa/Đánh) dấu các mặt được chọn để loại trừ khỏi quá trình phát hiện cạnh viền hình thể Freestyle(Chưa Ấn Định)(Chưa lưu)(Trình Quan Sát)(trống rỗng)(thao tác chưa có chú thích về chức năng)(x*x+y*y+z*z)({:s} trên xương {:s})* Thiếu Đường Dẫn *+ Khung Khóa Ngoại Nhóm+X+X đến -X+Y+Y Lên Trên+Y đến -Y+Z+Z đến -Z, %.2f khung hình/giây, %d (các) kênh float (số thực), Ctrl: Nét Vẽ, Shift: Tô Phủ, Shift+Ctrl: Cả Hai, RGB float (số thực), RGBA float (số thực), không thể có đường dẫn cho đơn nhất khung hình được, không thể nạp được- Sử dụng phạm vi khung hình của cảnh- nướng toàn bộ các đối tượng đang hoạt động- quá trình lấy mẫu vật đang hoạt động-XTrục -X-X Hướng TrướcXoay Chiều -X-X Lên Trên-X thủ công-X đến +X-YTrục -Y-Y Hướng TrướcXoay Chiều -Y-Y Lên Trên-Y thủ công-Y đến +Y-ZTrục -Z-Z Hướng TrướcXoay Chiều -Z-Z Lên Trên-Z thủ công-Z đến +ZTập Tin .blendChỉ số mẫu bắt đầu kết xuất, tính từ 001 - Bộ Màu Kiểu Mẫu02 - Bộ Màu Kiểu Mẫu03 - Bộ Màu Kiểu Mẫu04 - Bộ Màu Kiểu Mẫu05 - Bộ Màu Kiểu Mẫu06 - Bộ Màu Kiểu Mẫu07 - Bộ Màu Kiểu Mẫu08 - Bộ Màu Kiểu Mẫu09 - Bộ Màu Kiểu Mẫu1 / Căn Bậc Hai của A1 nếu (A == B) nội trong khoảng dung sai C nếu không thì bằng 0Bằng 1 nếu A < B, nếu không thì bằng 0Bằng 1 nếu A > B, nếu không thì bằng 010 - Bộ Màu Kiểu Mẫu10 Xăng-ti-mét10 Gam10 MétKênh màu 10 bit100 Ki-lô-gam100 Mét1024 Mẫu Vật1024 điểm ảnh11 - Bộ Màu Kiểu Mẫu11 Mẫu Vật12 - Bộ Màu Kiểu MẫuKênh màu 12 bit128 điểm ảnh13 - Bộ Màu Kiểu Mẫu14 - Bộ Màu Kiểu Mẫu14:9 trong 16:915 - Bộ Màu Kiểu Mẫu16 - Bộ Màu Kiểu Mẫu16 Mẫu Vật16 điểm ảnh16-Bit Có DấuKênh màu 16 bit16-bit có dấuVéctơ số nguyên có dấu 16 bit16384 Mẫu Vật16:917 - Bộ Màu Kiểu Mẫu18 - Bộ Màu Kiểu Mẫu180 Độ19 - Bộ Màu Kiểu MẫuTiêu chuẩn CIE XYZ 1931 với điểm trắng E chiếu sáng giả định1931 CIE XYZ với điểm trắng D65 chiếu sáng thích ứng20 - Bộ Màu Kiểu Mẫu2048 Mẫu Vật2048 điểm ảnh24-Bit Có Dấu24-bit có dấu256 Mẫu Vật256 điểm ảnh270 Độ2DSố nguyên 16-Bit 2DVéctơ Số Nguyên 2D 16 bitThuộc Tính Véctơ Số Nguyên 2D 16-BitGiá Trị Thuộc Tính Véctơ Số Nguyên 16-Bit 2DCon Trỏ 2DVị Trí Con Trỏ 2DVéctơ Số Nguyên 2DThuộc Tính Véctơ Số Nguyên 2DGiá Trị Thuộc Tính Véctơ Số Nguyên 2DTầng Lớp 2DĐộ Dài 2DDịch Chuyển 2DDịch chuyển 2D trong bố trí kéoXoay chiều 2D trong bố trí kéoTỷ lệ 2D trong bố trí kéoỔn Định Hóa 2DĐoạn Phim đã Ổn Định Hóa 2DChất Liệu 2DBiến Hóa 2DVéctơ 2DGiá Trị Véctơ 2DGiá trị véctơ 2D trong thuộc tính hình họcPhân Khoảng Tối Thiểu của Khung Lưới Đồ Thị ở Khung Nhìn 2DTọa độ X 2D của điểm tựa tuyệt đốiTọa độ Y 2D của điểm tựa tuyệt đốiVị trí con trỏ 2D trong góc nhìn nàyHành động véctơ số thực dấu phẩy động 2D, đại diện cho cần điều khiển ngón tay cái (thumbstick) hoặc bàn rê (trackpad)Chống rung 2D dùng các dấu giám sátGiá trị 2D trong thuộc tính hình họcVéctơ 2DVéctơ 2D với các giá trị số thựcKhung nhìn 2D của vùngHoạt Họa 2D3 Điểm Đỉnh3 cạnh32 Mẫu Vật32 điểm ảnh32-Bit Số Thực32 Bit Có DấuKênh màu 32 bit32 bit số thựcSố nguyên 32-bit32 bit có dấuVéctơ số nguyên có dấu 32 bit32768 Mẫu Vật3DCon Trỏ 3DĐường Cong 3DVectơ Số Thực Dấu Phẩy ĐộngGóc Nhìn Cục Bộ 3D Vị Trí 3DDấu Mốc 3DSắp Đặt về Chuột 3DVị Trí 3DVùng 3DGiá Trị Véctơ 2DGóc Nhìn 3DGóc Nhìn 3D Sắp Đặt về Vẽ Lồng trong Góc Nhìn 3DVùng Khung Nhìn 3DSắp Đặt Tô Bóng của Khung Nhìn 3DKhông Gian Khung Nhìn 3DTrung tâm khung nhìn 3D được chốt vào vị trí con trỏTrung tâm Góc Nhìn 3D được chốt vào vị trí này của xươngTrung tâm khung nhìn 3D được chốt vào vị trí của đối tượng nàyĐiểm cuối của tầm nhìn trong Khung Nhìn 3DĐiểm đầu của tầm nhìn trong Khung Nhìn 3D (duy góc nhìn phối cảnh mà thôi)Dữ liệu vùng Khung Nhìn 3DDữ liệu không gian của Khung Nhìn 3DCổng Nhìn 3DCác Trục Cổng Nhìn 3DVéctơ 3D số thực doubleVéctơ 3D số thực floatVéctơ 3D số nguyênHành động của tư thế 3D, đại diện cho vị trí và xoay chiều của điều khiểnVùng 3D trong không gian này. Khi không gian là bốn góc nhìn, vùng máy quay phimCác Vùng 3D (vùng thứ ba định nghĩa sắp đặt cho bốn góc nhìn, vùng thứ tư thì tương tự như 'region_3d' (vùng_3D))Xoay chiều 3DVéctơ 3DỔ cắm cho vectơ 3D của nútVéctơ 3D trong các giá trị dấu phẩy độngGóc nhìn 3D nằm trên xích đạoGóc nhìn 3D nằm trên các cựcKhung lưới đồ thị thể tích 3DKhung lưới đồ thị thể tích 3Dma trận xương 3 × 34 KênhMa Trận Số Thực Dấu Phẩy Động 4 x 4Âm thanh vòm 4 kênhBốn cạnh4096 Mẫu Vật4096 điểm ảnh4:3 trong 16:94K UW 1600p4LMa Trận Số Thực Dấu Phẩy Động 4 x 4Ma Trận 4x4Thuộc Tính Ma Trận 4x4Kiểu dữ liệu Ma trận 4x4, ảnh hưởng đến biến hóaMa trận xương 4×4 tương đối với khung rốiMa trận 4×4 của các kênh vị trí/xoay chiều/tỷ lệ của xương (bao gồm hoạt họa và các điều vận) cùng ảnh hưởng của các ràng buộc xương5 Kênh5 Mẫu VậtÂm thanh vòm 5 kênhNăm cạnhVòm 5.1Âm thanh vòm 5.1512 Mẫu Vật512 điểm ảnhSáu cạnhVòm 6.1Âm thanh vòm 6.164 điểm ảnh64-bit Số Thực64 bit số thựcSố nguyên 64-bitBảy cạnhVòm 7.1Âm thanh vòm 7.18 Mẫu Vật8 điểm ảnhTám cạnh8-Bit Integer (Số Nguyên)Giá Trị Số Nguyên 8 bitThuộc Tính Số Nguyên 8 bitGiá Trị Thuộc Tính Số Nguyên 8 bit8-Bit Không DấuKênh màu 8 bit8-bit không dấuGiá trị 8 bit trong thuộc tính hình học8192 Mẫu Vật90 Độ:AA * BA * B + CA + BA - BA / BMột bản vẽ Bút Chì DầuKhung khóa Bút Chì DầuĐộ Tương Phản CaoThiếu mất một tầng UV trên khung lướiTư thế phân tích ra, tức các tư thế thuyên chuyển trung gian giữa hai tư thế chủ chốtBộ nhớ đệm lưu trữ các msgid đã kiểm chứng về tính hợp lệ, để tránh phải đánh vần chúng lạiMột tầng bề mặt khung vẽMột túi kênh cho khe này vốn đã tồn tại rồiVòng tròn màu sắc có hình tròn về Sắc Màu/Độ Bão Hòa, với thanh trượt Độ Sáng/TốiVòng tròn màu sắc có hình tròn về Sắc Màu/Độ Bão Hòa, với thanh trượt Giá TrịNhóm các Đường Cong-F dành cho hoạt họaMột bộ sưu tập các đối tượng chiểu theo hiện trạng những nét viền hình thể nào đã được chọnMột bộ sưu tập các kênh tư thế, bao gồm các sắp đặt cho các xương hoạt họaBảng màu do người dùng xác định, thay vì sử dụng bảng màu do kiểu mẫu xác địnhTrình chọn màuKhông tìm thấy không gian màu, góc nhìn hoặc hiển thị nào cả, và điều này có thể có nghĩa là cấu hình OpenColorIO được sử dụng để tạo tập tin blend này sẽ bị thiếu vắngMột vỏ chứa tham chiếu một Hành Động tồn tạiMột góc kết nối với mặt, được chọn theo chỉ số sắp xếpMột góc của mặt, đã được chọn theo chỉ số sắp xếpMột góc của cạnh đầu vào theo thứ tự xoay vòng mặt của nó, được chọn theo thứ tự chỉ số sắp xếpA x BMột đường cong được tạo ra cho mỗi ID nhóm biệt lập. Toàn bộ các điểm có cùng ID đều sẽ được đưa vào cùng một đường congĐiểm ngắt tại đầu cuối của mỗi mặt cắt trước điểm giao nhauCắt bỏ tại đầu cuối của mặt cắt, trước khi giao cắtGiá trị khối dữ liệuMiêu tả của tài sản để cho người dùng đọcKhoảng cách giữa hai điểmKhoảng cách trên màn hìnhA.BMột hệ số giữa 0.0 và 1.0Một tập tin có thể duyệt thảo trong Trình Duyệt Tập TinMột tư thế chèn thêm, hoặc đã được nướng, cho những cái đang được khóa hóa, hoặc vì mục đích khác nào đó theo nhu cầuKhóa được sinh tạo tự động bởi một công cụ, chứ không được tạo ra một cách thủ côngKhung khóa là một phần trong đoạn giữ tư thế có chuyển độngMột tầng lớp chỉ có thể có một dải thôi, không hơn đượcDanh sách các thao tác mô thái đang chạyMột danh sách các mô-đun phong cách (để áp dụng từ trên xuống dưới)Một giá trị gia giảm để ngăn ngừa các nét vẽ kết thúc một cách đột ngột ở rìa của hình ảnhMột bề mặt tương tự như khung lưới chứa đựng (ví dụ: co-bọc bao chùm lên) toàn bộ các điểm đỉnh (kết quả tốt nhất khi số điểm đỉnh ít đi)Một giải nghiệm vật lý chính xác hơnA được nhân với Tỷ LệMột số nhân cho bước thời gian trong vật lý (1.0 nghĩa là một khung hình = 1/25 giây)Hệ số tỷ lệ kích thước các hạt con cáiMột diện tích chiều ngang, hẹp, can thiệp cản trở hoạt động nàyMột diện tích chiều dọc, hẹp, can thiệp cản trở hoạt động nàyMột hình va đập không lồi đã được giao cho hàm số, chỉ sử dụng các hình va đập lồi mà thôiMột giá trị nằm giữa 0 (bên trong) và 1 (bên ngoài) để xác định vị trí tương đối độ dày của nét vẽSố bậc thang được xác định bởi số phân đoạnMột con số xác định tập hợp con nào của Hành động được coi là dành cho Ràng Buộc Hành Động nàyMột con số nhằm xác nhận tập hợp con nào của Hành Động sẽ được cân nhắc là dành cho dải NLA nàyMột con số nhằm xác định tập hợp con nào của Hành Động được coi là dành cho khối dữ liệu nàyTỷ lệ phần trăm từ 0 đến 100Một điểm ảnh chỉ được kết xuất khi nào giá trị alpha của nó cao hơn giới hạn nàyMột điểm của đường cong, được chọn theo chỉ số sắp xếpMột điểm trên bình diệnA lũy thừa BA lũy thừa B, pow(A,B)Quy tắc sẽ được chọn ngẫu nhiên cho mỗi phần tử quần thểMầm của hàm số ngẫu nhiên cho hiệu ứng nhiễuCần phải khởi động Blender lạiGiá trị xoay chiều được xác định trong đơn vị radianMã định danh duy nhất của khối dữ liệu trên toàn phiên sử dụng, tức cái sẽ được giữ nguyên luôn luôn, mặc dầu đổi tên và phân bổ lại nội bộ, và cũng không hề thay đổi khi tái nạp tập tinMô tả ngắn gọn về móc (hook) USDLược tả của Bộ KhóaMột đường cong từ khối dữ liệu đường congMột đơn giá trị số thựcMột đơn số nguyênMột công cụ tổ chức ổ cắm đơn hỗ trợ một đầu vào và nhiều đầu raHình vuông hiển thị Sắc Màu/Độ Bão Hòa (độ tươi), với thanh trượt Giá TrịHình vuông hiển thị Sắc Màu/Giá Trị, với thanh trượt Độ Bão Hòa (độ tươi)Hình vuông hiển thị Độ Bão Hòa (độ tươi)/Giá Trị, với thanh trượt về Sắc MàuHình dạng tư thế nghỉ đường thẳng hoạt động tốt nhất.Một chuỗi ký tự được hiển thị trong dạng ẩn khuất ('********')Một giá trị chuỗi văn bản (dòng chữ)Một giá trị đúng hoặc saiMột Chế Độ Biên Soạn hợp lệ tồn tạiMột giá trị tương đối với kích thước hình ảnh và cần được chuyển đổi thành số điểm ảnhMột tham chiếu yếu đến tài sản đầu bút xứng khớp. Được sử dụng ví dụ để khôi phục đầu bút vốn đã sử dụng trước đây khi nạp tập tinAACAC3Biến Hóa Đầu Ra ACES 1.0 dành cho video SDR D65, giới hạn trong gam màu Rec.709Biến Hóa Đầu Ra ACES 2 dành cho Rec709 SDR 100 nitKhông gian hiệu chỉnh màu ACES với bóng tối lướt êm nhẹ, sử dụng hệ màu AP1.Không gian hiệu chỉnh màu ACES, sử dụng hệ màu AP1.THTMTSự Bật Nẩy của THTMTKết Xuất sự Bật Nẩy của THTMTKhoảng Cách AOHệ Số Hấp Thụ Quang Xạ Môi TrườngKhoảng cách AO (THTMT) dành cho quá trình ước tính ánh sáng toàn cầu (0 có nghĩa là sử dụng cài đặt về thế giới)AOVĐầu Ra của AOVKhông tìm thấy AOV trong tầng góc nhìn '%s'API Định NghĩaAPICAPS-CChỉnh sửa màu theo tiêu chuẩn ASC-CDL (American Society of Cinematographers - Color Decision List : Hội Các nhà quay phim Mỹ - Bảng Liệt Kê Quyết Định về Màu Sắc)ASCIIKhông hỗ trợ tập tin ASCII FBX %rĐịnh dạng ASCIIAVIAVX2Khu Vực AZoneAZone ToànMànVùng AZoneTiếng Áp-kha (Аԥсуа бызшәа)Giới ThiệuTrênTrên cái được ChọnTrên Bề MặtTrên Giới HạnTuyệt ĐốiĐiểm 2D Tuyệt ĐốiAlpha Tuyệt ĐốiTọa Độ Tuyệt ĐốiTỷ Trọng Tuyệt ĐốiThời Gian Đường Đi Tuyệt ĐốiBám Dính Tăng Tiến Tuyệt ĐốiBộ Khóa Tuyệt ĐốiBộ Khóa Tuyệt Đối cho cảnh nàyVị Trí Tuyệt ĐốiChế Độ Tuyệt ĐốiDịch Chuyển Tuyệt ĐốiThời Gian Đường Đi Tuyệt ĐốiGiới Hạn Độ Phân Giải Tuyệt ĐốiBám Dính Tuyệt ĐốiBám Dính Thời Gian Tuyệt ĐốiTheo Dõi Tuyệt ĐốiChiều dài tuyệt đối thêm vào phần cuối của mỗi nét vẽChiều dài tuyệt đối được thêm vào đầu của mỗi nét vẽKích thước tuyệt đối của hình cầu, hay hệ số, nếu không chỉnh sửa thủ côngKích thước tuyệt đối của khung hộp viền cho nútKích thước khung viền hình hộp tuyệt đối của đối tượng. (Cảnh báo: Việc tái ấn định cho nó, hoặc các thành viên của nó, nhiều lần, liên tiếp, sẽ không làm cho nó hoạt động đúng đắn đâu, vì cái này cần có dữ liệu tính toán cập nhật mới được)Canh hàng tuyệt đối vào khung lưới đồ thị khi dịch chuyển (dựa vào tâm của điểm tựa)Đường dẫn tuyệt đối đến tập tin .blend chứa tài sản nàyĐường dẫn tuyệt đối đến tập tin .blend chứa tài sản này mở rộng với đường dẫn của nội dung nội bên trong tập tinĐộ dày tuyệt đối để áp dụng ở mọi nơiCăn chỉnh thời gian tuyệt đối khi biến hóa các khung khóaHấp thụ ánh sáng khi nó đi qua thể tíchĐộ Hấp ThụHệ Số Hấp ThụHệ Số Hấp ThụMàu của sự Hấp ThụTăng TốcCấu Trúc Tăng TốcChế Độ Điền DấuCác thuộc tính được đặt tên đã truy cập:Trợ NăngChồng Chất/Tích TụTích Lũy TrườngTích lũy mẫu vật bằng cách tái phóng chiếu kết quả dò tia sau cùngChồng chất các vết của nét vẽ lên nhauĐộ Chính XácĐộ chính xác khi tấn côngĐộ chính xác của hiệu ứng nhòe mờĐộ chuẩn xác của các vị trí điểm đỉnh. Giá trị thấp hơn thì nhanh hơn, nhưng ít chính xác hơnChính XácAcrilicĐoạn Quay Hành ĐộngHành ĐộngAĐoạn Quay Hành ĐộngGiám Sát đang Hoạt ĐộngBĐằng SauDữ Liệu NướngBật NẩyTư Thế Phân TíchHàm Tích HợpBezierVòng Tròn/Tuần HoànHằng SốLập Phương/Bậc BaChu TrìnhCác Hiệu Ứng Năng ĐộngChậm Rãi (theo chiều dài)Đàn HồiPhong BaoLũy ThừaCao TràoSinh TạoHàm SinhNội SuyKhông Hợp LệRung LắcKhung KhóaGiới HạnTuyến TínhSiêu Đối TượngGiữ có Chuyển ĐộngMớiKiểu Nội Suy MớiThể Loại cho Khung Khóa MớiNhiễuĐối TượngDuy cái đang Hoạt ĐộngTư ThếBình PhươngBậc BốnBậc NămSinĐoạn Âm ThanhPhân BậcNội Suy Bậc ThangDãnhChuyển Cảnh/TiếpThể LoạiHành động '%s' sẽ không được lưu. Duy trì nó bằng cách kiến tạo Người Dùng Giả hoặc Cất Giấu (stash) nó trong ngăn xếp NLAPha Trộn Hành ĐộngĐoạn Quay Hành ĐộngRàng Buộc Hành ĐộngTrình Biên Soạn Hành ĐộngKhung Hình Cuối của Hành ĐộngNgoại SuyThanh Lọc Hành ĐộngNhóm Hành ĐộngNhóm hành động mà Đường Cong-F này trực thuộcẢnh Hưởng của Hành ĐộngTầng Lớp Hành ĐộngCác Tầng Lớp Hành ĐộngÁnh Xạ Hành ĐộngCác Dấu Mốc Tư Thế của Hành ĐộngLề An Toàn cho Hành ĐộngBộ Hành ĐộngHành động mà khi kích hoạt sẽ khởi thủy hành động khắc phục lỗiKhe Hành ĐộngTay Cầm của Khe Hành ĐộngCác Khe Hành ĐộngKhung Hình Đầu của Hành ĐộngDải Hành ĐộngCác Dải Hành ĐộngKhối dữ liệu hành độngVùng thi hành hàng động cho trục thứ nhất cung cấp ở đầu vàoVùng thi hành hàng động cho trục thứ hai cung cấp ở đầu vàoNhóm hành động được mở rộng, ngoại trừ trong trình biên soạn đồ thịNhóm hành động được mở rộng trong trình biên soạn đồ thịNhóm hành động đã bị khóa lạiNhóm hành động đã giải hoạt (tắt)Nhóm hành động đã được chọnHành động không thể chỉnh sửa đượcHành động không có trong danh sáchHành động mà dải này tham chiếuKhe hành độngHành động thi hành khi vẽ một nét sơnHành động áp dụng cho giàn điều khiển thông qua các ràng buộcHành động để thi hành tại các khoảng trống bên ngoài phạm vi của Hành Động đang hoạt động (khi ước tính bằng NLA)Hành động sẽ sử dụng cho những đoạn trống bên ngoài ranh giới của dải phimThể Loại Hành ĐộngHành động khi nhấn 'Dấu Cách'Hành Động khi nhấn 'Dấu Ngã'Hành động khi kéo rê Alt-Nút Chuột Giữa (MMB) trong cổng nhìn 3DHành động khi kéo rê trong cổng nhìn(Các) Hành ĐộngHành Động + Khe đã được cất giấuActionMap '%s không thể xóa đượcActionMapBinding '%s' không thể bị xóa khỏi '%s' đượcActionMapItem '%s' không thể bị xóa khỏi '%s' đượcHành ĐộngHành động của khung rối này sẽ bị hủy đi bởi tư thế nghỉ mới vì các biến hóa của nó được lưu trữ tương đối với tư thế nghỉ cũKích Hoạt Sự Kiện GizmoKích Hoạt Thao TácKích hoạt một tài sản đầu bút làm công cụ điêu khắc và sơn hiện tạiKích hoạt các hành động ngay lập tứcKích hoạt và xem nút cùng thể loại, từng bước mộtBật/tắt tính hoạt động của phần tửXoay chiều các phần tử được chọnKích hoạt nút quan sát đã chọn trong các nút trình tổng hợp và hình họcKích hoạt một số trình đơn rẻ quạt khi kéo rê, cho phép nhấn một phím hai lần để có hành động thứ hai. • Nhấn vào Tab trong góc nhìn 3D để bật chế độ biên soạn, kéo rê cho chế độ trình đơn. • Nhấn vào Z trong góc nhìn 3D để bật/tắt khung dây, kéo rê để chuyển sang chế độ vẽ. • Nhấn vào Dấu Ngã trong góc nhìn 3D để điều hướng góc nhìn, kéo rê để xem các trụcKích hoạt bộ điều chỉnh để sử dụng làm ngữ cảnhKích hoạt bộ điều chỉnh để sử dụng làm ngữ cảnhKích hoạt công cụ cho các trình biên soạn hỗ trợ các công cụ nàyKích hoạt/chọn (các) tập tin nằm trong ranh giớiSự kiện kích hoạt cho các gizmo hỗ trợ chuyển động kéo rêĐang Hoạt ĐộngAOV đang Hoạt ĐộngChỉ Số AOV đang Hoạt ĐộngHành Động đang Hoạt ĐộngBản Đồ Hành Động Hiện Sử DụngHành Động đang Hoạt Động cho khối dữ liệu nàyTrình Bổ Sung Đang Hoạt ĐộngTrình bổ sung đang hoạt động trong bộ lọc Trình Bổ Sung của Không Gian Làm ViệcThư Viện Tài Sản đang Hoạt ĐộngThuộc Tính đang Hoạt ĐộngChỉ Số của Thuộc Tính đang Hoạt ĐộngQuy Tắc Quần Thể đang Hoạt ĐộngChỉ Số Quy Tắc Quần Thể đang Hoạt ĐộngChỉ Số Trạng Thái Quần Thể đang Hoạt ĐộngXương đang Hoạt ĐộngDấu Trang đang Sử DụngMáy Quay đang Hoạt ĐộngNhóm Kênh đang Hoạt ĐộngCác Kênh đang Hoạt Động tại Con TrỏĐoạn Phim đang Hoạt ĐộngRập Khuôn Hoạt ĐộngBộ Sưu Tập đang Hoạt ĐộngChỉ Số của Trình Xuất Khẩu trong Bộ Sưu Tập Đang Hoạt ĐộngChỉ Số của Bộ Sưu Tập đang Hoạt ĐộngTên của Bộ Sưu Tập đang Hoạt ĐộngMàu đang Sử DụngThuộc Tính Màu đang Hoạt ĐộngChỉ Số Màu đang Hoạt ĐộngRàng Buộc đang Hoạt ĐộngChỉ Số của Phân Khúc Gạch Ngang đang Hoạt ĐộngBề mặt Sơn Động Lực đang Hoạt Động hiện được hiển thịXương Biên Soạn đang Hoạt ĐộngTrình Biên Soạn đang Hoạt ĐộngĐường Viền Trình Biên Soạn Đang Hoạt ĐộngPhần Tử đang Hoạt ĐộngKho Lưu Trữ Tiện Ích Mở Rộng Đang Hoạt ĐộngĐường Cong-F đang Hoạt ĐộngBộ Điều Chỉnh Đường Cong-F đang Hoạt ĐộngKhông thể biên soạn Đường Cong-F đang hoạt độngMặt Ấn Định đang Hoạt ĐộngKhung Hình đang Hoạt ĐộngTầng Bút Chì Dầu đang hoạt độngNhóm tầng lớp Bút Chì Dầu đang hoạt độngChỉ Số Khung Lưới Đồ Thị đang Hoạt ĐộngNăng Động Nêu BậtÔ Hình Ảnh đang Hoạt ĐộngChỉ Số Đang Hoạt ĐộngĐối Tượng của Thực Thể đang Hoạt ĐộngChỉ Số Đối Tượng của Thực Thể đang Hoạt ĐộngChỉ Mục đang Hoạt ĐộngChỉ Số của Mục đang Hoạt ĐộngCấu Hình Phím đang Hoạt ĐộngKhung Khóa đang Hoạt ĐộngBộ Khóa đang Hoạt ĐộngChỉ Số của Bộ Khóa đang Hoạt ĐộngBộ Khóa đang Hoạt Động dùng để cộng thêm/xóa các khung khóaNgôn Ngữ đang Hoạt ĐộngTầng Lớp đang Hoạt ĐộngBộ Sưu Tập Tầng Lớp đang Hoạt ĐộngNhóm Tầng Lớp Đang Hoạt ĐộngChỉ Số của Tầng đang Hoạt ĐộngChỉ Số của Tầng Chắn Lọc đang Hoạt ĐộngNhómÁnhSáng đang Hoạt ĐộngChỉ Số NhómÁnhSáng đang Hoạt ĐộngBộ Đường Nét đang Hoạt ĐộngChỉ Số của Bộ Đường Nét đang Hoạt ĐộngChỉ Số Mục Chính Đang Hoạt ĐộngDấu Mốc đang Hoạt ĐộngNguyên Vật Liệu đang Hoạt ĐộngChỉ Số Nguyên Vật Liệu đang Hoạt ĐộngTầng đang hoạt động bị khóa lại hoặc bị ẩn giấuBộ Điều Chỉnh đang Hoạt ĐộngĐoạn Phim đang Hoạt Động"Đoạn Phim đang Hoạt Động có thể được sử dụng bởi các ràng buộc giám sát chuyển động hoặc làm hình nền của máy quay phimRãnh NLA đang Hoạt ĐộngNút đang Hoạt ĐộngChú Giải đang Hoạt ĐộngĐối Tượng đang Hoạt ĐộngChỉ Số của Đối Tượng đang Hoạt ĐộngDuy Đối Tượng đang Hoạt ĐộngRàng buộc của Đối Tượng đang hoạt độngDuy cái đang Hoạt ĐộngThao Tác đang Hoạt ĐộngĐầu Ra đang Sử DụngChỉ Số Chất Liệu Sơn đang Hoạt ĐộngBảng Pha Màu đang Hoạt ĐộngMàu trong Bảng đang Sử DụngDanh Mục Bảng Đang Hoạt ĐộngĐường Viền Hình ẢnhHệ Thống Hạt đang Hoạt ĐộngChỉ Số Hệ Thống Hạt đang Hoạt ĐộngMục Tiêu Hạt đang Hoạt ĐộngChỉ Số của Mục Tiêu Hạt đang Hoạt ĐộngChỉ Số Đường Dẫn đang Hoạt ĐộngGiám Sát Bình Diện đang Hoạt ĐộngĐiểm đang Hoạt ĐộngBộ Đệm Nhớ về Điểm đang Hoạt ĐộngChỉ Số Bộ Nhớ Đệm Điểm đang Hoạt ĐộngĐa Giác đang Hoạt ĐộngDấu Mốc Tư Thế đang Hoạt ĐộngChỉ Số của Dấu Mốc Tư Thế đang Hoạt ĐộngRàng buộc của Kênh Tư Thế đang hoạt độngThư Mục Gần Đây Sử DụngNăng Động Kết XuấtChỉ Số Màu Kết Xuất đang Hoạt ĐộngGóc Nhìn Kết Xuất đang Hoạt ĐộngKho Lưu Trữ Đang Hoạt ĐộngChỉ Số Giám Sát Xoay Chiều đang Hoạt ĐộngCảnh đang Hoạt ĐộngBộ Sưu Tập Cảnh đang Hoạt ĐộngPhân Vùng Hoạt ĐộngBộ Lựa Chọn Đang Hoạt ĐộngVượt Quyền Bộ đang Hoạt ĐộngHình Mẫu đang Hoạt ĐộngChỉ Số Hình Dạng đang Hoạt ĐộngHình Mẫu đang Hoạt ĐộngChỉ Số Hình Mẫu đang Hoạt ĐộngKhe Đang Hoạt ĐộngNăng Động Làm MịnKhông Gian đang Hoạt ĐộngChốt Trục đang Hoạt ĐộngDải đang Hoạt ĐộngTên Dải đang Hoạt ĐộngDuy Dải đang Hoạt ĐộngBề Mặt đang Hoạt ĐộngDấu Trang Hệ Thống đang Sử DụngThư Mục Hệ Thống đang Sử DụngBảng Đang Hoạt ĐộngDấu Nhãn đang Hoạt ĐộngHộp Văn Bản đang Hoạt ĐộngChất Liệu đang Hoạt ĐộngChỉ Số Chất Liệu đang Hoạt ĐộngKiểu Mẫu đang Hoạt Động cho Diện TíchChỉ Số Ô đang Hoạt ĐộngChỉ Số Phân Khúc Thời Gian đang Hoạt ĐộngCông Cụ đang Hoạt ĐộngSắp Đặt Không Gian Làm Việc và Công Cụ ĐHĐCông Cụ đang Hoạt ĐộngChỉ Số Giám Sát đang Hoạt ĐộngUDIM đang Hoạt ĐộngChỉ Số Ánh Xạ UV đang Hoạt ĐộngTầng Lớp Ánh Xạ UV đang Hoạt ĐộngTầng Lớp Ánh Xạ UV đang Hoạt ĐộngChỉ số ánh xạ UV đang hoạt độngĐiểm Đỉnh đang Hoạt ĐộngChỉ Số Màu Điểm Đỉnh đang Hoạt ĐộngTầng Màu Điểm Đỉnh đang Hoạt ĐộngNhóm Điểm Đỉnh đang Hoạt ĐộngChỉ Số Nhóm Điểm Đỉnh đang Hoạt ĐộngNhóm Điểm Đỉnh Đang Hoạt Động đã bị khóa lại rồiĐiểm Đỉnh/Cạnh/Mặt đang Hoạt ĐộngChỉ Số Góc Nhìn đang Hoạt ĐộngTầng Góc Nhìn đang Hoạt ĐộngCác hành động đang hoạt động được hợp nhấtThư viện tài sản đang hoạt động để hiển thị trong Giao Diện Người Dùng. Cái này sẽ không được sử dụng trong Trình Duyệt Tài Sản (tức cái có thư viện tài sản riêng của nó) đâu nhéThuộc tính đang hoạt độngChỉ số thuộc tính đang hoạt động hoặc là -1 khi không có thuộc tính nào đang hoạt động cảĐầu bút đang hoạt độngĐầu bút đang hoạt động không có chất liệu nào để biến dạng ranh giới mở rộngNút đang hoạt động không có xuất xứ từ tập lệnh, không thể biên soạn mã nguồn đượcKhông tìm thấy nút nào đang hoạt động khớp với cảKhông tìm thấy nút bấm nào đang hoạt động cảMáy quay đang hoạt động không nằm trong cảnh nàyMáy quay phim đang hoạt động trong góc nhìn này (khi không đặt là máy quay phim đang hoạt động của cảnh nữa)Máy quay phim đang hoạt động, dùng để kết xuất cảnhThuộc tính màu đang hoạt động hòng để hiển thị và chỉnh sửaChỉ số của thuộc tính màu đang hoạt độngChốt trục đang hoạt độngTrình biên soạn đang hoạt động không phải là trình biên soạn nút.Chỉ số phần tử đang hoạt động của hình học chỉnh sửa, dành cho thi hành công cụMặt đang hoạt động nhất định phải là một tứ giácMặt đang hoạt động chưa được chọnTập tin đang hoạt động trong trình duyệtNhóm đang hoạt động bị khóa. Bãi bỏChỉ số đang hoạt động trong mảng về tầng chắn lọcChỉ số đang hoạt động trong mảng các góc nhìn kết xuấtChỉ số đang hoạt động trong danh sách các trình xuất khẩuChỉ số đang hoạt động trong danh sách phân khúcChỉ Số đang hoạt động trong mảng các ôChỉ số đang hoạt động trong mảng nhóm điểm đỉnhMục đang hoạt độngCấu hình phím đang hoạt động (sắp đặt trước)Bộ sưu tập tầng lớp đang hoạt động trong phân cấp của tầng góc nhìnTầng đang hoạt động trong màn chắn lọc nàyTầng đang hoạt động bị khóa lại hoặc bị ẩn giấuTầng lớp đang hoạt động là không thể chỉnh sửa đượcTầng đang hoạt động của Tập Tin Bộ Nhớ ĐệmBộ đường nét đang được hiển thịChất liệu hiện sử dụng đang được hiển thịKhung lưới đang hoạt động không có hình mẫu (shape keys)Nút đang hoạt động trong cây nàyNút đang hoạt động phải thuộc thể loại {:s}.Nút đang hoạt động không được thuộc thể loại {:s}.Cây nút đang hoạt động không có chứa bất kỳ một nút nào cả.Cây nút đang hoạt động vốn được liên kết từ một tập tin .blend khác.Đối tượng đang hoạt động không có chứa bộ sưu tập nào cảBiến hóa sau cùng của đối tượng đang hoạt động gây ra một hoặc nhiều trục tỷ lệ hóa thành 0Đối tượng đang hoạt động của tầng lớp nàyĐối tượng đang hoạt động có tỷ lệ âmĐối tượng đang hoạt động không có hành động nào cảĐối tượng đang hoạt động không có bộ điều chỉnh nào cảĐối tượng đang hoạt động có tỷ lệ không đồng nhấtĐối tượng đang hoạt động trong đối tượng dữ liệu giám sát nàyĐối tượng đang hoạt động không phải là một đối tượng Bút Chì Dầu đã được chọnĐối tượng đang hoạt động không phải là một khung lướiĐối tượng đang hoạt động không phải là một đối tượng Bút Chì Dầu đã được chọnĐối tượng đang hoạt động không phải là khung rối được chọnĐối tượng đang hoạt động không phải là một đường cong được chọnĐối tượng đang hoạt động không phải là đối tượng đường cong được chọnĐối tượng đang hoạt động không phải là một khung lưới đã được chọnĐối tượng đang hoạt động không phải là một đối tượng đám mây điểm vốn được chọnĐối tượng đang hoạt động chưa được hoạt họaĐối tượng đang hoạt động phải là một nguồn sáng/đènHoạt động trong các sự kiện nhắc lại cái bấm của phím (key-repeat) (khi một phím được giữ xuống)Đường cong sơn đang sử dụngHệ thống hạt hoạt động đang được hiển thịGiám sát bình diện đang hoạt động trong đối tượng dữ liệu giám sát này. Đã lỗi thời, xin hãy sử dụng objects[name].plane_tracks.activeBộ đệm nhớ về điểm của các mô phỏng vật lýĐiểm đang hoạt động của tầng chắn lọcDấu mốc tư thế đang hoạt động cho hành động nàyChưa chỉ định vùng hoạt độngBộ máy kết xuất đang hoạt động hỗ trợ kết xuất lập thể hình cầuKhe kết xuất đang hoạt động của hình ảnhKho lưu trữ đang hoạt động đã bị vô hiệu hóaCảnh đang hoạt động để biên soạn trong cửa sổCảnh đang hoạt động thành một tập tinKhe hiện đang hoạt động cho hành động nàyChốt trục đang hoạt động của tầng màn chắnBảng hoạt động và trạng thái duy trì bền vững của các bảng đã hiển thị trước đóKhe chất liệu hoạt động đang được hiển thịGizmo về công cụ đang hoạt độngGiám sát đang hoạt động trong đối tượng dữ liệu giám sát nàyGiám sát bình diện đang hoạt động trong đối tượng dữ liệu giám sát này. Đã lỗi thời, xin hãy sử dụng objects[name].tracks.activeChỉ số màu điểm đỉnh đang hoạt độngTầng màu điểm đỉnh đang hoạt độngNhóm điểm đỉnh đang hoạt động đã bị khóa lại rồiKhông gian làm việc đang hoạt động và cảnh đi theo cửa sổ nàyMàn hình của không gian làm việc đang hoạt động hiển thị trong cửa sổKhông gian làm việc đang hoạt động hiển thị trong cửa sổKhoảng Cách ThựcKhối dữ liệu thực từ tập tin .blend (Cơ Sở Dữ Liệu Chính) đã sinh tạo ra cái được ước tính ấyTùy ứng độ phân giải và kích thước mô phỏng với lượng dòng lưuThích Nghi/Tùy ỨngTùy ỨngBiên Dịch Tùy ỨngPhạm Vi Tùy ỨngLượng Mẫu Vật Tùy Ứng Tối ThiểuKết Xuất Tùy ỨngNgưỡng Lấy Mẫu Vật Tùy ỨngPhân Khoảng Tùy ỨngPhân Khoảng Tùy ỨngPhân Hóa Tùy ỨngGiới Hạn Tạo Phân-Khung-Hình Tùy ỨngSố Bước Thời Gian Tùy ỨngTùy ứng làm nhòe mờ các bộ tô màu bóng bẩy sau các bật nẩy của nhòe mờ, hòng thuyên giảm nhiễu mặc dù sẽ mất tính chính xácLàm nhòe mờ hình ảnh một cách tùy ứng, đồng thời duy trì các cạnh sắc nétTính Tùy ỨngThêmThêm Đầu Vào "%s"Thêm "%s" Đầu Vào (Ctrl để thêm bảng điều khiển)Thêm Bảng Điều Khiển "%s"Thêm & Thay ThếThêm & Khấu TrừThêm -> Khung Rối -> Rigify Giàn Điều Khiển Siêu.Thêm các giá trị véctơ 3DThêm 4 dấu cách tại đầu dòngThêm Thuộc TínhThêm Vòng Mạch Ranh GiớiMàu CộngThêm Thuộc Tính MàuThêm Ràng BuộcThêm Điểm Điều KhiểnThêm Tầng Bí MậtThêm Bộ Điều Chỉnh-F Tuần Hoàn nếu chưa cóThêm DEF (biến dạng) khi hội tụThêm Khung Khóa Trống RỗngThêm Trình Xuất KhẩuBổ Sung về ThêmThêm Bộ Điều Chỉnh-F cho các Đường Cong-F đang hoạt động/đã chọnThêm Bộ Điều Chỉnh-F vào các Dải NLA đang hoạt động/được chọnThêm Người Dùng GiảThêm Điểm Đỉnh cho Mép NhòeThêm Khung Hình Đóng BăngThêm IK (Nghịch Động Học)Thêm Hình ẢnhThêm Biến Số Đầu VàoĐầu Vào của NútThêm MụcThêm Xương NgọnThêm Kho Lưu Trữ Cục BộThêm Nút Ánh XạThêm Dấu MốcThêm Màn ChắnChế Độ CộngThêm Bộ Điều ChỉnhThêm Bộ Điều ChỉnhThêm các Rãnh NLA trên/sau các rãnh được chọnThêm Kho Lưu Trữ Trình Mở Rộng MớiThêm Tầng Lớp Bút Chì Dầu MớiThêm Điểm Mới trên Đường Cong SơnThêm Pháp TuyếnĐầu Ra của NútThêm Khe SơnThêm Kho Lưu Trữ Từ XaThêm Đổi TuyếnĐộ Phân Giải Bổ SungThêm Vị Trí NghỉThêm Ràng Buộc Thân Cứng vào đối tượng đang hoạt độngThêm thế giới mô phỏng Thân Cứng vào cảnh hiện tạiThêm Độ Lăn Đầu Ra của xương Tay Cầm Khởi Đầu vào giá trị Độ Lăn ở Đầu VàoThêm Xương đã ChọnThêm Bộ Lựa ChọnThêm Bộ Lựa Chọn cho bộ sưu tập nàyThêm Bộ Tô BóngThêm Chuyển Tiếp Tốc ĐộThêm DảiThêm NgưỡngThêm Ô vào Hình ẢnhThêm Chuyển CảnhThêm ánh xạ UVCộng trọng lượng của nhóm B vào trọng lượng của nhóm AThêm địa ranh VR mới tư thế quan sát trong phiên VR đang hoạt động vào danh sách và lựa chọn nóThêm Điểm ĐỉnhThêm Trọng LượngThêm thuộc tính "rest_position" (vị trí nghỉ), tức bản sao của thuộc tính vị trí trước khi các hình mẫu và bộ điều chỉnh được đánh giáThêm vùng đóng kínThêm một Biến Điều Vận (Driver Variable) để theo dõi đầu vào mà điều vận sử dụngThêm vùng Cho Mỗi Phần Tử Hình Học (For Each Geometry Element) cho phép thi hành các nút, ví dụ như: cho từng điểm đỉnh riêng biệtThêm một đối tượng Bút Chì Dầu vào cảnhThêm một nút Đầu Vào Nhóm với các ổ cắm đã chọn vào trình biên soạn nút hiện tạiThêm một Nhóm Ánh SángThêm nút Hòa Trộn RGB/Bộ Tô Bóng bằng cách tương tác vẽ đường giữa các nútThêm một Sắp Đặt Sẵn về Lấy Mẫu VậtThêm một Bộ Tô Bóng AOVThêm một dải và liên kết các bộ sưu tập từ cảnh hiện tại vào (bản sao nông)Thêm một Dải và tạo một bản sao đầy đủ của cảnh hiện tạiThêm một Sắp Đặt Sẵn về Lấy Mẫu Vật Cổng NhìnThêm một quy tắc vào trạng thái của quần thể hiện tạiThêm một trạng thái quần thể vào hệ thống hạtĐánh dấu trang thư mục được chọn/đang hoạt độngThêm đối tượng máy quay phim vào cảnhThêm một nút thông tin bộ sưu tập vào trình biên soạn nút hiện tạiThêm một thực thể bộ sưu tậpThêm một dải hiệu ứng hòa trộn màu sắc vào trình phối hìnhThêm một nút màu vào trình biên soạn nút hiện tạiThêm một dải màu sắc vào trình phối hìnhThêm một dịch chuyển bất biếnThêm ràng buộc để sao chép Vị Trí Cục Bộ (Định Hướng của Chủ Sở Hữu) có Dịch Chuyển. Ngay cả khi các điều khiển chủ sở hữu và điều khiển mục tiêu có định hướng tư thế nghỉ khác nhau, chiều hướng di chuyển toàn cầu sẽ giống nhauThêm ràng buộc để sao chép Vị Trí Cục Bộ có Dịch Chuyển. Nếu điều khiển của chủ sở hữu và điều khiển của mục tiêu có định hướng tư thế nghỉ khác nhau thì chiều hướng di chuyển toàn cầu sẽ thay đổi tương ứngThêm một ràng buộc để làm cho các mặt phẳng giám sát máy quay phimThêm một ràng buộc vào xương đang hoạt độngThêm ràng buộc vào xương đang hoạt động, đặt các đối tượng/xương đã chọn làm mục tiêu của nó (nếu có thể)Thêm một ràng buộc vào đối tượng đang hoạt độngThêm một ràng buộc vào đối tượng đang hoạt động, với mục tiêu (nơi có thể) đặt cho các đối tượng/xương đã chọnThêm một bản sao của mục đang hoạt động vào giao diệnThêm một dải chuyển tiếp mờ dần cho hai dải được chọn có nội dung videoThêm một đối tượng đường cong với các đường cong ngẫu nhiên vào cảnhThêm cấu hình bố trí phím tùy chỉnh vào danh sách sắp đặt trướcThêm một tầng pháp tuyến tách phân tùy chỉnh, nếu chưa có tầng nàoThêm một chủ đề tùy chỉnh vào danh sách sắp đặt trướcThêm thư mục để Trình Duyệt Tài Sản sử dụng làm nguồn tài sảnThêm mặt ấn định trong một hình chữ nhật mà con trỏ xác địnhThêm mặt ấn định trong một hình dạng xác định bởi con trỏThêm mặt ấn định vào một bên của đường nét xác định bởi con trỏThêm một thanh lọc để xóa các hàng khỏi dữ liệu hiển thịThêm một cài đặt về lông/tóc cho đối tượng được chọnThêm dải hiệu ứng làm nhòe mờ Gauss cho một đơn dải được chọn có nội dung videoThêm dải hiệu ứng hừng sáng cho một đơn dải được chọn có nội dung videoThêm một nút nhóm với một nhóm trốngThêm tập tin hình ảnh/phim dưới dạng nút vào trình biên soạn nút hiện tạiThêm một đối tượng phát ánh sáng vào cảnhThêm một bộ thăm dò ánh sángThêm một bộ điều chỉnh màu đường nét vào phong cách của bộ đường nét đang hoạt độngThêm một bộ đường nét vào danh sách của các bộ đường nétThêm một bộ điều chỉnh độ dày đường nét vào phong cách của bộ đường nét đang hoạt độngThêm một nút màn chắn lọc vào trình biên soạn nút hiện tạiThêm một dải màn chắn lọc cho trình phối hìnhThêm nút nguyên vật liệu vào trình biên soạn nút hiện tạiThêm một bộ điều chỉnh cho dảiThêm một dải phim cho trình phối hìnhThêm một dải về đoạn phim cho trình phối hìnhThêm một dải hiệu ứng cần chọn đa máy quay vào trình phối hìnhThêm một dải hiệu ứng chế độ hòa trộn nhân cho hai dải đã chọn có nội dung videoThêm bộ khóa mới (trống rỗng) vào Cảnh đang hoạt độngThêm một khe bề mặt Sơn Động Lực mớiCho thêm nhóm tầng lớp Bút Chì Dầu mới vào đối tượng đang hoạt độngThêm một tầng lớp Bút Chì Dầu mới vào đối tượng đang hoạt độngTạo thêm một Rãnh NLA + Dải phim cho mỗi vòng/lượt thi hành trên đoạn hoạt họa, hòng cho phép chỉnh sửa một cách an toàn, không hủy hoạiThêm một Rãnh NLA trên mọi rãnh tồn tại được chọnThêm một Dải mới, với một cảnh trống và sao chép các cài đặt từ cảnh hiện tạiCho thêm địa ranh VR mới từ đối tượng máy quay phim đang hoạt động vào danh sách và lựa chọn nóThêm địa ranh VR mới vào trong danh sách và lựa chọn nóThêm một hình ảnh nền mới vào máy quay phim đang hoạt độngThêm một bộ sưu tập xương mớiThêm một xương mới tại vị trí của con trỏ 3DThêm một bộ sưu tập mới vào nội trong bộ sưu tập được chọnThêm một mốc dừng màu mới vào dốc màuThêm điểm điều khiển mới (chỉ kết nối với điểm cuối của đường cong được chọn mà thôi, nếu có)Thêm điểm điều khiển mới vào phong bao trên khung hình hiện tạiThêm một đối tượng đường cong mới dựa trên trạng thái hiện tại của hệ thống hạtThêm một tầng lớp đầu vào mới vào nút Lớp Vẽ Lồng Bí MậtThêm mục mới vào giao diệnThêm một từ khóa đánh dấu vào tài sản đang hoạt độngThêm một mức phân hóa mớiThêm một vòng mạch giữa các vòng mạch hiện cóThêm nguyên vật liệu mớiThêm một khe nguyên vật liệu mớiThêm một hệ thống hạt mới hoặc cập nhật hệ thống hạt về tóc hiện có trên đối tượng bề mặtThêm một mục tiêu hạt mớiThêm một khe kết xuấtThêm kho lưu trữ mới sử dụng để lưu trữ các trình mở rộngThêm một hàng mới vào danh sách tham chiếu bộ sưu tập xươngThêm màn hình mớiThêm một hộp văn bản mớiThêm một chất liệu mớiThêm một dấu mốc thời gian mớiThêm một nhóm điểm đỉnh vào đối tượng đang hoạt độngThêm một tầng góc nhìnCho thêm một tầng góc nhìn vào với toàn bộ các bộ sưu tập bị vô hiệu hóa (tắt đi)Thêm một không gian làm việc mớiThêm một không gian làm việc mới bằng cách sao chép cái hiện tại, hoặc bổ sung một cái từ cấu hình người dùngThêm một cảnh mới, trống, với các sắp đặt mặc địnhThêm một cảnh mới, trống, và sao chép các sắp đặt từ cảnh hiện tạiThêm tài sản nhóm nút vào cây nút đang hoạt độngThêm một nút vào cây đang hoạt độngThêm một nút vào cây đang hoạt động để xuất khẩu glTFThêm một khe sơnThêm một hệ thống hạtCho thêm một đối tượng đám mây điểm vào cảnhThêm một điểm kết nối với điểm đã chọn sau cùngThêm một phép toán/hiệu ứng thủ tục vào đối tượng đang hoạt độngThêm một cảnh kết xuấtThêm vùng lặp lại cho phép thực thi các nút với một số lần năng độngThêm kho lưu trữ quản lý thủ công mà không tham chiếu đến một kho lưu trữ bên ngoàiThêm một kho lưu trữ tham chiếu đến một kho lưu trữ từ xa, hỗ trợ chức năng liệt kê và cập nhật các trình mở rộngThêm một nút đổi tuyếnThêm đường viền mép vào hình ảnhThêm một phân đoạn vào bộ điều chỉnh dấu gạch ngangThêm một phân đoạn vào bộ điều chỉnh thời gianThêm một dải âm thanh cho trình phối hìnhThêm một đối tượng loa vào cảnhThêm một dải để điều khiểu khi loa chơi đoạn âm thanh của nóThêm một bộ điều chỉnh hình học nét vẽ vào phong cách của bộ đường nét đang hoạt độngThêm một mô-đun phong cách vào trong danh sách các mô-đunThêm dải hiệu ứng chế độ hòa trộn trừ cho hai dải được chọn có nội dung videoThêm một mục tiêu vào ràng buộcThêm một đối tượng văn bản vào cảnhThêm một dải văn bản vào trình phối hìnhThêm một Dải Chuyển Cảnh vào giữa hai dải kề cạnh được chọnThêm một lớp da điểm đỉnhThêm dải hiệu ứng tốc độ video cho một đơn dải được chọn có nội dung videoThêm một tầng góc nhìnThêm một hiệu ứng trực quan vào đối tượng đang hoạt độngThêm một đối tượng thể tích vào cảnhThêm một dải chuyển tiếp kiểu gạt cho hai dải đã chọn có nội dung videoThêm đối tượng đang hoạt động vào làm Thân CứngThêm toàn bộ các phần tử của mảng vào một Bộ KhóaThêm toàn bộ các đối tượng đã nhập khẩu vào bộ sưu tập mớiThêm toàn thể các Nhóm Ánh Sáng đã sử dụngThêm alpha trong khi sơnThêm tính hấp thụ quang xạ môi trường (THTQXMT) vào các bề mặt khuếch tánThêm một dải Phân Đoạn Hành Động (ví dụ: Dải NLA tham chiếu một Hành Động) vào rãnh đang hoạt độngThêm một nút Thuộc Tính với cái tên nàyThêm một Trình Tự Hình ẢnhThêm một Sắp Đặt Sẵn về Máy Tích HợpThêm một Sắp Đặt Sẵn về Hiệu Suất Hoạt ĐộngThêm một dải hiệu ứng chế độ hòa trộn cho hai dải được chọn có nội dung videoThêm một dải hiệu ứng tầng lớp điều chỉnh vào trình phối hìnhThêm kênh alpha vào một hình ảnhThêm một dải hiệu ứng chế độ pha trộn alpha cho hai dải được chọn có nội dung videoThêm một bộ điều chỉnh độ trong alpha vào phong cách của bộ đường nét đang hoạt độngThêm một dải hiệu ứng chế độ hòa trộn alpha cho hai dải được chọn có nội dung videoThêm đối tượng khung rối vào cảnhThêm một cạnh hoặc mặt vào cái được chọnThêm một hiệu ứng vào trình phối hình, đại đa số là áp dụng lên trên các dải hiện cóThêm một đối tượng đường cong trống rỗng vào cảnh với khung lưới đã chọn làm bề mặtThêm một thể loại hình ảnh trống vào cảnh với dữ liệuThêm một đối tượng rỗng vào cảnhThêm một đối tượng rỗng với một hiệu ứng viên vật lý vào cảnhThêm một mục vào danh sáchThêm một mục nhập vào danh sách, sau mục đang hoạt động hiện tạiThêm nhóm nút hiện có vào trình biên soạn nút hiện tạiThêm một vòng cạnh dư để bảo tồn hình dạng tốt hơn khi áp dụng bộ điều chỉnh bề mặt phân hóaThêm một hình ảnh hay trình tự hình ảnh vào trình phối hìnhThêm một nút nhập khẩu vào cây nútThêm một thực thể dữ liệu đối tượngThêm nút thông tin đối tượng vào trình biên soạn nút hiện tạiThêm một đối tượng vào một bộ sưu tập mớiThêm một đối tượng vào một bộ sưu tập tồn tạiThêm một đối tượng vào cảnhThêm một dịch chuyển tương đối vào khung hộp viền của đối tượngThêm một tầng lớp viết đè vào kho lưu trữThêm trạng thái hoàn tác (chỉ sử dụng nội bộ mà thôi)Cộng biến hóa của một đối tượng khác vào tổng lượng dịch chuyểnThêm vào làm con cái của bộ sưu tập được chọnThêm thuộc tính vào hình họcThêm phát xạ ánh sáng nền. Lưu ý: Nút này chỉ nên được sử dụng cho đầu ra bề mặt thế giớiThêm vectơ phó pháp tuyến và tiếp tuyến vào và cùng với pháp tuyến, chúng tạo nên không gian tiếp tuyến (chỉ hoạt động đúng đắn với các khung lưới chỉ có tam/tứ giác mà thôi)Thêm xương vào giữa (các) khớp nối (và/hoặc con trỏ 3D) được chọnThêm bộ điều chỉnh bộ đệm nhớ và các ràng buộc vào các đối tượng nhập khẩu, ngay cả khi chúng chưa được hoạt họa, hầu cho chúng có thể được cập nhật khi nạp lại kho lưu trữ Alembic vàoThêm hình ảnh nền của máy quay phimThêm các kênh của lựa chọn vào tài sản tư thế. Các kênh hiện có sẽ được cập nhậtThêm thuộc tính màu vào hình họcCộng các giá trị phần tử lại với nhauThêm hình nón vào khung lưới một cách tương tácThêm các Bộ Điều Chỉnh-F đã sao chép vào Đường Cong-F được chọnThêm Bộ Điều Chỉnh-F đã sao chép vào các Dải NLA được chọnThêm biến số điều vận vào điều vận đang hoạt độngThêm ánh xạ UV khối lập phương trên khung lướiThêm hình lập phương vào khung lưới một cách tương tácThêm tính chất giao diện hiện tại đang hoạt động vào Bộ Khóa hiện thờiThêm hình trụ vào khung lưới một cách tương tácThêm tầng dữ liệu vào các khung lưới đích nếu cầnThêm hoạt họa mặc định cho đường chuyển động mà ràng buộc sử dụng, nếu nó chưa được hoạt họaThêm lực đàn hồi chéo góc trong các hình tứ giácThêm sự đóng góp của khuếch tánThêm sự đóng góp của ánh sáng trực tiếpThêm điều vận cho tính chất nằm dưới con trỏThêm điều vận cho những phần tử được chọnThêm hiệu ứng của đầu bútThêm sự đóng góp của phát xạThêm hình ảnh trống rỗngThêm đường dẫn trống vào bộ khóa đang hoạt độngCộng các giá trị phần tử của euler lạiThêm bộ chức năng ở bên ngoài (các giàn điều khiển, giàn siêu, mẫu giao diện người dùng)Thêm bố trí phím công cụ dự bị vào thể loại gizmo nàyThêm các phân đoạn tô phủ kín để tạo nên phong bao. Không giữ nét vẽ ban đầu.Thêm lửaThêm lửa và khóiThêm giá trị dấu phẩy độngTuôn chất lỏng vào mô phỏngThêm khung hình đóng băngThêm khung hình đóng băng và di chuyển nóThêm sự đóng góp của độ bóng bẩyThêm tócThêm sự đóng góp của ánh sáng gián tiếpThêm các giá trị số nguyênThêm mục bên dưới mục đang hoạt độngThêm bố trí bàn phímThêm các khung khóa vào mỗi khung hình giữa các khung khóa được chọnThêm hiệu ứng lóa ống kính (lens flares), sương mù (fog) và hừng sáng (glows) xung quanh các phần sáng của hình ảnhThêm Chất LỏngThêm bộ điều chỉnh để tự động đặt độ sắc nét của các cạnh khung lưới dựa trên góc độ giữa các mặt lân cậnThêm bộ điều chỉnh để tự động đặt độ sắc nét của cạnhThêm bộ điều chỉnh với nhóm nút "{}" trên đối tượng "{}"Thêm đối tượng được đặt tênThêm khối dữ liệu Chú Thích (Annotation) mớiThêm tầng chú thích mới hoặc ghi chú cho khối dữ liệu đang hoạt độngThêm đường cong bezier mớiThêm Bộ Lựa Chọn mới từ bảng nhớ tạmThêm Dải mới với một Cảnh trống mới dùng các cài đặt mặc địnhThêm bộ đệm nhớ mớiThêm đường cong hình tròn mớiThêm hình tròn bằng chốt trục mớiThêm màu mới vào bảng pha màuThêm điểm mới trên đường cong và trượt đẩy nóThêm các đường cong mới giữa các đường cong hiện có, suy xét đến khoảng cách tối thiểuThêm tầng lớp mới làm màn chắnThêm dấu mốc và di chuyển trên phimThêm dấu mốc mới và trượt đẩy nó bằng chuột cho đến khi nút chuột được thả raTạo thêm tầng màn chắn lọc mới cho quá trình chắn lọcThêm dải siêu mới, kết hợp các dải được chọn vào đóThêm đối tượng mới cho quá trình giám sátThêm đường cong sơn mớiThêm bảng pha màu mớiThêm các sắp đặt mới cho hạtThêm cảnh mới theo thể loạiThêm cảnh mới, theo thể loại, trong trình phối hình và ấn định vào dải đang hoạt độngThêm các cạnh sắc mới vào mà không xóa các cạnh sắc hiện có điThêm một hình vuông bằng chốt trục mớiThêm điểm đỉnh mới và trượt đẩy nóThêm điểm đỉnh mới cho mép nhòe và trượt đẩy nóThêm nút cho đầu vàoThêm nhiễu vào các vân đồng tâmThêm nhiễu vào chất liệu gỗ tiêu chuẩnThêm véctơ pháp tuyến vào lựa chọnThêm đối tượng hoặc chất liệu và lớp vẽ lồng, bằng cách chọn một màu từ đầu ra của Chọn (Pick)Thêm một trong những ràng buộc phổ thông, liên kết điều khiển với mục tiêu đuôiThêm nhiễu Perlin 1D vào hình học đuôi của nét vẽDuy thêm vào các đầu ra kết nối mà thôiChỉ thêm vào các đầu ra rời rạc mà thôiThêm hay xóa tầng dữ liệu đầu ra của Sơn Động LựcThêm hoặc xóa sắp đặt sẵn về đầu bút cho Bút Chì DầuThêm hoặc xóa nguyên vật liệu Bút Chì Dầu cài đặt sẵnThêm hay xóa một Sắp Đặt Sẵn về Máy Quay PhimThêm hay xóa một Sắp Đặt Sẵn về Màu Giám Sát của Đoạn PhimThêm hay xóa Sắp Đặt Sẵn về Vải VócThêm hay xóa một Sắp Đặt Sẵn về Chất LỏngThêm hay xóa một Sắp Đặt Sẵn về Động Lực Học của TócThêm và xóa một Sắp Đặt Sẵn về Màu Sắc của NútThêm hay xóa một Sắp Đặt Sẵn về Kết XuấtThêm hay xóa một Sắp Đặt Sẵn về Khu Vực An ToànThêm hoặc xóa Cài Đặt Sẵn của Trình Biên Soạn Văn BảnThêm hay xóa một Sắp Đặt Sẵn về Tính Chất Cơ Bản của Máy Quay Phim cho Quá Trình Giám SátThêm hay xóa một sắp đặt sẵn về cấu hình giám sát chuyển độngThêm hoặc xóa sắp đặt trước về cân bằng trắngThêm hoặc xóa cài đặt sẵn về dò tia EEVEEThêm hay xóa một sắp đặt sẵn của Thao TácCho thêm hoặc xóa đi các nhận xétCho thêm, hoặc rút bỏ, chất lỏng vào/khỏi một đối tượng phạm viThêm vị trí gốc vào vị trí đã sao chépXóa điều vận cho toàn bộ các phần tử trong mảngBố trí các nét vẽ được dán vào để chúng nằm đằng sau toàn bộ các nét vẽ hiện tạiThêm đường dẫn nhằm loại trừ ra khỏi sự thi hành tự độngThêm điểm vào phân đoạn mới để giữ nguyên mật độThêm nhiễu nhân tạo trên các Đường Cong-FThêm dịch chuyển ngẫu nhiên vào các vị trí của khung lưới đồ thịThêm, thay vì pha trộn, giữa các hình dạngThêm Khóa tính lại thời gianThêm Thước ĐoThêm các phân đoạn để tạo phong bao. Giữ nguyên nét vẽ ban đầu.Thêm các Đường Cong-F được chọn vào một nhóm mớiThêm các xương đã chọn vào Bộ Lựa ChọnThêm xương đã chọn vào bộ sưu tập xương đã chọnThêm các phần tử được chọn (các hàng màu lam xám) vào Bộ Hình Mẫu đang hoạt độngThêm các đối tượng được chọn vào làm các Thân CứngThêm các đối tượng đã chọn vào một trong các bộ sưu tập mà đối tượng đang hoạt động trực thuộc. Ngoài ra, có thể thêm vào "Toàn Bộ các Bộ Sưu Tập" để đảm bảo các đối tượng đã chọn đều được bao gồm trong cùng một bộ sưu tập với đối tượng đang hoạt độngThêm các dấu giám sát được chọn vào quá trình ổn định hóa sự xoay chiều 2DThêm các dấu giám sát được chọn vào quá trình ổn định hóa dịch chuyển 2DThêm hình mẫu vào đối tượngThêm các nút đầu vào và đầu ra của vùng mô phỏng vào cây hiện nay đang hoạt độngThêm dịch chuyển hình sin vào hình học đuôi của nét vẽThêm khóiThêm chuyển tiếp mượt mà giữa 2 phân đoạn tính lại thời gianThêm chuyển tiếp mượt mà giữa 2 phân đoạn tính lại thời gian và thay đổi thời lượng của phân đoạn đóCộng một chút dịch chuyển và nhân với một lượng khuếch đại vào các trọng lượng của nhóm điểm đỉnh đang hoạt độngCộng giá trị nguồn vào cái ở đích, dùng giới hạn đã định làm hệ sốThêm nhiễu không gian vào hình học đuôi của nét vẽThêm hình cầu vào khung lưới một cách tương tácThêm các dải vào các kênh bị tắt đi hoặc bị khóa lại khi cho thêm các dải phimThêm vị trí mục tiêu vào các tọa độ UVThêm ràng buộc IK tạm thời khi tóm bắt xương trong Chế Độ Tư ThếThêm các đường dẫn dữ liệu tới tính chất Dấu Cạnh Freestyle của các cạnh được chọn vào Bộ Khóa đang hoạt độngThêm các đường dẫn dữ liệu vào tính chất Dấu Chỉ Mặt Freestyle của những đa giác được chọn vào Bộ Khóa đang hoạt độngThêm bộ sưu tập kéo rê vào cảnhThêm bộ sưu tập đã bỏ làm thực thể bộ sưu tậpKèm đuôi chỉ định dạng của hình ảnh với tên tập tin kết xuất (ví dụ: tên + .jpg)Thêm bán kính của điểm bo tròn vào bán kính vuốt thonThêm các giá trị của một trường đã được đánh giá lại với nhau và xuất tổng số đang thâu tóm ra cho mỗi phần tửThêm vị trí điểm đỉnh của các đối tượng đã chọn làm hình mẫu hoặc cập nhật các hình mẫu hiện có bằng tên trùng khớpCộng giá trị này vào khung hình khởi đầuThêm vào ĐầuThêm vào CuốiThêm vào Bảng Pha MàuThêm vào trình đơn ngữ cảnh người dùng xác định (vốn lưu trữ trong cài đặt sở thích người dùng)Thêm vào toàn bộ các đầu raThêm vào bộ sưu tập liên kếtThêm vào bộ sưu tập liên kết sau {}Thêm vào bộ sưu tập liên kết trước {}Thêm hiệu ứng trong mờ vào bề mặt bên dưới (Lỗi thời)Thêm sự đóng góp của sự truyền sóngThêm hai Bộ Tô Bóng cùng với nhauThêm nhiễu Perlin 2D vào nét vẽ hình học đuôiThêm dịch chuyển 2D vào hình học đuôi của nétThêm điểm đỉnh cho chốt trục đang hoạt độngThêm điểm đỉnh vào mép nhòeThêm các điểm đỉnh từ những nhóm có trọng lượng bằng không, trước khi đảo nghịchCộng các điểm đỉnh với trọng lượng trên giới hạn vào nhóm ĐĐThêm dữ liệu trọng lượng vào các nét vẽ mớiCho thêm tính chất của riêng mình vào khối dữ liệuTrình Bổ SungTrình bổ sung "{:s}" đã được cài đặt rồi!Không tìm thấy trình bổ sung '{}'!Cấu Hình Phím Bổ SungCài Đặt Sở Thích Trình Bổ SungDấu Nhãn Trình Bổ SungTrình bổ sung không còn hợp lệ nữaKhông tìm thấy đường dẫn trình bổ sung {!r}Trình bổ sung để xử lýTrình Bổ SungThanh Lọc Trình Bổ SungCài Đặt của Trình Bổ SungCác trình bổ sung, vốn trước đây được cung cấp cùng với Blender, hiện có sẵn tại extensions.blender.org.Trình Bổ Sung:Thêm/Biên Soạn Điều VậnThêm/Thay ThếĐã cho thêm %s "%s"Đã cho thêm hoạt họa mờ dần vào {:d} {:s}Chiều dài thêm vào phần cuối của mỗi nét vẽ tương đối với chiều dài của nóChiều dài thêm vào đầu mỗi nét vẽ, tương đối với chiều dài của nóCho thêm thông qua vượt quyềnĐã cho thêm {:d} Mặt Phẳng Hình ẢnhSố CộngViệc cho thêm các nhóm nút vào hiện chưa được hỗ trợ đối với các cây nút tùy chỉnh (xác định bởi Python)Gia LượngMức Phân Chia Bổ SungMàu bổ sung dùng để nhuộm tócDữ liệu bổ sung cho một khối dữ liệu tài sảnDữ liệu bổ sung cho một khối dữ liệu-tài sản được lưu lạiDữ liệu bổ sung sẽ được lưu lại để có thể tái tiếp tục các công việc nướng sau khi tạm dừng. Vì sẽ có nhiều dữ liệu hơn được ghi vào đĩa, cho nên, khuyên hãy tránh bật tùy chọn này lên khi nướng ở độ phân giải cao.Khoảng cách thêm quanh bề mặt khung lưới được cân nhắc là trực thuộc khoảng cách của hiệu ứng viênMã hóa gamma bổ sung sau khi biến hóa hiển thị, để cho xuất ra với gamma tùy chỉnhThông tin bổ sung về tài sảnTốc độ bổ sung cho thời điểm khởi đầu, trong hướng X, Y và Z (được cộng vào vận tốc nguồn)Mục tiêu khung lưới phụ để co vào đóCho thêm dịch chuyển của UV vùng tô kínCác đường dẫn khác để kèm vào sys.path (dùng dấu ';' để tách biệt chúng)Những tùy chọn xử lý hậu kỳ bổ sung cho các nét vẽ mớiMức xoay chiều bổ sung áp dụng vào các nét vẽ chấm tròn và hình vuôngXoay chiều bổ sung được áp dụng vào các điểm chấm và chất liệu hình vuông của nét vẽ. Duy áp dụng trong chế độ tô bóng chất liệu mà thôi.Xoay chiều gia tăng cho UV vùng tô kínSố nhân tỷ lệ bổ sung để áp dụng vào tỷ lệ cơ sở, khi xác định tỷ lệ quan sátTỷ lệ gia tăng cho UV vùng tô kínMức phân chia bổ sung dọc theo các đường congBiến hóa bổ sung được áp dụng trước khi biểu hiện biến hóa theo nhu cầu mỹ thuậtThêm lốc xoáy cho lửaCộng/Cộng ThêmVượt Quyền Cộng ThêmThẻ Bổ SungThêm màu nhuốm vào lớp tráng bằng cách mô hình hóa sự hấp thụ trong tầng lớp. Độ bão hòa tăng lên ở các góc nông hơn, khi ánh sáng truyền đi xa hơn vào trong môi trường (tùy thuộc vào Chỉ Số Khúc Xạ của Lớp Tráng)Cho thêm chuyển động giống sự gợn sóng lăn tăn vào một hình học đối tượngThêm một ô vào hình ảnhThêm hoặc cập nhật một đoạn hoạt họa phai mờ dần cho các dải phim hoặc âm thanhCác Mặt Kề CạnhKề Cận Chưa được ChọnĐiều ChỉnhĐiều Chỉnh Thao Tác Trước ĐâyĐiều Chỉnh Chiều DàiĐiều Chỉnh Tần Số Chơi LạiĐiều Chỉnh Cường Độ cho Phân KhoảngTự động điều chỉnh không gian chất liệu của đối tượng khi biến hóaChỉnh các giá trị tùy chọn bằng đầu vào của chuộtĐiều chỉnh độ sáng và độ tương phảnĐiều chỉnh độ sáng bằng tham số độ phơi sáng của máy quay phimĐiều chỉnh màu sắc và giá trịChỉnh độ đậm của màu trong các nét vẽĐiều chỉnh khung biên soạn thành kết quả của bộ điều chỉnhĐiều chỉnh sức mạnh của lực dựa trên độ dày đặc của khóiĐiều chỉnh sắc độ, độ bão hòa và giá trị bằng một đường congĐiều chỉnh ảnh hưởng của các đối tượng đầu bút trên bề mặt nàyĐiều chỉnh tốc độ chơi lại đầu vào, hầu cho thời lượng của nó nó khớp với chiều dài của dảiĐiều chỉnh chiều dài của các dải theo chiều dài dữ liệu của chúngChỉnh mức độ của màu điểm đỉnhĐiều chỉnh bề mặt mà đầu bút tác động tới/lui trên bề mặt của đối tượngĐiều chỉnh bán kính của các hạt hoặc các đầu bút lân cận đối với bề mặt nàyĐiều chỉnh tốc độ mô phỏngChỉnh hướng cắt lát tùy theo hướng của góc nhìnĐiều chỉnh độ dày nét vẽĐiều chỉnh giới hạn góc độ cho các cạnh đang hiển thị (1.0 để làm toàn bộ)Chỉnh độ sáng của chất liệuĐiều chỉnh màu sắc của hình ảnh, phân tách ra thành nhiều dải tông màu (vùng điểm nhấn, trung sắc và vùng bóng tối)Chỉnh độ tương phản của chất liệuĐiều chỉnh độ chênh lệch trong độ sáng giữa các điểm ảnhĐiều chỉnh xác suất dẫn hướng dựa trên độ nhám của các thành phần nguyên vật liệuĐiều chỉnh cường độ của màu sắc ở đầu vàoĐiều chỉnh độ dày đường nét của các hình mẫuĐiều chỉnh vị trí của hình dạng tùy chọnĐiều chỉnh độ sáng của các màu sắcChỉnh dịch chuyển về đầu/cuốiĐiều chỉnh mức xoay chiều của hình dạng tùy chỉnhChỉnh độ bão hòa màu của chất liệuĐiều chỉnh kích thước của hình dạng tùy chọnChỉnh độ dày của các nét vẽChỉnh thời gian của các khung khóaChỉnh các giá trị HSV của màu điểm đỉnhĐiều chỉnh màu điểm đỉnh Sắc Màu/Độ Bão Hòa/Giá TrịĐiều chỉnh độ sáng/độ tương phản của màu điểm đỉnhDải Tầng Lớp Điều ChỉnhĐiều chỉnh Chỉ Số Khúc Xạ (IOR) để tăng hoặc giảm cường độ phản chiếu đều (0.5 nghĩa là không điều chỉnh, 0 loại bỏ toàn bộ phản xạ, 1 nhân đôi chúng tại pháp tuyến điểm rơi vào)Điều ChỉnhDùng đường cong gamma điều chỉnh độ nhẹ nhàng/mềm mại của phản ứng đối với áp lực thấpĐiều chỉnh độ sáng của tia lóe sángĐiều chỉnh độ bão hòa của tia lóe sángCao CấpMã Hóa Âm Thanh Cao CấpThao Tác Thanh Lọc Cấp TiếnChế độ cao cấp dành cho việc sử dụng các mô-đun phong cách viết bằng PythonNhững thao tác tân tiến đối với vượt quyền thư viện để giúp sửa các cấu trúc thứ bậc bị hỏngKhí Động Lực HọcKhí Động LựcThể Loại Khí Động Lực HọcTác ĐộngTác Động AlphaẢnh Hưởng Con CáiDuy Tác ĐộngTác Động Vị TríTác Động Cường ĐộTác Động Độ Đậm của Nét VẽTác Động Độ Dày của Nét VẽTác Động Độ DàyTác Động Biến HóaTác Động UVTác Động Tầm NhìnẢnh hưởng tầng dữ liệu đang hoạt động của toàn bộ các mục tiêuẢnh hưởng đến toàn bộ các đối tượng được chọn, thay vì chỉ ảnh hưởng đến đối tượng đang hoạt động mà thôiẢnh hưởng toàn bộ các điểm đỉnh (có thể thêm một số vào nhóm điểm đỉnh A)Tác động các cạnh và các điểm đỉnhDuy tác động các cạnh mà thôiDuy ảnh hưởng các mặt hướng về phía góc nhìnChỉ tác động đến các nét bên dưới con trỏChỉ tác động đến Tầng Lớp đang Hoạt Động mà thôiChỉ tác động đến Nguyên Vật Liệu đang Hoạt Động mà thôiChỉ tác động các phần tử cấu trúc liên kết đã kết nối mà thôiDuy tác động các điểm đỉnh mà thôiDuy tác động các điểm đỉnh kết nối với điểm đỉnh đang hoạt động nằm dưới đầu bútDuy tác động các điểm đỉnh có pháp tuyến đối mặt với người xemDuy tác động các điểm đỉnh có pháp tuyến tương tự với nơi bắt đầu nét vẽTác động đến sự xoay chiều năng động của hạtTác động đến vị trí của hạtTác động sự kết khối của con cáiĐiều khiển chiều dài tóc của con cáiẢnh hưởng biên độ xoắn vặn của con cáiẢnh hưởng tần số xoắn vặn của con cáiĐiều khiển độ gồ ghề/rối của con cáiTác động xoắn vặn của con cáiTác động mật độ của hạtẢnh hưởng thời gian phát của hạtĐiều khiển tuổi thọ của hạtĐiều khiển trường lực của hạtĐiều khiển hấp dẫn hạtTác động vận tốc khởi đầu của hạtĐiều khiển kích thước hạtTác động sự suy giảm vận tốc của hạtẢnh hưởng đến giá trị của các khóa một cách tuyến tính, giữ nguyên mối quan hệ giữa chúng bằng cách sử dụng khóa bên trái hoặc bên phải làm tham chiếuẢnh hưởng đến các giám sát truy lùng được ít hơn số lượng khung hình chỉ địnhẢnh hưởng đến các giám sát có lượng lỗi tái phóng chiếu lớn hơnẢnh hưởng các điểm đỉnh trong nhóm điểm đỉnh AẢnh hưởng toàn bộ các điểm đỉnh trong nhóm B (có thể thêm một số vào nhóm điểm đỉnh A)Ảnh hưởng các điểm đỉnh trong ít nhất một trong hai nhóm (có thể thêm một số vào nhóm điểm đỉnh A)Tác động các điểm đỉnh trong cả hai nhómChiều cao gây ảnh hưởng của đầu bút vẽ (tức chiều cao tầng lớp cho công cụ tầng lớp)Bị Ảnh HưởngHành Động Ảnh HưởngXương Ảnh HưởngAfinSauMàu SauSau Khung Hiện TạiSau Khung Hình Hiện TạiChu Trình SauChế Độ Hậu KỳSau Bản GốcSau Bản Gốc (Căn Chỉnh)Sau Bản Gốc (Toàn Phần)Sau Bản Gốc (Tách Phân Kênh)Sau khi nướng các đường cong thì xóa các khóa không sử dụng nữa điSau khi nạp, xin hãy xóa mọi thứ đi ngoại trừ cảnh, cửa sổ và không gian làm việc. Việc làm này giúp khả năng có thể tải tập tin khởi động với cấu hình cảnh và bố cục cửa sổ nguyên vẹn, song không có đối tượng, vật liệu, hay hoạt họa, ...Sau khi loại bỏ Dải thì đồng thời xóa dữ liệu được liên kết nữaSau số lần bật nẩy của ánh sáng này, dùng sức chiếu sáng toàn cầu xấp xỉ. Đặt = 0 để tắtMã Hóa Hình Ảnh Cơ Sở AgX cho Màn Hình sRGBTiêu Chuẩn RGB Cơ Sở AgXLôgarit AgXTuổi thọTuổi: {:s}Tính Hung DữĐơn Giản Hóa Khung Lưới Tích CựcTích cực đơn giản hóa để đạt được tỷ lệ mục tiêu mà không quan tâm đến chất lượngNhắm đối tượng bị ràng buộc vào mục tiêuKhông KhíTrở Lực Không KhíLực Cản Không KhíKhông Gian Cá Nhân Trên Không TrungĐộ Nhớt Động Học của Không KhíKhông khi thường có một độ đặc nhất định và nó làm cho các vật rơi xuống bị chậm lạiSuất Phản ChiếuSuất Phản Chiếu và Pháp TuyếnLượt suất phản chiếu sử dụng bởi trình khử nhiễuXuất Khẩu OBJ: Không tìm thấy bộ sưu tập '%s' ở đâu cảThuật toán mở rộng kết quả nướngThuật toán sử dụng để sinh tạo phong baoThuật toán sử dụng để chậm rãiThuật toán dùng để tính khoảng cách của các mẫu vật đến các điểm hình dạngThuật toán sử dụng để tính toán vật lý, từ nhanh nhất đến ổn định/chính xác nhất: Trung Điểm, Euler, Verlet, RK4Thuật toán sử dụng để tính toán các tay cầm tự độngCanh/Thẳng HàngSắp hàng một số 'n' các xương dọc theo một đường congSắp Hàng theo cái đang Hoạt ĐộngTự Động Căn ChỉnhCăn Chỉnh Trục theo Pháp TuyếnCăn Chỉnh Kết ThúcCăn Chỉnh Euler theo VéctơTay Cầm Thẳng HàngTay Cầm Thẳng Hàng Được ChọnSắp Hàng Tay CầmCăn Chỉnh theo Chiều NgangChế Độ Căn ChỉnhCăn Chỉnh Đối Tượng TheoCăn Chỉnh Xoay ChiềuCăn Chỉnh Xoay Chiều vào Mục TiêuCăn Chỉnh Xoay Chiều theo VéctơCăn Chỉnh Khởi ĐầuCăn Chỉnh VớiCăn chỉnh các điểm đỉnh UV, dọc theo đường được xác định bởi các điểm cuốiCăn chỉnh các điểm đỉnh UV trên một đường ngangCăn chỉnh các điểm đỉnh UV trên một đường thẳng đứngCăn chỉnh các điểm đỉnh UV, di chuyển chúng theo chiều ngang, đến đường được xác định bởi các điểm cuốiCăn chỉnh các điểm đỉnh UV, di chuyển chúng theo chiều dọc, đến đường vốn được xác định bởi các điểm cuốiCăn Chỉnh theo Chiều DọcCăn Chỉnh Góc NhìnCăn Chỉnh Góc Nhìn vào cái đang Hoạt ĐộngCăn Chỉnh XCăn chỉnh theo biến hóa của đối tượngSắp hàng dây chuyền của các xương dọc theo một đường cong (chỉ dành cho Xương thôi)Sắp xếp mỗi trục theo trục xoay chiều Euler, như dùng làm đầu vàoCăn chỉnh từ toàn bộ các cạnhCăn chỉnh các khung khóa trên đường cong chậm rãi-vào hoặc chậm rãi-raCăn chỉnh những đối tượng mới thêm theo chiều xoay của Con Trỏ 3DCăn chỉnh những đối tượng mới cho thêm vào theo chiều hướng của góc nhìn 3D đang hoạt độngCăn chỉnh những đối tượng mới thêm vào theo hệ thống tọa độ thế giớiCăn chỉnh các đối tượngCăn chỉnh chiều hướng dịch chuyển theo các pháp tuyếnCăn chỉnh sự xoay chiều với mục tiêu bám dính vàoCăn chỉnh các xương được chọn theo xương đang hoạt động (hoặc phụ huynh của chúng nó)Căn chỉnh các nét vẽ vào định hướng của con trỏ 3D hiện tạiCăn chỉnh các nét vẽ vào Bbề diện của góc nhìn hiện tạiCăn chỉnh văn bản về đáyCăn chỉnh văn bản với đường cơ sở đáyCăn chỉnh về tráiCăn chỉnh văn bản về trung tâmCăn chỉnh về phảiCăn chỉnh văn bản về đỉnhCăn chỉnh văn bản với đường cơ sở đỉnhCăn chỉnh xoay chiều của hải đảo UVCăn chỉnh trục X theo véctơCăn chỉnh trục Y theo véctơCăn chỉnh trục Z theo véctơCăn chỉnh đường cong theo pháp tuyến bề mặt (cần một hướng dẫn để làm tham chiếu)Căn chỉnh các đường cong nội suy với bề mặt pháp tuyếnCăn chỉnh đối tượng mới hướng theo góc nhìnCăn chỉnh đối tượng mới theo thế giớiCăn chỉnh trục chỉ định theo pháp tuyến của bề mặtCăn chỉnh ngôi sao theo đường chéoSắp xếp các trục biến hóa theo pháp tuyến trung bình của các yếu tố được chọn (trục Y của xương cho chế độ tư thế)Căn chỉnh các trục biến hóa theo con trỏ 3DCăn chỉnh các trục biến hóa với không gian phụ huynh của đối tượngSắp xếp các trục biến hóa theo không gian địa phương của đối tượng được chọnCăn chỉnh các trục biến hóa theo cửa sổSắp xếp các trục biến hóa theo không gian thế giớiCăn chỉnh theo trục của Hình HọcCăn Chỉnh theo Pháp TuyếnCăn Chỉnh theo Đối TượngCăn Chỉnh theo Pháp Tuyến Bề MặtCăn Chỉnh theo Pháp Tuyến Điểm ĐỉnhSắp hàng theo trụcSắp hàng theo trục của đối tượng đang hoạt độngCăn chỉnh về cả hai bên, trái và phảiCăn chỉnh về cả bên trái và phải, với phân khoảng các ký tự bằng nhauCăn chỉnh hình học cắt tỉa theo phương vuông góc đối với hình dạng có góc 90 độCăn chỉnh hình học cắt tỉa với phối cảnh của góc nhìn hiện tại để có hình dạng thonCăn chỉnh với Pháp Tuyến của ĐiểmThẳng HàngTrục Thẳng HàngTay Cầm Tự Do Thẳng HàngĐơn Cánh Thẳng HàngCăn chỉnh xương '%s' với phụ huynhCăn ChỉnhTrục Thẳng HàngCăn Chỉnh XCăn chỉnh của vùng nội trong khu vựcSắp hàng điểm tay cầm đối diện trong khi biến hóaCăn chỉnh các điểm đỉnh UV đã chọn trên một đườngHoạt ĐộngTrạng Thái Sinh TồnToàn BộToàn thể %d kênh xoay chiều đã được thanh lọcToàn Bộ các Cổng Nhìn 3DToàn Bộ Phía TrênToàn Bộ các Khung Khóa của Hành ĐộngToàn Bộ các Hành ĐộngToàn Bộ các Khung Hình Đang Hoạt ĐộngToàn Bộ các Trình Bổ SungToàn Bộ các Trình Bổ Sung do người dùng cài đặtToàn Bộ Phía DướiToàn Bộ Ranh GiớiToàn Bộ các KênhToàn Bộ các Đường CongToàn Bộ Tùy ChỉnhToàn Bộ các Khối Dữ LiệuToàn Bộ các CạnhToàn Bộ các MặtToàn Bộ các Nhánh Phát SinhToàn Bộ các Khung HìnhToàn bộ các Khoảng Cách TrốngToàn Bộ các Kiểu Hình HọcToàn Bộ các NhómToàn Bộ TócToàn Bộ các MụcToàn Bộ các Bộ KhóaToàn bộ các Bộ Khóa có thể sử dụng (Những Bộ Cài Sẵn và những Bộ Khóa Tuyệt Đối dành cho Cảnh này)Toàn Thể các Cấu Hình PhímToàn Bộ các Khung KhóaToàn bộ các TầngToàn Bộ các Thư ViệnToàn Thể các vật Thăm Dò Ánh SángKết quả nướng hiện đã được xóa sạch khỏi toàn Bộ các Đối Tượng Line ArtToàn Bộ các ĐườngToàn Bộ Dữ Liệu Kết Nối Trực TiếpHoàn Toàn Cục BộTọa Độ Gốc của mọi Đối TượngToàn Bộ các Đối TượngToàn Bộ các ĐiểmToàn Bộ các Tính ChấtToàn Bộ Mục ĐíchToàn Bộ các VùngToàn Bộ các Kiểu Tô BóngToàn Bộ các DảiToàn Bộ các Biến HóaToàn Bộ các Biến Hóa sang DeltaToàn Bộ các Thể LoạiToàn Bộ các Ô UDIMToàn bộ các tầng chứa mạch lưới UVToàn Bộ UVToàn Bộ Không Bị KhóaToàn Bộ Các Nhóm Điểm ĐỉnhToàn Bộ các Điểm ĐỉnhToàn Bộ các Tầng Góc NhìnToàn Bộ các Thể TícToàn bộ các Bộ Khóa có thể sử dụngToàn bộ các trục đều tác độngToàn bộ các bộ sưu tập xương hiện đều đang được sử dụngToàn bộ các xương bị ảnh hưởng bởi Bộ Khóa đang hoạt độngToàn bộ các ràng buộc đều được di chuyển đến xương điều khiển.Toàn bộ các đường cong trong khối dữ liệuToàn bộ các dữ liệu đã được nhập khẩu và nằm sẵn trong danh sách ``import_items`` (các mục nhập khẩu)Trọng lượng của toàn bộ hiệu ứng viênToàn bộ các khối dữ liệu đã được tính toánToàn Bộ các Thành Phần của Mục TiêuToàn bộ các nhóm hình học là các thực thể riêng biệtToàn bộ các nhóm đều bị khóaToàn bộ các tầng nằm trên cái đang hoạt độngToàn bộ các tầng nằm dưới cái đang hoạt độngToàn bộ các bộ điều chỉnhToàn bộ các đa giác có bốn đỉnh trở lên sẽ được tam giác hóa. Các khung lưới trong cảnh sẽ không bị ảnh hưởng đến. Hành xử như bộ điều chỉnh Tam Giác Hóa với phương pháp đa giác: "Làm Đẹp", phương pháp tứ-giác: "Đường Chéo Ngắn Nhất", số điểm đỉnh tối thiểu: 4Toàn bộ các thực thể sẽ hiển thị hoặc kết xuất (CẢNH BÁO: Chỉ sử dụng cái này làm tuần hoàn viên (iterator) mà thôi, không bao giờ sử dụng nó là một chuỗi tuần tự cả, và chớ giữ bất kỳ một tham chiếu nào đến các phần tử của nó)Toàn bộ các đối tượng của cảnhToàn bộ các kiểu pha trộn, các phép boolean và các phép toán khả dĩToàn bộ các tính chất, bao gồm các biến hóa, hình dạng xương dẻo, và các tính chất tự tạoToàn bộ các tầng kết xuất đều bị tắtToàn bộ các quy tắc đều trung bìnhToàn bộ các xương vốn được chọn đều đã là một phần của bộ sưu tập này rồiToàn bộ các điểm đỉnh của daToàn bộ các dải có cùng thể loại cơ bản (đồ họa hay âm thanh)Toàn bộ các dải phim - bao gồm toàn bộ các đoạn trong siêu đoạn một cách đệ quyToàn bộ các nét vẽ kết thúc cùng một lúc (chẳng hạn các nét vẽ ngắn sẽ khởi đầu muộn hơn)Toàn bộ các nét vẽ khởi đầu cùng một lúc (chẳng hạn các nét vẽ ngắn sẽ kết thúc sớm hơn)Toàn bộ các hành động hiện được ấn định sẽ trở thành một hoạt họa glTFToàn bộ các đối tượng trong tầng lớp nàyToàn bộ các đối tượng được chọn của tầng lớp nàyCho phép tập tin .blend thi hành tập lệnh tự động. Sắp đặt mặc định nằm trong cài đặt sở thích của hệ thốngCho phép Blender truy cập internet. Các trình bổ sung tuân theo cài đặt này sẽ chỉ kết nối vào internet nếu được bật lên mà thôi. Đương nhiên, Blender không thể ngăn cản các trình bổ sung bên thứ ba vi phạm quy tắc này.Cho phép Blender kiểm tra xem có bản cập nhật mới nào không khi khi khởi độngCho Phép TrèoCho Phép Thi HànhCho Phép BayCho Phép Trên Mặt ĐấtCho Phép Số Khung Hình ÂmCho Phép Truy Cập Trực TuyếnCho Phép Chồng Đè Lên NhauCho Phép các Kiểu Chồng Đè Lên NhauCho phép các hình cơ bản USD hợp nhất với phụ huynh Xform của chúng nếu chúng chỉ là con cái duy nhất trong hệ thống thứ bậcCho Phép UnicodeCho phép bộ đầu VR tác động đến vị trí trong không gian thực tế ảo, bên cạnh sự xoay chiềuCho phép tư thế cơ sở trong góc nhìn VR sử dụng sự xác định vị trí và góc xoay chiều thủ côngCho phép một cạnh có nhiều kiểu chồng đè lên nhau. Đối với mỗi kiểu chồng đè thì tùy chọn này sẽ tạo ra một nét vẽ riêng.Cho phép toàn bộ các tập tin .blend thi hành tập lệnh tự động (không an toàn nếu tập tin blend là bản từ nguồn không đáng tin cậy)Cho phép quần thể trèo lên đối tượng mục tiêuCho phép quần thể bay ở trên không trungCho phép quần thể di chuyển trên mặt đấtCho phép các cạnh nếp nhăn hiển thị bên trong các bề mặt nhẵnCho phép nếp nhăn hiển thị trên các cạnh sắc nétCho phép độ lệch để đường nét được êm ái hơn, không quá chính xácCho phép các cạnh nằm cùng một vị trí (ví dụ như từ phân tách cạnh) hiển thị đúng đắn. Có thể chạy chậm hơn.Cho phép biên soạn trục Z của đường cong này, đồng thời cho phép sử dụng độ nghiêng và bán kính đường congCho phép chỉnh sửa nét vẽ ngay cả khi chúng sử dụng các nguyên vật liệu đã bị chốt khóa lạiCho phép xuất khẩu toàn bộ các ảnh hưởng điểm đỉnh của khớp nối. Các mô hình có thể xuất hiện không chính xác ở nhiều trình quan sátCho phép các hình ảnh hay các đoạn phim được sử dụng để làm chất liệuCho Phép Định Dạng Nhúng glTFCho phép truy cập internet. Blender có thể truy cập vào các kho lưu trữ trình mở rộng trực tuyến đã cấu hình. Các trình bổ sung của bên thứ ba đã cài đặt rồi thì có thể truy cập internet để thực hiện chức năng riêng của chúngCho phép nội suy các vị trí của điểm đỉnhCho phép hiển thị các đường sinh tạo ra bởi bình diện cắt xén gần/xaCho phép các cạnh rời rạc mắc nối lại với nhauCho phép các đối tượng được loại trừ ra khỏi dựa trên hình cụt phóng chiếu của máy quay phimCho phép các đối tượng bị loại trừ ra dựa trên khoảng cách từ máy quay phim đếnCho phép các đối tượng hạt và các thực thể mặt/điểm đỉnh hiển thị trong Line ArtCho phép các điểm hoặc đường cong được chọn một phần mà thôiCho phép hệ thống hoạt họa quản lý thân cứngCho phép đổi tỷ lệ của xương trong IKCho phép đổi tỷ lệ xương điều khiển chốt trục để ảnh hưởng đến độ dày thông qua bán kính đường congCho phép lựa chọn tất cả các khung khóa của một đường cong bằng cách chọn đường cong-F đã được tính toánCho phép chọn toàn bộ các khung khóa của đường cong bằng cách lựa chọn bản thân đường cong ấyCho phép lựa chọn đối tượng Bút Chì DầuCho phép lựa chọn khung rốiCho phép lựa chọn máy quay phimCho phép lựa chọn đường congCho phép lựa chọn vật thể trống rỗngCho phép lựa chọn các đường cong tócCho phép lựa chọn lưới ràoCho phép lựa chọn đầu dò ánh sángCho phép lựa chọn đènCho phép lựa chọn các đối tượng khung lướiCho phép lựa chọn các siêu cầuCho phép lựa chọn các đám mây điểmCho phép lựa chọn loaCho phép lựa chọn bề mặtCho phép lựa chọn đối tượng văn bảnCho phép lựa chọn các thể tíchCho phép các toán hạng có sự giao cắt trong bản thânCho phép chuyển đổi phụ huynh của điều khiển chínhCho phép tọa độ gốc theo dõi của VR được xác định độc lập với vị trí của bộ đầuCho phép vị trí khởi đầu của chuột được sử dụngCho phép đường dẫn chứa các mã thông báo thay thếCho phép vượt quyền tính chất khi khối dữ liệu đã được kết nốiCho phép dùng các màu sắc để biểu thị trạng thái ràng buộc/khung khóa hóaCho phép độ dày được ấn định bất đối xứngCho phép đối tượng này và các bộ sao chép của nó bị loại trừ bởi quá trình lọc bỏ trong không gian máy quay phimCho phép đối tượng này và các máy sao chép của nó bị loại bỏ bởi khoảng cách từ máy quay phimCho phép các điểm đỉnh di chuyển theo hướng âm của trụcCho phép các điểm đỉnh di chuyển theo hướng dương của trụcCho phép cẩn thận chỉnh vị trí của mỗi dấu chấmCho phép độ trong suốt có màu, song không tương thích với kết xuất lượt cùng dò tia. Còn được gọi là kết xuất tiến (forward rendering).Cho phép độ trong suốt có màu, song không tương thích với các lượt kết xuất cùng dò tia. Còn được gọi là kết xuất tiến (forward rendering).Cho phép độ trong suốt băm theo thang độ xám, và tương thích với kết xuất lượt cùng dò tia. Còn được gọi là kết xuất trì hoãn (deferred rendering).Cho phép độ trong suốt băm theo thang độ xám, và tương thích với các lượt kết xuất cùng dò tia. Còn được gọi là kết xuất trì hoãn.Cho phép quản lý bản dịch Giao Diện Người Dùng trực tiếp từ Blender (cập nhật các tập tin .po chính, cập nhật các bản dịch của các tập lệnh, v.v.)Dọc Theo Pháp TuyếnDọc Theo Pháp TuyếnDọc theo Nét VẽĐộ ĐụcKênh AlphaChuyển Đổi AlphaCắt theo Kênh AlphaAlpha như Đề-CanHệ Số AlphaHệ Số AlphaChế Độ AlphaBộ Điều Chỉnh AlphaPhủ Alpha Lên TrênNút Alpha Chồng LênAlpha Trên DảiGiới Hạn AlphaĐộ Trong Suốt của AlphaAlpha Dưới DảiKhông thể xóa bộ điều chỉnh alpha '%s'Thể loại bộ điều chỉnh alphaBộ điều chỉnh alpha để thay đổi alpha của đường nétĐộ trong của alpha dựa vào nhiễu ngẫu nhiênĐộ trong suốt của alpha dựa vào góc giữa hai mặt kề nhauĐộ trong suốt của alpha dựa vào định hướng của nétĐộ trong Alpha dựa trên độ cong tỏa tròn của bề mặt khung lưới 3DĐộ Đục:Sắp xếp các khối dữ liệu theo thứ tự chữ cái - thường là các đối tượng trong cảnh (tắt đi để tăng tốc độ vẽ của cổng nhìn)Có điểm điều khiển tại khung hình %.6f rồiĐồng thời ảnh hưởng đến tầm nhìnĐồng thời xóa các tầng lớp dữ liệu khỏi đích nếu cần, hầu cho nó khớp với nguồn hoàn toànĐồng thời hủy chọn các mặt chỉ chạm vào một gócĐồng thời nhập khẩu các nguyên vật liệu chưa sử dụng đến bởi bất kỳ hình học nào. Lưu ý rằng khi tùy chọn này là sai (false) thì các nguyên vật liệu mà hình học tham chiếu đến cũng sẽ vẫn được nhập khẩu đấy nhéĐồng thời chọn các mặt chỉ chạm vào một gócAltAlt Nhắc Lệnh Công CụAlt Truy Cập Con TrỏAlt Hành Động Kéo Rê Nút Chuột GiữaAlt Truy Cập Công CụPhím Alt đã được bấmPhím Alt đã được bấm, sẽ là -1 đối với bất cứ trạng thái nào khácHành Động của Alt-NCG Kéo RêAltTráiAltPhảiĐiều chỉnh chiều dài của lực đàn hồi để thu nhỏ/phóng to (đơn vị phần trăm %). Đặt bằng 0 để tắt điDòng So LePhương pháp khác để truy cập thao tác 'Xóa Khung Khóa', dành cho các cấu hình phím sử dụngPhương pháp khác để truy cập thao tác 'Chèn Khung Khóa', dành cho các cấu hình phím sử dụngLật đổi chế độ chơi lại phạm vi các khung khóa hóa giữa thuận chiều và nghịch chiềuĐường dẫn tập lệnh thay thế, khớp với bố trí mặc định với các thư mục con: startup, add-ons, modules, và presets (đòi hỏi phải khởi động lại)Hình thức khác để truy cập vị trí/tỷ lệ/xoay chiều tương đối với phụ huynh và xương ở trạng thái nghỉ của bản thânKhung hình cuối khác cho quá trình chơi lại trong Giao Diện Người Dùng (UI)Khung hình đầu khác cho quá trình chơi lại trong Giao Diện Người Dùng (UI)Ngoài ra, bạn có thể tải xuống trình mở rộng để Cài Đặt từ Đĩa.Biên ĐộLuôn LuônLuôn Luôn Thêm Trình Đọc Bộ Đệm NhớLuôn Luôn Lấy Mẫu Vật các Hoạt HọaLuôn Luôn Hiển Thị Trình ĐơnLuôn Luôn Làm TrònLuôn luôn thêm một khung khóa tại điểm khởi đầu và điểm kết của các hành động cho các kênh hoạt họaLuôn luôn sửa giá trị thành giá trị tối thiểu 1 khi 'giá trị' khác 1.0Luôn luôn đổi thẻ khi bấm vào một biểu tượng trong mục lụcLuôn luôn thu gọn các nút hợp nhất mớiLuôn luôn xác nhận thao tác khi thả nút raLuôn luôn làm tươi mới hình ảnh lại khi khung hình thay đổiLuôn luôn rẽ tráiLuôn luôn rẽ phảiLuôn luôn sử dụng pháp tuyến mặt cho phạm vi góc mặt, giống như phương pháp cũ của nútLuôn luôn ghi đường dẫn tuyệt đốiLuôn luôn ghi lại các vận tốc hướng dẫn (guide velocities) mới đối với mỗi một khung hình (mỗi khung hình chỉ chứa vận tốc hiện tại của các vật hướng dẫn (guiding objects)'Màu của Ánh Sáng Tự NhiênTính Hấp Thụ Quang Xạ Môi TrườngÁp suất môi trường (kPa) (kilopascals) được cân bằng lại giữa bên trong và bên ngoài của đối tượng khi nó có một thể tích mục tiêuSố LượngDiện TíchMảngCường Độ PhátSai SốĐều ĐặnSố LượngĐơn/MộtLàm MịnThể Loại NguồnCường ĐộSố Đằng SauLượng ở CuốiSố Đằng TrướcLượng ở ĐầuLượng là khoảng cách tuyệt đối dọc theo cạnh kề bênLượng cung cấp là dịch chuyển của các cạnh mới từ cạnh gốcLượng cung cấp là phần trăm chiều dài của cạnh kề bênLượng cung cấp là khoảng cách vuông góc từ cạnh gốc đến mặt bo trònLượng cung cấp là chiều rộng của mặt mớiSống lượng tia GI cần dò tìm cho mỗi điểm ảnhLượng lực cản không khíLượng vận tốc góc suy thoái theo thời gianLượng dị hướng cho ánh phản quang. Các giá trị cao hơn tạo ra các điểm nổi bật bị kéo dài theo hướng tiếp tuyếnLượng dị hướng cho phản chiếu đều. Các giá trị cao hơn tạo ra các điểm sáng kéo dài theo hướng tiếp tuyếnĐộ dài để kéo đuôi raLượng lực đẩy làm nổi bong bóng lên (giá trị cao sẽ làm cho đường chuyển động lên trên của bong bóng đi thẳng hơnLượng khóm lạiSố lượng điểm điều khiển của các đường cong tóc sinh tạo raCường độ lực giảm chấnLượng lực hãm tác động trong khi va đậpLượng lực hãm sử dụng khi hạt va đậpLượng hạn định trong trạng thái uốn congLượng hạn định trong trạng thái nénLượng hạn định tình trạng trượt/xô lệchLượng cưỡng chống trạng thái kéo giãnLượng chi tiết để hiển thị khung dâyLượng dời hình dọc theo pháp tuyến bề mặtLượng biến dạngLượng chi tiết của nhiễu biến dạngLượng biến dạng của sóngLượng nhiễu phối màu thêm vào hình ảnh kết xuất để giảm bớt ảnh hưởng dải màuLượng phối màu khi sơn trên những hình ảnh byteLượng lực kéo di chuyển bong bóng đi cùng với hướng của chất lỏng (giá trị cao dẫn đến chuyển động của bong bóng sẽ chủ yếu đi cùng hướng với chất lỏng)Lượng nhân đôi mỗi đường congLượng làm tròn cạnhLượng rối của đầu cuốiLượng xóa cho độ đậmLượng xóa cho chiều dàyLượng chi tiết tinh tế hiện hữu trong nhiễuLượng làm nhòe mờ tiêu điểm, 128 (vô cực), tức rõ hoàn toàn, chia đôi giá trị sẽ tăng bán kính làm nhòe mờ lên gấp đôiLượng ma sát trong khi hạt va đậpLượng bọt sóng được sinh tạoLượng trọng lực sau mỗi chấmSố lượng hướng dẫn sử dụng để nội suy trên mỗi đường congLượng chi tiết tần số cao. Độ sâu cần phải lớn hơn 0 để cái này có hiệu lựcLượng ảnh hưởng của bộ điều chỉnh Đường Cong-F sẽ có khi không mờ dần vào/raLượng ảnh hưởng của ràng buộc trong giải nghiệm cuối cùngMức độ ảnh hưởng của nút tác động lên hình ảnhMức độ ảnh hưởng của nút tác động lên màu đầu raLượng ảnh hưởng mà nút tác động lên vectơ đầu raLượng rung nhẹ áp dụng khi lấy mẫuVận tốc tuyến tính sẽ bị suy thoái theo thời gianSố lượng dòng có thể nhìn thấy được trong trình biên soạn hiện tạiLượng rối phụ thuộc vào vị tríLượng phản quang trong dò tiaLượng pha trộn giữa các đầu vào A và BLượng pha trộn giữa các đầu vào véctơ A và BSố lượng hàng xóm sử dụng để pha trộnLượng nhiễu cho sức mạnh của lựcLượng sóng nhiễu áp dụngLượng nhiễu áp dụng cho xoay chiều UVLượng nhiễu áp dụng vào tính trong đụcLượng nhiễu áp dụng vào độ dàyLượng vận tốc theo hướng pháp tuyếnĐộ đục cần sử dụngLượng cường điệu hóa để làm chậm rãi khi 'quay lại'Lượng sơn áp dụng trên bản mẫu của mỗi nét vẽLượng sơn sẽ nhuốm từ bề mặt vào màu của đầu bútSố lượng hạt sẽ không bị ảnh hưởng bởi chiều dài của đường dẫn con cáiLượng hạt không bị ảnh hưởng bởi độ rối ngẫu nhiênLượng hạt sử dụng trong quá trình thực thể hóaSố lượng phần tử ngẫu nhiên sẽ được đầu bút tác độngLượng dịch chuyển ngẫu nhiên của mỗi đường congLượng rối ngẫu nhiênLượng vận tốc ngẫu nhiênLượng chuyển động ngẫu nhiên, thất thường của hạtSố lượng ngẫu nhiên chiều hướng cuộnLượng sai số tuyến tính thặng dư trong đơn vị không gian của Blender đối với những ràng buộc tác động đến vị tríLượng sai số thặng dư, trong radian, cho các ràng buộc tác động đến định hướngLượng xoay quanh vectơ ngang lườnGóc độ xoay quanh vectơ vận tốc khi rẽLượng xoay chiều trong đơn vị độ (90, 180, 270)Lượng mẫu vật màn hình trên mỗi tia GISố lượng mẫu vật ánh xạ bóng tối trên mỗi tia bóng tốiLượng tia bóng tối để theo dõi cho mỗi ánh sángLượng khói mà nhiên liệu cháy sẽ sản xuấtLượng làm mịn áp dụngLượng làm mịnSố bước làm mịnLượng làm mịn áp dụngLượng làm mịn/trơn tru áp dụng sau khi hoàn thành các nét vẽ mới kiến tạo, để thuyên giảm rung nhẹ/nhiễuLượng làm mịn áp dụng cho các nét nội suy, hòng để giảm mức rung nhẹ/nhiễuLượng làm mịn áp dụng tự động cho mỗi nét vẽLượng làm mịn trong khi đang vẽSố bước làm mịn áp dụng sau khi co bọcĐộ dính kết vào bề mặt va đậpLượng nắn thẳngLượng thời gian để xác định hiệu quả nén cao nhất: 0 = không nén và xuất ảnh nhanh, 100 = nén tối đa bảo toàn chất lượng nhưng xuất ảnh chậmLượng nhiễu hỗn loạn và xoay chiều trong khóiLượng vận tốc mất đi khi va đậpLượng sơn ướt sẽ tồn lại trong đầu bút sau khi áp dụng sơn vào bề mặtLượng chất liệu tác động đến alphaLượng chất liệu ảnh hưởng độ kết khối của conLượng chất liệu ảnh hưởng chiều dài tóc con cáiLượng chất liệu ảnh hưởng biên độ xoắn vặn của con cáiLượng chất liệu ảnh hưởng tần số xoắn vặn của con cáiLượng chất liệu ảnh hưởng độ ráp của con cáiLượng chất liệu tác động độ xoắn vặn của con cáiLượng chất liệu tác động màu khuếch tánLượng chất liệu tác động sự suy giảm của hạtLượng chất liệu ảnh hưởng mật độ của hạtLượng chất liệu ảnh hưởng thời gian phát hạtLượng chất liệu ảnh hưởng trường lực của hạtLượng chất liệu ảnh hưởng trọng lực của hạtLượng chất liệu ảnh hưởng vận tốc khởi đầuLượng chất liệu ảnh hưởng tuổi thọ hạtLượng chất liệu ảnh hưởng kích thước hạtSố lượng mà tư thế được áp dụng trên các tư thế hiện có. Một giá trị âm sẽ trừ tư thế thay vì thêm nóMức đóng góp của Hành Động đang Hoạt Động vào kết quả của ngăn xếp NLALượng đóng góp của dải phim vào kết quả hiện tạiLượng tăng độ kéo giãn đàn hồi cho quá trình làm chậm rãi 'đàn hồi' lạiLượng dùng để tăng hoặc giảm khoảng phân cách của ký tựLượng biến dạng đối tượngLượng dời hình hình họcLượng xê dịch mảng UV trên trục ULượng xê dịch mảng UV trên trục XLượng dịch chuyển điểm lật đảo của UV phản chiếu đối xứng từ điểm 0.5 trên trục ULượng dịch chuyển điểm lật đảo của UV phản chiếu đối xứng từ điểm 0.5 trên trục VMức ảnh hưởng của các vòng cung trong đường cắt góc bên trongLượng uốn oằn quanh con trỏBiên ĐộBiên Độ Tạo KhómBiên Độ Ngẫu NhiênBiên Độ của SóngBiên độ của nhiễu PerlinBiên độ nhiễuBiên độ của nhiễu - lượng sửa đổi đường cong nền tảngBiện độ của dịch chuyển hình sinBiên độ của nhiễu không gianMột tư thế "cường điệu" (extreme), hoặc vì mục đích nào đó, tùy theo nhu cầuTư thế 'cao trào', hoặc vì mục đích khác theo nhu cầuMột Hành Động không được có hơn một tầng lớpMột khe hành động chỉ có thể được tạo ra khi một hành động đã được ấn định mà thôiMột dịch chuyển bổ sung cho mỗi quãng tám, xác định mức độ mà quãng tám cao nhất sẽ xuất hiệnMột tầng hoạt họa có chứa các Hành Động tham chiếu như các dải NLAMột tính toán xấp xỉ đường cong Fresnel chất dẫn điện dựa trên các màu sắc tại góc độ vuông góc và gần như song song (khoảng chừng 82°)Tối đa hóa một khu vực, tô kín màn hìnhMột mảng các giá trị số thựcMột mảng các số nguyênMột mảng các giá trị đúng hoặc saiGiải nghiệm nghệ thuật với hiệu ứng kéo giãn mạnh bề mặt (gốc/nguyên thủy) (Double-Density Relaxation Algorithm)Một trường thuộc tính với lựa chọn các điểm bên ngoàiMột cạnh kết nối với mặt, được chọn theo chỉ số sắp xếpĐòi hỏi phải có một khung lưới ở chế độ biên soạn với chế độ chọn điểm đỉnh hoặc chọn cạnh nhéLỗi ngoại lệ đã xảy ra khi gọi móc USD hook ‘%s’Một lỗi ngoại lệ đã xảy ra khi kích hoạt USD hook (giao thức mở rộng USD) '%s'. Xin vui lòng xem cửa sổ dòng lệnh để biết thêm chi tiếtMột ID cục bộ xứng khớp hiện có đã được tái dụngMột hệ số nhân bổ sung để điều chỉnh độ lớn theo quãng támMột chỉ danh cho nhóm của mỗi mặt. Tất cả các mặt tiếp nối, có cùng giá trị, đều nằm trong cùng một vùngMột chỉ số dùng để nhóm các đường cong lại với nhau. Việc phủ kín được thực hiện cho riêng cho từng nhóm nhéMột chỉ số sử dụng để nhóm các giá trị lại với nhau cho nhiều lần tích lũy riêng biệtChỉ số dùng để nhóm các giá trị lại với nhau nhằm thực hiện nhiều thao tác tính riêng biệtMột đầu vào là không đa tạpTính chất nội bộ sử dụng để duy lưu trữ vị trí chuột đầu tiên mà thôiTính chất nội bộ sử dụng để lưu trữ nút đầu tiên trong hoạt động của Kết Nối Lười Biếng (Lazy Connect)Tính chất nội bộ được sử dụng để lưu trữ nút cuối cùng trong hoạt động của Kết Nối Lười Biếng (Lazy Connect)Tính chất nội bộ được sử dụng để lưu trữ ổ cắm nguồn trong hoạt động của Kết Nối Lười Biếng (Lazy Connect)Một chỉ mục (đại diện cho một khối dữ liệu) trong dữ liệu BlendImportContext (Ngữ Cảnh Nhập Khẩu Blend). Hiện tại chỉ được bộc lộ dưới dạng dữ liệu duy-đọc cho các bộ tiền/hậu xử lý nhập khẩu blend mà thôiMột thực thể đối tượng trong Tầng Góc Nhìn (hiện tại chưa được công khai trong API Python)Ảnh Nổi Màu Bổ SungThể Loại Ảnh Nổi Màu Bổ SungTương Tự 16mmTương Tự 35mmTương Tự 65mmTương Tự IMAXTương Tự Siêu 16Tương Tự Siêu 35Tổ Tiên Thực Chất Hữu HìnhKhung Hình Tham ChiếuTrọng Lượng NeoNeo Chốt XNeo Chốt YVàGóc ĐộCơ Sở GócHạn Định Góc ĐộBám Dính vào Góc ĐộHệ Số GócGiới Hạn GócGóc Độ Tối ThiểuGóc NgoàiBám Dính vào Góc ĐộGia Lượng cho Góc Độ Bám DínhGóc Độ Tách PhânGiới Hạn AlphaBo tròn các cạnh có góc độ cao hơn giá trị góc độ nàyGóc độ mà những giá trị lớn hơn sẽ gây ra sự tách phân của cạnhGóc độ và trục để xoay chiều xung quanhGóc nhìn khi khoảng cách giữa hai mắt bằng 0Góc độ mà khoảng cách giữa hai mắt bắt đầu mờ dần về 0Góc độ giữa các bề diện của nếp gấpGóc độ trong không gian màn hình mà những nét vẽ có giá trị thấp hơn giá trị này sẽ được tách chia ra làm haiGiới hạn gócGóc xoay đại biểu độ Xoay Chiều của Góc-TrụcGóc độ biến dạngGóc độ xoay vòngGóc xoayGóc độ của hình nón nội, bên trong hình nón, âm lượng là 100%Góc độ của hướng chủ yếuGóc độ hình nón ngoại, bên ngoài hình nón này, âm lượng là âm lượng của hình nón ngoại. Giữa hình nón nội và ngoại âm lượng sẽ được nội suyGóc Chuyển TiếpBám dính vào góc độChế độ bám dính vào góc độBám dính góc độ tương đối với cạnh cắt trướcGóc độ dùng để xoay chiều véctơ đầu vàoGóc độ sử dụng làm cơ sở cho quá trình uốn oằnGóc độ sử dụng để tăng dần độ xoay chiều trong các trình biên soạn 2DGóc độ sử dụng để tăng dần độ xoay chiều trong các trình biên soạn 3DNhững góc độ lớn hơn giá trị này được gọi là góc đỉnhNhững góc nhỏ hơn giá trị này sẽ được coi là các nếp nhănCác góc nhỏ hơn góc này sẽ được coi là các nếp gấp. Mức ưu tiên của góc nếp gấp: vượt quyền nếp gấp của đối tượng Line Art > góc độ tự động làm mịn khung lưới > nếp gấp mặc định của Line Art.GócGiảm Chấn GócKhoảng Cách Đồng TửMô Tơ GócVận Tốc GócTrục của Vận Tốc GócVận Tốc Góc Giới Hạn trước khi Giải HoạtVận Tốc Góc mà dưới nó bộ mô phỏng sẽ ngưng đối tượng được mô phỏngĐường kính góc của Mặt Trời như nhìn thấy từ Trái ĐấtGóc xề của tia đèn phaBiến dạng của góc giữa UV và các góc 3DĐộ dày góc của bề mặt khi tính toán GI nhanh và tính hấp thụ quang xạ môi trường. Giảm thiểu sự mất mát năng lượng và tính hấp thụ quang xạ môi trường bị mất mát của các hình học ở xa.Giới hạn góc độ để phát hiện các cạnh được miếtVận tốc góc (rad/giây)Máy Chơi Hoạt HọaĐộng VậtCó Thể Hoạt HọaHoạt họa tính chấtHoạt Họa sự xuất hiện và biến mất của các nét vẽHoạt HọaẢnh Hưởng Hoạt HọaHoạt Họa và được ChọnThời Gian Đoạn Hoạt HọaHoạt HọaGói Kênh Hoạt HọaCác Kênh Hoạt Họa cho các KheĐường Cong Hoạt HọaDữ Liệu Hoạt HọaTrình Biên Soạn Hoạt HọaDịch Chuyển Cuối của Hoạt HọaChế Độ Hoạt HọaDịch Chuyển của Hoạt HọaThao Tác Hoạt HọaChơi Hoạt HọaMáy Chơi Hoạt HọaCấu Hình Sắp Đặt Sẵn của Máy Chơi Hoạt HọaĐang Chơi Hoạt HọaCon Trỏ Hoạt Họa (Thử Nghiệm)Dịch Chuyển Đầu của Hoạt HọaBước Hoạt HọaThời Hạn Trước Khi Tắt Hoạt HọaGiao Diện Hoạt HọaHình Dung Hoạt HọaDữ liệu hoạt họa cho khối dữ liệuDữ liệu hoạt họa cho khối dữ liệu nàyKhối dữ liệu hoạt họa không có hành động đang hoạt độngKhối dữ liệu hoạt họa có hành động đang hoạt độngDịch chuyển cuối của hoạt họa (điểm cắt cuối)Hoạt họa sẽ được chơi ngược lạiChơi lại hoạt họaHoạt họa đang được chơi lạiTốc độ chơi lại hoạt họa, tính bằng số khung hình/giây. Nếu chỉ một hình ảnh duy nhất, thì là 0Sắp đặt về hoạt họaDịch chuyển đầu của hoạt họa (điểm cắt đầu)Các bước hoạt họaThời gian hoạt họa nhiễuRãnh hoạt họa ở chỉ mục %d không phải là rãngh 'Hành Động đang Hoạt Động' của NLAHoạt Họa:Hoạt HọaDị HướngThanh Lọc Dị HướngXoay Chiều Dị HướngDị HướngMắt Cá ChânMắt Cá Chân và Ngón ChânChú ThíchMàu Sắc Mặc Định của Ghi ChúKhung Hình Chú ThíchCác Khung Hình Chú ThíchTầng Lớp Chú ThíchĐộ Đục của Tầng Chú ThíchCác Tầng Lớp Chú ThíchNét Vẽ Chú ThíchPhương Pháp Đặt Nét Chú Thích (Góc Nhìn 3D)Điểm Nét Vẽ Chú ThíchĐộ Dày của Nét Chú ThíchVẽ Chú ThíchDữ liệu Bút Chì Dầu cho vùng Xem Trước nàyDữ liệu hoạt họa cho khối dữ liệu nàyDữ liệu hoạt họa cho khối dữ liệu nàyKhối dữ liệu Chú Thích (Bút Chì Dầu cũ)Chú Thích:Chú ThíchThuộc tính ẩn danh không thể truy cập theo tên đượcKhông thể tạo các thuộc tính ẩn danh (anonymous attributes) ở đây đượcDữ liệu dùng chung này đang ở trong chế độ biên soạn bởi một đối tượng khácKhử Răng CưaKhử Răng CưaSố Mẫu Chống Răng CưaLàm mịn màn chắn lọc sinh tạo trước khi kết hợp để tạo vùng biên mượt mà hơn, nhưng đổi lại tốn chi phí xử lý hơnChống răng cưa các điểm ảnhChống Răng CưaBất CứKiểu Bất KỳMọi góc độ đều được phép xoay chiềuBất cứ phím bổ trợ nào đã được bấmBất cứ sự sửa đổi đối tượng nào cũng đòi hỏi BVH (Bounding Volume Hierarchy: Cây Phân Cấp Giới Hạn Thể Tích) phải được tái dựng, nhưng sẽ kết xuất nhanh hơnMọi thay đổi chưa được lưu lại sẽ bị mất.Khẩu ĐộÁp DụngKích thước của đối tượng máy quay phim trong Khung Nhìn 3DBổ SungBổ Sung (Tái Dụng Dữ Liệu)Bổ Sung (Tái Dụng Dữ Liệu)Đồng thời chèn thêm (cục bộ hóa) các phụ thuộc gián tiếp của các ID chèn thêm từ các thư viện khác. LƯU Ý: Toàn bộ các ID (bao gồm cả các ID liên kết gián tiếp) đến từ cùng một thư viện ban đầu sẽ luôn luôn được cục bộ hóaChèn Thêm Hành ĐộngLấy Nguyên Vật Liệu của tầng Bút Chì Dầu đang hoạt động bổ sung sang cho đối tượng khácBổ sung thêm một xương kết thúc vào phần cuối của mỗi dây chuyền để xác định chiều dài của xương cuối cùng (sử dụng cái này nếu bạn có ý định biên soạn khung rối từ dữ liệu được xuất khẩu)Bổ sung một không gian làm việc và biến nó thành cái đang hoạt động trong cửa sổ hiện tạiBổ sung bộ điều chỉnh đang hoạt động vào dải được chọnBổ sung thêm từ một tập tin .blend Thư ViệnBổ sung thêm dòng lịch sử tại vị trí của con trỏBổ sung tên khung lưới vào tên đối tượng, phân cách bằng dấu '_'Duy sử dụng các nguyên vật liệu đang hoạt động để bổ sung sang mà thôi. Bỏ dấu kiểm đi để bổ sung toàn bộ các nguyên vật liệuBổ Sung dòng chữ để cuộn trở lại theo thể loạiBổ SungDữ Liệu Bổ SungHiển Thị P3 của Apple với hàm truyền mã hóa hỗn hợp sRGB (theo từng phần), phổ biến trên các thiết bị MacMẫu Ứng DụngKhông tìm thấy Mẫu Ứng Dụng '%s'Trình Ứng DụngRàng buộc được áp dụng không phải là cái đầu tiên. Kết quả có thể không được như mong đợi đâu nhéRàng buộc đã được áp dụng: %sBộ điều chỉnh được áp dụng chỉ biến đổi các Điểm Đỉnh của Đường Cong mà thôi, không tác động đến các điểm đỉnh phân lưới tổ ong/bo trònBộ điều chỉnh được áp dụng không phải là cái đầu tiên, kết quả có thể sẽ không được như điều mong đợiĐã áp dụng bộ điều chỉnh: %sÁp dụng một biến dạng của mô phỏng vải vóc vào toàn thể khung lướiÁp dụng một thao tác thanh lọc để sửa đổi thuộc tính màu đang hoạt độngÁp dụng một thao tác thanh lọc để sửa đổi màn chắn lọc hiện tạiÁp dụng một thao tác thanh lọc để sửa đổi khung lưới hiện tạiÁp dụng trọng lực vào mô phỏngÁp dụng sự suy giảm dần của đầu bút theo một kiểu mẫu tuần hoàn nhắc lạiÁp Dụng suy giảm dần của ở đầu của bútÁp dụng biến dạng trong một khu vực cục bộ, giới hạn bởi bán kính của đầu bút vẽÁp dụng bán kính suy giảm dần một cách tuần hoàn, đảo ngược chiều hướng dời hình trong mỗi vòng lặp lạiĐồng áp dụng cùng sự biến dạng trong toàn thể vùng biênÁp dụng biến hóa mô phỏng độ đàn hồi bằng cách sử dụng bán kính của con trỏÁp dụng biến hóa vào toàn bộ các điểm đỉnh trong khung lướiÁp dụng các biến hóa được thực hiện bởi bộ điều chỉnh Khung RốiÁp DụngÁp Dụng (Toàn Bộ các Khung Khóa)Áp Dụng Cơ SởÁp Dụng Độ Dày ĐặcÁp Dụng Đảo LậtÁp Dụng Mờ Nhòe Gaus vào đối tượngÁp Dụng các Hướng Dẫn TócÁp Dụng Cơ SởÁp Dụng Hòa TrộnÁp Dụng Bộ Điều ChỉnhÁp Dụng Bộ Điều ChỉnhÁp Dụng các Biến Hóa Đối TượngÁp Dụng Sắp Đặt TrướcÁp Dụng các Tính ChấtÁp Dụng Biến Đổi Tỷ LệÁp Dụng Bề Mặt Phân HóaÁp Dụng Bề Mặt Phân HóaÁp Dụng Biến HóaÁp Dụng Đơn VịÁp Dụng Thang Đo Chuyển Đổi Đơn VịÁp dụng sự biến hóa màu sắc trong mô hình màu HSVÁp dụng một dịch chuyển cố định (không dùng bán kính để đổi tỷ lệ)Áp dụng chỉnh sửa gammaÁp dụng một nét vẽ của bút vào các hạtÁp dụng hành động vào toàn bộ các nhóm điểm đỉnhÁp dụng nhòe mờ cho mỗi mẫu lấy rung nhẹ hòng giảm bớt giả tượng do lấy mẫu không đủ (under-sampling) gây raÁp dụng ảnh hưởng của đầu bút trong một hình tròn 2D, dự phóng từ góc nhìnÁp dụng ảnh hưởng của đầu bút trong một Hình Cầu, từ tâm ra ngoàiÁp dụng đầu bút như bình thườngÁp dụng các thay đổi cho cả xương tương ứng ở bên đối diện của Trục-XÁp dụng sự xoay chiều của kênh như là ràng buộc IKÁp dụng kích thước của kênh như ràng buộc IK nếu cho phép kéo giãnÁp dụng hiệu chỉnh màu sắc cho từng kênh màu mộtÁp dụng các bộ lọc nâng cấp hình ảnh phổ biếnÁp dụng ràng buộc và xóa khỏi ngăn xếpÁp dụng sự xoay chiều sao chép sau, sau sự xoay chiều gốc, tương tự như ràng buộc mục tiêu là con cái vậyÁp dụng sự xoay chiều sao chép trước, trước sự xoay chiều gốc, tương tự như ràng buộc mục tiêu là phụ huynh vậyÁp dụng biến hóa sao chép sau bản gốc, như thể mục tiêu ràng buộc là một con cái ở chế độ Thừa Kế Tỷ Lệ Căn Chỉnh. Việc làm này hệ quả như việc sử dụng Hoàn Toàn cho vị trí và sử dụng Tách Phân Kênh (Split Channels) cho xoay chiều và tỷ lệ.Áp dụng biến hóa sao chép sau bản gốc, xử lý vị trí, xoay chiều và tỷ lệ riêng biệt từng cái một, tương tự như một chuỗi lần lượt ba ràng buộc Sao Chép (Copy) vậyÁp dụng biến hóa sao chép sau bản gốc, sử dụng phép nhân ma trận đơn giản như thể mục tiêu ràng buộc là một con cái ở chế độ Hoàn Toàn Thừa Kế Tỷ Lệ. Sẽ gây ra sự xô nghiêng khi kết hợp xoay chiều và đổi tỷ lệ bất đồng đều.Áp dụng biến hóa sao chép trước bản gốc, tương tự như mục tiêu ràng buộc là phụ huynh trong chế độ Thừa Kế Tỷ Lệ Căn Chỉnh. Việc làm này hệ quả như việc sử dụng Hoàn Toàn (Full) cho vị trí và sử dụng Tách Phân Kênh (Split Channels) cho xoay chiều và tỷ lệ.Áp dụng biến hóa sao chép trước bản gốc, xử lý vị trí, xoay chiều và tỷ lệ riêng biệt từng cái một, tương tự như một chuỗi lần lượt ba ràng buộc Sao Chép vậyÁp dụng biến hóa sao chép trước bản gốc, sử dụng phép nhân ma trận đơn giản tựa như mục tiêu ràng buộc là phụ huynh trong chế độ Hoàn Toàn Thừa Kế Tỷ Lệ. Sẽ gây ra biến dạng xô nghiêng khi kết hợp xoay chiều và đổi tỷ lệ bất đồng đều.Áp dụng các chỉnh sửa để giải quyết các giả tượng của phần kết thúc bóng tối do ánh xạ gồ ghề gây raÁp dụng hòa trộn của các hình mẫu hiện tại cho hình học trước khi loại bỏ chúngÁp dụng đơn vị của cảnh (những được xác định trong thang đo) vào dữ liệu xuất khẩuÁp dụng đơn vị của cảnh hiện tại (như được định nghĩa trong đơn vị đo lường) vào dữ liệu nhập khẩuÁp dụng hình dạng nhìn thấy được hiện tại cho dữ liệu đối tượng và xóa toàn bộ các hình mẫu điÁp dụng tỷ lệ tùy chỉnh và thang đo sang tỷ lệ của FBX (Filmbox:Phòng Bán Vé Phim)Áp dụng tỷ lệ tùy chỉnh và thang đo vào mỗi biến hóa của đối tượng, tỷ lệ FBX (Filmbox:Phòng Bán Vé Phim) được giữ nguyên là 1.0Áp dùng tỷ lệ tùy chỉnh vào tỷ lệ của FBX (Filmbox:Phòng Bán Vé Phim), và áp dụng thang đo vào mỗi biến hóa của đối tượngÁp dụng tỷ lệ tùy chỉnh vào mỗi biến hóa của đối tượng, và dùng thang đo của FBXÁp dụng độ sâu trường ảnh ở chế độ 2D, sử dụng một bản đồ độ sâu Z hoặc một màn chắn lọcÁp dụng hiệu ứng sắc thái khácÁp dụng các hiệu ứng viên vào các con cáiÁp dụng suy giảm dần để tránh các cạnh sắc nét, khi hình học ánh sáng giao cắt với các đối tượng khácÁp dụng vị trí ràng buộc cuối cùng của xương tư thế thành biến hóa của chúngÁp dụng chuyển động delta cố định mỗi lần cập nhậtÁp dụng lực vào trục XÁp dụng lực vào trục YÁp dụng lực vào trục ZChỉ áp dụng lực trong 2DChỉ áp dụng dời hình phân dạng theo hướng pháp tuyến mà thôiÁp dụng sự biến hóa không gian toàn cầu vào sự xoay chiều của đối tượng. Khi tắt đi thì chỉ có không gian của trục là được ghi vào tập tin mà thôi, và toàn bộ các biến hóa của đối tượng sẽ được giữ nguyên như cũÁp dụng trọng lực vào chuyển động của điểmÁp dụng xúc tác khi nhấn nútÁp dụng xúc tác trên cái nhấn và thả nútÁp dụng xúc tác khi thả nútÁp dụng xúc tác nhiều lần, nhắc đi nhắc lại, trong khoảng thời lượng nhấn nútÁp dụng xúc tác vào cùng một đường dẫn người dùng cho hành động xúc tác và hành động nàyÁp dụng bộ điều chỉnh và xóa khỏi ngăn xếpÁp dụng bộ điều chỉnh thành hình mẫu mới, đồng thời xóa bỏ khỏi ngăn xếpÁp dụng bộ điều chỉnh thành hình mẫu mới, đồng thời duy trì nó trong ngăn xếpÁp dụng các bộ điều chỉnh (ngoại trừ Khung Rối) vào đối tượng khung lưới - CẢNH BÁO: ngăn ngừa quá trình xuất khẩu các hình mẫuÁp dụng các bộ điều chỉnh vào khung lưới xuất khẩuÁp dụng các bộ điều chỉnh vào những đối tượng khung lưới (ngoại trừ các Khung Rối) - CẢNH BÁO: ngăn ngừa việc xuất khẩu các hình mẫuÁp dụng độ xoay chiều mới sau, sau giá trị gốc, giống như làm trên một phần tử con cái vậyÁp dụng độ xoay chiều mới trước, trước giá trị gốc, giống như làm trên một phụ huynh vậyÁp dụng dịch chuyển tích lũy (các điểm trước ảnh hưởng đến các điểm sau)Áp dụng dịch chuyển trong hướng hoạt họa ngược chiềuÁp dụng dịch chuyển trong chiều hướng hoạt họa bình thườngÁp dụng trên chốt trụcTô sơn trên mỗi bước di chuyển của chuộtÁp dụng ảnh hưởng làm bồng lên vào các điểm kết chưa chọn (giúp giữ nguyên thể tích tóc khi làm bồng gốc)Áp dụng tương đối với giá trị hiện tại (delta)Áp dụng sự biến hóa phản chiếu đối xứng trên trục X (không hỗ trợ IK Tự Động)Áp dụng phần kết xuất của biến hóa hiển thị khi lưu hình ảnh byteÁp dụng phần kết xuất của biến hóa hiển thị khi hiển thị hình ảnh này trên màn hìnhÁp dụng quá trình lấy mẫu vật vào toàn bộ các hoạt họaÁp dụng tỷ lệ vào bản thân giải nghiệm để làm khoảng cách giữa các giám sát được chọn bằng khoảng cách mong muốnÁp dụng thay đổi về tỷ lệ của các dải được chọn vào các Hành Động tham chiếu của chúngÁp dụng các vị trí của những điểm đỉnh được chọn vào toàn bộ các hình mẫu khácÁp dụng dò tia bóng tối cho mỗi mẫu vật rung nhẹ hòng thuyên giảm giả tượng sinh ra do lấy mẫu thấpÁp dụng sự biến dạng theo hàm sinÁp dụng bộ lọc làm mịn giúp bảo toàn các cạnh, tạo hiệu ứng cách điệu và giống tranh vẽÁp dụng việc làm mịn mà không kiến tạo lại bề mặtÁp dụng hành động dựa trên sự lựa chọn nhóm điểm đỉnhÁp dụng các kênh hành động sau biến hóa gốc, tương tự như việc áp dụng vào một con cái tưởng tượng trong chế độ Hoàn Toàn Thừa Kế Tỷ Lệ (Full Inherit Scale). Việc làm này hệ quả như việc sử dụng Hoàn Toàn cho vị trí và sử dụng Tách Phân Kênh cho xoay chiều và đổi tỷ lệ.Áp dụng các kênh hành động sau biến hóa gốc, tương tự như việc áp dụng vào một con cái tưởng tượng trong chế độ Hoàn Toàn Thừa Kế Tỷ Lệ (Full Inherit Scale). Sẽ gây ra sự xô nghiêng khi kết hợp xoay chiều và đổi tỷ lệ bất đồng đều.Áp dụng các kênh hành động sau biến hóa gốc, xử lý vị trí, xoay chiều và tỷ lệ riêng biệt từng cái mộtÁp dụng các kênh hành động trước khi thực hiện biến hóa gốc, như thể áp dụng cho một phụ huynh tưởng tượng trong chế độ Thừa Kế Tỷ Lệ Căn Chỉnh. Việc làm này hệ quả như sử dụng chế độ Hoàn Toàn cho vị trí và Tách Phân Kênh đối với xoay chiều và đổi tỉ lệ.Áp dụng các kênh hành động trước khi thực hiện biến hóa gốc, như thể được áp dụng cho một phụ huynh tưởng tượng trong chế độ Hoàn Toàn Thừa Kế Tỷ Lệ. Sẽ gây ra biến dạng xô nghiêng khi kết hợp xoay chiều và đổi tỉ lệ không đồng nhất.Áp dụng các kênh hành động trước biến hóa gốc, xử lý vị trí, xoay chiều và tỷ lệ riêng biệt từng cái mộtÁp dụng tư thế hiện tại làm tư thế nghỉ mớiÁp dụng sự biến dạng trong trục được chọnÁp dụng thao tác biên soạn vào hình học ẩn khuấtÁp dụng lực vào trục được chọnDuy áp dụng cử chỉ gợi ý vào khu vực nằm nội trong phân đoạn mà thôi, không cho phép tác động của nó lan toả tới toàn thể dòngÁp dụng Hành Động của Tư Thế đã cho vào giàn dựng nhân vậtÁp dụng sức túm nắm tối đa vào điểm đỉnh đang hoạt động, thay vì vị trí của con trỏÁp dụng phụ huynh của đối tượng đảo ngược với dữ liệu của nóÁp dụng biến hóa của đối tượng vào dữ liệu của nóÁp dụng biến hóa trực quan của đối tượng vào dữ liệu của nóChỉ áp dụng thao tác trên nội dung của các mục đã chọn mà thôi (các khối dữ liệu trong chi nhánh cây của chúng)Áp dụng thao tác trên các khối dữ liệu đã chọn và toàn bộ các phần phụ thuộc của chúngChỉ áp dụng thao tác trên các khối dữ liệu đã chọn mà thôiÁp dụng trạng thái đối lập của Khóa/Tháo Khóa vào các nhóm điểm đỉnh chưa được chọnÁp dụng dịch chuyển vị trí tương đốiÁp dụng cùng một cài đặt song phản chiếu đối xứng sang điều khiển đối diện, hiển thị trong dấu ngoặc. Xương sẽ chỉ nhận ảnh hưởng từ điều khiển có cùng phía bên (ví dụ: xương .L (trái) sẽ chỉ nhận ảnh hưởng từ điều khiển .L (trái)) mà thôi. Xương không có chỉ định phía bên trong tên của chúng (không có chỉ định .L (trái) hoặc .R (phải)) sẽ nhận ảnh hưởng từ cả hai điều khiển với lượng ảnh hưởng 0.5 từ mỗi điều khiểnÁp dụng mức bề mặt phân hóa tựa như một dịch chuyển tương đối với mức hiện tạiÁp dụng phép biến hóa thế giới của đối tượng mục tiêu lên trên phép biến hóa của thuộc tínhÁp dụng bộ điều chỉnh này và toàn bộ các bộ điều chỉnh biến dạng trên các điểm của đường cong hơn là trên các đường cong/bề mặt đã được tô kínÁp dụng cho toàn bộ các khung khóaÁp dụng vào nhóm điểm đỉnh được chọnÁp dụng vào các nhóm điểm đỉnh chưa được chọnÁp dụng màn chắn lọc của giám sát khi hiển thị xem trướcÁp dụng biến hóa trước khi đặt phụ huynhÁp dụng tỷ lệ và xoay chiều 2D vào hình học của đuôiDuy trì thể tích sau khi đã làm mịnÁp dụng sự bảo tồn thể tích dùng tỷ lệ gốcÁp dụng sự biến hóa pha trộn bằng trọng lượng từ nhiều xương như bộ điều chỉnh Khung RốiÁp dụng trung bình di động tỷ trọng tuyến tính để giảm độ gồ ghề của các Đường Cong-F được chọnÁp dụng trọng lượng một cách đối xứng qua trục X. Dành cho việc kiến tạo các nhóm điểm đỉnh tự động, hoặc Phong BaoƯớc tính ánh sáng gián tiếp khuếch tán với nền nhuốm tính hấp thụ quang xạ môi trường. Phương pháp này cung cấp một phương cách thay thế nhanh chóng so với sự chiếu sáng toàn cầu đầy đủ, dành cho quá trình kết xuất cổng nhìn tương tác hoặc kết xuất cuối cùng với chất lượng thấpƯớc tính số các mặt (tứ giác) trong khung lưới mớiƯớc tính số lượng thể tích tử dọc theo một trụcƯớc tính xấp xỉ vật thể tựa như một hình cầu có đường kính bằng độ dày được xác định bởi cây nútƯớc tính xấp xỉ đối tượng tựa như một phiến độ dày vô hạn (infinite slab of thickness) được xác định bởi cây nútƯớc tính xấp xỉ độ dày của đối tượng để tính toán hai sự kiện khúc xạ (0 là tắt) (Lỗi thời)Ước chừng ảnh hưởng tiêu hủy sẽ xảy ra trong bao nhiêu khung hìnhƯớc chừng trong bao nhiêu khung hình hiệu ứng sơn bị khô sẽ xảy raPhương pháp tính xấp xỉ tán xạ Mie trong các giọt nước, được sử dụng để tán xạ trong mây và sương mùƯớc tính tán xạ thể tích trên cơ sở vật lýƯớc tính xấp xỉ được sử dụng để mô hình hóa các tương tác ánh sáng bên trong vật thểTrình Ứng DụngTiếng Ả Rập (ﺔﻴﺑﺮﻌﻟﺍ)Biến Đầu Ra Tùy Ý. Cung cấp các lượt kết xuất tùy chỉnh cho các đầu ra của nút tô bóng tùy chọnĐường CungChế Độ ArccosineCác Thư Viện NguồnPhút CungGiây CungChế Độ ArcsineChế Độ Arctan2Chế Độ ArctangentCó đường chuyển động của xương nào cần phải cập nhật không (chỉ đọc mà thôi)Đèn PhaNguồn Sáng Diện Tích chỉ có thể áp dụng sự thay đổi về tỷ lệ: "%s"Pháp Tuyến Khu VựcSuy Giảm Dần Pháp Tuyến Khu VựcGiới Hạn Pháp Tuyến Khu VựcBình Diện Khu VựcBán Kính Khu VựcÁp Lực tác động Bán Kính Khu VựcCác Không Gian của Diện TíchTrọng Lượng Diện TíchBiến dạng của diện tích/khu vực giữa UV và các mặt 3DChiều cao của khu vựcKhu vực trong màn hình được chia nhỏ, có chứa một trình biên soạnKhông tìm thấy khu vực trong màn hình hiện đang hoạt độngDiện tích của tam giác nàyKhu vực áp dụng sự suy giảm biến dạng dần dần của hiệu ứng đang mô phỏngChiều rộng diện tíchVùngCác vùng thuộc lớp chắn lọc chính (core matte) sẽ được đưa vào kết quả chắn lọcCác khu vực trong vùng lớp lồng lọc loại bỏ sẽ được loại trừ khỏi màn chắn lọcCác vùng của màn hình được chia nhỏ raTham SốCốtKhung RốiChậm RãiChậm Rãi VàoChậm Rãi RaMớiRaSố Lần Lấy MẫuKhung Rối '%s' không có chứa xương '%s'Khung Rối '%s' không ở trong Chế Độ Biên Soạn, không thể thêm một xương biên soạnKhung Rối '%s' không ở trong Chế Độ Biên Soạn, không thể xóa một xương biên soạnBộ Sưu Tập Xương của Khung RốiXương của Khung RốiRàng Buộc Khung RốiKhung Rối Xác ĐịnhBiến Dạng của Khung RốiĐích của Ràng Buộc Biến Dạng Khung RốiXương Soạn Khung RốiThể loại nút FBXNode cho Khung RốiBộ Điều Chỉnh Khung RốiLớp Vẽ Lồng Khung RốiXương của khung rối, nhóm điểm đỉnh của khung lưới hoặc lưới rào, ...Khối dữ liệu khung rối có chứa một phân cấp các xương, thường dùng cho quá trình dàn dựng các nhân vậtKhối dữ liệu của khung rốiBộ điều chỉnh biến dạng khung rốiKhung rối không có bộ sưu tập xương nào là đang hoạt động cả, hãy chọn một cái trước đi đãKhung Rối không có xương đối tượng hoạt độngĐối tượng khung rối để biến dạng hìnhKhung Rối dùng làm các xương nguồn để chắn lọcXương đang hoạt động của khung rốiBộ sưu tập xương đang hoạt động của khung rốiCác Khung RốiĐầu Tương Đối của Khung RốiĐuôi Tương Đối của Khung RốiNhững sắp đặt về khung rốiKhung RốiXương biên soạn đang hoạt động của khung rốiQuanh Khung HìnhBố trí các tam giác mới đều đặn (chậm)Sắp thứ tự ngăn xếp của các nét vẽMảngMảng Hóa Toàn Bộ các Phần TửChiều Dài MảngBộ Điều Chỉnh MảngBộ điều chỉnh sao chép mảngPhương pháp tính độ dài của mảngChiều dài của mảng không khớp (dự kiến là %d, hiện có %d)Chiều dài của mảng không khớp (hiện có %d, dự kiến là hơn)Mảng tọa độ trong chế độ tọa độ bình thường hóa của khung hình đại diện cho các góc của hình chữ nhật trong Giao Diện Người DùngMảng các tọa độ đại diện cho các góc của kiểu mẫu trong hệ tọa độ đã được bình thường hóa tương đối với vị trí của dấu mốcMũi TênKích Thước Mũi TênĐa Mũi TênLực nổi nhân tạo nghịch hướng với trọng lực dựa trên sự chênh lệch về áp lực nội bên trong chất lỏngTương tự như 'Xóa Phụ Huynh', song duy trì các biến hóa trực quan hiện tại của đối tượngLàm Thực ThểLàm NURBSThành Lượt Kết XuấtYêu cầu sự chấp thuận khi thoát phần mềm khi có những thay đổi chưa được lưu lạiTỷ Lệ Tương QuanTỷ Lệ Tương QuanTỷ Lệ XTỷ Lệ YNhựa Đường (Đập Vụn)Tài SảnĐường Dẫn Tài Sản BlendTrình Duyệt Thảo Tài Sản (Asset Browser)Trình Duyệt Tài Sản phải được đặt là thư viện Tập Tin Hiện TạiDanh Mục Tài SảnDanh Mục Tài Sản:Danh Mục Tài SảnDữ Liệu Tài SảnThông Tin Điều Tra Gỡ Lỗi Tài SảnChi Tiết Tài SảnThư Viện Tài SảnThư Viện Tài Sản là thư mục địa phương, có thể chứa các tập tin .blend có tài sản bên trong chúng. Chúng ta có thể quản lý các Thư Viện Tài Sản ở phần Đường Dẫn Tập Tin trong Cài Đặt Sở Thích của phần mềmThư Viện Tài SảnMã Định Danh Thư Viện Tài SảnTham Chiếu Thư Viện Tài SảnThể Loại Thư Viện Tài SảnKhông tìm thấy Thư Viện Tài SảnSiêu Dữ Liệu của Tài SảnĐại Diện Tài SảnTham Số Lựa Chọn Tài SảnKệ để Tài SảnTiêu Đề của Kệ Tài SảnTên Kệ Tài SảnBảng Kệ Tài SảnDấu Nhãn Tài SảnDấu Nhãn Tài SảnTham Chiếu Yếu tới Tài SảnTập tin blend về tài sản không thể biên soạn đượcKhông thể biên soạn các danh mục tài sản trong thư viện tài sản này đượcDữ liệu tài sản chỉ có thể được ấn định cho các tài sản mà thôi. Sử dụng asset_mark() để đánh dấu là một tài sản nhé.Dữ liệu tài sản không thể là Không Có (None) đượcDữ liệu tài sản. Hợp lệ nếu tập tin đại diện một tài sản nào đóTập tin tài sản không thể biên soạn đượcTài sản không phải là một nhóm nút hình họcThư viện tài sản không thể biên soạn đượcThư viện tài sản sử dụng để lưu trữ đầu bút mớiThư viện tài sản được sử dụng để lưu trữ tư thế mớiNạp tải tài sản chưa hoàn thànhSiêu dữ liệu tài sản từ các thư viện tài sản bên ngoài là không thể biên soạn được. Chỉ có thể biên soạn các tài sản vốn lưu trữ trong tập tin hiện tại mà thôiKhông tìm thấy văn bản: %sKhông tìm thấy kiểu bảng điều khiển bật lên cho kệ tài sảnTài sảnKhông thể lưu riêng lẻ các tài sản trong tập tin hiện tại đượcTài sản trong tập tin hiện tại không thể hoàn nguyên đượcẤn địnhẤn Định Bộ Sưu Tập FkChỉ định các mục tiêu được suy ra từ các xương/đối tượng được chọn cho Ràng Buộc IKẤn Định Nguyên Vật LiệuẤn Định các Bộ Sưu Tập ChínhẤn Định các Bộ Sưu Tập Thứ CấpẤn Định các Bộ Sưu Tập Hiệu ChỉnhẤn định một nếp gấp vào các cạnh bên trongẤn định một nếp gấp vào các cạnh bên ngoàiẤn định một nếp gấp vào các cạnh cấu hình thành mép viềnẤn định nguyên vật liệu cho các phần tử hình họcẤn định hành động "%s" cho "%s" trước khi gọi hàm nàyChỉ định khe nguyên vật liệu cho lựa chọnẤn định toàn bộ các xương đã chọn vào một bộ sưu tập, hoặc hủy ấn định chúng, tùy thuộc vào việc xương đang hoạt động đã được ấn định hay chưa nữaẤn định giá trị ưu tiên giao cắt cho bộ sưu tập nàyKhông ấn định nhãn màu cho bộ sưu tậpẤn định khe nguyên vật liệu đang hoạt động cho các nét đã chọnẤn định các giá trị hiện tại của các tính chất tùy chỉnh làm mặc định của chúng, để sử dụng như một phần của trạng thái tư thế nghỉ trong quá trình pha trộn rãnh NLAẤn định móc vào xương đang hoạt động của đối tượng mócẤn định các điểm đỉnh được chọn vào cái mócẤn định các điểm đỉnh được chọn vào một nhóm điểm đỉnh mớiẤn Định các điểm đỉnh được chọn vào nhóm điểm đỉnh đang hoạt độngChỉ định giá trịĐã ấn định phím tắt {:d} cho {:s}Giá trị chỉ địnhGiá trị chỉ định (chuỗi ký tự)Phi Đối XứngMức phi đối xứng của việc điều chỉnh hình dạng độ dày sợiTạiTại TâmTại Vị Trí Con TrỏTại ĐầuTại CuốiCần ít nhất 8 dấu giám sát tương đồng trên cả hai khung khóa để phục hồiÍt nhất một Bộ Sưu Tập trong Tầng Góc Nhìn này có một trình xuất khẩuÍt nhất một nút phải được chọn đã.Nên chọn ít nhất một dấu giám sát có nhóm điểm để xác định vị trí tọa độ gốcYêu cầu phải có ít nhất hai điểmÍt nhất {:d} nút phải được chọn đã.Cho thêm khóa vào khoảng thời định nàoKhoảng thời gian nào để bám dính vào các khung hìnhTại khoảng thời gian nào để bám dính vào số giâyĐính Đường Cong Tóc Lên Bề MặtChế Độ Gắn VàoGắn các NútGắn nút đang hoạt động vào khungGắn các nút được chọn vàoGắn các nút được chọn vào một khung dùng chungĐính đường cong tóc lên một bề mặtUV của vật Đính KèmVật Đính Kèm là Hợp LệTọa độ UV bề mặt đính vào của mỗi đường congThời Gian CôngKhoảng cách tối đa tấn công quần thểThử kết buộc từ đồ thị phụ thuộc không hoạt độngCố gắng nhập khẩu nguyên vật liệu 'các kiểu mục đích' (allPurpose).Cố gắng nhập khẩu nguyên vật liệu 'toàn phần' (full). Nạp nguyên vật liệu 'allPurpose' (toàn bộ mục đích) hoặc 'preview' (xem trước), theo thứ tự ấy, như một phương án dự phòngCố gắng nhập khẩu nguyên vật liệu 'xem trước'. Nạp nguyên vật liệu Toàn Bộ Mục Đích 'allPurpose' làm phương án dự phòngCố gắng nhập khẩu nguyên vật liệu với mục đích cung cấp. Nếu không có nguyên vật liệu nào với mục đích này đã được kết buộc với cấu trúc cơ bản thì quay lại nạp bất kỳ nguyên vật liệu nào khác vốn đã kết buộcThử chọn một điểm tay cầm trước khi biến hóaCố gắng thiết lập hành động trên ID bất khả hoạt họaCố Gắng tháo kết buộc từ đồ thị phụ thuộc không hoạt độngĐộ Suy YếuHằng số suy yếuThuộc TínhThuộc tính '%s' (phạm vi Blender %d, thể loại %d) không thể chuyển đổi sang USD đượcPhát Hiện thấy Dữ Liệu Thuộc TínhPhạm Vi Thuộc tínhThể Loại Phạm Vi Thuộc TínhNhóm Thuộc TínhTên Thuộc TínhNút Thuộc TínhChức Năng Đặc Biệt về Thuộc TínhThống Kê Thuộc TínhVăn Bản Thuộc TínhThể Loại Thuộc TínhThuộc tính không tồn tại: "{}"Phạm Vi Thuộc tínhPhạm vi thuộc tính dành cho đầu vào Lựa Chọn và ID NhómPhạm vi thuộc tính là phạm vi thể loại hình học này không hỗ trợPhạm vi thuộc tính để hiển thịPhạm vi thuộc tính để lưu các pháp tuyến tùy chỉnh tự doPhạm vi thuộc tính sử dụng bởi trình biên soạn nút hình học để kiến tạo đầu ra thuộc tínhPhạm vi thuộc tính nơi thuộc tính được lưu trữ trong dữ liệu nướngPhạm vi thuộc tính nơi thuộc tính vốn được lưu trữ ở trong trạng thái mô phỏngThuộc tính không phải là phần của hình học nàyĐòi hỏi phải có thuộc tính. Không thể xóa bỏ đượcTên thuộc tính không được để trốngTên thuộc tính cho trọng lượng cạnhTên thuộc tính cho trọng lượng điểm đỉnhThuộc tính trên tầng lớp Bút Chì DầuThuộc tính về thực thểThuộc tính về cạnh khung lướiThuộc tính về góc mặt của khung lướiThuộc tính về các mặt khung lướiThuộc tính về điểmThuộc tính về chốt trụcThuộc tính trên hình học ở trênThuộc tính trên mỗi điểm/điểm đỉnhGiá trị thuộc tính sẽ được lưu trữ cho phần tử hiện tại trên hình học chínhThuộc TínhCác thuộc tính để sửa đổiCác thuộc tính được đặt tên này được sử dụng nội trong nhóm có thể xung đột với các thuộc tính hiện cóÂm ThanhKênh Âm ThanhBộ Hóa Giải Mã Âm ThanhThiết bị Âm ThanhBộ Đệm Pha Trộn Âm ThanhĐịnh Dạng Mẫu Âm ThanhTần Số Lấy Mẫu Âm ThanhRà Quét Âm ThanhDải Âm ThanhTần số bit âm thanh (kb/giây)Số kênh âm thanhCác kênh âm thanhThiết bị phát âm thanhĐịnh dạng lấy mẫu vật cho âm thanhĐịnh dạng mẫu âm thanh không được hỗ trợTần số lấy mẫu vật của âm thanhTốc độ lấy mẫu âm thanh (số mẫu vật/giây)Âm lượngXác ThựcTác GiảTạo ra các thuộc tính tùy chỉnh USD có chứa đối tượng Blender gốc và các tên dữ liệu của đối tượngTác Giả:Tự ĐộngTự Động Căn Chỉnh CuốiTự Động Căn Chỉnh Xương ChiTự Động Căn Chỉnh {:s}Tự Động chọn TrụcTự Động Pha Trộn Vào/RaTự Động Hạn ĐịnhTự Động Đóng Cặp Ký TựTự Động Kiến TạoĐộ Sâu Tự ĐộngEuler Tự ĐộngTay Cầm Tự ĐộngTay Cầm Tự Động Được ChọnTự Động Làm Mịn Tay CầmChế độ Tự Động Làm Mịn Tay Cầm sử dụng cho những Đường Cong-F mới cho thêm vàoIK Tự ĐộngTự Động Độ Dài của IK: %dSố Lần Lặp Lại Tự ĐộngTạo Khung Khóa Tự ĐộngTự Động Chèn Thêm Khung Khóa Có SẵnBộ Khóa Tự Động Chèn ThêmTự Động Khung Khóa HóaTự Động Tạo Khung KhóaBật Khung Khóa Hóa Tự ĐộngDấu Báo Hiệu Khóa Hóa Tự ĐộngChế Độ Khung Khóa Tự ĐộngBật Khung Khóa Tự ĐộngTự Động Hợp NhấtTự Động Hợp Nhất và Tách PhânTự Động Hợp Nhất các Điểm ĐỉnhTự Động Bình Thường HóaTự Động Bình Thường HóaTự Động Phối CảnhTự Động Cầu Vồng HóaTự Động Làm Tươi Mới LạiTự Động Thi hành Tập Lệnh PythonTự Động Lưu các Tập Tin Tạm ThờiThời Gian Tự Động LưuTự Động Làm MịnTự Động Phân Số BướcTự Động Không Gian Chất LiệuTự Động Biến HóaTự Động Cập NhậtVận Tốc Tự ĐộngTự Động WXYZ Sang YRGBTự Động XYZ Sang RGBTự Động Thu PhóngTự Động Hạn ĐịnhTự động phát hiện GPU tốt nhất để chạy BlenderTay Cầm Tự ĐộngTự động thiết lập tâm quỹ đạo một cách năng động. Khi toàn bộ mô hình nằm trong khung nhìn thì tâm thể tích của toàn bộ mô hình sẽ được sử dụng để làm điểm xoay chiều. Khi bạn di chuyển lại gần hơn thì tâm xoay chiều sẽ được đặt trên một đối tượng gần tâm khung nhìn của bạn.Tay Cầm Tự Động Hạn ĐịnhTay Cầm Tự Động Hạn Định Được ChọnTự Động Phát HiệnĐường Dẫn Thi Hành Tự ĐộngTự Động Khóa HóaChế Độ Tạo Khung Khóa Tự ĐộngTự Động Khung Khóa Hóa sẽ bỏ qua việc chèn các khung khóa không ảnh hưởng gì đến hoạt họaTự Động Chốt vào Trục của KhóaTự Động Khóa các Tầng LớpTự Động Chắn LọcTự Động Chắn Lọc bằng Tầng LớpTự Động Chắn Lọc bằng Nguyên Vật LiệuTự Động Chắn Lọc bằng Nét VẽTự Động Hợp Nhất các Khung KhóaTự Động Dịch ChuyểnTự Động Làm TươiTự Động Xóa Nét Hướng Dẫn Tô Phủ KínTự-Động LưuTự Động Lưu các Cài Đặt Sở ThíchTự Động Làm MịnTự Động Tính Số BướcVận Tốc Tự ĐộngTự Động Dịch ChuyểnHướng Tự Động Dịch ChuyểnMép Lề để Tự Động Dịch ChuyểnTự động dịch chuyển chiều hướng: %sĐã bật Tự Động Đóng Gói để hình ảnh sẽ được gói một lần nữa vào trong tập tin khi lưuTự Động Hoàn ThiệnChèn Khóa Tự Động Khi CầnTự Động Khóa Tầng Bất HoạtTự Động Chắn LọcTự ĐộngTự Động Định Hướng XươngTự Động Chậm RãiĐặt Tên Tự ĐộngKhoảng Cách Xáo Trộn Tự ĐộngKhung Hình Phủ Tự ĐộngCác tay cầm tự động sẽ được điều chỉnh để tránh tình trạng nẩy lên trong khi tăng tốc, tạo nên đường cong mịn màng hơn. Tuy nhiên, những thay đổi về khung khóa có thể ảnh hưởng đến sự nội suy trên khoảng cách lớn hơn của đường cong.Các tay cầm tự động chỉ quan tâm đến các khung khóa nằm sát bên cạnh mà thôiCác tay cầm tự động kiến tạo thành đường cong mượt màCác tay cầm tự động kiến tạo đường cong mượt mà, tức cái chỉ đổi chiều tại các khung khóaCác tay cầm tự động kiến tạo thành những đường thẳngTự động chèn thêm khung khóa cho các Đối Tượng và các Xương (sắp đặt mặc định dùng cho những Cảnh mới)Tự động chèn thêm khung khóa từ Bộ Khóa đang hoạt động mà thôiTự động chèn thêm khung khóa khi di chuyển các góc của bình diệnTự động chỉnh chiều rộng nét dựa vào tỷ lệ của Giao Diện Người DùngTự động phát hiện thể loại đầu raĐổi kích thước điểm ảnh tự động tùy theo tỷ lệ trong giao diện của người dùngTự động dàn dựng từ các thành phần cơ bảnTự động lưu các tập tin tạm thời trong thư mục tạm thời (temp), sử dụng nhận dạng ID của quy trình (process ID). Cảnh báo: Dữ liệu của chế độ điêu khắc và chế độ biên soạn sẽ không được lưu đâu nhéCân trọng tự động từ các xươngTự động điều chỉnh cường độ để đạt được kết quả nhất quán đối với các phân khoảng bất đồngTự động căn chỉnh các cạnh theo chiều hướng của đầu bút, hòng tạo ra cấu trúc liên kết sạch sẽ hơn, và định hình các đặc điểm hình thể sắc nét. Tốt nhất là sử dụng trên các khung lưới có số đa giác thấp (low-poly) vì nó có tác động đến hiệu suất hoạt động.Tự động tính toán giá trị khối lượng cho các Đối Tượng Thân Cứng tùy theo thể tíchTự động chọn Wintab hoặc Windows Ink tùy theo thiết bịTự động lựa chọn bộ lọc dựa trên hệ số tỷ lệTự động chọn phương pháp dựa trên GPU và hình ảnhTự động chọn hướng đã căn chỉnh nhiều nhấtTự động chọn ngôn ngữ mà hệ thống xác định, nếu có, hoặc quay trở lại tiếng Anh cơ sởTự động đóng các cặp ký tự có liên quan khi đánh máy chữ vào trình biên soạn văn bảnTự động tính toán biến hóa để tìm trường hợp khung lưới nguồn khớp với khung lưới đích nhiều nhất (Cảnh báo: Kết quả sẽ không bao giờ tốt bằng việc so sánh các đối tượng một cách thủ công)Đối với các tập tin văn bản mới và đã được nạp, tự động chuyển đổi toàn bộ các ký tự tab thành dấu cách trốngTự động quyết định thời điểm thực hiện nhiều bước mô phỏng cùng một lúc trên mỗi khung hìnhTự động phát hiện các trình tự hoạt họa trong những hình ảnh đã chọn (dựa vào các tên của tập tin)Tự động phát hiện các trình tự hoạt họa trong các tập tin thể tích đã chọn (dựa trên tên của tập tin)Tự động phát hiện các điểm đặc trưng và đánh dấu để giám sátTự động phát hiện trục quay tốt nhất để xoay về phía véctơTự động xác định kiểu hiển thị cho các tập tinTự động xác định xem bề mặt có nên được coi là nguồn sáng để lấy mẫu hay không, dựa trên cường độ phát xạ ước tínhTự động xác định phương pháp sắp xếp thứ tự cho các tập tinTự động chọn số luồng, tùy theo bộ xử lýTự động xác định số lượng bước tối ưu để cân bằng giữa tốc độ nhanh nhất và độ chính xác cao nhấtTự động chỉnh sửa sự căn chỉnh trục của xương được chọnTự động khóa toàn bộ các tầng lớp, ngoại trừ tầng lớp đang hoạt động, để tránh những thay đổi bất ngờTự động khóa chuyển động của khung khóa vào trục nổi trộiTự động hợp nhất các khung khóa kề cạnhTự động hợp nhất các điểm đỉnh được di chuyển đến cùng một vị tríTự động đặt tên cho tập tin xuất bằng thể loại lượtTự động đặt tên cho tập tin lưu bằng tên của thể loại lượt thi hành (chỉ bên ngoài thôi)Tự động dịch chuyển các nút khi chèn thêmTự động dịch chuyển các nút nằm trước, hoặc tiếp sau trong một chuỗi xích khi chèn thêm nút mớiTự động gói toàn bộ các dữ liệu bên ngoài vào trong tập tin .blendTự động đóng gói toàn bộ các tập tin ở bên ngoài vào trong tập tin .blendTự động chọn phương pháp giao cắt nhanh nhấtTự động bình thường hóa đường cong sau mỗi chỉnh sửaTự động giảm lượng mẫu vật mỗi điểm ảnh dựa trên mức nhiễu ước tínhTự động giảm số lượng mẫu trên mỗi điểm ảnh dựa trên mức độ nhiễu ước tính. Dành cho kết xuất cổng nhìnTự động giảm mức ngẫu nhiên giữa các điểm ảnh để cải thiện hiệu suất kết xuất của GPU, song có thể kết xuất giả tượngTự động xóa các nét hướng dẫn tô phủ kín sau khi tô phủTự động đổi tên các xương được chọn, tùy bên của trục mục tiêuTự động đổi tỷ lệ đoạn phim để tô kín những vùng trống khi chống rungTự động chọn kiểu xem trước tốt nhấtTự động chọn các đối tượng đã nhập khẩuTự động chọn các khung khóa khi giải nghiệm chuyển động của máy quay phim/đối tượngTự động đặc số lượng bực ảnh phủTự động tách phân các cạnh và các mặtTự động tách phân các cạnh trong tam giác để duy trì cấu trúc liên kết tứ giácTự động chuyển đổi giữa hai chế độ hiển thị, trực giao và phối cảnh (luật xa gần), khi thay đổi từ một góc nhìn sang góc trên/trước/trái/phảiTự động thử xác định sắp đặt tốt nhấtTự động cập nhật bộ tô bóng khi tập tin .osl thay đổi (chỉ dành cho các tập lệnh ngoài mà thôi)Tự động thu-phóng hình ảnh xem trước để làm cho nó khít vừa vùngTự động hóa trụcTự Động Hợp NhấtTự Động Đổi Tỷ LệTự Động Phân Chia Đầu RaTự động phân chia đầu ra thành các phần 2 GBMục Tiêu PhụTrungBình_Tối_Đa/ThiểuKhả DụngTính/Trung BìnhSai Số Trung BìnhSai Số Trung Bình: {:.2f} điểm ảnhSố Chu Kỳ Trung BìnhTỷ Lệ Trung BìnhTốc Độ Trung BìnhTrung Bình Chiều dài Lực Đàn Hồi * Kích Thước Hình CầuTính trung bình các pháp tuyến tùy chỉnh của những điểm đỉnh được chọnSai số trung bình trong khi phân bướcSai số trung bình của quá trình tái phóng chiếuSai số trung bình của quá trình khôi phụcSố chu kỳ lặp lại trung bình trong khi phân bướcNgoài việc sử dụng Tỷ Lệ XZ, dùng bán kính trung bình của các điểm đầu để hiệu chỉnh Tỷ Lệ trục X và Z của các xươngSai số tái phóng chiếu trung bình: %.2f điểm ảnhCác bản nhạc được chọn trung bình vào hoạt độngPhân khoảng trung bình trên chiều dài cạnh UV của mỗi vòng mạchTính trung bình kích thước của từng hải đảo UV riêng biệt, dựa trên diện tích của chúng trong không gian 3DGiá trị trung bình của nhóm A và nhóm BTính trung bình trọng lượng trong nhóm điểm đỉnh đang hoạt độngTrung Bình HóaGiá Trị Trung BìnhTính trung bình các mẫu vật hình ảnh nguồn nằm dưới điểm ảnh đíchPhương pháp tính trung bìnhTránhTránh Va ĐậpTránh va đập với các đối tượng làm lệch hướngTránh va đập với quần thể khácTránh việc kiến tạo tứ giác không đối xứng bên kia trục XTránh việc kiến tạo tứ giác không đối xứng bên kia trục YTránh việc kiến tạo tứ giác không đối xứng bên kia trục ZNé tránh đối tượng nếu sự nguy hiểm từ đó ra cao hơn giới hạn nàyTránh thu nhỏ các đường cong ngắn hơn chiều dài nàyTrụcVị Trí của TrụcCác Trục sang Góc Xoay ChiềuTrụcMàu của Trục & GizmoVùng của Trục 0Vùng của Trục 1Góc TrụcGóc Trục (W+XYZ), định nghĩa độ xoay chiều quanh một trục nào đó đã được định nghĩa bởi Véctơ-3DGóc Trục sang Xoay ChiềuRàng Buộc TrụcChiều Hướng của TrụcKhóa TrụcÁnh Xạ TrụcChế Độ TrụcĐối Tượng TrụcDuy TrụcTrục Trực GiaoTrục Ngẫu NhiênPhạm Vi TrụcTrục theo Tham ChiếuDấu của TrụcKhông Gian TrụcGiới Hạn TrụcTrục UTrục XTrục mà mỗi đường cong sẽ được cuộn quanhTrục để ràng buộc vàoTrục cho các tiếp tuyến đường trònTrục trong không gian khung nhìn toàn cầuTrục dùng cho chuyển động của chuột để thu-phóngTrục đối xứngĐịnh hướng của trụcTrục vốn căn chỉnh, tốt nhất có thể, với chiều hướng của trục chínhTrục vốn được căn chỉnh chính xác theo chiều hướng chính đã cung cấpTrục đã căn chỉnh với pháp tuyếnTrục hướng về phía trước, dọc theo đường điTrục hướng về 'đằng trước' (forward) (áp dụng vào Thực Thể Hóa theo Điểm Đỉnh khi Căn Chỉnh theo Pháp Tuyến Điểm Đỉnh đang được bật lên)Trục hướng lên trên (áp dụng cho Thực Thể Hóa Theo Điểm Đỉnh khi Căn Chỉnh theo Pháp Tuyến Điểm Đỉnh được bật lên)Trục hướng vào đối tượng mục tiêuTrục hướng dựng đứngTrục để căn chỉnh các vị trí UV trên đóTrục để căn chỉnh vàoTrục để căn chỉnh theo véctơTrục để nướng trong kênh màu lamTrục để nướng trong kênh màu lụcTrục để nướng trong kênh màu đỏTrục để xoay xung quanhTrục để gắn thẻ tên vàoTrục sử dụng để căn chỉnh bộ điểm theoĐộ Xoay của Góc-TrụcCăn chỉnh theo trụcCăn chỉnh theo trục (Ngang)Căn chỉnh theo trục (Dọc)BXương-dẻoChiều Rộng X trong Hiển Thị của Xương-DẻoChiều Rộng Z trong Hiển Thị của Xương-DẻoTay Cầm Kết Thúc của Xương-DẻoKiểu Tay Cầm Cuối của Xương-DẻoSố Phân Đoạn Xương-DẻoTay Cầm Khởi Đầu của Xương-DẻoKiểu Tay Cầm cho Đầu của Xương-DẻoChế Độ Ánh Xạ Điểm Đỉnh Xương Dẻo (B-Bone)Cỡ X của Xương-DẻoCỡ Z của Xương-DẻoChốt Trục Cơ SởTrắng/ĐenB44 (mất mát)B44A (mất mát)BMPBidirectional Scattering Distribution Function: Hàm Phân Bổ Tán Xạ Hai ChiềuBidirectional Scattering Surface Reflectance Distribution Function: Hàm Phân Phối Phản Xạ Bề Mặt Tán Xạ Hai ChiềuChốt Trục Cơ SởBT.1886 2.4 Hiển Thị EOTF Lũy Thừa, thường dùng cho TVHiển Thị EOTF Lũy Thừa BT.2020 2.4BVHBố Trí BVHBước Thời Gian của BVHBVH2Trắng/ĐenĐằng SauLoại Bỏ Mặt TráiTrực Giao SauPhối Cảnh SauĐộ Dài ĐuôiKéo Giãn ĐuôiPhông NềnDịch Chuyển của NềnThu-Phóng của NềnDịch Chuyển Y của nềnHệ số thu-phóng của nềnNền Phụ TrợLoại Bỏ Mặt TráiTrở MặtNền SauMàu NềnHình Ảnh NềnẢnh NềnCảnh NềnNguồn của NềnThể Loại NềnHình Ảnh NềnMàu nền sau của biểu tượng điều tra lỗi (Debug)Màu nền sau của biểu tượng Thao Tác (toán tử)Màu nền sau của biểu tượng Tính ChấtMàu nền sau của dòng được chọnHình ảnh nền không thể xóa đượcChỉ số của hình ảnh nền để xóaNền của cảnhTán Xạ Ngược ChiềuTập Tin .blend Dự PhòngNgược ChiềuChế độ ấn định không hợp lệChỉ số điểm đỉnh không hợp lệ tồn tại trong danh sáchNướngNướng & Sáp NhậpNướng Toàn BộNướng Toàn Bộ các Khung Hình đã Khóa HóaNướng Toàn Bộ các Đối Tượng Hoạt HọaNướng các kênh Xương DẻoNướng Dữ LiệuKết Thúc NướngNướng Toàn Thể Mô Phỏng Chất LỏngNướng Dữ Liệu Chất LỏngNướng Chỉ Dẫn Chất LỏngNướng Khung Lưới Chất LỏngNướng Nhiễu Chất LỏngNướng Hạt Chất LỏngNướng biến hóa đối tượng Bút Chì Dầu thành các khung khóa Bút Chì DầuID của NướngChỉ Mục để NướngCác Chỉ Mục NướngNướng Line Art cho đối tượng Bút Chì Dầu hiện tạiVị Trí NướngChế Độ NướngBộ Điều Chỉnh NướngNướng các Bộ Điều Chỉnh vào các khung khóa và sau đó xóa chúng điNướng Biến Hóa Đối Tượng thành Bút Chì DầuNướng Đóng GóiĐường Dẫn để NướngLượng Mẫu Vật NướngNướng cái Đã ChọnBắt Đầu NướngThời Gian NướngThể Loại NướngNướng một phạm vi khung hìnhNướng một nút nướng hoặc mô phỏngNướng một khung hình duy nhấtNướng toàn bộ các bộ điều chỉnh Line ArtNướng toàn bộ các thể tích dò ánh sángNướng toàn bộ các vật lýNướng toàn bộ các hoạt họa về vị trí/tỷ lệ/xoay chiều của các đối tượng đã chọn thành một hành độngNướng toàn bộ các sắp đặt của mô phỏng cùng một lúcNướng một trình tự hình ảnh của dữ liệu đại dươngNướng hoạt họa thành hành động hiện tại, thay vì tạo một cái mới (có lợi cho việc nướng duy một phần các xương trong một khung rối mà thôi)Nướng hoạt họa vào đối tượng, rồi xóa phụ huynh đi (chỉ các đối tượng mà thôi)Nướng các biến hóa của xươngNướng bộ đệm nhớ trên toàn bộ các đối tượng đã chọnTính chất nướng tùy chỉnhDữ liệu nướng cho một khối dữ liệu CảnhNướng dữ liệu cho mỗi nút nướngNướng trực tiếp từ đối tượng đa phân giảiThư mục nướng của đối tượng %s, bộ điều chỉnh %s là trống rỗng, đặt đường dẫn mặc địnhNướng sự dời hìnhNướng bề mặt trình tự hình ảnh của sơn động lựcNướng các bề mặt phát xạ để có ánh sáng chính xác hơnNướng mỗi giai đoạn của mô phỏng riêng biệtQuá trình nướng đã bị thất bại: khung vẽ không hợp lệQuá trình nướng bị thất bại: phạm vi định nghĩa (domain) không hợp lệQuá trình nướng đã bị thất bại: không tìm thấy bộ điều chỉnh Sơn Động Lực nào cảQuá trình nướng bị thất bại: không thấy có bộ điều chỉnh về Chất Lỏng (Fluid modifier)Phóng thích nướng bị thất bại: phạm vi định nghĩa (domain) không hợp lệPhóng thích nướng bị thất bại: không thấy có bộ điều chỉnh về Chất Lỏng (Fluid modifier)Phóng thích nướng bị thất bại: phát hiện thấy có một số qui trình nướng còn đang cần được giải quyếtNướng Từ Đa Phân GiảiNướng từ Bộ Đệm NhớNướng các chất liệu hình ảnh của những đối tượng được chọnNướng ánh sáng xâm nhập từ thế giới vào, thay vì chỉ cân nhắc tính hữu hình mà thôi, để có ánh sáng chính xác hơn, song sẽ mất khả năng pha trộn đúng đắn với các thể tích bức xạ xung quanhNướng bộ nhớ đệm ánh sáng thể tích chiếu xạChỉ mục để nướng là một thuộc tính vốn lưu trữ trên hình họcNướng ánh sáng dội lại từ các nguồn sáng để có ánh sáng chính xác hơnNướng các kênh vị tríNút nướng hoặc nút đầu ra mô phỏng tương ứng với quá trình nướng này. Nút này có thể lồng nhau rất sâu trong nhóm nút bộ điều chỉnh. Trong một số trường hợp, nó có thể là không tồn tại (none), như các khối dữ liệu liên kết bị thiếu vắng chẳng hạn.Nướng pháp tuyếnNướng các biến hóa của đối tượngNướng trên Phạm Vi Khung KhóaNướng trên mọi khung hình của bất kỳ xương nào vốn đã có một khóa, đối lại với duy những cái thích hợp mà thôiLượt nướng đòi hỏi sự đóng góp của ánh sáng Trực Tiếp, Gián Tiếp, hoặc Màu SắcNướng vật lýNướng những biến hóa thân cứng của đối tượng được chọn thành các khung khóaNướng các kênh xoay chiềuNướng các kênh đổi tỷ lệNướng thông tin tô bóng trên bề mặt của những đối tượng được chọn sang đối tượng đang hoạt độngNướng các mô phỏng trong bộ điều chỉnh nút hình họcNướng biến hóa không gian vào dữ liệu vật thể, tránh xoay chiều không mong muốn đối với các đối tượng khi không gian mục tiêu không căn chỉnh với không gian của Blender (CẢNH BÁO! đây là tùy chọn thử nghiệm, tự mình gánh chịu kết quả nếu cứ sử dụng, đã từng gây ra hỏng hóc với các hoạt họa, các khung rối)Nướng các pháp tuyến trong không gian đối tượngNướng các pháp tuyến trong không gian tiếp tuyếnNướng các pháp tuyến trong không gian đối tượngNướng các pháp tuyến trong không gian tiếp tuyếnNướng vào Máy Quay Phim Đang Hoạt ĐộngNướng vào ĐĩaNướng cho Máy Quay Phim đang hoạt độngNướng thành các khối dữ liệu liên quan tới các nút chất liệu hình ảnh đang hoạt động trong nguyên vật liệuNướng thuộc tính màu đang hoạt động trên các khung lướiNướng sự dời hìnhHoạt Họa đã NướngKhung hình đã nướng {}Các nét nướng đã được xóa hết rồiĐã Nướng {} - {}NướngNướng một sóng âm thanh thành các mẫu vật trên các kênh đã chọnNướng Line ArtÁnh xạ nướng đã được lưu thành một hình ảnh nội bộ. Hãy lưu nó ra ngoài hay đóng gói nó lạiÁnh xạ nướng được ghi vào "%s"Quá trình nướng dữ liệu đa phân giải chỉ làm việc với một đối tượng lưới đang hoạt động mà thôiQuá trình nướng cần hoạt động với hình ảnh có bộ đệm ảnhChất liệu chắn lọcThể loại ảnh để nướng thành chưa được hỗ trợCân BằngCân BằngCân bằng giữa hiệu suất hoạt động và chất lượngSự cân bằng giữa hai kênh màu không phải màu chính mà kênh chính so sánh với. 0 có nghĩa là kênh sau trong hai kênh được sử dụng, trong khi 1 có nghĩa là kênh trước trong hai kênh sẽ được sử dụngCân bằng giữa vùng sáng và vùng tối. Giá trị thấp làm nổi bật chi tiết ở vùng tối, trong khi giá trị cao sẽ nén chi tiết vùng sáng mượt mà hơnHình CầuKích Thước Hình CầuÁp suất thổi phồng hình cầuChiều Rộng Băng TầnĐường VằnHướng của Băng SóngBăng sóng ngang trục XBăng sóng ngang trục YBăng sóng ngang trục ZBăng sóng ngang trục chéoGóc LượnVỏ CâyCơ SởMàu Cơ SởGiảm Mức Tương PhảnKiểu Phủ ĐáyGóc Độ Tư Thế Cơ SởVị Trí Tư Thế Cơ SởĐối Tượng Tư Thế Cơ SởKiểu Tư Thế Cơ SởTỷ Lệ Cơ SởĐộ Dày Cơ SởĐộ Trong Cơ SởĐộ trong suốt trên cơ sở alpha, có thể bị thay đổi bởi các bộ điều chỉnh alphaLớp cơ bản từ các trình kết xuất dựa trên cơ sở USD HydraMàu chủ đạo cho các hình ảo ảnh sau khung hình hiện tạiMàu chủ đạo cho các hình ảo ảnh trước khung hình hiện tạiCác đường cong cơ sở mà các đường cong mới sẽ được nội suy giữa chúngDựa vào Thực Thể Hóa ViênDựa vào BộMàu cơ bản, có thể bị biến đổi bởi các bộ điều chỉnh màuĐộ dày cơ bản, có thể bị sửa đổi bởi bộ điều chỉnh độ dày của đường nétKhung Lưới Cơ SởNền cây nút trong ngữ cảnhThể loại nút cơ sở cho các loại nhóm nút tự tạo đã đăng kýĐịnh hướng cơ sở cho xoay chiềuĐịnh hướng cơ sở cho phép xoay chiềuBán kính cơ sở sẽ được đặt nếu 'Thay Thế Bán Kính' được bật lênTốc độ chuẩn dành cho đi bộ và bay lượnKiểu cơ sở cho các tham số của trình giải nghiệm IKLoại cơ sở cho khối dữ liệu, định nghĩa một tên duy nhất, kết nối với các thư viện khác và thu dọn rác rưởiLoại cơ sở để xác định các bộ điều chỉnh độ trong suốt của alphaLoại cơ sở để xác định bộ điều chỉnh màu nétLoại cơ sở để xác định bộ điều chỉnh độ dày đường nétLoại cơ sở để xác định các bộ điều chỉnhLoại cơ sở để xác định bộ điều chỉnh hình học của nét vẽDựa trên Vị Trí ChuộtTùy khoảng cách/sự suy giảm mà nó thêm một đoạn của toàn bộ đường dẫn vàoCơ BảnChế độ cơ bản dành cho quá trình biên soạn tương tác tham số về phong cáchCơ SởMa Trận Cơ SởTiếng Euskara (Euskara)Hàng LoạtThay Đổi Hàng Loạt Kiểu Pha TrộnThay Đổi Hàng Loạt Thao Tác Toán HọcThay Đổi Hàng Loạt các Nút Đã ChọnXuất Khẩu Hàng LoạtChế Độ Thi Hành Hàng LoạtĐồng Loạt Tạo Thư Mục Cá NhânThay đổi hàng loạt kiểu pha trộn và phép toánChiến ĐấuHình Dạng Tia Đèn PhaĐậu (Cacao)Đậu NànhLàm ĐẹpBeckmanTrướcMàu TrướcTrước Khung Hiện TạiTrước khung hình hiện tạiChu Trình TrướcTrước Khung HìnhTrước Khung Khóa Cuối CùngChế Độ Tiền KỳTrước Bản GốcTrước Bản Gốc (Căn Chỉnh)Trước Bản Gốc (Toàn Phần)Trước Bản Gốc (Tách Phân Kênh)Hành xử khi nhập khẩu các thuộc tính USD làm các tính chất tùy chỉnh của BlenderHành xử sẽ sử dụng khi nhập khẩu các chất liệu từ kho lưu trữ USDZPhương pháp hành xử khi tên của nguyên vật liệu nhập khẩu xung đột với nguyên vật liệu hiện cóPhương pháp hành xử khi tên của tập tin chất liệu nhập khẩu xung đột với tập tin hiện cóDướiGiới Hạn DướiUốn CongGóc Uốn Cong: %.3f, Bán Kính: %.4f, Alt: Hạn Định %sGóc Uốn Cong: %s, Bán kính: %s, Alt: Hạn Định %sTrục xoay chiều uốn cong:Uốn cong các phần tử được chọn giữa con trỏ 3D và chuộtUốn cong khung lưới trên trục Z của không gian bộ điều chỉnhUốn cong khung lưới dùng một đối tượng đường congUốn CongNhóm Uốn CongMô Hình Uốn CongKiềm Chế Lực Đàn Hồi khi Uốn CongĐộ Cứng khi Uốn CongĐộ Cứng Tối Đa khi Uốn CongNhóm Điểm Đỉnh Điều Chỉnh Độ Cứng Uốn CongXương DẻoTính chất của hình dạng Xương DẻoXương DẻoXứng Khớp NhấtPháp Tuyến Khớp NhấtKết quả tốt hơn khi có các lỗ (chậm hơn)Giữa Dấu Mốc Tối Thiểu/Tối Đa đã ChọnBo TrònBo Tròn LồiĐộ Sâu Bo TrònChế Độ Bo TrònBộ Điều Chỉnh Bo TrònĐối Tượng Bo TrònBán Kính Bo TrònĐộ Phân Giải Bo TrònTrọng Lượng Bo TrònTrọng Lượng Bo Cạnh:Lượng bo trònLượng bo tròn dành cho phương pháp phần trămBộ điều chỉnh bo tròn để làm cho các cạnh và các điểm đỉnh được tròn hơnBo tròn toàn bộ khung lưới với một lượng bất biếnThiên LệchHệ số thiên lệch để khung hình có tác động lớn hơn đối với các nét vẽ nội suyĐộ thiên lệch nhằm giảm thiểu ánh sáng rò rỉ trên các bản đồ bóng đổ phương sai (lỗi thời)Độ thiên lệch để giảm thiểu hiện tượng tự ngả bóng tối trên bản thân(Lỗi thời)Thiên lệch hóa pháp tuyến bóng tối để giảm thiểu giả tượng do tự bản thân giao cắt nhau gây raThiên LệchSong Lập PhươngDùng song lập phương khi phóng đại, nếu không, dùng song tuyến tính (chỉ dành cho OSL: Open Shading Language = Ngôn Ngữ Tô Bóng Mở)LớnNhòe Mờ Song PhươngBộ Lọc Song PhươngSong Tuyến TínhHành Động Hai TayĐối Tượng Nhị PhânĐịnh dạng tập tin đối tượng nhị phân (.bobj.gz)Kết BuộcKết Buộc Phong Bao của Xương với bộ điều chỉnh khung rốiTọa Độ Kết BuộcKết Buộc VàoKết buộc tư thế cơ sở trong bộ điều chỉnh Làm Mịn để Sửa SaiKết buộc hình dạng hiện tạiDữ liệu kết buộc bị thiếuĐòi hỏi phải có dữ liệu kết buộcKết buộc khung lưới với khung lồng trong bộ điều chỉnh biến dạng khung lướiKết buộc khung lưới vào hệ thống trong bộ điều chỉnh biến dạng laplaceKết buộc khung lưới với mục tiêu trong bộ điều chỉnh biến dạng bề mặtKết buộc máy quay phim đã chọn vào một dấu mốc trên khung hình hiện tạiSố điểm đỉnh kết buộc không tương đồng: %u thành %uKết buộc nhóm điểm đỉnh với bộ điều chỉnh khung rốiKết buộc trong một mục của bảng ánh xạ hành động XRKết BuộcNhững kết buộc cho phần tử trong bảng hành động, ánh xạ từ hành động sang đầu vào của XRĐịnh dạng Nắm Bắt Chuyển Động (BVH) của BioVisionThời Điểm SinhPhân ĐôiTrục Phân ĐôiKhoảng Cách Phân ĐôiTrục Lật Đảo Phân ĐôiPhân ĐôiToán Học BitĐộ sâu bit sử dụng cho các hạt chất lỏng và khung lưới đồ thị (giá trị thấp sẽ làm giảm cỡ tập tin)Số bit mỗi kênh màuSong Tiếp TuyếnDấu Song Tiếp TuyếnVéctơ song tiếp tuyến của điểm đỉnh này cho mặt này (phải được tính toán trước bằng cách sử dụng hàm calc_tangents, chỉ sử dụng nó nếu thực sự cần thiết mà thôi, truy cập chậm hơn hàm bitangent_sign)Nhóm Mịn Màng Sử Dụng Cờ BitTần Số BitTần số bit trong kbit/giâyTrởLùiTrởNgượcMàu ĐenMức Độ ĐenĐiểm ĐenVật ĐenCường Độ Sáng của Vật ĐenSắc Thái Màu Nhiệt Độ của Vật ĐenBlackmagic Pocket 6KBộ lọc Blackman-HarrisSố Lá của KhẩuTrống TrơnTràn RaThiên Lệch Rò RỉMức Thiên Lệch Rò RỉPha TrộnHệ Số Pha TrộnTập Tin BlendTập Tin BlendĐường Cong Tóc BlenderKhởi Đầu Pha TrộnPha Trộn Vào/RaChế Độ Pha TrộnChế Độ Pha Trộn cho các Mặt Trong Suốt (Lỗi thời: xin hãy sử dụng 'surface_render_method')Pha Trộn Hàng XómPha Trộn Độ ĐụcKết Thúc Pha TrộnPha Trộn Đường ĐiBán Kính Pha TrộnPha Trộn Bề MặtPha Trộn Chất LiệuKiểu Pha TrộnTrọng Lượng Pha TrộnPha Trộn dọc theo Đường CongPha trộn giữa một mẫu nhiễu mượt mà hơn và một mẫu nhiễu thô ráp, với nhiều điểm cao sắc nét hơnPha trộn giữa tán xạ khuếch tán bề mặt và tán xạ dưới bề mặt. Thông thường thì phải bằng 0 hoặc 1 (hoặc là khuếch tán hoàn toàn, hoặc là dưới bề mặt)Sự pha trộn giữa sự truyền xạ và các thành phần tầng lớp cơ sở khácHòa trộn tác động của đầu bút bởi mức đối mặt với đằng trước của chúng là bao nhiêuHòa trộn màu với màu xuất chất liệuPha trộn biến dạng dọc theo từng đường cong một từ gốcHòa trộn dữ liệu mặt cho cả vùng cắt nộiHệ số pha trộn giữa một quãng tám và quãng tám trước đó. Giá trị bằng 0 tương ứng với lượng chi tiết bằng 0Hệ số pha trộn giữa sự kéo giãn được tối giảm và bản gốcTập tin Blend '%s' được tạo bởi phiên bản Big Endian của Blender, sự hỗ trợ cho các tập tin này sẽ bị xóa đi trong Blender 5.0Pha trộn từ vị trí hiện tại đến khung khóa trước hoặc khung khóa tiếp theoHòa trộn đoạn tiến vào/bước ra của vùng đè gối lên nhauHòa trộn hình dạng từ một hình mẫuChế độ pha trộnPha trộn các khung khóa đã chọn với các khung khóa lân cận bên trái hoặc bên phải của chúngPha trộn các khóa đã chọn với độ dốc của các khóa lân cậnPha trộn các khóa đã chọn thành giá trị mặc định từ vị trí hiện tại của chúngPha trộn co bọc cho các điểm phía trên bề mặtPha trộn Hành Động của Tư Thế nhất định vào giàn dựng nhân vậtPha Trộn với Lân CậnTrọng lượng pha trộn sử dụng để hòa trộn hai bộ tô bóng với nhau. Ở mức 0, nó sử dụng hoàn toàn bộ tô bóng đầu tiên, và ở mức 1, sử dụng bộ tô bóng thứ haiKhông Gian Màu của Tập Tin BlendDữ Liệu Tập Tin-BlendPha TrộnBlenderBlender (tốt nhất cho chu trình xuất/nhập khẩu khứ hồi)Blender 2.7Blender 2.8Blender 27xDữ Liệu BlenderTrình Biên Soạn các Điều Vận của BlenderTrình Mở Rộng của BlenderTập Tin BlenderDuyệt Tập TinChỉ Danh ID của BlenderNhật Ký Thông Tin của BlenderCác Tên BlenderKhông Gian Đối Tượng của BlenderBlender GốcRNA BlenderĐịnh nghĩa cấu trúc RNA của BlenderKết Xuất BlenderPhiên Bản BlenderKhông Gian Thế Giới của BlenderBản Blender này vốn được biên dịch không có sự hỗ trợ AudaspaceBản Blender được biên dịch này không có gắn thư viện giám sát di chuyểnBlender là phần mềm tự doCường độ chiếu sáng của Blender, không chuyển đổiCài đặt sở thích của Blender về dữ liệu không gianTiến trình phụ của Blender thoát ra với mã lỗi {:d}Blender vốn được biên dịch không có bộ khử nhiễu cổng nhìnBlender được khởi chạy ở chế độ ngoại tuyến, không thể thay đổi trong thời gian chạyLần sau Blender sẽ khởi động với trạng thái như hiện tại.Kho trình mở rộng của Blender phải được bật lên để cài đặt các trình mở rộng!Kho lưu trữ trình mở rộng của Blender phải được làm mới lại!Không tìm thấy kho lưu trữ trình mở rộng của Blender nào cả!Trang web chính thức của BlenderBối Cảnh Nhập Khẩu TậpTinBlendMục Ngữ Cảnh Nhập Khẩu Tập Tin BlendCác Mục Ngữ Cảnh Nhập Khẩu Tập Tin BlendCác Thư Viện Ngữ Cảnh Nhập Khẩu Tập Tin BlendThư Viện Ngữ Cảnh Nhập Khẩu Tập Tin BlendBối cảnh nhập khẩu tập tin blend đã được khởi tạo và một danh sách các mục cần nhập khẩu đã được điền vào, chưa có dữ liệu nào được liên kết hoặc chèn thêm vào cảPha TrộnHệ Số Pha TrộnChế độ pha trộnHệ số pha trộnHệ số pha trộn cho bóng tối của trình đơnPha trộn với va đập không đàn hồiTrọng lượng pha trộn của xương nàyPha trộn giữa mô hình vật liệu điện môi và kim loại. Ở mức 0.0, nguyên vật liệu có chứa một tầng khuếch tán hoặc một tầng truyền xạ cơ sở, với một lớp phản chiếu đều ở trên cùng. Giá trị 1.0 mang lại phản chiếu đều hoàn hảo có nhuốm màu nền, mà không có phản quang khuếch tán hoặc truyền xạPha trộn các khung khóa từ trạng thái hiện tại sang đường cong chậm rãi vào hoặc raPha trộn hình dạng giữa nhiều đường cong tóc trong một bán kính nhất địnhPhần tử viên tròn trong khối dữ liệu Siêu CầuBị Chặn LạiBị Chặn Lại Bộ Sưu Tập Đối Tượng Cản Trở Ánh SángSáng LóaLamKênh lamKênh lamKênh lam của trường màuLam:Bản In LamLàm Nhòe MờThuộc Tính Làm Nhòe MờKhoảng Cách làm Nhòe MờSố Lần Làm Nhòe MờChế Độ Nhòe MờKích Thước Nhòe MờSố Bước Làm Nhòe MờCường Độ Làm Nhòe MờĐộ Rộng Nhòe MờLàm Nhòe Mờ XLàm nhòe mờ hình ảnh theo một chiều hướngLàm nhòe mờ hình ảnh bằng cách sử dụng nhiều chế độ làm nhòe mờGiới hạn nhòe mờ, bán kính nhòe mờ tối đa (CoC = circle of confusion : điểm tròn không nhìn rõ)Làm nhòe mờ răng cưa của bóng tối bằng cách sử dụng Bộ Lọc Phần Trăm Gần HơnCường độ Làm Nhòe Mờ ở mỗi lần lặp lạiLàm nhòe mờ màu của hình ảnh đầu vào trong không gian màu YCC trước khi khóa hóa, trong khi vẫn giữ nguyên độ sáng bằng cách sử dụng độ nhòe mờ Gauss với kích thước đã choLàm mờ lớp lồng đã tính toán bằng bộ lọc nhòe mờ Gauss với kích thước chỉ định.Làm nhòe mờ sự chiếu sáng đã được giải quyết bằng bộ lọc song phươngLàm Nhòe Mờ ánh sáng studiolight ở nềnLàm Nhòe Mờ dùng độ sâu trường ảnh của máy quay phimLàm nhòe mờ trọng lượng trong nhóm điểm đỉnh đang hoạt độngSố bước Làm Nhòe Mờ cho suy giảm dần của pháp tuyếnĐoạn Phim Nhòe MờLàm nhòe mờ/làm mềm cạnh giữa đường vôi vữa và các viên gạch. Việc làm này có thể hữu ích với một chất liệu và các chất liệu dịch hìnhVăn Bản Nội DungQuần ThểBộ Não của Quần ThểQuy Tắc Quần ThểQuy Tắc Quần ThểSắp Đặt của Quần ThểTrạng Thái Quần ThểTrạng Thái Quần ThểTrọng lượng của hiệu ứng viên quần thểChiều cao quần thể tương đối với cỡ của hạtTên quy tắc quần thểTrạng thái các vật lý quần thểTên trạng thái quần thểQuần thể sẽ chiến đấu với kẻ thù mạnh hơn gấp số lần nàyQuần ThểQuần Thể 2DNhòe BokehNhòe Mờ BokehHình Nhòe BokehLoại Nhòe Mờ BokehLoại Nhòe Bokeh:Dịch chuyển trong xoay chiều của hình làm nhòe mờ BokehChữ ĐậmĐậm & NghiêngXươngXương '%s' có dữ liệu phân đoạn Xương-Dẻo đã lỗi thời - cần phải cập nhật đồ thị nhé!Xương '%s' không phải là Xương-Dẻo!Xương '%s' chưa được ấn định cho bộ sưu tập '%s' đâuMa Trận Tương Đối của Xương trong Khung RốiBộ Sưu Tập XươngTư Cách Thành Viên Bộ Sưu Tập XươngBộ Sưu Tập Xương Đặc BiệtGiao Diện Bộ Sưu Tập XươngBộ Sưu Tập XươngCác Bộ Sưu Tập Xương (Toàn Bộ)Bộ Sưu Tập Xương (Gốc Rễ)Bộ Sưu Tập Xương có chứa xương này trong đóMàu XươngBộ Màu Sắc của XươngCác Màu XươngTính Chất của Ràng Buộc XươngRàng Buộc XươngChiều Hướng của XươngPhong Bao XươngKhoảng Cách Phong Bao XươngPhong Bao của XươngXương NguồnĐo Trọng Lượng bằng Nhiệt của Xương: thất bại trong việc tìm giải nghiệm cho một hoặc nhiều xươngThứ Bậc của XươngLượng Ảnh Hưởng của XươngTrọng Lượng Khóa của XươngMa Trận XươngTên XươngNguyên Gốc của XươngTư Thế Xương đang Hoạt ĐộngXương Tư Thế Đã ChọnTính Chất của XươngXương Tương ĐốiLăn XươngLựa Chọn XươngBộ Lựa Chọn XươngSắp Đặt của XươngTỷ Lệ Hình Dạng XươngCỡ XươngKhối Lập Thể của XươngXương ĐíchNhìn Thấy XươngĐộ Đục Khung Dây XươngXương đã có ràng buộc IK (nghịch động học) rồiXương liên hệ với Xương Tư Thế nàyBộ sưu tập xương %s không thể biên soạn được, hay là cho thêm một vượt quyền vào Dữ Liệu khung rối chăng?Không tìm thấy bộ sưu tập xương '%s' nào trong Khung Rối '%s' cảBộ sưu tập xương trong khối dữ liệu của Khung RốiKhông tìm thấy bộ sưu tập xương có chỉ số %d trên Khung Rối %s cảCác bộ sưu tập xương chỉ có thể được biên soạn trên một Khung Rối mà thôiCác màu xương đã được đồng bộ hóa; đối với {:d} xương, cái này sẽ không nhìn thấy được, do những vượt quyền về màu xương tư thế gây raXương xác định dịch chuyểnKhoảng cách biến dạng xương (chỉ dành cho biến dạng Phong Bao thôi)Trọng lượng biến dạng xương (chỉ dành cho biến dạng Phong Bao thôi)Xương ở trong khối dữ liệu Khung RốiXương thừa ukế độ xoay hoặc tỷ lệ từ xương phụ huynhXương có thể chọn đượcLuôn luôn hiển thị xương dưới dạng mạch lưới, bất kể chế độ chuyển sắc của cổng nhìn là gì (lợi ích những hình dạng xương tùy chỉnh không gây cản trở)Xương sẽ không thể biến hóa trong Chế Độ Biên SoạnXương sẽ vô hình trong Chế Độ Biên SoạnXương sẽ vô hình trong Chế Độ Biên SoạnXương sẽ vô hình trong Chế Độ Biên SoạnVị trí xương được đặt trong không gian địa phươngKhông tìm thấy xương: {:s}Căn chỉnh việc lăn xươngSự xoay chiều của xương quanh trục đầu-đuôiLỗi trong số đếm lựa chọn xương xảy raLựa chọn xương trong quá trình sơnXương xác định hiển thị biến hóa của hình dạng tùy chọn nàyXương dùng để làm tay cầm kết thúc cho đường cong Xương-DẻoXương dùng để làm tay cầm khởi đầu cho đường cong Xương-DẻoXương dùng để đặt tọa độ của chất liệuXương để biến hóa từ đóXương sử dụng để phản chiếu đối xứngXương đã được cho thêm vào bộ sưu tập ẩn khuất '%s' rồiXương {:s} có một tham chiếu tới bộ sưu tập {:s} bị hỏng '{:s}'Xương {:s} được chọn ở cả hai bên, phản chiếu đối xứng sẽ trở nên mơ hồ, phải hủy bỏ. Chỉ nên chọn bên trái hoặc bên phải mà thôi, không được chọn cả hai bênCác XươngXươngXương và DaXương vốn được ấn định cho bộ sưu tập xương này. Trong chế độ biên soạn khung rối, việc làm này sẽ luôn trả về một danh sách xương trống rỗng, vì thành viên của bộ sưu tập xương chỉ được đồng bộ hóa khi thoát khỏi chế độ biên soạn mà thôi.Xương dành cho các đối tượng khác được chọnCác xương trong bộ sưu tập này sẽ hữu hình trong chế độ tư thế/đối tượngChỉ dành cho xương: áp dụng các kênh biến hóa hành động của đối tượng sang xương bị ràng buộc, thay vì các kênh của xươngCác xương con cái của xương nàyXương:%s/%sDấu TrangNhững Đặc Biệt về Dấu TrangThuộc Tính Lôgic BoolGiá Trị Thuộc Tính BoolGiá trị bool trong thuộc tính hình họcBoolMảng BoolToán BoolBộ Điều Chỉnh BoolỔ Cắm Nút boolGiao Diện Ổ Cắm Nút BoolThao Tác BoolGiá Trị BooleanBộ điều chỉnh các thao tác của BoolKết quả Boolean là quá lớn để trình giải nghiệm có thể xử lýLựa chọn Boolean các điểm gốc của đường congLựa chọn Boolean của các điểm đầu đường congBộ giải nghiệm Boolean bất khả dụng (không được biên dịch cùng)Ổ cắm giá trị bool của nútHệ Số Gia TăngĐường Ranh GiớiRanh Giới Va ĐậpChiều Rộng ViềnTrình Phối Hình không hỗ trợ kết xuất trong Đường Ranh GiớiChỉ chọn các UV đã được ghim xuống dùng lựa chọn ranh giớiĐường ViềnCả HaiCả Hai MặtLân Cận Hai BênCả Hai BênCả Hai Chiều ZSử dụng cả hai phương pháp: phân hóa các cạnh dài và thu các cạnh ngắn lại để tinh chỉnh chi tiết của khung lướiĐáyĐường Cơ Sở ĐáyChiều Cao ĐáyĐáy Bên TráiẢnh Hưởng Môi DướiTrực Giao ĐáyPhối Cảnh ĐáyChiều Rộng ĐáyCăn chỉnh về đáy khi mới nạp (ngoại trừ các trình biên soạn tính chất)Đáy của danh sáchPhạm vi thấp nhất của chuyển động ở đích trên trục XPhạm vi thấp nhất của nguồn chuyển động trên trục XPhạm vi thấp nhất của chuyển động ở đích trên trục YPhạm vi thấp nhất của nguồn chuyển động trên trục YPhạm vi thấp nhất của chuyển động ở đích trên trục ZPhạm vi thấp nhất của nguồn chuyển động trên trục ZTính Bật NẩyLiên KếtDùng số mẫu vật toàn cầu làm giới hạn cho số mẫu vật của mỗi tầng kết xuấtRanh GiớiRanh GiớiCạnh Ranh GiớiRanh Giới Mặt Ấn ĐịnhSuy Giảm Dần của Vùng Ranh GiớiDịch Chuyển của Tọa Độ Gốc Vùng Ranh GiớiHình Dạng Ranh Giới (Lồi)Ranh Giới Mịn MàngRanh Giới Cấu TrúcCạnh ranh giớiKiểu ranh giới để chắn lọcGiới NộiKhung Hộp ViềnTrung Tâm Khung Hộp ViềnThể tích hình hộp viền phải lớn hơn 0Ranh GiớiTâm của Khung ViềnHạn Định Ranh GiớiHình HộpMàu Nền của Hình HộpMàu HộpLề HộpMàn Chắn Lọc Hình HộpĐộ Tròn của Hình HộpLựa Chọn XươngHình Hộp Sắc CạnhBán kính góc hình hộp là một hệ số của chiều cao hình hộpBộ lọc hình hộpLề hộp như hệ số chiều rộng của hình ảnhHình dạng tương tự như hình hộp (ví dụ: các hình lập phương), kể cả các bình diện (ví dụ: các bình diện nền)Hình HộpĐường Cong Bím Tóc TócĐiểm Khởi Đầu Bím TócLàm Mịn Phân NhánhChi nhánh: {:s}Đồng ThauTách phân các mặt của khung lưới ra nhiều mảnh và cho phép chúng đi theo các hạtChia xương được chọn thành các dây chuyền xương nhỏ hơnCó Thể Bị Phá HủyPhân TíchKhung Khóa Phân TíchKhung Khóa Phân Tích được ChọnGiới Hạn Phá HủyGạch (Phổ Biến)Gạch (Nén)Gạch (Mềm)Chất Liệu GạchChiều Rộng của GạchGạchGạch 1Gạch 2Dữ liệu của bộ điều chỉnh độ (sáng/tương phản) cho dải trình tựSáng HơnĐộ SángGiá trị hiệu chỉnh độ sáng. Một hệ số gia tăng cộng thêm nhằm tăng cường độ sáng tổng thể của hình ảnh lên. Sử dụng số âm để làm tối hình ảnh đi và số dương để làm sáng hình ảnh lênGiới hạn cường độ của độ sángSố nhân độ sángĐộ sáng của biểu tượngGiới hạn cường độ sáng cho việc sử dụng trường ảnh cơ sở nhiễu sáng đột ngột (sprite base depth of field)Độ Sáng/Độ Tương PhảnĐưa về TrướcĐưa bộ sưu tập hình học, ở đầu vào, vào trong đối tượng đã biến đổi, duy trì vị trí tương đối giữa các đối tượng trong cảnhĐưa hình học đối tượng cung cấp ở đầu vào, cùng vị trí, xoay chiều và tỷ lệ vào trong đối tượng đã chỉnh sửa, duy trì vị trí tương đối giữa hai đối tượng trong cảnhĐưa về Trước NhấtLoan báo hành độngLoan báo toàn bộ các hành động tương thích tới tất cả các đối tượng. Các đối tượng hoạt họa sẽ nhận được toàn bộ các hành động tương thích với chúng, song những đối tượng khác sẽ không nhận được bất kỳ hoạt họa nào cảĐồng ThiếcMàu NâuMô Hình Biến Dạng của Brown-ConradyChuyển Động BrownDuyệtDuyệt Hành Động sẽ được kết nốiDuyệt dữ liệu Khung Rối sẽ được kết nốiDuyệt Đầu Bút sẽ được kết nốiDuyệt các Tập Tin về Bộ Nhớ Đệm sẽ được kết nốiDuyệt Dữ Liệu về Máy Quay Phim sẽ được kết nốiDuyệt Dữ Liệu về Đường Cong sẽ được kết nốiDuyệt thảo Dữ Liệu Đường Cong sẽ được liên kếtDuyệt Khối Dữ Liệu Bút Chì Dầu sẽ được kết nốiDuyệt dữ liệu ID sẽ được kết nốiDuyệt Hình Ảnh sẽ được kết nốiDuyệt Dữ Liệu về Lưới Rào sẽ được kết nốiDuyệt Dữ Liệu về Nguồn Ánh Sáng sẽ được kết nốiDuyệt Điểm Thăm Dò Ánh Sáng sẽ được kết nốiDuyệt Dữ Liệu về Phong Cách Đường Nét sẽ được kết nốiDuyệt Màn Chắn Lọc sẽ được kết nốiDuyệt Thảo Nguyên Vật Liệu sẽ được kết nốiDuyệt Dữ Liệu về Khung Lưới sẽ được kết nốiDuyệt Dữ Liệu về Siêu Cầu sẽ được kết nốiDuyệt Đoạn Phim (Movie Clip) sẽ được kết nốiDuyệt Cây Nút sẽ được kết nốiDuyệt Đối Tượng sẽ được kết nốiDuyệt Dữ Liệu về Đường Cong Sơn sẽ được kết nốiDuyệt Dữ Liệu về Bảng Pha Màu sẽ được kết nốiDuyệt các Sắp Đặt về Hạt sẽ được kết nốiDuyệt Dữ Liệu Mây Điểm Chấm sẽ được Kết NốiDuyệt Cảnh sẽ được kết nốiDuyệt Âm Thanh sẽ được kết nốiDuyệt Dữ Liệu về Loa Phát Thanh (Speaker Data) sẽ được kết nốiDuyệt Văn Bản (Text) sẽ được kết nốiDuyệt Chất Liệu sẽ được kết nốiDuyệt Thảo Dữ Liệu Thể Tích sẽ được Kết NốiDuyệt Không Gian Làm Việc sẽ được kết nốiDuyệt Sắp Đặt Thế Giới sẽ được kết nốiDuyệt các tập tin và tài sảnDuyệt tập tin nàyDuyệt thảo, cài đặt và quản lý các trình mở rộng từ kho lưu trữ cục bộ và từ xaChế Độ Trình DuyệtĐầu BútUốn CongTúm Nắm Nhị Tỷ LệBong BóngRanh GiớiKiểu Đầu BútĐất SétDải Đất SétDí Ngón Cái trên Đất SétRập KhuônVải VócDốc MàuBất BiếnTạo Nếp NhănBiến DạngPhương HướngKéo RêVẽVẽ Mặt Ấn ĐịnhVẽ Sắc NétBiến Dạng Đàn HồiXóaMở rộngSuy Giảm DầnTô Phủ KínNắmThổi phồng lênĐảo NgượcRung NhẹTần LớpChắn LọcCạo Đa Mặt PhẳngCông Cụ Xóa Dời Hình Đa Phân GiảiCông Cụ Bôi Nhọ Dời Hình Đa Phân GiảiMớiThông ThườngNhíchSơnNhúmTúm Vuông GócTúm ĐiểmPhẳngTư ThếĐẩnXoay ChiềuĐổi Tỷ LệĐơn Giản HoáTrượt Đẩy Nới LỏngBôi NhọLàm MịnMóc Uốn Lượn Hình RắnLàm MềmBề MặtDí Ngón Cái trên Đất SétNhuốm MàuTúm Nắm Tam Tỷ LệXoắnTài Sản Đầu BútTài Sản Đầu Bút (Chưa Lưu)Tham Chiếu Tài Sản Đầu BútTiềm Năng của Đầu BútBộ Sưu Tập Đầu BútMức Chi Tiết của Đầu BútSuy Giảm Dần Đầu BútBật/Tắt Dốc Màu của Đầu BútChiều Cao Đầu BútMàn Chắn Lọc Đầu BútPháp Tuyến Đầu BútSắp Đặt Sẵn Đầu BútBán Kính Đầu BútCác Cài Đặt của Đầu BútKích Thước Đầu BútNhững Đặc Biệt về Đầu BútKhe Chất Liệu của Đầu BútKiểu Đầu BútChế độ pha trộn đầu bútKhối dữ liệu lưu trữ cài đặt đầu bút cho quá trình sơn và điêu khắcKhối dữ liệu của đầu bútSự biến dạng của đầu bút sẽ dời hình các điểm đỉnh của khung lướiĐầu bút sẽ biến dạng khung lưới bằng cách bóp méo các ràng buộc mô phỏng vải vócĐầu bút được phóng chiếu tới khung vẽ từ hướng đã định nội trong vùng lân cận đầu bútĐầu bút tụt hậu đằng sau chuột và đi theo một đường dẫn trơn tru hơnĐầu bút chỉ tác động các điểm đỉnh đối mặt với người quan sátĐầu bút hoạt động trên toàn bộ các hải đảoCác Cài Đặt của đầu bútKích thước đầu bút trong không gian màn hìnhSố Bước của đầu bútĐộ đậm/sức mạnh/cường độ của đầu bútGóc ngẫu nhiên của chất liệu đầu bútXoay chiều của chất liệu đầu bútMã định danh loại đầu bút để tra cứu công cụ phù hợp nhấtTiềm năng của đầu bút(Các) Đầu BútĐầu bút. Dùng Nút Chuột Trái để lấy mẫu vật cho bảng pha màu nhéĐầu BútBong BóngĐộ Nổi của Bong BóngLực Cản của Bong BóngBong BóngBộ ĐệmCỡ Bộ ĐệmLỗiXây DựngKiến dựng bản đại diện với độ phân giải 100%Kiến dựng bản đại diện với độ phân giải 25%Kiến dựng bản đại diện với độ phân giải 50%Kiến dựng bản đại diện với độ phân giải 75%Bộ Điều Chỉnh Xây DựngXây Dựng Nguyên Thủy:Xây Dựng từ bản Chưa Biến Dạng:Bộ điều chỉnh hiệu ứng xây dựngXây dựng bản đại diện cho các đoạn phim và hình ảnh được thêm vào, trong mỗi kích thước xem trước đã địnhXây dựng đại diện với độ phân giải bằng 100% kích thước của đoạn phim gốcXây dựng đại diện với độ phân giải bằng 100% kích thước nguyên thủy của đoạn phim gốcXây dựng đại diện với độ phân giải bằng 25% kích thước của đoạn phim gốcXây dựng đại diện với độ phân giải bằng 25% kích thước nguyên thủy của đoạn phim gốcXây dựng đại diện với độ phân giải bằng 50% kích thước của đoạn phim gốcDựng độ phân giải của đại diện bằng 50% kích thước nguyên thủy của đoạn phim gốcXây dựng đại diện với độ phân giải bằng 75% kích thước của đoạn phim gốcXây dựng đại diện với độ phân giải bằng 75% kích thước nguyên thủy của đoạn phim gốcDựng chỉ số mã thời gian theo quá trình thuChỉ xây dựng các nét mới mà thôi (giả định phương pháp vẽ 'gia tăng')Được xây dựng không có bộ điều chỉnh Chất Lỏng trong đóPhiên bản được tạo dựng không có Bộ Điều Chỉnh Mô Phỏng Đại DươngPhiên bản được tạo dựng không có Bộ Điều Chỉnh Kiến Tạo Lại Khung LướiĐược xây dựng không có SLIM (Spherical Local Iterative Map: Bản Đồ Lặp Cục Bộ Hình Cầu) trong đó, quay trở lại phương pháp bảo giácBộ Điều Chỉnh Hàm Tích HợpTích HợpTài Sản Tích HợpMáy chơi hoạt họa gắn sẵnKhông thể đổi tên phông chữ tích hợp đượcKhông thể xóa các cấu hình bố trí phím tích hợp đượcCác chủ đề tích hợp không thể bị viết đè lên đượcKhông thể xóa chủ đề tích hợp đượcTiếng Bulgaria (Български)Độ Gồ GhềChỉnh Sửa Ánh Xạ Gồ GhềDuy Gồ GhềÁnh xạ độ gồ ghề để mô phỏng diện mạo của phép dời hìnhBộ ĐiểmCác Mục của BóỔ Cắm Nút BóGiao Diện Ổ Cắm Nút BóKhối Lập Thể của Bộ ĐiểmỔ cắm bó của một nútĐộ NổiTỷ Trọng Lực NổiNhiệt Lực NổiLực nổi dựa trên độ dày đặc của khói (giá trị cao hơn sẽ làm cho khói bay lên nhanh hơn)Lực nổi dựa trên nhiệt của khói (giá trị cao hơn sẽ làm cho khói bay lên nhanh hơn)Đóng Dấu vào Hình ẢnhChế Độ Đốt CháyĐang Bận Rộn Vẽ!BẹtĐầu bẹt (phẳng)Nút bấm hình như không có thông tin tính chất nào gắn liền với nó (ptr.data = %p, prop = %p)Theo Công Cụ Đang Hoạt ĐộngTheo ID của NhómTheo Tầng LớpTheo Bộ Phận Rời RạcTheo Nguyên Vật LiệuBằng TênBằng Thứ TựTheo Thời Gian dùng Khung Hình Hiện TạiTheo Thời Gian dùng Dấu Mốc được Chọn Đầu TiênTheo Thời Gian Qua Mốc Thời Gian Số 0Theo Giá Trị dùng Giá Trị của Con TrỏTheo Giá Trị Qua Mốc Số 0Phát triển vùng lựa chọn ra bao nhiêuMàu ByteMàu Byte (mã hóa sRGB): {} {} {} {}Thuộc Tính Màu của ByteGiá Trị Thuộc Tính của Màu ByteMã ByteGiá Trị Băm BytecodeBezierĐường Cong BézierĐiểm Đường Cong BézierCác Điểm BézierPhân Đoạn BézierĐiểm đường cong Bézier với 2 tay cầmĐiểm đường cong Bézier có hai tay cầm, xác định một Khung Khóa trên Đường Cong-FKhông thể cho thêm các điểm vào chốt trục Bézier đượcCCFLSố CFLCentral Processing Unit: Bộ Xử Lý Trung Tâm của Máy TínhHiệu suất dò tia bằng Bộ Xử Lý sẽ rất thấpNhập Khẩu CSV: Không thể mở tập tin '%s'Nhập Khẩu CSV: tập tin trống '%s'Nhập Khẩu CSV: không phân tích được tập tin '%s'Compute Unified Device Architecture: Kiến Trúc Thiết Bị Thống Nhất Vi TínhBộ Nhớ ĐệmTập Tin Bộ Nhớ ĐệmTập Tin Bộ Nhớ ĐệmKhối dữ liệu của các Tập Tin Bộ Nhớ ĐệmLưu bản Kết Thúc trong Bộ Nhớ ĐệmChỉ Số của Bộ Nhớ ĐệmThông Tin về Bộ Nhớ ĐệmBộ Nhớ Đệm Nhớ đã Lỗi ThờiTầng Lớp Bộ Nhớ ĐệmCác Tầng Lớp Bộ Nhớ ĐệmBộ Nhớ Đệm Khung LướiBộ Chỉnh Sửa Bộ Nhớ ĐệmCài Đặt về Vẽ Lồng Bộ Đệm NhớĐường Dẫn đến Bộ Nhớ ĐệmLưu Hình Ảnh Thô trong Bộ Nhớ ĐệmLưu Kết QuảSắp Đặt của Bộ Đệm NhớQuãng Bộ Nhớ ĐệmThư Mục Bộ Nhớ ĐệmĐường dẫn đến bộ nhớ đệmLưu các hình ảnh kết thúc trong bộ nhớ đệmGhi bộ nhớ đệm các khung hình trong quá trình chơi lại các nút mô phỏngBộ nhớ đệm cần phải được kích hoạtBộ nhớ đệm sẽ bị tắt đi cho đến khi nào tập tin đã được lưuTên bộ nhớ đệmBộ nhớ đệm các vị trí trong không gian thế giới của một phần tử trên một phạm vi khung hìnhLưu các hình ảnh thô đọc từ đĩa trong bộ nhớ đệm, để hiệu chỉnh các tham số của dải nhanh hơn, tuy sẽ tiêu tốn bộ nhớ nhiều hơnLưu trữ dữ liệu đưa vào để có thể sử dụng mà không cần tính toán lạiGiữ âm thanh trong bộ nhớ đệmPhạm Vi lưu trong Bộ Nhớ ĐệmTrong bộ đệm nhớ từ bộ điều chỉnh Line Art đầu tiênĐược lưu trong bộ nhớ đệm từ bộ điều chỉnh Line Art đầu tiên.Vị trí được ghi trong bộ nhớ đệm của đường chuyển độngCác vị trí lưu trữ trong bộ nhớ đệm của mỗi khung hìnhLưu trữ tốc độ của các điểm đỉnh khung lưới trong bộ đệm nhớ. Những tốc độ này sẽ được sử dụng (tự động) khi kết xuất có hiệu ứng nhòe mờ chuyển động được bật lên.Giữ trong Bộ Nhớ ĐệmKhung LồngĐẩy Trồi Khung LồngĐối Tượng Khung LồngĐộ Đục của Khung LồngKhông tìm thấy đối tượng khung lồng "%s" trong cảnh tính toán, có thể nó bị ẩn khuất chăngCác điểm đỉnh của lồng thay đổi từ %d thành %dTính ToánTính AlphaTính Toán các Lỗ HổngTính Đường Chuyển Động của Vật ThểTính Toán Thứ TựTính Toán Mức Đè Gối Lên NhauTính Toán Đường Dẫn cho các Xương đã ChọnTính Toán cái Đã Chọn đến Khung HìnhTính Trọng Lượng Điểm Đỉnh một cách linh hoạtCung cấp giá trị hoặc màu ngẫu nhiên dựa trên nhân cung cấp ở đầu vàoTính toán toàn bộ các đối tượng đã được chọn, thay vì chỉ đối tượng đang hoạt động mà thôiDùng giá trị RGB trong ảnh để tính kênh alphaTính các đường chuyển động của xương từ các đầuTính đường chuyển động của xương từ các đuôiTính toán phân khoảng của đầu bút tương đối với cảnh dùng vị trí của nét vẽTính toán phân khoảng của đầu bút tương đối với cảnhTính các con cái phù hòa nhập với tóc dàiTính dịch chuyển của mép nhòe đều đặnTính dich chuyển của mép nhòe như một đường cong thứ haiTính chiều cao dựa vào khung lưới có độ phân giải thấp chưa bị phân hóaTính toán các lỗ hổng khi tô kín các đường cong đè gối lên nhauTính toán các bộ điều chỉnh trong không gian tuyến tính thay vì không gian của trình phối hìnhTính toán các pháp tuyến để đạt được độ dày đồng đều hơn (chậm, nên tắt đi khi không cần đến)Tính toán sự xoay chiều của hạtTính toán các đường di chuyển cho những xương được chọnTính vận tốc điểm tự độngTính toán khung viền giới hạn vị trí tập hợp hình học của mỗi thực thểTính toán vị trí tương đối (dùng các cạnh)Tính toán vị trí tương đối (dùng các mặt)Tính toán những chỗ tự bản thân giao cắt và đè gối lên nhau trước khi tô kínTính toán cạnh sắc dùng dữ liệu pháp tuyến tùy chỉnh (khi khả dụng)Tính toán mô phỏng trong các bộ điều chỉnh nút hình học từ khung hình bắt đầu đến khung hiện tạiTính toán thống kê về tập dữ liệu từ một trường đã được đánh giá trên một hình họcTính toán màn chắn ranh giới dựa trên các hải đảo cấu trúc khung lưới rời rạcTính toán màn chắn ranh giới giữa các mặt ấn địnhTính toán phân khoảng của đầu bút dùng khoảng cách của góc nhìn hoặc của cảnhTính tâm hình học dựa vào điểm tựa hiện tại (trung bình hóa, nếu không thì dùng khung hộp viền)Tính tâm của khối từ diện tích bề mặtTính tâm khối hình học từ thể tích (hình học phải là hình đa tạp (không có những hình học, trên thực tế, không thể tồn tại) với các pháp tuyết nhất quán)Tính giá trị nội suy của thuộc tính khung lưới ở điểm gần nhất trên bề mặt của nóTính toán các giá trị nội suy của thuộc tính khung lưới ở một tọa độ UVTính giới hạn các vị trí của một hình học và tạo ra một khung lưới hình hộp với các kích thước đóTính giá trị trung bình và trung vị của một trường đã choTính toán giá trị nhỏ nhất và lớn nhất của một trường đã choTính toán thứ tự của các cạnh (cần thiết đối với các khung lưới, song đường cong thì không cần)Tính toán mức cận độ tới các cạnh của mục tiêuTính toán mức cận độ với các mặt của mục tiêuTính toán mức cận độ với các điểm của mục tiêu (nhanh hơn các chế độ khác)Tính độ lệch chuẩn và phương sai của một trường đã choTính toán diện tích các mặt của khung lướiTính đến Khung HìnhTính toán một khung lưới đa tạp mới dựa trên thể tích của khung lưới hiện tại. Toàn bộ các tầng dữ liệu đều sẽ bị mấtTính Toán Mô Phỏng đến Khung HìnhPhạm Vi Tính ToánPhương Pháp Tính ToánHiệu ChuẩnGọi Bảng Điều KhiểnHàm Callback được xác định cho những Bộ Khóa tích hợpThư PhápMáy Quay PhimSauĐóngChiều SâuKết ThúcBám VàoTrướcThấu KínhMớiMáy quay phim "%s" không phải là máy quay đa góc nhìnRanh Giới Máy Quay PhimĐoạn Phim của Máy QuayKhoảng Giới Hạn Loại Trừ của Máy Quay PhimLoại Trừ trong Máy Quay PhimMáy Quay Phim Tự ChỉnhDữ Liệu Máy Quay PhimTiêu Cự Máy Quay Phim: %.1fmmTiêu Cự Máy Quay Phim: %.1f°Hướng Dẫn Bố Cục Máy Quay PhimThông Tin Máy Quay PhimTỷ Lệ Thấu Kính Máy Quay Phim: %.3fĐối Tượng Máy Quay PhimDịch Chuyển của Máy Quay PhimMáy Quay Phim Trực GiaoThay Thế Máy Quay PhimMáy Quay Phim Màn Ảnh RộngKhóa Phụ Huynh Máy Quay PhimKhung Cắt Cảnh của Máy Quay PhimĐường Đi của Máy Quay PhimMáy Quay Phim Phối CảnhSắp Đặt Sẵn của Máy Quay PhimGiải Nghiệm Máy Quay PhimRàng Buộc Giải Nghiệm Máy Quay PhimHậu Tố của Máy Quay PhimGóc Nhìn Máy Quay PhimMức Máy Quay Phim Hữu HìnhThu-Phóng của Máy Quay PhimKhối dữ liệu lưu các sắp đặt về máy quay phimKhối dữ liệu của máy quay phimKhoảng cách kết thúc tầm nhìn của máy quay phimDịch chuyển máy quay phim theo chiều ngangTrường ảnh của thấu kính máy quay phimChiều rộng trường ảnh (FOV) của thấu kính máy quay phimChiều cao trường ảnh (FOV) của thấu kính máy quay phimKhoảng cách khởi đầu tầm nhìn của máy quay phimMa trận phóng chiếu của máy quay phimĐộ trượt của máy quay phimMáy quay phim được kích hoạt ở khung hình nàyHướng Máy Quay Phim vào Góc NhìnMáy quay phim dùng để làm điểm đối chiếu khi phân chia hình học, có tác dụng để tránh các giả tượng truyền lan trong các đoạn hoạt họa khi máy quay phim dùng quay cảnh chuyển độngMáy quay phim với chuyển động đã được phụ huynh hóa (nếu bỏ trống thì sẽ sử dụng máy quay phim đang hoạt động trong cảnh)Loại máy quayDịch chuyển máy quay phim theo chiều caoTrục Chính của Máy Quay PhimTiêu cự thấu kính của máy quay phimCác Máy Quay PhimMáy Quay PhimChỉ có thể ấn định dữ liệu đã tính toán vào đối tượng đã dự tính, hoặc dữ liệu gốc vào đối tượng nguồn mà thôiChỉ có thể sao chép một pháp tuyến tùy chọn, pháp tuyến điểm đỉnh hoặc pháp tuyến mặt mà thôiChỉ có thể chọn từ cổng nhìn 3D hoặc từ mục lục mà thôiChỉ có thể lưu trình tự trong trình tự hình ảnh mà thôiChỉ có thể đổi tỷ lệ kích thước của vùng từ địa phận hành động mà thôiChỉ có thể giải nén nướng nếu tập tin .blend hiện tại là đã được lưu lại rồiHủyHủy và hoàn tác một nét vẽ đang trong quá trình hoạt độngHủy hoạt họa, quay trở lại khung hình ban đầuHủy bo trònHủy bỏ thao tác tập tinKhông thể (hủy) lựa chọn xương trên đối tượng liên kết đâu. Cái đấy cần có một vượt quyền nhéKhông Nạp được Hình ẢnhKhông thể truy cập hình học của bộ sưu tập được vì nó chưa được tính toán. Điều này có thể xảy ra khi có một phụ thuộc tuần hoàn (lặp vòng)Không thể truy cập hình học của đối tượng vì nó chưa được tính toán. Điều này có thể xảy ra khi có một phụ thuộc tuần hoàn (lặp vòng)Không thể truy cập các biến hóa của đối tượng vì nó chưa được tính toán. Điều này có thể xảy ra khi có một phụ thuộc tuần hoàn (lặp vòng)Không thể kích hoạt hộp thoại chọn tập tin được, một hộp thoại đã được mở rồiKhông thể thêm Thân Cứng vào đối tượng phi khung lướiKhông thể thêm một bộ sưu tập vào một cảnh/bộ sưu tập kết nối/vượt quyềnKhông thể thêm một nhãn màu vào một bộ sưu tập kết nốiKhông thể cho thêm một tầng lớp vào Tập Tin Bộ Nhớ Đệm (CacheFile) '%s' đượcKhông thể thêm một bộ sưu tập mới vào cảnh kết nối/vượt quyềnKhông thể cho thêm tầng đang hoạt động vào để làm màn chắn lọcKhông thể cho thêm bộ sưu tập xương vào Khung Rối liên kết với một vượt quyền hệ thống được; xin hãy tạo một vượt quyền dứt khoát trên Dữ Liệu Khung RốiKhông thể cho thêm bộ sưu tập xương vào Khung Rối liên kết mà không có một vượt quyền trên Dữ Liệu Khung Rối đượcKhông thể thêm các cạnh vào trong Chế Độ Biên SoạnKhông thể cho thêm các mặt vào trong chế độ biên soạn đượcKhông thể thêm xương móc vào đối tượng không phải là khung rốiKhông thể thêm móc nếu không có đối tượng nào khác được chọnKhông thể thêm mạnh lưới trong Chế Độ Biên SoạnKhông thể thêm nhiều hơn %i ánh xạ UV đượcKhông thể cho thêm nút %s vào cây nút %s đượcKhông thể cho thêm nút %s vào cây nút %s: %s đượcKhông thể thêm nút '%s' vào một nhómKhông thể thêm nút '%s' vào một nhóm: %sKhông thể cho thêm nhóm nút '%s' vào '%s' đượcKhông thể cho thêm nhóm nút '%s' vào '%s': %sKhông thể thêm nút với thể loại %s vào cây nút '%s'Không thể thêm nút với thể loại %s vào cây nút '%s' %sKhông thể cho thêm đối tượng vào một vượt quyền thư viện hoặc bộ sưu tập liên kết đượcKhông thể thêm tính chất vào dữ liệu vượt quyềnKhông thể thêm tính chất với Bộ Khóa gắn sẵn đượcKhông thể cho thêm ổ cắm vào nút tích hợp đượcKhông thể thêm điểm đỉnh vào trong Chế Độ Biên SoạnKhông thể thêm nút đầu vào của vùng '%s' vào một nhóm mà không có đầu ra cặp đôi của nó '%s'Không thể thêm nút đầu ra của vùng '%s' vào một nhóm mà không có đầu vào cặp đôi của nó '%s'Không thể cấp phát ngữ cảnh định dạng FFmpeg đượcKhông thể cấp phát đủ bộ nhớ video để nướng "{}" ({} / {} MBytes). Xin hãy thử giảm độ phân giải bề mặt hoặc khoảng cách nắm bắt để giảm kích thước phân bổ.Không thể bổ sung khối dữ liệu '%s' thuộc loại '%s'Không thể áp dụng bộ điều chỉnh mang tính xây dựng trên đường cong được. Chuyển đổi đường cong thành khung lưới để áp dụng nhéKhông thể áp dụng bộ điều chỉnh đối với loại đối tượng nàyKhông thể áp dụng tư thế vào khung rối trong thư viện kết nối đượcKhông thể áp dụng bộ điều chỉnh này cho hình học Bút Chì Dầu đượcKhông thể áp dụng vào khung rối có nhiều người dùngKhông thể ấn định nguyên vật liệu '%s' được, nó phải là đã được đối tượng Bút Chì Dầu sử dụng rồiKhông thể ấn định bộ sưu tập xương liên kết %s đượcKhông thể nướng đầu dò ánh sáng trong khi kết xuất đượcKhông thể nướng các định dạng phi 'trình tự hình ảnh' đượcKhông thể xây dựng các lò xoKhông thể đổi Tư Thế khi 'Tư Thế Nghỉ' được bậtKhông thể thay đổi hành động được, vì nó đang được biên soạn trong NLAKhông thể đổi tập tin cũ được (tập tin đã được lưu với @)Không thể xóa vượt quyền thư viện nhúng sẵn '%s' được, chỉ có thể xóa trực tiếp những vượt quyền khối dữ liệu thực mà thôiKhông thể xóa vượt quyền thư viện liên kết '%s' được, chỉ có thể vượt quyền cục bộ mà thôiKhông thể chuyển đổi sang thể loại đã chọn đượcKhông thể nạp dữ liệu đã nướng rồi đượcKhông thể kiến tạo thế giới Thân CứngKhông thể kiến tạo khung rối ở chế độ biên soạnKhông thể kiến tạo khung hình đóng băng đượcKhông thể kiến tạo khóa bên trong quá trình chuyển đổi tốc độ đượcKhông thể tạo đối tượng trong cơ sở dữ liệu chính với khối dữ liệu đã được tính toánKhông kiến tạo được tập phụ đềKhông thể tạo Bối Cảnh Hoạt Họa đượcKhông thể kiến tạo chuyển tiếp đượcKhông thể kiến tạo chuyển tiếp từ khóa đầu tiên hoặc khóa cuối cùng đượcKhông thể xóa bộ sưu tập '%s' được vì nó hoặc là một vật kết nối sử dụng bởi các cảnh / bộ sưu tập liên kết khác, hoặc là một thư viện vượt quyềnKhông thể xóa id của không gian làm việc nhìn thấy được '%s'Không thể xóa id '%s' được. Việc sử dụng các khối dữ liệu gián tiếp cần có ít nhất một người dùngKhông thể xóa id kết nối gián tiếp '%s'Không thể xóa thư viện kết nối gián tiếp '%s'Không thể xóa thư viện kết nối gián tiếp '%s'Không thể xóa id vượt quyền thư viện '%s' được vì nó là một phần của hệ thống thứ bậc vượt quyềnKhông thể xóa các tầng lớp đã bị khóaKhông thể xóa đối tượng '%s' vì nó đang được sử dụng bởi các bộ sưu tập vượt quyềnKhông thể xóa đối tượng '%s' ra khỏi cảnh '%s'. Những đối tượng sử dụng gián tiếp cần có ít nhất một người dùngKhông thể xác định vị trí nướng trên đĩa. Quay trở về chế độ nướng đóng gói.Không thể làm bất cứ cái gì trong chế độ {!r} hếtKhông thể lướt được khi dịch chuyển góc nhìn bị khóaKhông thể kéo rê ổ cắm đầu ra đượcKhông thể kéo rê bảng điều khiển mà không có đầu vào nàoKhông thể sao chép lựa chọn hiện tạiKhông thể chỉnh sửa trạng thái 'thời gian chạy' của các khối dữ liệu không phải là blendfile được, vì theo định nghĩa, chúng luôn luôn ở trạng thái thời gian chạyKhông thể chỉnh sửa bộ sưu tập xương trên Khung Rối liên kết có vượt quyền hệ thống được; Xin hãy tạo vượt quyền dứt khoát trên Dữ Liệu Khung RốiKhông thể biên soạn bộ sưu tập xương trên Khung Rối liên kết mà không vượt quyền nhéKhông thể biên soạn bộ sưu tập xương liên kết từ một tập tin blend khác đâu nhéKhông thể chỉnh sửa nhóm xương dành cho vượt quyền thư viện đượcKhông thể biên soạn các ràng buộc đến từ dữ liệu kết nối nằm trong một trường hợp vượt quyền thư việnKhông thể biên soạn dữ liệu thư viện bên ngoàiKhông thể biên soạn đối tượng ẩn giấu đượcKhông thể biên soạn dữ liệu thư việnKhông thể biên soạn thư viện liên kết hoặc không thể chỉnh sửa đượcKhông thể biên soạn thư viện liên kết hoặc (các) đối tượng vượt quyền không thể chỉnh sửa đượcKhông thể biên soạn thư viện hoặc dữ liệu vượt quyền không thể chỉnh sửa đượcKhông thể biên soạn dữ liệu thư viện hoặc dữ liệu vượt quyềnKhông thể biên soạn khung lưới kết nối hoặc dữ liệu đường cong đượcKhông thể biên soạn bộ điều chỉnh đến từ dữ liệu kết nối nằm trong một đối tượng vượt quyền thư việnKhông thể chỉnh sửa đối tượng '%s' vì nó đang được sử dụng bởi các bộ sưu tập vượt quyềnKhông thể biên soạn đối tượng '%s' vì nó đang được sử dụng bởi các bộ sưu tập vượt quyềnKhông thể biên soạn các tính chất bắt nguồn từ dữ liệu vượt quyềnKhông thể biên soạn shaderfxs đến từ dữ liệu kết nối trong một trường hợp vượt quyền thư viện đượcKhông thể biên soạn shaderfxs trong một trường hợp vượt quyền thư viện đượcKhông thể biên soạn tính chất này từ một khối dữ liệuKhông thể chỉnh sửa thuộc tính này từ khối dữ liệu vượt quyền hệ thống đượcKhông thể biên soạn tính chất này từ một khối dữ liệu vượt quyềnKhông dám đảm bảo sự tồn tại của thư mục: %sKhông thể tính toán nhóm nút đượcKhông thể thi hành phép toán bool đượcKhông thể thực thi, sự giao cắt chỉ cho phép khi sử dụng bộ giải nghiệm chính xác mà thôiKhông thể thực thi, trình giải nghiệm không chính xác và bộ sưu tập trống rỗngKhông thể thực thi, đầu vào phi đa tạpKhông thể thực thi, bộ sưu tập lựa chọn có chứa các đối tượng không phải là khung lướiKhông thể thực thi, lỗi không xác định xảy raKhông thể xuất nhiều kiểu đường cong hỗn hợp trong cùng một đối tượng Đường Cong đượcKhông thể xuất các đường cong tuần hoàn và không tuần hoàn hỗn hợp với nhau trong cùng một đối tượng Đường Cong đượcKhông thể xác định được xương này thuộc về đối tượng nào cả.Không tìm thấy khung lưới đồ thị '%s'Không tìm thấy lớp (class) {:s} trong {:s}Không tìm thấy khung khóa để thao tác cảKhông tìm thấy thư viện '%s'Không tìm thấy dữ liệu đối tượng của %s thư viện %s ở đâu cảKhông thể cho đối tượng có các ràng buộc bay đượcKhông thể bay lượn khi dịch chuyển góc nhìn bị khóaKhông thể sinh tạo nguyên vật liệu cho động cơ kết xuất {:s} chưa biết đếnKhông thể lấy khung lưới ra từ đối tượng lồng đượcKhông thể khởi tạo vải vóc đượcKhông thể khởi thủy GPU đượcKhông thể chèn nhóm '%s' vào '%s' đượcKhông thể hội nhập trong khi đang ở trong Chế Độ Biên SoạnKhông thể kết nối khối dữ liệu '%s' thuộc loại '%s'Không thể liên kết đối tượng vào một cảnh kết nốiKhông thể liên kết đối tượng vào cùng một cảnhKhông thể nạp dữ liệu đã nướng rồi đượcKhông thể biến bộ sưu tập xương thành hậu duệ của chính bản thân nó đượcKhông thể vượt quyền thư viện từ một đối tượng cục bộKhông thể tạo đoạn thẳngKhông thể pha trộn các chỉ mục mô thái/phi mô thái đượcKhông thể sửa đổi tên của thuộc tính hình học đòi hỏiKhông thể di chuyển lên trên bộ điều chỉnh đòi hỏi dữ liệu gốcKhông thể di chuyển quá bộ điều chỉnh không có chức năng biến dạngKhông thể di chuyển bộ sưu tập từ chỉ số '%d' sang '%d' đượcKhông thể di chuyển ảnh hưởng ra ngoài ngăn xếp cuối cùngKhông thể di chuyển bộ điều chỉnh ra ngoài ngăn xếp cuối cùng của danh sáchKhông thể di chuyển bộ điều chỉnh ra ngoài ngăn xếp cuối cùngKhông thể di chuyển bộ điều chỉnh ra ngoài ngăn xếp đầu tiên của danh sáchKhông thể di chuyển dải đến cảnh khác đượcKhông thể di chuyển dải vào dải không phải là siêu dảiKhông thể điều hướng máy ảnh từ thư viện bên ngoài hoặc sự vượt quyền không thể chỉnh sửa đượcKhông thể điều hành một đối tượng có các ràng buộcKhông thể di chuyển khi dịch chuyển của góc nhìn bị khóaKhông thể mở tài sản đích %s để viết đượcKhông mở được tập tin %s để ghi: %sKhông thể mở tập tin: {}Không thể viết đè lên các tập tin tài sản hệ thống được. Lưu dưới dạng tập tin mớiKhông thể viết đè lên các tập tin tài sản hệ thống được. Lưu dưới dạng tập tin mới nhé?Không thể viết đè lên tập tin xuất khẩuKhông thể viết đè lên các tập tin vốn được quản lý bởi hệ thống tài sản đượcKhông thể viết đè lên thư viện đang sử dụng '%.240s'Không thể đóng gói tập tin tuyệt đối: '%s'Hiện tại không thể đóng gói các hình ảnh đa góc nhìn dùng dữ liệu thô được...Hiện tại không thể đóng gói hình ảnh xếp ô từ dữ liệu thô được ...Không thể sơn đường nétKhông thể ghép nối vùng của nút đầu vào %s với %s vì nút này không có cùng kiểu vùngKhông thể dán các biến số điều vận nếu không có điều vậnKhông thể dán mà không có nguyên vật liệu nào cảKhông thể sử dụng dữ liệu thư viện để thao tác tư thếKhông thể tạo tư thế với khối dữ liệu không thể chỉnh sửa đượcKhông thể đẩy các hành động xuống trong khi đang hiệu chỉnh hành động của một đoạn phim, hãy thoát khỏi chế độ hiệu chỉnh trước đãKhông thể tái kết nối các dấu mốc vào cùng cảnh đượcKhông đọc được %s '%s': %sKhông thể đọc '%s' : %sKhông thể đọc mã byte OSO (định dạng Open Shading Compiled Object: Open Shading Compiled Object: Đối Tượng Tô Bóng Mở Biên Dịch) để lưu trong nút tại %rKhông đọc được tập tin khởi động thay thế: '%s'Không thể đọc tập tin blend '%s', tiêu đề không đầy đủ, có thể là từ phiên bản mới hơn của BlenderKhông đọc được tập tin '%s': %sKhông thể đổi ấn định đầu vào: phát hiện thấy có sự hồi quy xảy raKhông thể đổi ấn định đầu vào: dải không có đầu vàoKhông thể tái nạp với các thao tác mô thái đang chạy đượcKhông thể di chuyển thư viện kết nối gián tiếp '%s'Không thể định vị thư viện '%s' cho tập tin blend hiện tại '%s'Không thể xóa một đối tượng khỏi một bộ sưu tập liên kết hoặc một bộ sưu tập vượt quyền thư việnKhông thể xóa hình nền %d khỏi máy ảnh '%s', vì nó là từ dữ liệu tham chiếu liên kếtKhông thể xóa Bộ Khóa gắn sẵn đượcKhông thể xóa các thuộc tính tích hợp: {}Không thể xóa các cạnh trong Chế Độ Biên SoạnKhông thể xóa bỏ các mạch lưới trong chế độ biên soạnKhông thể xóa số lượng cạnh nhiều hơn số có trong khung lướiKhông thể xóa bỏ số mạch lưới lớn hơn số lượng vốn có trong khung lướiKhông thể xóa bỏ số lượng đa giác nhiều hơn số lượng vốn vốn có trong khung lướiKhông thể xóa số lượng điểm đỉnh nhiều hơn số có trong khung lướiKhông thể xóa bỏ các đa giác trong chế độ biên soạnKhông thể xóa tính chất khỏi dữ liệu vượt quyềnKhông thể xóa tính chất trong Bộ Khóa gắn sẵn đượcKhông thể xóa các điểm đỉnh trong Chế Độ Biên SoạnKhông thể kết xuất, không có máy quay phimKhông thể lý giải đường dẫn %s để viếtKhông thể trả về (cung cấp) channelbag (túi kênh) khi khe là None (không có)Không thể tách các mặt đã lựa chọn ra đượcKhông thể tách tập thể các điểm đỉnh trong khi chúng không mắc nối với nhau đượcChọn toàn bộ các điểm đỉnh hay các cạnh phi đa tạpKhông thể lưu các danh mục tài sản lại trước khi lưu tập tin Blender đượcKhông thể lưu tập tin blend được, đường dẫn "%s" là một thư mụcKhông thể lưu tập tin blend, đường dẫn '%s' không thể viết đượckhông thể lưu hình ảnh trong khi đang kết xuấtKhông thể lưu hình ảnh, đường dẫn đến "%s" không phải là đường có thể viết đượcKhông thể lưu các trình tự hình ảnh đa tầng lớpKhông thể lưu tập tin bình thường (%s) dưới dạng tập tin tài sản của hệ thống đượcKhông thể lưu tập tin văn bản, đường dẫn đến "%s" là đường không thể viết đượcKhông thể tách rẽ lựa chọn hiện tại đượcKhông thể tách phân các đường cong có hình mẫu đượcKhông thể phân rẽ các nút đượcKhông thể đặt phạm vi số âmKhông thể đặt đường dẫn tuyệt đối với một tập tin .blend chưa được lưuKhông thể đặt cả ổ cắm và định danh bảng điều khiển đượcKhông thể đặt bộ sưu tập thực thể được là vì đối tượng trực thuộc bộ sưu tập hiện nay đang được thực thể hóa, do đó mà gây ra một chu kỳ tuần hoàn lặp lạiKhông thể đặt đường dẫn tương đối với một tập tin .blend chưa được lưuKhông thể đặt khe mà không có một Hành Động nào vốn đã được ấn định cả.Không thể xoay tròn đượcKhông thể tách phân lựa chọn hiện tại đượcKhông thể hoán đổi '%s' và '%s' vì một hay cả hai sẽ không thể nào khít vừa chỗ mới của chúngKhông thể hoán đổi đầu vào của một ổ cắm đa đầu vàoKhông thể tráo đổi các dải đã chọn vì chúng không khít vừa chỗ mới của chúng đượcKhông thể hoán đổi các dải đã chọn vì chúng sẽ chồng lên nhau ở vị trí mới của chúng đượcKhông thể ngắt liên bộ sưu tập vượt quyền thư viện không phải là gốc của hệ thống thứ bậc vượt quyền của nó đượcKhông thể ngắt kết nối hành động '%s' được. Vì không rõ là nó cần ngắt liên kết khỏi đối tượng hoặc dữ liệu đối tượng nào hết, hiện nay không có đối tượng hoặc dữ liệu đối tượng nào là phụ huynh trong cây Mục Lục cảKhông thể hủy liên kết bộ sưu tập '%s' cái đã được phụ huynh hóa với bộ sưu tập liên kết khác '%s'Không thể ngắt kết nối bộ sưu tập '%s' được. Không rõ là cảnh, bộ sưu tập hoặc thực thể trống rỗng nào nó cần phải ngắt liên kết khỏi nữa, hiện nay không có cảnh, bộ sưu tập hoặc thực thể trống rỗng nào với tư cách là phụ huynh trong cây Mục Lục cảKhông thể ngắt kết nối nguyên vật liệu '%s' được. Không rõ đối tượng hoặc dữ liệu đối tượng nào là cái nên được ngắt liên kết cả, vì không có đối tượng hoặc dữ liệu đối tượng nào là phụ huynh trong cây Mục Lục (Outliner) cảKhông thể ngắt kết nối đối tượng '%s' khỏi bộ sưu tập hoặc cảnh đã liên kết '%s'Không thể ngắt kết nối đối tượng '%s' đã được phụ huynh hóa với một đối tượng kết nối khác '%s'Không thể ngắt kết nối chất liệu '%s' được. Không rõ là kiểu phong cách đường nét Freestyle nào là cái nó nên ngắt liên kết khỏi nữa, hiện không có kiểu phong cách đường nét Freestyle nào là phụ huynh trong cây Mục Lục cảKhông thể ngắt liên kết nguyên vật liệu '%s' khỏi dữ liệu đối tượng đã liên kết đượcKhông thể ngắt kết nối dữ liệu đối tượng nàyKhông thể hủy liên kết '%s' chưa được hỗ trợ khỏi bộ sưu tập liên kết ánh sáng '%s'Không thể ngắt liên kết thế giới '%s'. Không rõ là nó nên ngắt liên kết khỏi cảnh nào, hiện không có cảnh nào là phụ huynh trong cây Mục Lục cảKhông thể mở gói từng tập tin Thư Viện, '%s'Không thể cập nhật Khung Rối liên kết bằng một vượt quyền hệ thống; Xin hãy tạo một vượt quyền dứt khoát trên Dữ Liệu Khung RốiKhông thể sử dụng kết xuất OpenGL trong chế độ chạy ngầm (không có ngữ cảnh OpenGL)Không thể sử dụng điểm đỉnh có pháp tuyến với độ dài = 0Không thể sử dụng mặt có diện tích = 0Không thể dùng xương có chiều dài = 0Không thể sử dụng đường cong có chiều dài = 0Không thể sử dụng cạnh có chiều dài = 0Không thể xác minh tên xương mà không có một giàn điều khiển sinh tạo đượcKhông thể ghi tập tin với định dạng hoạt họa đã chọnKhông thể viết tập tin: %sKhông thể viết được vào tài sản %s: %sKhung VẽPháp Tuyến Mặt Khung VẽSắp Đặt của ToanBề Khung VẽX-Quang Khung VẽMàu khung lưới đồ thị của khung vẽDịch chuyển của khung lưới đồ thị khung vẽĐộ đục của khung lưới đồ thị khung tranhTỷ lệ của khung lưới đồ thị khung vẽĐộ phân hóa của khung lưới đồ thị khung vẽKhung lưới khung vẽ chưa được cập nhậtĐóng Nắp Điểm CuốiKiểu Phủ Nắp ĐầuNắp ĐầuNắp ĐậyĐiểm Kết Thúc Tầm NhìnThể Loại Màn Chắn Lọc Cung CấpĐộ Phân Giải của Bản ĐồNắp ĐầuKiểu Nắp ĐầuVỏ NhộngNắm BắtNắm Bắt Thuộc TínhNắm Bắt Chỉ Mục Thuộc TínhKhoảng Cách Nắm BắtNắm Bắt Sự Phát XạNắm Bắt Ánh Sáng Gián TiếpCác Chỉ Mục Nắm BắtNắm Bắt Thế GiớiChụp ảnh của một trình biên soạnChụp ảnh toàn bộ cửa sổ BlenderChụp ảnh màn hình để sử dụng làm bản xem trước cho tài sản đã chọnChụp toàn bộ cửa sổCác-bon (Đặc)Bìa Các-TôngChính/Chủ Yếu/CardinalSố Tầng ChồngLượng Hòa Nhòe giữa các Tầng ChồngKhoảng Cách Chồng Tầng Tối ĐaKiểu ChữMẫn Cảm với Loại ChữDuy Xứng Khớp Loại ChữĐúc Khuôn/Ngả BóngSắt ĐụcBộ Điều Chỉnh Đúc KhuônBóng Tối Ngả XuốngPhát Tụ Quang trong Bóng TốiPhát tia đèn pha dùng hình vuôngBắn các tia từ trên bề mặtTruyền các tia từ hình học ngữ cảnh lên hình học mục tiêu và trích xuất thông tin từ mỗi điểm đập trúngPhóng tia xạ từ khung lồng đến đối tượng đang hoạt độngNgả bóng tối từ các nguyên vật liệu thể tích lên các nguyên vật liệu thể tích (Rất tốn kém)Kích Thước Gương-Thấu KínhTiếng Catalunya (Català)Hạng MụcID của Danh mụcTrình Lựa Chọn Danh MụcTên Đơn Giản của Danh MụcUUID của Danh mụcDanh mục không thể được thả vào chính bản thân nó đượcDanh mục đã được đặt ở cấp bậc cao nhấtDanh mục đã được đặt ở bên trong danh mục này rồiDanh mục sử dụng cho tài sản mớiKhông thể biên soạn danh mục trong thư viện tài sản này đượcHạng MụcCatmull-RomGây cho các mặt của đối tượng khung lưới ẩn hoặc hiện, cái nọ tiếp cái kia, theo thời gianNhắc lại hình ảnh theo chiều ngang và dọcNhắc lại hình ảnh theo mô hình bàn cờLàm cho dữ liệu Bút Chì Dầu được sao chép với đối tượngLàm cho các hành động cùng được sao chép với khối dữ liệuLàm cho dữ liệu khung rối cùng được sao chép với đối tượngLàm cho dữ liệu máy quay phim cùng được sao chép với đối tượngLàm cho dữ liệu cong cùng được sao chép với đối tượngLàm cho dữ liệu đường cong cùng được sao chép với đối tượngLàm cho dữ liệu lưới rào cùng được sao chép với đối tượngLàm cho dữ liệu ánh sáng được sao chép với đối tượngLàm cho dữ liệu bộ thăm dò ánh sáng được sao chép với đối tượngLàm cho dữ liệu về nguyên vật liệu cùng được sao chép với đối tượngLàm cho dữ liệu khung lưới cùng được sao chép với đối tượngLàm cho dữ liệu siêu cầu cùng được sao chép với đối tượngLàm cho dữ liệu hệ thống hạt cùng được sao chép với đối tượngLàm cho dữ liệu đám mây điểm củng được sao chép với đối tượngLàm cho chức năng lựa chọn toàn bộ (phím 'A') hủy chọn trong trường hợp một lựa chọn đã tồn tạiLàm cho dữ liệu loa cùng được sao chép với đối tượngLàm cho dữ liệu bề mặt cùng được sao chép với đối tượngLàm cho phím tab mở trình đơn hình rẻ quạt (hoán đổi giữa 'Tab' / 'Ctrl-Tab')Làm cho dữ liệu văn bản cùng được sao chép với đối tượngLàm cho dữ liệu thể tích được sao chép cùng với đối tượngTụ QuangKhe HốcKhe Hốc (Đảo Ngược)Khe Hốc (Đảo Ngược)Đường Cong cho Khe HốcHệ Số cho Khe HốcMàn Chắn Lọc Khe HốcLằn Gợn Khe HốcVùng Trũng của Khe HốcChuyển sắc của các khe hốc, được tính toán trong không gian thế giới, hữu ích cho sự che khuất đi ở quy mô lớn hơnKênh CbChế Độ CeilNhiễu Hình Tế BàoKích Thước ÔKiểu Tế BàoKiểu tế bào sử dụng để nêu bậtXi MăngTrung TâmLề An Toàn cho vùng Hành Động Trung TâmĐường Chéo Qua TâmThay Thế Trọng TâmLề An Toàn cho Tiêu Đề Trung TâmTrung tâm hóa trong không gian khung nhìn toàn cầuTâm của khối lượngTrung tâm của móc, sử dụng để tính sự suy giảm dần và hiển thịTrung tâm của mặt nàyTập Trung vào Khung HìnhĐiểm trung tâm cho sự xoay chiều/đổi tỷ lệCăn chỉnh về trung tâmTrung tâm hóa góc nhìn của máy quay phim, đổi kích thước của góc nhìn để khít vừa ranh giới của nóTrung tâm hóa góc nhìn, dịch chuyển điểm khóaTrung tâm hóa góc nhìn sao cho con trỏ nằm ở giữaTrung tâm hóa góc nhìn theo vị trí chiều sâu-Z nằm dưới con trỏ chuộtVùng An Toàn Trung TâmTrung TâmXăng-ti-métXăng-ti-métHình Trụ Trung TâmTrọng lượng hằng trămMóc Nối Dây ChuyềnLượng Mắt XíchChiều Dài của Dây ChuyềnMắc Nối Dây Chuyền các Cạnh Rời RạcDịch Chuyển của Dây ChuyềnQuyền Ưu tiên của ChuỗiĐổi Tỷ Lệ Dây ChuyềnDây Chuyền theo Khoảng CáchSố lượng mắt xích để chọn N dây chuyền đầu tiênDây chuyền đi theo vị trí của mục tiêuDây chuyền đi theo sự xoay chiều của mục tiêuMóc NốiPhương Pháp Kết Nối Thành Dây ChuyềnMóc Nối Dây ChuyềnPhấn (Đặc)Khả năng mỗi điểm được đưa vào lựa chọnCơ hội của mỗi điểm hoặc đường cong được đưa vào trong lựa chọnCơ hội hạt có thể đi xuyên qua khung lướiThay ĐổiThay Đổi Tầng đang Hoạt ĐộngĐổi Kiểu ChữĐổi Kiểu Hiệu ỨngThay Đổi ấn định cho DảiĐổi Kích ThướcĐổi chế độ lựa chọn UVĐổi thể loại thuộc tính tùy chỉnh, hoặc điều chỉnh diện mạo hiển thị trong giao diệnĐổi độ trong suốt của alpha dọc theo nét vẽĐổi độ trong suốt của alpha dựa vào một thuộc tính của nguyên vật liệuĐối độ trong suốt của alpha tùy theo khoảng cách từ đối tượngĐổi độ trong suốt của alpha tùy theo khoảng cách từ máy quay phimĐổi kênh lamĐổi độ sángĐổi kích thước đầu bút bằng một tỷ lệ (lượng vô hướng)Đổi kiểu chữ (Hoa/Thường) cho mỗi tênĐổi hình dạng va đập cho các Đối Tượng Thân Cứng được chọnĐổi độ tương phảnThay đổi chế độ đầu nắp đường cong (tròn hoặc phẳng)Chuyển đổi chiều hướng của các điểm trên các nét được chọnĐổi thể loại phạm vi của mô phỏngThay đổi hệ số của các nút Hòa Trộn và các nút Hòa Trộn Tô BóngĐổi độ đục mờ của các khung hình ảo ảnh vỏ hành được hiển thịĐổi hành xử của luồng chảy trong mô phỏngĐổi mã số ký tự của phôngĐổi khoảng phân cách của phôngĐổi kênh lụcĐổi phương pháp sinh tạo chất lỏngĐổi cách thuộc tính được lưu trữĐổi cách thuộc tính màu được lưu trữĐổi sắc màuĐổi sắc màu/độ bão hòa/giá trị của nét vẽThay đổi biểu tượng nhóm tầng lớpĐổi màu dọc theo nét vẽĐổi màu nét dựa vào một thuộc tính của nguyên vật liệuĐổi màu nét dựa vào nhiễu ngẫu nhiênĐổi màu nét dựa vào định hướng của nétĐổi màu nét dựa vào khoảng cách từ một đối tượngĐổi màu nét dựa vào khoảng cách từ máy quay phimĐổi màu nét dựa vào độ cong tỏa tròn của các bề mặt khung lưới 3DĐổi màu nét dựa vào góc độ của nếp gấp cơ sởĐổi độ dày đường nét dọc theo nét vẽĐổi độ dày nét vẽ dựa vào một thuộc tính của nguyên vật liệuĐổi độ dày nét vẽ dựa vào khoảng cách từ một đối tượngĐổi độ dày nét vẽ dựa vào khoảng cách từ máy quay phimĐổi độ dày hầu cho nét vẽ trông giống nét bút thư phápĐổi điểm tựa cho biến hóa (có nhiều lỗi trong phần mềm)Thay đổi vị trí của Bộ Sưu Tập Xương đang hoạt động trong danh sách các Bộ Sưu Tập XươngĐổi kênh đỏĐổi độ bão hòa (độ tươi của màu)Đổi lựa chọn cho toàn bộ các mặtĐổi sự lựa chọn cho toàn bộ các điểm đỉnhĐổi chế độ lựa chọnĐổi lựa chọn của toàn bộ các điểm đỉnh UVĐổi lựa chọn của toàn bộ các điểm điều khiển UVWĐổi lựa chọn của toàn bộ các điểm trên đường congĐổi sự lựa chọn của toàn bộ các dấu mốc của giám sát đang hoạt độngĐổi lựa chọn của toàn bộ các phần tử siêu cầuĐổi lựa chọn của toàn bộ các dấu mốc thời gianĐổi sự lựa chọn của toàn bộ các dấu giám sátĐổi sự lựa chọn của toàn bộ các đối tượng nhìn thấy được trong cảnhĐổi lựa chọn của toàn bộ các thông báo nhìn thấy đượcĐổi thứ tự sắp xếp dùng cột nằm dưới con trỏĐổi các giá trị chất liệu UV của nét vẽThay đổi vị trí, xoay chiều hoặc tỷ lệ của nét vẽĐổi độ dày của nét vẽChỉ đổi thẻ khi trình biên soạn này có cùng cạnh với một cửa sổ mục lụcĐổi hành động đang hoạt động sử dụngĐổi trọng lượng bo tròn của các cạnhĐổi thể loại bộ nhớ đệm của mô phỏngĐổi chỗ của ràng buộc trong danh sách, hầu cho nó được tính toán sau những cái khácĐổi độ cứng/sắc nét của nếp gấpĐổi nếp gấp của các điểm đỉnhĐổi hướng của đường cong bằng bởi cách hoán đổi dữ liệu bắt đầu và kết thúc của chúngĐổi chiều mà dây chuyền xương đang hướng vào (tráo đổi đầu và đuôi)'Thay đổi trật tự hiển thị của các nét vẽ đã chọnĐồi vị trí của hiệu ứng trong danh sách, hầu cho nó được tính toán sau một số những cái khác nào đóĐổi trạng thái khóa của toàn bộ, hoặc một số, nhóm điểm đỉnh trong đối tượng đang hoạt độngĐổi trạng thái khóa cho toàn bộ các hình mẫu của đối tượng đang hoạt độngĐổi khoảng cách tối thiểu được sử dụng bởi các đầu bút về mật độ/độ đậm đặcĐổi chế độ sử dụng để chắn lọc lựa chọn trong chế độ điêu khắc đường congĐổi chỉ số của bộ điều chỉnh trong ngăn xếp, hầu cho nó được tính toán sau những cái khác nằm trênĐổi số điểm điều khiển của hạt được chọn (bao gồm cả điểm gốc và ngọn)Đổi đối tượng trong chế độ hiện tạiThay đổi đối tượng trong chế độ hiện tại * Ctrl để thêm vào chế độ hiện tạiĐổi độ đục của nét vẽThay đổi thứ tự của các cộtĐổi vị trí của bộ đường nét đang hoạt động nội trong danh sách của các bộ đường nétĐổi vị trí của mô-đun phong cách trong danh sáchĐổi chế độ lựa chọn cho các nét Bút Chì DầuThay đổi kích thước của hình ảnhThay đổi kích thước hình thu nhỏThay đổi kích thước hình thu nhỏ theo từng bước riêng biệtĐổi kích thước hình thu nhỏ trong chế độ xem danh sáchĐổi tốc độ của mô phỏngĐổi chỉ số của bộ điều chỉnh trong ngăn xếp, hầu cho nó được tính toán sau những cái khác nằm trênĐổi thể loại đường congĐổi phương pháp mô phỏng cơ sởĐổi đến thẻ tương ứng khi các biểu tượng dữ liệu mục lục được bấm vàoĐổi sang địa ranh VR đã chọn trong danh sáchĐổi thể loại hiệu ứng viên trong mô phỏngĐổi thể loại của chất lỏng trong mô phỏngĐổi giá trịĐổi nguồn dữ liệu hữu hình trong bảng tínhĐổi thể loại hình học mà thao tác ảnh hưởng, các cạnh hoặc các điểm đỉnhĐổi tỷ lệ thu-phóng xem trước trình phối hìnhĐã Thay ĐổiĐã Thay Đổi và được ChọnĐổi kích thước phông chữ và các thành tố điều khiển trong giao diệnĐổi độ dày đường viền của thành tố điều khiển, đường thẳng và các chấm trong giao diệnNhững thay đổi các đường khâu của cạnh sẽ gây ra sự tính toán lại về mở gói UVKênhKênh %dMàu BảngĐiều Vận Kênh (chỉ đặt cho các Đường Cong-F Điều Vận mà thôi)Nhóm KênhMàu của Nhóm KênhKênh KhóaMa Trận KênhĐóng Gói KênhKênh xác định dữ liệu tư thế cho một xương trong một Tư ThếKênh mà dải sẽ được cắt raKênh để đặt dải này vàoCác giá trị kênh cao hơn mức tối đa này không được khóa hóaCác giá trị kênh thấp hơn mức tối thiểu này sẽ được khóa hóaCác Biến Số Điều Vận KênhKênhKênh của hình ảnh để hiển thịCác kênh của hình ảnh để vẽNhững kênh của bản xem trước để hiển thịCác kênh để hiển thị trong biểu đồ tần suấtChỉ Số Ký TựThông Tin về Ký TựPhân Khoảng của Ký TựTrọng Lượng Ký TựKý tự dùng để phân tách tên đối tượng thành cấu trúc cấp bậcKý TựThanĐiện TíchTrọng lượng của hiệu ứng viên điện tíchKhoảng cách ChebychevKiểm Tra sự Tồn TạiKiểm Tra Pháp Tuyến của Lực Đàn Hồi Bên TrongKiểm Tra Pháp Tuyến Bề MặtKiểm tra và sửa toàn bộ các chuỗi ký tự trong tập tin .blend hiện tại xem chúng có hợp lệ với mã Unicode UTF-8 hay không (cần thiết đối với một số các tập tin cũ trong địa phận của 2.4x)Kiểm tra và cảnh báo nếu định viết đè lên các tập tin tồn tạiKiểm Tra Cập Nhật khi Khởi ĐộngKiểm Tra xem Chọn Trái hay PhảiKiểm tra xem các đường nới dài có va chạm với các nét vẽ hay khôngBàn CờKhoảng Cách Ô CờÔ Cờ ChẵnÔ Cờ LẻChất Liệu Bàn CờXen Kẽ Ô CờKích Thước Bàn CờKiểm Tra Cập Nhật Trình Mở RộngKiểm tra tính hợp lệ của tập tin .blend hiện tại *SAU* bước hoàn tácKiểm tra tính hợp lệ của tập tin .blend hiện tại *TRƯỚC KHI* lưu vào đĩaKiểm tra tính hợp lệ của tập tin .blend hiện tại *TRƯỚC* bước hoàn tácThay ĐổiCon CáiSố của Đứa ConLàm Con CáiRàng Buộc Làm Con CáiCon Cái của Điều KhiểnKhông tìm thấy ràng buộc Con Cái CủaHạt Con CáiSố Hạt Con CáiBán Kính của Con CáiĐộ Tròn của Con CáiMầm Con CáiKích Thước của Con CáiBộ sưu tập con cái với các cài đặt liên quan đến bộ sưu tập của nóCon cái của xương tư thế nàyHạt con cái được nội suy từ các hạt đã được mô phỏng hoặc đã được chỉnh sửaSố hạt con cái xuất phát từ hệ thống hạtCon CáiMở Rộng Con CáiCon Cái TừSố Con Cái Mỗi Phụ HuynhBộ sưu tập con cái với các cài đặt đặc thù cho bộ sưu tập phụ huynh của chúngCon cái được mở rộng trong giao diện người dùngTắc NghẹnChọn Đen Trắng để lưu những hình ảnh ở gam màu xám, RGB để lưu các kênh đỏ, lục, lam, và RGBA cho lưu các kênh đỏ, lục, lam với kênh alpha (độ trong/đục)Chọn Kiểu Va ĐậpChọn bố trí về Màn HìnhChọn Bộ Lựa ChọnChọn kích thước tối đa cho toàn bộ các chất liệu kết xuấtChọn hình ảnh xem trước cho đầu bútChọn một thành tố điều khiển cho điều khiển xươngChọn điểm đánh dấu màu đang hoạt độngLựa chọn một hình ảnh nhằm giúp sự nhận diện khối dữ liệu một cách trực quanChọn giữa một loạt các giá trị tùy ý có chỉ sốChọn một trong hai, cập nhật nhanh hơn, hoặc kết xuất nhanh hơnChọn các diễn họa trực quan khác nhau về dữ liệu vượt quyền thư việnChọn không gian pháp tuyến để nướngChọn số lượng ảnh hưởng của Xương để xuất khẩuChọn phương pháp ánh xạ các bộ điều chỉnh phân hóa sang cơ chế phân hóa của USD trong quá trình xuất khẩuChọn các thực thể từ đầu vào "Thực thể" tại mỗi điểm đầu vào thay vì thực thể hóa toàn bộ hình họcChọn không gian pháp tuyến để nướngLựa Chọn Ngẫu GiảChọn thông tin về tô bóng để nướng thành hình ảnhChọn thư viện tài sản để hiển thị các tài sản từ đóChọn màu cấu hình của bạn, và bộ tô bóng sẽ ước tính xấp xỉ hệ số hấp thụ để kết xuất tóc giống như thếChọn định dạng tập tin để lưu vàoChọn kiểu nội suy mà các khóa mới sẽ được thêm vàoChọn thể loại thành tố điều khiển để kiến tạoChọn nguồn để lấy vận tốc hướng dẫn từ đóLựa chọn chỉ xuất khẩu phạm vi [0, 1] hoặc toàn bộ các ô UV nhéChọn khối dữ liệu {} để ấn định cho người dùng nàyĐộ Bập BềnhĐộ bập bềnh của đỉnh sóng (thêm một số thành phần di chuyển theo chiều ngang vào sự dời hình)Lọc MàuVéctơ Kế về Màu SắcThích Nghi Sắc ĐộThực hiện điều chỉnh sắc độ từ một điểm trắng khácHình TrònVòng Tròn (HSL)Vòng Tròn (HSV)Phân Đoạn Đường CongHình tròn với chấm ở trongVòng TrònTrònSự phụ thuộc tuần hoàn xảy ra đối với hình ảnh "%s" ở đối tượng "%s"Chậm rãi vòng tròn (mạnh nhất và năng động nhất)Hạn ĐịnhHạn Định Khung Hộp ViềnHạn Định Trực TiếpHạn Định Hệ SốHạn Định Bóng LoángHạn Định Gián TiếpHạn Định Dịch ChuyểnChống Đè Gối Lên NhauHạn Định VùngHạn Định Kết QuảHạn Định Bề Mặt Trực TiếpHạn Định Bề Mặt Gián TiếpSiết VàoRàng Buộc Siết VàoKiểu Hạn ĐịnhHạn Định Thể Tích Trực TiếpHạn Định Thể Tích Gián TiếpHạn Định SóngHạn định giá trị giữa giá trị nhỏ nhất và lớn nhấtHạn định xung lực va đập để tránh sự bất ổn xảy ra (0.0 để tắt hạn định)Hạn định cường độ điểm ảnh để giảm nhiễu bên trong các tia phản xạ bóng loáng từ bản đồ lập phương cho tia phản xạ (0 để tắt đi)Giới hạn kết quả của nút, chỉ cho phép nằm trong phạm vi 0,0 đến 1,0 mà thôiHạn định trục Z của đường cong lạiKẹp lại con cái của đường cong cho chúnh nó không thể đi ra ngoài điểm bắt đầu/kết thúc của đường congHạn định cường độ chiếu sáng trực tiếp để giảm nhiễu (0 để tắt đi)Hạn định hệ số trong phạm vi [0, 1]Hạn định số chỉ số theo kích thước của phạm vi thuộc tính thay vì xuất giá trị mặc định cho các chỉ số bất hợp lệHạn định cường độ chiếu sáng gián tiếp để giảm nhiễu (0 để tắt đi)Hạn định kết quả trong phạm vi [0, 1]Hạn chế kết quả trong một khoảng giới hạn mục tiêu [Tới Tối Thiểu, Tới Tối Đa]Hạn định biến hóa vào khoảng cách mà mỗi điểm đỉnh di chuyển trong hình dạng gốcHạn định chiều rộng để tránh đè gối lên nhauHạn định chiều dày dựa trên góc độHạn định nội trong phạm vi của cạnhHạn ĐịnhKhe HốcLớpTên LớpKinh-ĐiểnNhung Ashikhmin cổ điển (mô hình cũ)Kinh-ĐiểnDọn Dẹp các Đường CongDọn Dẹp Tập Tin Sau Khi Cài ĐặtDọn DẹpDọn dẹp các giám sát có giá trị sai số cao, hoặc có số khung hình (truy lùng) ítDọn dẹp kho lưu trữ làm việc của i18n (các tập tin po)Làm sạch các cạnh của nhóm điểm đỉnhHành động dọn dẹp để thi hànhXóa/Làm SạchXóa thẻ 'tắt' (vô hiệu hóa) khỏi toàn bộ các Đường Cong-F để các Đường Cong-F bị hỏng hoạt động trở lạiXóa các xem trước 'nội bộ' (nguyên vật liệu, chất liệu, hình ảnh, v.v.)Xóa cái đang Hoạt ĐộngXóa Toàn BộXóa Dữ Liệu Hoạt HọaXóa Dữ Liệu Tài SảnLớp Tráng Bóng TrongPháp Tuyến của Lớp Tráng Bóng TrongĐộ Nhám của Lớp Tráng Bóng TrongNgắt Tuần Hoàn (Bộ Điều Chỉnh-F)Xóa DeltaXóa Điều VậnXóa các bản sao (Ảo Ảnh) Đường Cong-F khỏi Trình Biên Soạn Đồ Thị đang hoạt độngXóa Người Dùng GiảXóa Người Dùng Giả và loại bỏ bản sao cất giấu trong ngăn xếp NLA của khối dữ liệu nàyXóa Hình ẢnhXóa các Hình Ảnh trước khi nướng (chỉ dùng cho chế độ nội bộ)Xóa Bên Trong Trướng Ngại VậtXóa Bên TrongXóa Dấu Lỏng LẻoXóa Bên NgoàiXóa Phụ HuynhXóa Đảo Nghịch Phụ HuynhXóa Phụ HuynhXóa Danh Sách các Tập Tin Gần ĐâyXóa Danh Sách các Tập Tin Gần Đây...Xóa Từ Đây Trở ĐiXóa Đường KhâuXóa Giám SátXóa Biến HóaKiểu XóaXóa Đến TớiXóa Quan SátXóa hành động sẽ thi hànhChỉ xóa giám sát đang hoạt động mà thôi, thay vì toàn bộ các giám sát đã chọnXóa toàn bộ các nướng của bộ điều chỉnh Line ArtXóa toàn bộ các dữ liệu đã tính toánXóa toàn bộ các ràng buộc khỏi xương đã được chọnXóa toàn bộ các ràng buộc khỏi các đối tượng đã chọnXóa toàn bộ các khung khóa của tính chất hiện tại đang hoạt độngXóa toàn bộ các bộ điều chỉnh khỏi các đối tượng đã chọnXóa toàn bộ các khối dữ liệu mổ côi, không có người dùng, khỏi tập tinXóa toàn bộ các nét vẽ trong đối tượng Bút Chì Dầu hiện tạiTháo toàn bộ các khóa về góc nhìnXóa nhưng Duy Trì Biến HóaXóa và Giữ Nguyên Biến Hóa (Xóa Giám Sát)Xóa hoạt họa cho các xương FK hoặc IK điTắt tính năng chỉ đóng góp gián tiếp trong Tầng Góc Nhìn của bộ sưu tậpXóa những xem trước của các bộ sưu tậpXóa những xem trước khối dữ liệu (chỉ dành cho một số thể loại như đối tượng, nguyên vật liệu, chất liệu, v.v. mà thôi)Khi xóa biến hóa vị trí bình thường thì xóa cả vị trí Delta nữaXóa cả sự xoay chiều delta trong khi xóa các biến hóa xoay chiều bình thường nữaXóa cả tỷ lệ delta trong khi xóa tỷ lệ biến hóa bình thường nữaHủy ẩn giấu các giám sát được chọnXóa các hình ảnh trước khi nướng (chỉ để lưu giữ nội bộ mà thôi)Xóa thay vì đánh dấu đường khâuXóa chỉnh sửa đảo ngược cho ràng buộc Làm Con CáiXóa chỉnh sửa đảo ngược cho ràng buộc Giải Nghiệm Đối TượngXóa các khung khóa khỏi những phần tử trong mảngXóa nhãn trên các nút đã chọnTắt chắn lọc của bộ sưu tập trong Tầng Góc Nhìn đang hoạt độngXóa đường chuyển động của toàn bộ các xươngXóa các đường chuyển động của toàn bộ các đối tượngXóa đường chuyển động của các xương đã chọnXóa các đường chuyển động của các đối tượng đã được chọnXóa các xem trước của đối tượngXóa đường dẫn ở các khung hình còn lại (sau cái hiện tại)Xóa đường dẫn (từ đầu) đến khung hình hiện tạiTháo ghim cho vùng lựa chọn, thay vì cắm ghim nóXóa phạm vi xem trướcXóa các xem trước về nguyên vật liệu, nguồn sáng, thế giới, chất liệu và các hình ảnhXóa sạch các xem trước về cảnh, bộ sưu tập và đối tượngXóa độ lăn của xương được chọnXóa các xem trước của cảnhXóa các đường khâu của các cạnh đã được đính lạiXóa các xem trước của tập tin .blend được chọnXóa các dịch chuyển của dải khỏi khung hình đầu và cuốiXóa bỏ kiểu cách, thay vì đặt nóXóa văn bản tùy theo thể loạiXóa cài đặt độc tấu ’solo' trên toàn bộ các bộ sưu tập xươngXóa nhóm đang hoạt độngXóa dữ liệu tài sản khi chèn thêm vào (đối với dữ liệu liên kết thì nó luôn luôn được giữ lại)Xóa hết các ranh giới cho các thao tác quan sát điXóa các khoanh vùng kết xuất và tắt chế độ kết xuất nàyXóa sạch các ranh giới của vùng kết xuất và vô hiệu hóa (tắt) vùng kết xuấtXóa lịch sử dòng lệnhXóa sạch khe kết xuất được chọn hiện tạiXóa dòng và lưu vào lịch sửHủy phụ huynh của màn chắn lọcXóa vị trí của đối tượngXóa tọa độ gốc của đối tượngXóa quan hệ phụ huynh của đối tượngXóa sự xoay chiều của đối tượngXóa tỷ lệ của đối tượngXóa giá trị tính chất và dùng giá trị mặc định hay giá trị được sinh tạo trong các thao tác/phép toán (operators)Xóa danh sách các tập tin gần đâyXóa lịch sử cuộn trở lạiXóa sạch trường thanh lọc tìm kiếmXóa sự xoay nghiêng của các điểm điều khiển lựa chọnXóa toàn bộ các đường dẫnXóa ràng buộc giám sát hoặc cờ hiệu khỏi đối tượngXóa các giám sát ở sau/trước vị trí hiện tại, hoặc xóa toàn bộ giám sátXóa các giá trị biến hóa sau khi đã thuyên chuyển sang deltasXóa dữ liệu chắn lọc điểm đỉnh điêu khắc khỏi khung lướiXóa lớp da điểm đỉnhLàm Sạch:Bấm ChuộtNhấp vào nút để chọn một bộ sưu tập:Bấm vào khung lưới để đặt chi tiếtNhấp chuột để cho thêm tính năng bảo vệ, khỏi bị xóa điNhấp chuột để ấn định nút ở đây:Bấm để mở trình biên soạn thông tinBấm chuột để đặt điểm cuối của các phân đoạn đường thẳng (kết nối với nhau)Nhấp chuột để xóa bảo vệ khỏi tình trạng bị xóa điNhững cái bấm chuột ở sau nền sẽ không khởi đầu nét vẽCắt XénCắt Xén AlphaCắt Xén Máy Quay PhimCắt Xén Nội DungHiển Thị Đoạn PhimTrình Biên Soạn Đoạn PhimTrình Biên Soạn Đoạn PhimĐiểm Kết Thúc Tầm NhìnKhông Nhắc Lại Hình ảnhCắt Xén X Tối ĐaCắt Xén Y Tối ĐaCắt Xén X Tối ThiểuCắt Xén Y Tối ThiểuCác Bình Diện Cắt XénĐiểm Khởi Đầu Tầm NhìnDải Đoạn PhimNgưỡng CắtHạn định các tọa độ UV trong đường viền ranh giới sau khi mở góiNgười Dùng của Đoạn PhimCắt xén alpha dưới giới hạn này trong chế độ xem chất liệu 3DCắt xén bản vẽ theo kích thước máy quay phim khi xuất khẩu trong góc nhìn máy quay phimDữ liệu không gian của trình biên soạn đoạn phimCắt đến Ranh GiớiCắt tới diện tích hình lập phương quanh hình ảnh và đặt các điểm ảnh ngoại biên trở thành trong vắtCắt tới kích thước hình ảnh và đặt các điểm ảnh ngoại biên trở thành trong vắtCắt xén nội dung của góc nhìn dựa trên những cái gì nhìn thấy được trong các góc nhìn bên khácBộ nhớ tạm không có chứa ma trận hợp lệ nào cảBộ nhớ tạm không có một tài sản ở trongBộ nhớ tạm hiện thời là trống rỗngBảng nhớ tạm (clipboard) quá dàiCắt XénRanh Giới Cắt XénĐường Biên Cắt XénDịch Chuyển của vùng Cắt XénKhởi Điểm của vùng Cắt XénTùy Chọn về Cắt XénCắt ngắn hoạt họa trong khoảng chơi lại đã chọnThuận Chiều Kim Đồng HồRập Khuôn AlphaHình Ảnh để Rập KhuônRập Khuôn TầngÁnh Xạ để Rập KhuônDịch Chuyển của Hình Rập KhuônSao Chỉ Số Chất Liệu SơnRập khuôn tầng mạch lưới UVChỉ số của tầng mạch lưới UV rập khuônChỉ số của tầng chứa mạch lưới UV để rập khuônRập Khuôn từ Hình Ảnh/Ánh Xạ UVRập Khuôn từ Khe SơnĐóng LạiToàn Bộ KínĐóng Khu Vực LạiĐóng Kín Chốt TrụcPhương Pháp Đóng Kín Chốt TrụcĐỉnh KínMở hoặc đóng toàn bộ các phần tửĐóng hoặc mở nét vẽ đã chọn, cho thêm một phân đoạn từ điểm cuối đến điểm đầuĐóng khu vực đã chọn lạiĐóng cửa sổ hiện tại lạiVòng Mạch KínĐóng theo Mặc ĐịnhKhông hỗ trợ vòng mạch kínGần NhấtChỉ Số Gần NhấtUDIM gần nhấtTrọng Lượng Gần NhấtĐóng KínĐầu Vào Đóng KínMục Đầu Vào Đóng KínCác Mục Đầu Vào Đóng KínID của Nút Đóng KínỔ Cắm Nút Đóng KínGiao Diện Ổ Cắm Nút Đóng KínĐầu Ra Đóng KínMục Đầu Ra Đóng KínCác Mục Đầu Ra Đóng KínKích Thước Đóng KínVùng Đóng KínĐóng kín không có đầu vào: "{}"Đóng kín không có đầu ra: "{}"Ổ cắm đóng kín của một nútVải VócSắp Đặt về Va Đập của Vải VócHạn Định Vải VócKhối Lượng của Vải VócBộ Điều Chỉnh Vải VócSắp Đặt Sẵn về Vải VócSắp Đặt về Vải VócMô Phỏng Vải VócSự va đập của vải tôn trọng hướng pháp tuyến của những vật va đập (cải thiện tình trạng xuyên qua nhau)Xung lực va đập của vải vóc hoạt động theo hướng pháp tuyến của vật va đập (đáng tin cậy hơn trong một số trường hợp)Động lực học của vải vóc cho tócMô hình vải với lực góc đàn hồi khi uốn cong (angular bending springs)Mô hình vải với lực đàn hồi uốn cong tuyến tính (cũ)Bộ điều chỉnh mô phỏng vải vócCác sắp đặt trong mô phỏng vải vóc cho một đối tượngCác sắp đặt mô phỏng vải vóc về sự va đập vào bản thân và va đập với các đối tượng khácTốc độ vải vóc được nhân với giá trị nàyMâyChất Liệu MâyKhóm LạiĐường Cong Tạo KhómHệ Số KhómKhóm các Đường Cong Tóc LạiNhiễu KhómKích Thước Độ Nhiễu KhómDịch Chuyển KhómKhóm LạiLượng Khóm LạiKhóm các đường cong tóc hiện có với nhau lại bằng các đường cong hướng dẫnPhân Cụm Điều KhiểnPhân cụm các điều khiển ở cùng một vị tríLệnhThô ThiểnLớp Tráng BóngChỉ Số Khúc Xạ của Lớp TrángPháp Tuyến của Lớp TrángĐộ Nhám của Lớp TrángTrọng Lượng của Lớp TrángBộ Hóa Giải MãCài đặt mã hóa/giải cho JPEG 2000Hệ số K0 của đa thức thấu kínhHệ số K1 của đa thức thấu kínhHệ số K2 của đa thức thấu kínhHệ số K3 của đa thức thấu kínhHệ số K4 của đa thức thấu kínhHệ SốCác hệ số cho 'X' (bắt đầu từ mũ thấp nhất X^0)Cà Phê (Tươi/Nướng)MàuThu LạiThu (đóng) toàn bộ các kênh hoạt họa có thể mở rộng đã chọn lạiThu Cạnh LạiThu Tóm Tắt LạiThu toàn bộ các kênh lại (không chỉ những cái được chọn mà thôi)Thu các cạnh không có bề, các cạnh may của vải vóc lạiTrong mọi trường hợp thì thu lại, ngoại trừ các bộ tô bóngThu gọn các vùng cạnh và mặt đứng cô lập, hợp nhất dữ liệu như UV và các thuộc tính màu. Chức năng này có thể thu gọn các vòng cạnh cũng như các vùng của các mặt kết nối thành các điểm đỉnhThu các cạnh ngắn lại để loại bỏ các chi tiết của khung lưới ở những chỗ có thểThu tóm tắt lại khi hiển thị, hầu cho toàn bộ các kênh khác đều được ẩn giấu đi (chỉ dành cho Bảng Hành Động)Đóng vùng hiển thị các sắp đặt của thao tác lạiThu thập các nút liên quan với nhau trong một khu vực chung. Hữu ích cho bố trí không yêu cầu khả năng tái sử dụng của một nhóm nútBộ Sưu TậpMớiBộ Sưu Tập %dKhông thể vượt quyền bộ sưu tập '%s' (được thực thể hóa thành bởi đối tượng đang hoạt động) đượcBộ sưu tập '%s' đã nằm trong bộ sưu tập '%s' rồiBộ sưu tập '%s' không phải là một ID gốcBộ sưu tập '%s' không nằm trong bộ sưu tập '%s'Không tìm thấy bộ sưu tập '%s'Bộ Sưu Tập Con CáiBộ Sưu Tập Con CáiMàu của Bộ Sưu TậpNhãn Màu của Bộ Sưu TậpMàu của Bộ Sưu TậpCác Trình Xử Lý Xuất Khẩu của Bộ Sưu TậpChỉ Số của Bộ Sưu TậpThông Tin Bộ Sưu TậpTạo Bộ Sưu Tập MớiLiên Kết Ánh Sáng của Bộ Sưu TậpChắn Lọc Bộ Sưu TậpCác Màn Chắn Lọc Bộ Sưu TậpTên Bộ Sưu TậpĐảo Bộ Sưu TậpBộ Sưu Tập Ổ Cắm NútBộ Sưu Tập Giao Diện Ổ Cắm của NútĐối Tượng Bộ Sưu TậpĐối Tượng Bộ Sưu TậpTính Chất Bộ Sưu TậpThao Tác Đặc Biệt về Bộ Sưu TậpBộ Sưu TậpBộ sưu tập chứa các đối tượng tham gia vào mô phỏng nàyBộ sưu tập chứa các đối tượng ràng buộc thân cứngBộ sưu tập chứa đối tượng hiện tạiBộ sưu tập các khối dữ liệuBộ sưu tập không chứa thể loại đối tượng có thể kết xuất xem trước tự động đượcTên của bộ sưu tập để thêmBộ Sưu Tập các AOVBộ Sưu Tập các Yếu Tố Dốc MàuBộ Sưu Tập các Điểm Ánh Xạ Đường CongBộ Sưu Tập các Đường Cong-F Điều VậnBộ sưu tập các bề mặt Khung Vẽ Sơn Động LựcBộ Sưu Tập Bộ Điều Chỉnh Đường Cong-FBộ sưu tập các Đường Cong-F dành cho một khe hành động nào đó, trên một dải cụ thểBộ Sưu Tập các khung hình Bút Chì DầuBộ sưu tập các tầng lớp Bút Chì DầuBộ sưu tập các tầng lớp chắn lọc Bút Chì DầuBộ Sưu Tập các Bút Chì DầuDuy bộ sưu tập của các ID, được sử dụng để phân biệt giữa các ID tiềm năng có cùng tên từ các thư viện khác nhauBộ Sưu Tập các Cấu Hình PhímBộ Sưu Tập của các Nhóm Ánh SángBộ Sưu Tập các Dải NLABộ Sưu Tập các Rãnh NLABộ sưu tập các Đường Cong-F của NLABộ Sưu Tập các Kết Nối của NútBộ Sưu Tập các Ổ Cắm của NútBộ Sưu Tập NútBộ sưu tập của các khối dữ liệu về Đối TượngBộ sưu tập các đường dẫn thành phần OpenXRBộ sưu tập những đường dẫn người dùng của OpenXRBộ Sưu Tập các Điểm của Mặt CắtBộ Sưu Tập của Khóa Tính Lại Thời GianBộ Sưu Tập Phần Tử DảiBộ Sưu Tập các DảiBộ sưu tập các ô UDIMBộ sưu tập các tầng lớp ánh xạ UVBộ sưu tập các kết buộc trong bảng ánh xạ hành động XRBộ sưu tập các ánh xạ hành động XRBộ sưu tập các ánh xạ hành động XRBộ sưu tập các khe hành độngBộ sưu tập của các hành độngBộ sưu tập các trình bổ sungBộ sưu tập các kênh hoạt họa, thường liên kết với một khe hành độngBộ sưu tập các tầng lớp hoạt họaBộ sưu tập các dải hoạt họaBộ sưu tập các khung hình chú thíchBộ sưu tập các tầng lớp chú thíchBộ sưu tập các chú thíchBộ sưu tập các xương của khung rốiBộ sưu tập các xương biên soạn của khung rốiBộ sưu tập của các khung rốiBộ sưu tập của các hình ảnh nềnBộ sưu tập các chỉ mục để nướngBộ sưu tập các chỉ mục ngữ cảnh nhập khẩu tập tin blendBộ sưu tập của các đầu bútBộ sưu tập của các bộ nhớ đệmBộ sưu tập của các tầng lớp bộ nhớ đệmBộ sưu tập các máy quay phimBộ sưu tập các chỉ mục thuộc tính nắm bắtBộ sưu tập các Biến Số điều vận kênhBộ sưu tập của các bộ sưu tập con cáiBộ sưu tập của các đối tượng bộ sưu tậpBộ sưu tập của các tổ hợpBộ sưu tập các mục kết hợp bóBộ sưu tập các chốt trụcBộ sưu tập các đường congBộ sưu tập bộ dấu nhãn tài sản tùy chỉnhBộ sưu tập các khối dữ liệu có thể tham chiếu bởi dữ liệu đã nướngCác Trình Xử Lý Xuất Khẩu của Bộ Sưu TậpBộ sưu tập các nhóm đường cong-fBộ sưu tập các mục đầu vàoBộ sưu tập các mục đầu vàoBộ sưu tập các đường dẫn tập tin có gốc ``thư mục`` chungBộ sưu tập các phôngBộ sưu tập các mục chínhBộ sưu tập các mục sinh tạoBộ sưu tập các đồ dùng gizmosBộ sưu tập các đường cong tócBộ sưu tập các hình ảnhBộ sưu tập các mục đổi chỉ số (index_switch)Bộ sưu tập các mục đầu vàoBộ sưu tập các chỉ mục tạo nên một liệt kêBộ sưu tập các điểm của khung khóaBộ sưu tập những đường dẫn của Bộ KhóaBộ sưu tập các phần tử ấn định phímBộ sưu tập các ấn định phímBộ sưu tập các lưới ràoBộ sưu tập các tầng để màn chắn lọc sử dụngBộ sưu tập các tầng định nghĩa màn chắn lọc nàyBộ sưu tập các thư việnBộ sưu tập của phần tử thăm dò ánh sángBộ Sưu Tập của các Nguồn SángBộ sưu tập các phong cách nétBộ sưu tập các mục chínhBộ sưu tập các dấu mốc để giám sát bình diện của phimBộ sưu tập các dấu mốc để giám sát phimBộ sưu tập các dấu mốc trong giám sátBộ sưu tập các điểm của chốt trục chắn lọcBộ sưu tập các chốt trục chắn lọcBộ sưu tập các màn chắn lọcBộ sưu tập các nguyên vật liệuBộ sưu tập các cạnh của khung lướiBộ sưu tập các vòng khung lướiBộ sưu tập các đa giác của khung lướiBộ sưu tập các điểm đỉnh khung lướiBộ sưu tập các khung lướiBộ sưu tập các phần tử siêu cầuBộ sưu tập các siêu cầuBộ sưu tập các đoạn phimBộ sưu tập các đối tượng giám sát theo dõi phimBộ sưu tập các giám sát bình diện trong phimBộ sưu tập các dấu giám sát theo dõi phimBộ sưu tập các cây nútBộ sưu tập các ràng buộc đối tượngBộ sưu tập các hiệu ứng của đối tượngBộ sưu tập các bộ điều chỉnh đối tượngBộ sưu tập các đường dẫn đến đối tượngBộ sưu tập các đối tượngBộ sưu tập các đối tượng trong đối tượng dữ liệu giám sát nàyBộ sưu tập của các thao tác vượt quyềnBộ sưu tập các tính chất vượt quyềnBộ sưu tập các hình ảnh đã đóng góiBộ sưu tập các đường cong sơnBộ sưu tập các màu trong bảngBộ sưu tập các bảng pha màuBộ sưu tập các sắp đặt của hạtBộ sưu tập các của hệ thống hạtBộ sưu tập các đường dẫnBộ sưu tập các dấu giám sát bình diện trong đối tượng dữ liệu về giám sát nàyBộ sưu tập các giám sát bình diện trong đối tượng dữ liệu giám sát này. Đã lỗi thời, xin hãy sử dụng objects[name].plane_tracksBộ sưu tập các bộ nhớ đệm điểmBộ sưu tập của các đám mây điểmBộ sưu tập của các điểmBộ sưu tập các điểm cho duy đường cong Bézier mà thôiBộ sưu tập của các điểm tạo nên chốt trục hoặc chốt trục nurbs nàyBộ sưu tập các ràng buộc cho xương tư thếBộ sưu tập các bản vẽ liên quanBộ sưu tập các bản phác họa liên quanBộ sưu tập các bản phác họa liên quan trên một khung hình nhất địnhBộ sưu tập các tầng kết xuấtBộ sưu tập các lượt kết xuấtBộ sưu tập các góc nhìn kết xuấtBộ sưu tập các chỉ mục lặp lạiBộ sưu tập các cảnhBộ sưu tập các màn hìnhBộ sưu tập các mục tách phân bó raBộ sưu tập các mục mô phỏngBộ sưu tập các máy quay phim được giải nghiệmBộ sưu tập các âm thanhBộ sưu tập các thư viện nguồn, tức các đường dẫn của tập tin blendBộ sưu tập các không gianBộ sưu tập các loaBộ sưu tập các của điểm chốt trục BézierBộ sưu tập các điểm chốt trụcBộ các chốt trục trong đối tượng dữ liệu đường cong nàyBộ chốt trục định nghĩa tầng nàyBộ sưu tập các bộ điều chỉnh dảiBộ Sưu Tập các Bố Trí Ánh Sáng StudioBộ sưu tập các xương và trọng lượng đíchBộ sưu tập các văn bảnBộ các khe chất liệuBộ sưu tập chất liệuBộ sưu tập các dấu mốc trên lịch trình thời gianBộ sưu tập các giám sát bình diệnBộ sưu tập các dấu giám sát trong đối tượng dữ liệu về giám sát nàyBộ sưu tập các giám sát trong đối tượng dữ liệu giám sát này. Đã lỗi thời, xin hãy sử dụng objects[name].tracksBộ sưu tập các dấu giám sát sử dụng cho quá trình chống rung 2D (dịch chuyển)Bộ sưu tập các thư viện tài sản của người dùngBộ sưu tập các kho lưu trữ tiện ích mở rộng của người dùngBộ sưu tập các màu điểm đỉnhBộ sưu tập các nhóm điểm đỉnhBộ sưu tập các mục chínhBộ sưu tập các thể tíchBộ sưu tập các quản lý cửa sổBộ sưu tập không gian làm việcBộ sưu tập các thế giớiBộ sưu tập ổ cắm của một nútBộ sưu tập chứa đối tượng đáng phải là một thành viên của nóBộ sưu tập bao bọc bộ sưu tập tầng lớp nàyBộ sưu tập xác định mối quan hệ liên kết ánh sáng của đối tượng phát xạ nàyBộ sưu tập xác định các đối tượng cản trở ánh sáng từ đối tượng phát xạ nàyBộ sưu tập {:s} có cùng một uid {:d} với {:s}Các Bộ Sưu TậpBộ Sưu TậpBộ sưu tập của các đối tượngNhững bộ sưu tập là con cái trực tiếp (kề sát) của bộ sưu tập nàyVa đập với các đối tượng trong quá trình mô phỏngVa đập với các đối tượng va đập trong cảnhMa Sát của Phần Tử Va ĐậpVa ĐậpBộ Sưu Tập Va ĐậpBộ Sưu Tập Va ĐậpLề Va ĐậpBộ Điều Chỉnh Sự Va ĐậpChất Lượng Va ĐậpSắp Đặt về Va ĐậpHình Dạng Khối Va ĐậpHình Dạng Va Đập của đối tượng trong Mô Phỏng Thân CứngKiểu Va ĐậpNhóm Điểm Đỉnh Va ĐậpBộ sưu tập va đập mà thân cứng trực thuộcKhoảng cách va chạmBộ điều chỉnh xác định vị trí trong ngăn xếp dùng cho sự va đậpCác sắp đặt về ảnh hưởng va đập đối với mô phỏng vật lýVa ĐậpMàu+X+Y+Z-X-Y-ZACộngBChế độ pha trộnCMàuĐốt Cháy MàuTránh Né MàuKiểu Cách Vẽ Điều KhiểnTốiTối + Tia XạLàm TốiHiệuLoại TrừGÁnh Sáng MạnhSắc MàuSángNhạt + Tia XạLàm SángGiới Hạn KênhĐốt Cháy Tuyến TínhÁnh Sáng Tuyến TínhĐộ SángChế ĐộNhânVẽ LồngÁnh Sáng Hội TụRRGBĐộ Bão HòaMàn HìnhÁnh Sáng Mềm MạiKhấu TrừGiá TrịÁnh Sáng Rực RỡMàu & AlphaMàu 01Màu 02Màu 03Màu 04Màu 05Màu 06Màu 07Màu 08Màu 09Thuộc Tính MàuChức Năng Đặc Biệt về Thuộc Tính MàuThuộc Tính MàuCân Bằng MàuMàu Sắc SauĐốt Cháy MàuChỉnh Sửa MàuĐộ Sâu của MàuTránh Né MàuĐộ Khô của MàuHệ Số Màu SắcBộ Lọc MàuKhung Lưới Đồ Thị MàuĐường Khung Lưới Đồ Thị MàuNội Suy MàuKhóa MàuTầng Lớp MàuQuản Lý Màu SắcÁnh Xạ Màu SắcMàu Tối ĐaDải Pha Trộn MàuChế Độ MàuBộ Điều Chỉnh MàuĐiều Biến MàuNút Màu SắcỔ Cắm Màu Sắc của NútGiao Diện Ổ Cắm của Nút ColorĐộ Đục của MàuBảng Pha MàuTham Số Hóa MàuĐường Dẫn của Màu SắcTrình Chọn MàuTrình Chọn MàuMàu Sắc SauMàu Sắc TrướcMàu Định TrướcSố Bit Lượng Tử Hóa MàuDốc MàuPhần Tử Dốc MàuPhần Tử của Dốc MàuBộ Màu SắcID của Bộ Màu SắcBộ Màu {:d}Các Bộ MàuDịch Chuyển MàuKhông Gian Màu SắcSắp Đặt của Không Gian Màu SắcKhông Gian Màu Sắc: Màu Tràn VãiMức Lan Tỏa MàuDải Màu SắcNhãn MàuThẻ Đánh Dấu MàuNgưỡng MàuKiểu Màu SắcGiá Trị của MàuMàu sắc và alpha cho lớp lồng vẽ hướng dẫn bố cụcNướng thuộc tính màu sắc chỉ được hỗ trợ cho các đối tượng khung lưới mà thôiKhuếch đại cân bằng màu (vùng nêu bật)Gamma của cân bằng màu (sắc thái ở vùng trung độ (midtones))Nâng sáng cân bằng màu (bóng tối)Bộ điều chỉnh cân bằng màu sắc cho dải trình tựTham số cân bằng màu cho một dải trình tựTham số cân bằng màu cho một dải trình tự và các bộ điều chỉnh của nóTô màu các tế bào tùy vị tríÁnh xạ đường cong màu sắc được áp dụng trước khi hiển thị biến hóaMàu sắc cho toàn bộ các đường nét trong tầng lớp nàyMàu sắc dành cho màu nền tùy chỉnhMàu sắc cho các mục lỗiMàu cho vùng tô kín được khoanh vùng bằng mỗi nét vẽMàu để biểu thị các khung khóa Bút Chì DầuMàu sắc cho các mục thông tinMàu để hòa trộn với màu tô phủ kín chínhMàu cho các Đường Cong-F biến hóa mới được thêm (Vị Trí, Xoay, Tỷ Lệ) và Màu Sắc được dựa trên trục biến hóa nữaMàu của đường viền đối tượngMàu cho chế độ màu đơnMàu sắc cho dải/hành động đang được "hiệu chỉnh" hoặc biên soạnMàu sắc cho các mục thành côngMàu sắc để nhuốm các màu nét vẽMàu sắc cho các mục cảnh báoMàu của mạch lưới khi ở trong Chế Độ Biên Soạn, và sự lựa chọn cạnh đang hoạt độngMàu sắc từ Nhiệt ĐộDịch chuyển sắc của màuMàu trong không gian màu sRGBMàu trong không gian đã hiệu chỉnh gammaMàu trong không gian màu tuyến tínhMàu đỏ, lục, lam, alpha (RGBA) trong không gian màu tuyến tínhĐầu vào màu để áp dụng biến hóa màu HSVĐầu vào màu để áp dụng hiệu chỉnhĐầu vào màu dùng để đảo ngượcHiệu ứng rung màu theo sắc độHiệu ứng rung màu theo độ bão hòaHiệu ứng rung màu theo giá trị/độ sángSắp đặt quản lý màu sắc áp dụng vào hình ảnh trước khi cho lưuCác sắp đặt về quản lý màu sắc được sử dụng trong việc hiển thị hình ảnh trên màn hìnhQuản lý màu sắc theo đặc thù của thiết bị hiển thịSắp đặt ánh xạ màu sắcKhông thể xóa bộ điều chỉnh màu sắc '%s'Thể loại bộ điều chỉnh màu sắcBộ điều chỉnh màu để thay đổi màu nétTô màu liên kết của nút dựa trên các ổ cắm được kết nối của chúngMàu của dấu hiệu báo Khóa Hóa Tự Động khi được bật lênMàu cho dấu mốc đang hoạt độngMàu của khung khóa phân tíchMàu của con trỏ khi cộngMàu của con trỏ khi trừMàu cho dấu mốc đã bị vô hiệu hóaMàu của khung khóa cường điệuMàu sắc của thư mục trong trình duyệt tập tinMàu của khung khóa được sinh tạo raMàu của khung khóa rung nhẹMàu của đường viền khung khóaMàu của các khung khóa trên đường dẫn sau khung hình hiện tạiMàu của các khung khóa trên đường dẫn trước khung hình hiện tạiMàu sắc của ánh sáng phát ra từ bề mặtMàu của dấu mốc bị khóaMàu của dấu mốcMàu của đường viền dấu mốcMàu của khung khóa duy trì chuyển độngMàu sắc của các tầng chú thích mớiMàu của đường dẫn nằm sau khung hình hiện tạiMàu của đường dẫn nằm trước khung hình hiện tạiMàu vẽ lồng phân khoảng xem trướcMàu của khung khóa rung nhẹMàu vẽ lồng phân khoảng xem trướcMàu của khung khóa phân tích được chọnMàu của khung khóa cường điệu được chọnMàu của khung khóa sinh tạo được chọnMàu của khung khóa rung nhẹ được chọnMàu của khung khóa được chọnMàu của đường viền khung khóa được chọnMàu của dấu mốc được chọnMàu của khung khóa duy trì chuyển động được chọnMàu khóiMàu khói phát ra từ nhiên liệu cháyMàu của kênh tóm tắtMàu của chất liệu lồngMàu cho nét bóng tối 1 điểm ảnh nằm dưới thành tố điều khiểnMàu của Đường Cong-F trong Trình Biên Soạn Đồ ThịMàu của ánh sáng môi trường chiếu sáng cảnh đồng đềuMàu sắc của khu vực giữa các viên gạchMàu NềnMàu của đường viền giữa các trình biên soạnMàu sắc của kênh trong bảng hành độngMàu của loại ổ cắm tương ứng trong trình biên soạn nútMàu của ánh sáng phát raMàu của ô cờ đầu tiênMàu của viên gạch tham chiếu đầu tiênMàu của ánh sáng cho các điểm nhấn khuếch xạ nổi bậtMàu cho ánh phản xạ chuẩn của nguồn sángMàu của nguyên vật liệuMàu sắc của nguyên vật liệu được sử dụng cho khuếch tán, dưới bề mặt, ánh kim loại và truyền xạMàu đường viền của mỗi trình biên soạn, ngoại trừ cái đang hoạt độngMàu đường viền của trình biên soạn đang hoạt độngMàu sắc của nước sơnMàu của ô cờ thứ haiMàu của viên gạch tham chiếu thứ haiMàu phản chiếu của nước láng bóngMàu của con trỏ chèn văn bản (gạch nháy)Màu của giám sát trong Trình Biên Soạn Đoạn Phim và cổng nhìn 3D sau một giải nghiệmBảng màu để sử dụngTrình chọn màuDốc màu giúp ánh xạ giá trị thành màu sắcDốc màu dùng để đổi màu nétDốc màu dùng để xác định hiệu ứng vận tốc của bút sơnDốc màu dùng để xác định suy giảm dần theo mức cận độKhoảng màu sử dụng để diễn họa trọng lượng trong chế độ sơn trọng lượngHệ số bão hòa của màuMàu dùng để áp dụng ánh hừng sángBộ màu là do người dùng định nghĩa, thay vì Bộ Màu Kiểu Mẫu sắp đặt sẵnBộ màu chỉ định màu xương cho nhóm nàyKhông gian màu sắc trong tập tin hình ảnh, để chuyển đổi sang đó, hoặc từ đó, khi lưu hoặc nạp hình ảnhKhông gian màu của hình ảnh đầu vàoKhông gian màu của hình ảnh đầu raKhông gian màu sắc mà trình phối hình video sử dụngBảng màu để sử dụngKhông gian màu được sử dụng để xử lý YCbCrAKhông gian màu sử dụng cho toàn bộ các màu tuyến tính của cảnh trong tập tin này và đồng thời cho việc xử lý nút hình học, bộ tô bóng và tổng hợpĐộ đậm của màu cho những nét vẽ mới (tác động hệ số alpha - độ trong - của màu)Thẻ màu 1Thẻ màu 2Thẻ màu 3Thẻ màu 4Thẻ màu 5Thẻ màu 6Thẻ màu 7Thẻ màu 8Nhãn màu đánh dấu bộ sưu tậpNhãn màu đánh dấu cho một dảiThẻ màu của nhóm nút, tức cái sẽ tác động đến màu của tiêu đềNhiệt độ màu của điểm trắng cung cấp ở đầu vàoNhiệt độ màu của điểm trắng cung cấp ở đầu raNhiệt độ màu điểm trắng của cảnhMàu dùng để mã hóa ánh xạ pháp tuyến trong không gian chỉ địnhMàu cần phải duy trì (không được thay đổi)Tô màu hành trìnhSắc thái màu của điểm trắng cung cấp ở đầu vào (mặc định 10 tương xứng với ánh sáng ban ngày)Sắc thái màu của điểm trắng cung cấp ở đầu ra (mặc định 10 tươmg xứng với ánh sáng ban ngày)Sắc thái màu của điểm trắng trong cảnh (mặc định 10 là giống với ánh sáng ban ngày)Màu cho nền văn bản đóng dấuMàu để sử dụng cho văn bản đóng dấuMàu sử dụng cho Mép ViềnMàu sử dụng cho Bóng TốiMàu sử dụng cho xương đang hoạt độngMàu sử dụng cho sự hừng sáng tạo raMàu sử dụng cho xương lựa chọnMàu sử dụng cho bề mặt của các xươngMàu sử dụng để đổi sắc thái/nhuốmMàu sử dụng để nêu bật khoảng phạm viHệ số giá trị màu sắcGiá trị màu trong thuộc tính hình họcMàu {:d}Màu1Màu2Tô Màu Ràng BuộcTô MàuTô MàuHiệu Ứng Tô MàuHiệu ứng tô màuMàu SắcCộtCột 1Cột 1 Hàng 1Cột 1 Hàng 2Cột 1 Hàng 3Cột 1 Hàng 4Cột 2Cột 2 Hàng 1Cột 2 Hàng 2Cột 2 Hàng 3Cột 2 Hàng 4Cột 3Cột 3 Hàng 1Cột 3 Hàng 2Cột 3 Hàng 3Cột 3 Hàng 4Cột 4Cột 4 Hàng 1Cột 4 Hàng 2Cột 4 Hàng 3Cột 4 Hàng 4Xen Kẽ CộtTên CộtChọn CộtKích Thước CộtSố cột dùng để hiển thị lề bên phảiCột để nhảy đếnCác CộtKích Thước các CộtCác cột trong bảngSố Cột:Chải tócKết HợpSự kết hợp của dời hình thực và ánh xạ độ gồ ghề để đạt được chi tiết tinh tế hơnKết HợpKết Hợp BóMục Kết Hợp BóKết Hợp MàuKết Hợp Ma TrậnKết hợp các hình ảnh đa tầng lớp OpenEXR đã kết xuất với các phạm vi mẫu khác nhau thành một hình ảnh với độ nhiễu thuyên giảmKết Hợp Biến HóaKết Hợp XYZKết hợp toàn bộ các tầng lớp thành một tầng lớp duy nhấtKết hợp toàn bộ các lớp có cùng tênKết hợp toàn bộ các thành phần tạo bóng tối thể tích vào một nút duy nhất dễ sử dụngKết hợp một hình ảnh từ các kênh màu tổng hợp của nóKết hợp và phân tầng các Hành ĐộngKết hợp bất kỳ số chuỗi ký tự đầu vào nào lại làm mộtKết hợp hai góc nhìn thành một hình ảnh bị bóp nénKết hợp phương pháp lấy mẫu vật khoảng cách và góc đều cho các thể tích, trong khi chẳng phương pháp nào là hoàn mỹ cảKết hợp các khung lưới đồ thị theo phương pháp khấu trừKết hợp các khung lưới đồ thị theo phương pháp cộng gộpKết hợp các tầng lớp, dựa trên chế độ, thành mộtKết hợp các tầng lớp trong nhóm đang hoạt động thành một tầng lớp duy nhấtKết hợp các khung lưới theo phương pháp trừ khấu điKết hợp các khung lưới theo phương pháp thêm vàoKết hợp nhiều giá trị ổ cắm thành một.Kết hợp tỷ lệ gốc với tỷ lệ sao chépKết hợp các xoay chiều giống như hộp kiểm Dịch Chuyển cũ. Không làm việc hiệu quả lắm đối với những xoay chiều đa trục.Kết hợp hình ảnh nền của không gian với màn chắn lọcKết hợp tầng lớp đang hoạt động với tầng lớp ngay bên dưới (nếu có)Kết hợp các góc nhìn (trái và phải) lại thành một đầu ra ảnh 3D nổi duy nhấtKết hợp hai hình ảnh để hiển thị cạnh bên nhau. Thường được sử dụng kết hợp với nút Quan Sát (Viewer)Kết hợp hai hình ảnh bằng cách sử dụng bản đồ về độ sâuKết HợpXuất Khẩu Kết HợpKết HợpLượt nướng kết hợp đòi hỏi sự đóng góp của Phát Xạ, hoặc sự đóng góp của một lượt về ánh sáng với Trực Tiếp hoặc Gián TiếpCác kênh kết hợpĐường cong kết hợp được áp dụng cho từng cá nhân kênh riêng lẻ, tức cái có thể dẫn đến sự thay đổi sắc màu (hue)Hành Động Kết HợpKết hợp toàn bộ các thân cứng con cái trực tiếp vào một đối tượng cứngCác dấu nhãn, tách phân bằng dấu phẩy, để sử dụng cho phụ huynh đã đăng kýDấu Nhắc Lệnh Ở ĐâyLịch sử lệnhLệnh bị ngắt gián đoạnDấu nhắc dòng lệnhNgôn ngữ dòng lệnhKết quả của dòng lệnhLệnh khởi chạy trình soạn thảo văn bản, một đường dẫn đầy đủ hoặc một lệnh trong biến môi trường $PATH. Sử dụng trình chỉnh sửa nội bộ khi để trốngNhận XétNhận XétKiểu Mẫu của Tính ChấtKiểu Mẫu của Tính ChấtCộng ĐồngBố Trí Nhỏ GọnDanh Sách Ngắn GọnNgắn Gọn với Số Thập PhânSo SánhSo Sánh Thuộc Tính Màu SắcSo Sánh Nguyên Vật LiệuChế Độ So SánhSo Sánh Đường KhâuSo Sánh Độ Sắc NhọnSo Sánh các UVSo sánh từng phần tử của các vectơ đầu vàoSo sánh giá trị trung bình của các phần tử vectơ đầu vàoSo sánh chiều hướng của các vectơ đầu vàoSo sánh tích vô hướng của các vectơ đầu vàoSo sánh độ dài của các vectơ đầu vàoSo sánh các vận tốc từ khung hình trước với các vận tốc mới ở khung hình hiện tại và giữ cái tối đaSo sánh các vận tốc từ khung hình trước với các vận tốc mới ở khung hình hiện tại và giữ cái tối thiểuBù trừ bất cứ sự thay đổi tỷ lệ tương đối với tâm xoay nàoĐền bù cho tỷ lệ bất đồng của đối tượngĐền bù cho tỷ lệ mà các bộ điều chỉnh đã áp dụngĐền bù cho sự biến đổi tỷ lệ của một trục bằng cách áp dụng biến đổi tỷ lệ phù hợp cho hai trục kiaBiên dịch mã byte cho nút tập lệnh tô bóngBiên dịch nhân GPU Cycles chỉ với bộ tính năng cần thiết cho cảnh hiện tại mà thôiBytecode biên dịch của bộ tô bóng tùy chỉnhĐược biên tập không có bộ máy vật lý Đạn BắnBiên dịch không có OpenVDBĐược biên dịch không có sự hỗ trợ về âm thanhBiên dịch các bộ tô bóng động cơ EEVEEBiên dịch các bộ tô bóng (còn {})Duy Khớp Hoàn ToànBáo cáo đầy đủ hiện có sẵn trong khối dữ liệu văn bản '{:s}'Hoàn toàn xóa quan hệ phụ huynh, kể cả các bộ điều chỉnh dính líu nếu cóHoàn toàn bỏ qua tỷ lệ của phụ huynhĐặt tay cầm thủ công hoàn toàn độc lậpThay thế hoàn toàn tất cả các kênh trong tài sản tư thế bằng lựa chọn hiện tạiPhức TạpThành PhầnĐường Dẫn Thành PhầnThể Loại Thành PhầnThành PhầnTổng HợpTổng HợpQuan sát cho các nút trong trình phối hợpCác nút tổng hợpTổng HợpTổng HợpKhung Bố CụcKhung Bố CụcTrình Tổng HợpNhóm Tổng Hợp Tùy ChỉnhThiết Bị Xử Lý Nút Khử Nhiễu trong Trình Tổng HợpThiết Bị Trình Tổng HợpChất Lượng Khử Nhiễu Cuối Cùng của Trình Tổng HợpNút Tổng HợpNút Tổng HợpCây Nút Tổng HợpNút Tổng HợpĐộ Chính Xác của Trình Tổng HợpChất Lượng Xem Trước Khử Nhiễu của Trình Tổng HợpPhụ Huynh Phức HợpNénNén Tập TinNén khung lưới dùng DracoNénMức Độ NénHạn Định Lực Đàn Hồi NénĐộ Cưỡng Chống Lực NénĐộ Cưỡng Chống Lực Nén Tối ĐaCác cài đặt bộ hóa giải mã cho OpenEXRMức độ nén (0 = tốc độ nhanh chóng, 6=nén nhiều nhất, những giá trị cao hơn thì hiện giờ chưa hỗ trợ)Phương pháp nén sử dụngChế độ nén cho TIFFPhạm Vi Tính ToánTính toán đã thành côngLoại Thiết Bị Tính ToánTính toán giá trị trung bình và độ lệch chuẩn của các giá trị điểm ảnhTính khoảng cách đến cạnh gần nhấtTính khoảng cách đến mặt gần nhấtTính khoảng cách đến điểm đỉnh gần nhấtTính toán độ chiếu sáng toàn cầu, cân nhắc đến ánh sáng phản chiếu từ các vật thể xung quanhTính toán mức độ che khuất của bán cầu phía trên điểm tô bóng, chẳng hạn như để thêm hiệu ứng ảnh hưởng bẩn mòn cũ do thời gian vào các góc cạnh. Lưu ý: Đối với Cycles, chức năng này có thể làm chậm kết xuất đáng kểTính toán địa điểm gần nhất trên hình học mục tiêuTính toán khoảng cách tới điểm gần nhất, cùng với vị trí và màu sắc của nóTính toán khoảng cách tới cạnh của tế bào voronoiTính toán khoảng cách tới điểm thứ hai gần nhất, cùng với vị trí và màu sắc của nóTính toán bán kính của Hình Cầu-N nội tiếp trong tế bào voronoiGiới Hạn Trên cho Độ LõmBê TôngĐiều KiệnHình NónCấu hình cho một phân khúc gạch ngang đơn nhấtDùng tần số bit bất biến, thay vì chất lượng đầu ra đồng đềuChấp ThuậnChấp Thuận Khi Thả RaGiới Hạn Chấp NhậnChấp thuận bo trònXác Nhận khi Thả RaXung khắc với một lượt kết xuất khác có cùng tên gọiBảo GiácBảo GiácNối TâmChắp Nối Vòng MạchKết Nối Đầu Kết Xứng KhớpKết Nối Phản Chiếu Đối Xứng:Kết Nối Các Dải Phim theo Mặc ĐịnhKết Nối Tiếp Theo:Kết Nối Với Đối XứngKết nối một liên kết để tạo một ổ cắm mớiKết nối nút đang hoạt động với nút đầu ra đang hoạt động của cây nútKết nối toàn bộ các hệ thống tóc với khung lưới phátKết nối chuỗiKết nối các điểm cuối nằm gần nhauKết nối tóc với khung lưới phátKết nối các dải phim mới được thêm vào theo mặc định nếu chúng có nhiều kênhKết nối các đối tượng trong một dây chuyền dựa vào khoảng cách, bắt đầu bằng đối tượng đang hoạt độngKết nối các đối tượng được chọn với đối tượng đang hoạt độngKết nối các điểm đỉnh của những mặt được chọn, phân chia mặt raKết nối chuỗi Xương Dẻo với giàn phụ huynhNối với tâm của vòng cungKết nối hai nút mà không cần nhấp vào ổ cắm cụ thể nào (tự động xác định)Kết nối các điểm đỉnh theo thứ tự được chọn, kiến tạo các cạnh, tách phân các mặtKết NốiDuy Kết NốiCác mặt kết nối (thay vì các cạnh)Kết nối các vòng cạnh đè gối lên nhauSố Kết Nối Giới HạnMô Hình Kết NốiDùng Bán Kính Đường CongXem xét nguyên vật liệu đơn mặt dành cho nắm bắt đầu dò ánh sáng thể tích. Ngoài ra, còn giúp loại trừ các dò lùng bên trong vật thể để tránh rò rỉ ánh sáng.Cân nhắc các đối tượng như một tổng thể khi lùng tìm trung tâm thể tíchXem xét sự đóng góp của các nguồn sáng nhìn thấy trực tiếp trong quá trình hướng dẫnCân nhắc các điểm đỉnh, thay vì các cạnh, để chọn những cạnh nào để (xóa/đánh) nhãn là sắc nhọnMã định danh nhất quán sử dụng cho mụcBàn Giao TiếpNhập Liệu Bàn Giao TiếpSố Dòng Cuộn Lại trong Bàn Giao TiếpLoại dòng của bàn giao tiếp sử dụng khi cuộn trở lạiThể loại đầu ra của bàn giao tiếpRàng BuộcBất BiếnTần Số Bit Bất BiếnMức Chi Tiết Bất BiếnNgoại Suy Bất BiếnChiều Dài Bất BiếnDịch Chuyển Bất BiếnDịch Chuyển Dời Hình Bất BiếnHệ Tần Bất Biến (CRF); thỏa hiệp giữa chất lượng video và cỡ tập tinKích Thước Pháp Tuyến Màn Hình Bất BiếnTăng tốc bất biến trong hướng đã choNguồn Ánh Sáng phát tia song song theo chiều hướng bất biếnNguồn ánh sáng phát tia song song theo chiều hướng bất biếnHệ số bất biến dùng để dịch chuyển thời gian của hàm sốHệ số bất biến dùng để dịch chuyển các giá trịSuy giảm dần bất biếnLực bất biến dọc theo trục Z địa phương của đối tượng lựcHằng Số trên mỗi Đường CongDịch Chuyển Bất BiếnRàng buộc một vị trí đối tượng đến điểm gần nhất trên đường mục tiêuRàng buộc quần thể vào bề mặtHạn chế các hải đảo có chứa bất kỳ UV nào vốn được ghim xuốngRàng buộc các thân cứng để chỉ di chuyển quanh cùng một điểm tựaHạn Chế trong Ranh Giới của Hình ẢnhHạn chế giá trị giữa tối thiểu và tối đaHạn chế giá trị giữa tối thiểu và tối đa, đổi chỗ đối số khi giá trị tối thiểu > giá trị tối đaRàng BuộcCộngHòa TrộnChế Độ Hòa TrộnLũy ThừaGiám SátKhông tìm thấy ràng buộc '%s' trong đối tượng '%s'Không tìm thấy ràng buộc '%s' trong xương tư thế '%s'Ràng Buộc TrụcThao Tác Ràng BuộcMục Tiêu Ràng BuộcXương Mục Tiêu của Ràng BuộcRàng buộc tùy chọn Khóa trục vào tham chiếu Xương hay Mục TiêuRàng buộc có thể bị phá hủy nếu nó nhận được một xung cao hơn giới hạnRàng buộc khống chế các thân cứngRàng buộc có sắp đặt hợp lệ và có thể tính toán nóRàng buộc ảnh hưởng các Đối Tượng trong Mô Phỏng Thân CứngRàng buộc là cái đang được biên soạnRàng buộc chỉnh sửa biến hóa của các đối tượng và xươngTên ràng buộcTên ràng buộc có ý nghĩa đặc biệt.Vị trí điểm tựa của ràng buộcVị trí ràng buộc dọc theo trục XVị trí ràng buộc dọc theo trục YVị trí ràng buộc dọc theo trục ZRàng buộc sự xoay chiều dọc theo trục XRàng buộc sự xoay chiều dọc theo trục YRàng buộc sự xoay chiều dọc theo trục ZTrong khi biên soạn, hạn chế để chỉ nằm trong ranh giới của hình ảnh mà thôiBảng ràng buộc được mở rộng trong Giao DiệnRàng BuộcNhững ràng buộc tác động đến biến hóa của đối tượngCác ràng buộc sẽ gây tác động trên kênh tư thế nàyXây dựng một ma trận 4x4 từ các giá trị riêng lẻ của nóXây Dựng một Vòng Tròn BézierXây dựng một đường cong BézierTạo một vòng tròn NURBS (Non-uniform rational basis spline)Kiến tạo một Đường Cong NURBSKiến Tạo một Đường DẫnXây dựng một đối tượng Bút Chì Dầu Đầu KhỉKiến tạo một khung lưới tên là Su-zan (đầu khỉ)Kiến tạo một khung lưới vòng trònKiến tạo một khung lưới hình nónKiến tạo một khung lưới hình lập phươngXây dựng một khung lưới hình khối lập phương bao gồm sáu mặt vuôngKiến tạo một khung lưới hình trụTạo một khung lưới mặt phẳng tô kín với 4 điểm đỉnhXây dựng một khung lưới hình cầu bao gồm các hình tam giác có kích thước bằng nhauTạo một khung lưới hình cầu với các mặt tứ giác, ngoại trừ các mặt hình tam giác ở trên cùng và dưới cùngXây dựng một khung lưới mặt phẳng chia nhỏKiến tạo một khung lưới hình xuyếnXây dựng một đường cong BézierKiến tạo và biên soạn các chốt trụcBộ điều chỉnh có tính xây dựng không thể áp dụng được vào dữ liệu đa phân giải trong chế độ điêu khắcBộ điều chỉnh có tính xây dựng không thể áp dụng đượcĐịnh DạngVật chứa mô phỏng chất lỏngRàng BuộcCó chứa các vượt quyền thư viện kết nối cần được đồng bộ hóa lại. Đề nghị nên cập nhật thư việnNội dungNội dung của đối tượng văn bảnNgữ CảnhThuộc Tính của Ngữ CảnhGizmo Ngữ CảnhTrình Đơn Ngữ CảnhĐường Dẫn Ngữ CảnhTính Chất Ngữ CảnhNgữ cảnh đường dẫn dữ liệu (được mở rộng bằng cách sử dụng các cửa sổ hữu hình trong tập tin .blend hiện tại)Không đúng ngữ cảnh. Không tìm thấy hình ảnhTrình đơn ngữ cảnh cho thao tác phần tửTrình đơn ngữ cảnh cho các thao tác cảnhNgữ cảnh thiếu đối tượng đang hoạt độngĐường dẫn ngữ cảnh được ghim xuốngGizmo mẫn cảm với ngữ cảnh cho đối tượng đang hoạt độngGizmo mẫn cảm với ngữ cảnh cho đối tượng đang hoạt độngNgữ Cảnh cửa sổ chưa được sắp đặtDữ liệu ngữ cảnh cho thao tác liên quan đến thư viện/dữ liệu liên kết của tập tin blend. Hiện tại chỉ được bộc lộ dưới dạng dữ liệu duy-đọc cho các bộ tiền/hậu xử lý nhập khẩu blend mà thôiTiếp GiápTiếp/Liên TụcTiếp Tục, Không Xóa Sạch ĐiTiếp tục dò tia từ một vị trí mới tùy ý và theo một chiều hướng mớiTiếp tục sử dụng tập tin tuy không có các tập lệnh PythonTăng Tốc Liên TụcNắm Giữ Liên TụcThu phóng liên tục. Chiều hướng và tốc độ thu phóng phụ thuộc vào mức di chuyển của chuột dọc theo Trục Thu Phóng đã thiết lập.Liên tiếp mở gói hải đảo UV được chọn trong khi biến hóa các điểm đỉnh bị ghim xuốngĐường Công-TuaĐộ Tương PhảnGiới Hạn Tương PhảnGiá trị hiệu chỉnh độ tương phản. Một hệ số kiểu tỷ lệ hóa để làm cho các điểm ảnh chói hơn rực rỡ hơn, song duy trì các điểm ảnh tối hơn sẫm màu. Sử dụng số âm để giảm độ tương phản xuống và số dương để tăng độ tương phản lênĐóng GópĐiều KhiểnXương Điều KhiểnSuy Giảm Dần Điều KhiểnChế Độ Điều KhiểnĐiểm Điều KhiểnĐiểm Điều Khiển đã được chọnĐiểm Điều Khiển:Điểm Điều KhiểnĐiều Khiển Độ XoayĐiều khiển một dây chuyền các xương bằng cách xác định điểm cuối của mục tiêu (chỉ dành cho các Xương mà thôi)Khống chế độ chính xác của sự nhòe mờ trong chuyển động. Số bước càng nhiều thì càng sử dụng bộ nhớ nhiều hơn (số bước thực là 2^(số bước - 1) (^ = lũy thừa))Điều khiển khoảng cách đẩn hoặc kéo các khóaĐiều chế tốc độ suy giảm của sự thăm dò ánh sángĐiều khiển phương pháp cách hình ảnh trong màn hình đã chọn sẽ được ánh xạ sang màn hình thực tế như thế nàoĐiều khiển số lượng điểm đánh giá sẽ tạo ra trên mỗi phân đoạn đường congĐiều khiểu mức suy giảm độ dày đặc của sương mù với độ caoPhím Ctrl đã được bấmPhím Ctrl đã được bấm, sẽ là -1 đối với bất cứ trạng thái nào khácVật điều khiển: nếu có thì vị trí của nó sẽ quyết định điểm tâm của hiệu ứngĐiều khiển việc chơi lại bằng số của khung hình (bỏ qua thời gian Khung Hình/Giây và khung hình khởi đầu trong tập tin)Điều khiển việc chơi lại dùng một giá trị nằm giữa khoảng 0 và 1Điều khiển việc chơi lại dùng thời gian trong số giâyĐiểm điều khiển trực thuộc một chốt trục khácĐiểm điều khiển cho Bộ Điều Chỉnh-F phong baoHệ số khối lượng cho điểm điều khiểnĐiểm điều khiển không nằm trong Bộ Điều Chỉnh Phong BaoTrạng thái chọn điểm điều khiểnCác giá trị của điểm điều khiển cường độ lực đàn hồiTrọng lượng của điểm điều khiểnCác điểm điều khiển xác định hình dạng của phong baoĐiểm điều khiển của toàn bộ các đường congSố điểm điều khiển của đường congKiểm soát độ sáng và độ tương phản của màu đầu vàoĐiều chỉnh cường độ của đường ranh giới chung quanh các biểu tượng kiểu mẫuĐiều khiển chất lượng ánh sáng GI nhanh. Độ phân giải cao hơn sẽ sử dụng nhiều bộ nhớ hơn.Điều khiển chất lượng của hiệu ứng thể tích. Độ phân giải cao hơn sử dụng nhiều bộ nhớ hơn.Điều khiển độ mịn màng của các pháp tuyến khung lưới xung quanh mỗi mặt bằng cách thay đổi thuộc tính "tô bóng mịn màng"Điều khiển bút chấm khuôn inĐiều khiển các gizmo biến hóaKhống chế thời điểm áp dụng dòng chảyKhống chế thời điểm áp dụng hiệu ứng viênĐiều khiển xem mỗi chốt trục có tự lặp lại hay không bằng cách thay đổi thuộc tính "tuần hoàn"Điều khiển khóa nào sẽ dịch chuyển về phía trước và bao xaHướng Trước của Điều KhiểnVị Trí của Điều KhiểnVị Trí Điều Khiển của Người KiaXoay Chiều của Điều KhiểnĐiều Khiển Xoay Chiều của Người KiaKiểu Cách của Bộ Điều KhiểnVị trí mục tiêu điều khiển của đường dẫn người dùng khác đối với các hành động hai tayXoay chiều của mục tiêu điều khiển mà đường dẫn người dùng khác sử dụng đối với các hành động hai tayBộ Điều KhiểnCác Điều KhiểnĐiều khiển độ chính xác của sự nhòe mờ trong chuyển động. Số bước càng nhiều thì càng thời gian kết xuất sẽ càng dài hơnĐiều khiển sự phát sinh chất lỏng từ bên trong khung lưới ra (giá trị cao hơn dẫn đến phát sinh từ bên trong khung lưới ra nhiều hơn)Điều khiển phương pháp định hướng của bộ lọc. 0 có nghĩa là bộ lọc hoàn toàn trên mọi hướng trong khi 2 có nghĩa là nó được hướng tối đa dọc theo các cạnh của hình ảnhĐiều khiển lượng các đa giác lân cận tác động đến sự biến dạng bao nhiêuĐiều khiển phương pháp làm mịn màng ranh giớiĐiều khiển phương pháp làm mịn áp dụng vào các UVĐiều khiển hình dạng mặt cắt (0.5 = tròn)Điều khiển sự pha trộn và khả năng tương thích với các tính năng nhất địnhĐiều khiển độ tương phản của toàn bộ hình ảnhĐiều khiển độ tương phản của các điểm nổi bậtĐiều khiển độ tương phản của hình ảnh. Giá trị 0 sẽ tự động thiết lập độ tương phản dựa trên phạm vi tổng thể để phân bổ độ sáng tốt hơnĐiều khiển độ tương phản của tông trung gianĐiều khiển độ tương phản của bóng tốiKiểm soát sự suy giảm giữa các giá trị khóa hóa và không khóa hóa. 0 có nghĩa là hoàn toàn sắc nét và 1 có nghĩa là hoàn toàn mượt màĐiều khiển mức gia tăng của toàn bộ hình ảnhĐiều khiển mức gia tăng của các điểm nổi bậtĐiều khiển mức gian tăng của tông trung gianĐiều khiển mức gia tăng của bóng tốiĐiều khiển gamma của toàn bộ hình ảnhĐiều khiển gamma của các điểm nổi bậtĐiều khiển gamma của tông trung gianĐiều khiển gamma của bóng tốiĐiều khiển cường độ của lớp tráng, cả độ phản chiếu và màu nhuốm. Thông thường thì giá trị này phải bằng 0, hoặc là 1 đối với các nguyên vật liệu có cơ sở vật lý (thực)Điều khiển cường độ của hình ảnh, giá trị thấp làm hình ảnh tối hơn, giá trị cao làm hình ảnh sáng hơnĐiều khiển độ nâng của toàn bộ hình ảnhĐiều khiển độ nâng của các điểm nổi bậtĐiều khiển độ nâng của tông trung gianĐiều khiển độ nâng của bóng tốiĐiều khiển độ bão hòa của toàn bộ hình ảnhĐiều khiển độ bão hòa của các điểm nổi bậtĐiều khiển độ bão hòa của tông trung gianĐiều khiển độ bão hòa của bóng tốiĐiều khiển độ sắc nét của bộ lọc. 0 có nghĩa là hoàn toàn trơn tru trong khi 1 có nghĩa là hoàn toàn sắc nétĐiều khiển chiều hướng tiếp tuyến cho tính dị hướngĐiều khiển độ trong suốt của bề mặt, với 1.0 là độ đục hoàn toànĐiều khiển tính đồng nhất của chiều hướng bộ lọc. Giá trị cao hơn tạo ra chiều hướng đồng nhất hơnXương Hội TụKhoảng Cách Tới Bình Diện Đồng QuyXương hội tụChuyển đổi không được hỗ trợChuyển ĐổiChuyển Đổi Phạm Vi Thuộc TínhChuyển Đổi Phạm Vi Thuộc Tính MàuChuyển Đổi Không Gian MàuChuyển đổi các Mặt thành các điểm đỉnh và các điểm đỉnh thành các mặtĐổi Sang FloatChuyển Đổi TừChuyển đổi các lớp Bút Chì Dầu thành các thực thể đường congChuyển Đổi Định HướngChuyển đổi đầu vào RGB sang thành thang độ xám bằng cách sử dụng độ sángChuyển Đổi DXT/Trọng Lượng thành Con Trỏ Hoạt HọaChuyển Đổi ThànhChuyển đổi các bộ tô bóng UsdPreviewSurface (Duyệt Bề Mặt USD) sang mạng lưới các bộ tô bóng BSDF nguyên tắcChuyển đổi nhiệt độ vật đen thành giá trị RGBChuyển đổi độ chói của màu thành giá trị thang độ xámChuyển đổi vectơ, điểm hoặc pháp tuyến giữa không gian tọa độ thế giới, máy quay phim và đối tượngChuyển đổi giá trị bước sóng thành giá trị RGBĐổi trọng lượng đang hoạt động sang gam điểm đỉnh màu ghiChuyển đổi toàn bộ các mặt trong khung lưới thành các mặt tam giácChuyển đổi toàn bộ các mặt thành tam giácChuyển đổi toàn bộ các đa giác thành tam giácChuyển đổi toàn bộ các chất liệu thành KTX2 với tính năng siêu nén BasisUChuyển đổi hoạt họa từ bất kỳ chế độ xoay chiều nào sang bất kỳ chế độ nào khácChuyển đổi giữa các không gian màuChuyển đổi các đường cong thành khung lưới, có thể với hình dạng cấu hình tùy chỉnh được xác định bởi các đường congChuyển đổi mỗi hình học đầu vào thành một thực thể, có thể nhanh hơn nhiều so với nút Hội Nhập Hình Học khi đầu vào có cỡ lớnChuyển đổi mỗi mặt khung lưới thành một đường cong tuần hoàn. Thuộc tính mặt sẽ được lan truyền đến các đường cong.Chuyển đổi hiệu ứng viên lực đẩy thành vận tốc gió thổiChuyển đổi các đường cong-F/các điều vận tác động đến xoay chiều, đổi góc độ xoay chiều sang thành radian. Cảnh báo: Chỉ sử dụng một lần mà thôiChuyển đổi các mặt thành các cạnh có độ dàyChuyển đổi từ độ sang radChuyển đổi từ rad sang độChuyển đổi hình học và các thực thể thành các đối tượng và bộ sưu tập có thể biên soạn đượcĐổi dữ liệu cung cấp thành dữ liệu số thực (float)Chuyển đổi các thực thể thành dữ liệu hình học thựcChuyển đổi các cạnh khung lưới thành các phân đoạn đường cong. Thuộc tính sẽ được lan truyền đến các điểm đường cong.Chuyển đổi các biến hóa đối tượng bình thường sang biến hóa Delta. Bất cứ sự biến hóa Delta hiện có nào đều cũng sẽ được bao gồm cả vào nữaChuyển đổi hoạt họa của đối tượng từ biến hóa bình thường sang biến hóa DeltaChuyển đổi các đối tượng sang thành các bản sao theo các mặtDuy chuyển đổi các khung khóa đã được chọn mà thôiChuyển đổi trục định hướng sang một quy ước khác để phù hợp với các ứng dụng khácChuyển đổi hạt thành một đối tượng khung lướiChuyển đổi hiệu ứng kết xuất (chẳng hạn như ánh sáng và bóng tối) thành màu sắc. Thường được sử dụng cho quá trình kết xuất không giống ảnh thực, hòng áp dụng các hiệu ứng bổ sung cho đầu ra của BSDF. Lưu ý: chỉ được hỗ trợ trong EEVEE mà thôiChuyển đổi mọi sự xoay chiều thành Euler XYZChuyển đổi mọi sự xoay chiều thành Euler XZYChuyển đổi mọi sự xoay chiều thành Euler YXZChuyển đổi mọi sự xoay chiều thành Euler YZXChuyển đổi mọi sự xoay chiều thành Euler ZXYChuyển đổi mọi sự xoay chiều thành Euler ZYXChuyển đổi mọi sự xoay chiều sang hệ thống QuatenionChuyển đổi các kênh đã chọn từ số mẫu vật sang số khung khóaChuyển đổi các kênh đã chọn thành một tập hợp mẫu vật bất khả chỉnh sửa để tiết kiệm dung lượng lưu trữChuyển đổi các đối tượng được chọn sang một thể loại khácChuyển đổi các hình ảnh tham chiếu đã chọn thành mặt phẳng khung lưới có chất liệuChuyển đổi nét vẽ thành đường viềnChuyển đổi các đường cong của mỗi thực thể cấp cao nhất thành tầng lớp Bút Chì DầuChuyển đổi ánh sáng vòm USD đầu tiên phát hiện được thành một bộ tô bóng nền sau thế giớiChuyển đổi thể tích của một thế giới thành khung lưới. Thể tích của thế giới trước đây được kết xuất bởi EEVEE Cũ. Cần phải chuyển đổi để kết xuất đúng đắnChuyển đổi nguyên vật liệu thế giới thành đèn vòm USD. Hiện chỉ hoạt động với các vật liệu đơn giản, bao gồm chất liệu môi trường kết nối với bộ tô bóng nền sau, với véctơ tùy chọn nhân màu chất liệu lênĐổi Thành Số ThựcĐổi Thành Số ThựcĐổi Sang RadChuyển đổi sang và từ alpha nhân trước (liên quan)Chuyển hóa sang không gian màu logaĐặt thể loại đường cong đã chọnChuyển đổi khoảng trống trắng tùy thể loạiĐảo Nghịch Tầng LớpBộ Biến ĐổiNút Chuyển ĐổiĐang chuyển đổi một số dữ liệu đối tượng không chỉnh sửa được hoặc dữ liệu đối tượng, tôn trọng hiệu lực của tùy chọn 'Duy Trì Bản Gốc' ở trạng thái Đúng (True)Chuyển đổi các giá trị liên quan đến kích thước hình ảnh thành các giá trị theo điểm ảnhBao LồiBàn Giao TiếpTọa Độ 1Tọa Độ 2Không Gian Tọa ĐộHệ Thống Tọa ĐộTrục tọa độ sử dụng để phản chiếu đối xứng phần vị trí của phép biến hóaTrục tọa độ sử dụng để phản chiếu đối xứng phần xoay chiều của phép biến hóaTọa ĐộNhững tọa độ trên trục này sẽ bị đảo lậtTọa độ của điểm điều khiểnTọa độ của điểm điều khiển. Ghi Chú: Thay đổi giá trị này thì chúng ta cũng đồng thời cập nhật các tay cầm nữa, tương tự như việc sử dụng thao tác biến hóa (transform operator) trong trình biên soạn đồ thịTọa độ của tay cầm thứ nhấtTọa độ của tay cầm bên trái (trước điểm điều khiển)Tọa độ của tay cầm bên phải (sau điểm điều khiển)Tọa độ của tay cầm thứ haiKhông gian tọa độTọa độ để áp dụng các dịch chuyển delta từ bộ đầu VR sangĐã sao chép %d đường cong vốn được chọnĐã sao chép %d đối tượng được chọnĐã sao chép %d đối tượng được chọnĐã sao chép %d điểm chọnĐã Sao Chép Bộ Lựa Chọn vào bảng nhớ tạmRàng buộc đã được sao chép: %sĐã sao chép nguyên vật liệu vào bảng nhớ tạm nội bộ rồiĐã sao chép tư thế vào bộ nhớ tạm nội bộĐã sao chép các dải Trình Phối Hình lựa chọn và chuỗi hiệu ứng liên quan vào bảng tạm nội bộĐã sao chép các dải được chọn của Trình Phối Hình vào bảng nhớ tạm nội bộĐã sao chép giá trị sang {:d} xươngĐã sao chép các tham số của {:s} sang {:d} xươngSao chép ma trận của đối tượng hoặc xương tư thế hiện đang hoạt động vào bảng nhớ tạm. Sử dụng ma trận tương đối với một đối tượng cụ thể hoặc máy quay phim cảnh đang hoạt độngSao chép ma trận của đối tượng hiện đang hoạt động hoặc xương tư thế vào bộ nhớ tạm. Sử dụng ma trận không gian thế giớiĐồng ĐỏSao ChépSao chép tọa độ Tuyệt Đối của Véctơ Pháp TuyếnSao chép màu Xương từ xương đang hoạt động sang tất cả các xương đã chọnSao Chép Bó sang Thư Viện Tài Sản...Sao Chép Hiệu Ứng Bút Chì DầuSao Chép Nhãn HiệuSao Chép Vị TríSao Chép Vị Trí (Cục bộ)Sao Chép Vị Trí (Cục Bộ, Định Hướng của Chủ Sở Hữu)Sao Chép Vị Trí Ràng BuộcSao Chép Bộ Điều ChỉnhSao Chép Pháp TuyếnSao Chép Tư ThếSao chép màu Xương Tư Thế từ xương tư thế đang hoạt động sang tất cả các xương tư thế đã chọnSao chép các sắp đặt Thân Cứng từ đối tượng đang hoạt động sang đối tượng được chọnSao chép thể loại Rigify và các thông số từ các xương đang hoạt động sang các xương đã chọnSao Chép Xoay ChiềuRàng Buộc Sao Chép sự Xoay ChiềuSao Chép Tỷ LệSao Chép Ràng Buộc về Tỷ LệSao Chép các Sắp ĐặtSao chép sắp đặt về Ánh Sáng Studio sang trình biên soạn Ánh Sáng StudioSao Chép Biến HóaSao Chép Ràng Buộc Biến HóaSao Chép XSao Chép YSao Chép ZSao chép điểm đỉnh đang hoạt động sang các điểm đỉnh đã chọn khác (nếu các nhóm ảnh hưởng không bị khóa)Sao chép các biến hóa của một mục tiêu, hầu cho chúng di chuyển cùng với nhauSao chép lại toàn bộ các biến hóa của mục tiêuSao chép màu sắc sang toàn bộ các nút được chọnSao chép màu sắc vào toàn bộ các giám sát được chọnSao chép ràng buộc sang các đối tượng/xương đã chọn khácSao chép các ràng buộc sang các xương đã chọn khácSao chép ràng buộc sang các đối tượng được chọn khácSao chép các tập tin vào thư mục chất liệuSao chép từ cạnh gần nhất (dùng các trung điểm)Sao chép từ cạnh gần nhất của mặt cận nhất (dùng các trung điểm)Sao chép từ điểm đỉnh gần nhấtSao chép từ điểm đỉnh gần nhất của cạnh cận nhấtSao chép từ điểm đỉnh gần nhất của mặt cận nhấtSao chép từ các khung lưới có cấu trúc liên kết giống hệt nhauSao chép từ các góc nội suy của mặt nguồn gần nhấtSao chép từ các góc nội suy của mặt nguồn mà sự phóng chiếu pháp tuyến góc bắn trúngSao chép từ các giá trị nội suy của các điểm đỉnh từ điểm gần nhất trên cạnh cận nhấtSao chép từ các giá trị nội suy của các điểm đỉnh, từ điểm gần nhất trên mặt cận nhấtSao chép từ các giá trị nội suy của các điểm đỉnh, từ điểm trên mặt gần nhất mà dự phóng pháp tuyến đập vàoSao chép từ cạnh đồng dạng nhiều nhất (cạnh có các điểm đỉnh gần nhất với các cái của cạnh đích)Sao chép từ góc gần nhất của mặt cận nhấtSao chép từ góc tối cận, tức cái có pháp tuyến xứng khớp nhấtSao chép từ góc tối cận, tức cái có mặt với pháp tuyến xứng khớp nhất với mặt của góc đíchSao chép từ mặt gần nhất (sử dụng các điểm trung tâm)Sao chép từ mặt nguồn tức cái mà pháp tuyến nằm gần nhất với cái ở đíchSao chép toàn bộ đường dẫn dữ liệuSao chép trong không gian thế giớiSao chép nội trong không gian địa phương của mỗi đối tượngSao chép nhãn từ các nút đang hoạt động sang các nút đã chọnSao chép nhãn từ các nút đang hoạt động sang các nút đã chọnSao chép nguyên vật liệu sang các đối tượng được chọnSao chép các tọa độ UV phản chiếu đối xứng trên trục X dựa trên khung lưới đang được phản chiếu đối xứngSao chép các bộ điều chỉnh của dải đang hoạt động đến toàn bộ các dải được chọnSao chép các bộ điều chỉnh sang các đối tượng được chọn khácSao chép các pháp tuyến mới (viết đè lên những cái hiện có)Sao chép những pháp tuyến mới, loại trừ các pháp tuyến cũSao chép pháp tuyến vào bảng nhớ tạm nội bộBản sao các màu có liên quan đến bộ màu của nhómSao Chép trên Bản Nhân ĐôiChỉ sao chép Tầng Lớp đang hoạt động, bỏ dấu kiểm để chèn toàn bộ các tầng lớp vàoSao chép hoặc đổi trật tự các bộ điều chỉnh, ràng buộc và các hiệu ứngSao chép các hệ thống hạt từ đối tượng đang hoạt động sang đối tượng được chọnSao chép hệ thống hạt đến cái được chọn: %d hoàn thành, %d thất bạiSao chép tích của những pháp tuyến mới và cũ (không phải là tích hữu hướng)Sao chép các điểm đỉnh UV đã chọnSao chép các phương diện của tư thế hiện tại sang các tư thế tiếp tới đã được khung khóa hóaSao chép các khung khóa đã chọn vào bảng nhớ tạmSao chép các dấu mốc được chọn vào một cảnh khácSao chép các điểm đã chọnSao chép các điểm hoặc đường cong đã chọnSao chép các bản báo cáo được chọn vào bảng nhớ tạmSao chép văn bản được chọn vào bảng nhớ tạmSao chép cài đặt từ các nút đang hoạt động sang các nút đã chọnSao chép các sắp đặt từ phiên bản trướcSao chép các sắp đặt của tầng góc nhìn hiện tạiSao chép tổng của những pháp tuyến mới và cũSao chép văn bản được chọn vào bảng nhớ tạmSao chép các Bộ Điều Chỉnh-F của Đường Cong-F đang hoạt độngSao chép (các) Bộ Điều Chỉnh-F của Dải NLA đang hoạt độngSao chép lệnh Python xứng khớp với nút nàySao chép đường dẫn RNA cho tính chất này ra bảng nhớ tạmSao chép bộ đường nét đang hoạt động vào bảng nhớ tạm nội bộSao chép hình mẫu đang hoạt động của một đối tượng đã chọn khác vào cái nàySao chép màu xương của xương đang hoạt động sang tất cả các xương đã chọnSao chép nội dung bàn giao tiếp để sử dụng trong một tập lệnhSao chép tập tin .blend hiện tại vào Thư Viện Tài Sản. Chỉ hoạt động trên các tập tin .blend đứng một mình (tức là khi không có tập tin nào khác được tham chiếu cả)Sao chép tư thế hiện tại của xương đã chọn vào bảng nhớ tạm nội bộSao chép điều vận cho nút bấm đang nêu bậtSao chép các biến số điều vận của điều vận đang hoạt độngSao chép tập tin vào đường dẫn đíchSao chép tập tin vào đường dẫn đích (hoặc thư mục nhánh)Sao chép hình ảnh vào bảng nhớ tạmSao chép vị trí của mục tiêu (với một dịch chuyển riêng nếu muốn) để chúng di chuyển cùng với nhauSao chép vị trí của mục tiêuSao chép sắp đặt về nguyên vật liệu và các nútSao chép các sắp đặt và các nút chất liệu của nguyên vật liệuSao chép bộ điều chỉnh từ đối tượng đang hoạt động sang toàn bộ các đối tượng được chọnSao chép trình điều khiển của tính chất từ cái đang hoạt động sang tính chất giống nhau của toàn bộ các cái đã chọn, nếu tính chất giống nhau tồn tạiSao chép giá trị của tính chất từ mục đang hoạt động vào cùng một tính chất của toàn bộ các mục đã chọn nếu có cùng một tính chất tồn tạiSao chép sự xoay chiều của mục tiêu (với dịch chuyển riêng nếu muốn) để chúng xoay cùng nhauSao chép sự xoay chiều của mục tiêuSao chép tỷ lệ của mục tiêu (với dịch chuyển riêng nếu muốn) để chúng có tỷ lệ tương đồngSao chép tỷ lệ của mục tiêuSao chép các điểm hoặc các nét vẽ Bút Chì Dầu đã chọn vào bảng nhớ tạm nội tạiSao chép Bộ Lựa Chọn vốn đã chọn vào bảng nhớ tạmSao chép các khối dữ liệu đã chọn vào bảng nhớ tạm nội bộSao chép các nút đã chọn vào bảng nhớ tạm nội bộSao chép các đối tượng đã chọn vào bảng nhớ tạm nội bộChia các điểm đã chọn thành một nét mớiSao chép các chốt trục đã chọn vào bảng nhớ tạm nội bộSao chép các dải đã chọn vào bảng nhớ tạm nội bộSao chép các rãnh đã chọn vào bảng nhớ tạm nội bộSao chép vị trí X của mục tiêuSao chép độ xoay X của mục tiêuSao chép tỷ lệ X của mục tiêuSao chép vị trí Y của mục tiêuSao chép độ xoay Y của mục tiêuSao chép tỷ lệ Y của mục tiêuSao chép vị trí Z của mục tiêuSao chép độ xoay Z của mục tiêuSao chép tỷ lệ Z của mục tiêuSao chép trọng lượng của nhóm này sang các điểm đỉnh đã chọn khác (tắt nếu nhóm điểm đỉnh đã bị khóa lại)Sao chép giá trị thuộc tính này vào toàn bộ các giàn điều khiển đã chọn của thể loại thích hợpSao Chép sang cái Được ChọnSao chép sang xươngSao chép sang đối tượngSao chép sang cây nút phụ huynh, giữ nguyên nhómSao chép sang toàn bộ các phần tử của mảngSao chép sang các trình điều khiển đã chọn của toàn bộ các phần tử của mảngSao chép các sắp đặt của giám sát, từ dấu giám sát đang hoạt động, thành sắp đặt mặc địnhSao chép sắp đặt của quá trình giám sát từ dấu giám sát đang hoạt động sang dấu giám sát được chọnSao chép các tọa độ điểm đỉnh từ đối tượng khácSao chép các nhóm điểm đỉnh sang các được chọn: %d làm xong, %d thất bại (dữ liệu đối tượng nhất định phải hỗ trợ các nhóm điểm đỉnh và phải có chỉ số xứng khớp mới được)Sao chép trọng lượng từ cái đang hoạt động sang cái được chọnViệc sao chép bộ điều chỉnh '%s' sang đối tượng '%s' đã bị thất bạiBản QuyềnThông báo bản quyền cho tài sản này. Một thông báo bản quyền trống rỗng không nhất thiết chỉ ra rằng đây là tài sản phi bản quyền. Xin liên hệ với tác giả nếu cần phải làm rõ.Lớp Vẽ Lồng Cốt LõiBầnGóc CạnhGóc Độ của ĐỉnhChỉ Số Mặt của GócChỉ Số GócChỉ Số GócChỉ Số Góc trong MặtGóc Cạnh Tiếp TheoPháp Tuyến GócDịch Chuyển của Hình Rập KhuônKhoảng Cách Dịch ChuyểnHệ Số Dịch ChuyểnGhim GócGóc Cạnh TrướcLàm Tròn GócLàm Tròn GócTách Biệt ở GócMức Phân Hóa Đường CongChuyển Đổi ThànhĐiểm Đỉnh của GócGóc của CạnhGóc của MặtGóc của Điểm ĐỉnhGócCác Góc của CạnhCác Góc của MặtCác Góc của Điểm ĐỉnhGiữ Đúng Tỷ Lệ Tương QuanChỉnh Sửa các Thuộc Tính của MặtChỉnh sửa các tọa độ UV khi biến hóaChỉnh Sửa UVSửa chữa dữ liệu, như UV và các thuộc tính màu, trong khi đang biến hóaChỉnh sửa sự vặn vẹo gây ra trong quá trình biến dạngPhương Pháp Chỉnh SửaChỉnh sửa đối với toàn khoảng sắc tháiSửa Vùng SángSửa Vùng Trung SắcSửa Vùng TốiKhắc Phục LỗiBộ Điều Chỉnh Dùng Sự Làm Mịn để Sửa LỗiHệ số chỉnh sửa áp dụng vào các trọng lượng các mặt, 50 là trung tính, những giá trị thấp sẽ làm tăng trọng lượng của các mặt yếu, những giá trị cao sẽ làm tăng trọng lượng của các mặt mạnhLàmMịnChỉnhSửaTương QuanCosChế độ CosinVải BôngKhông thể (ngắt) kết nối bộ sưu tập '%s' vì bộ sưu tập '%s' đã kết nối rồiKhông thể (ngắt) kết nối bộ sưu tập '%s' vì bộ sưu tập '%s' đã bị vượt quyền rồiKhông thể (ngắt) kết nối đối tượng '%s' vì bộ sưu tập '%s' đã được kết nốiKhông thể (ngắt) kết nối đối tượng '%s' vì bộ sưu tập '%s' đã bị vượt quyền rồiKhông thể thêm một nút màu đượcKhông thể thêm nút màn chắn lọcKhông thể cho thêm bản đồ UV mới vào đối tượng '{:s}' (Khung Lưới '{:s}')Không thể thêm hành động '%s' vì nó không thể được sử dụng tương đối với khối ID loại '%s'Không thể thêm một nút hình ảnhKhông thể thêm điều vận, vì đường dẫn RNA là không hợp lệ đối với ID đã cho này (ID = %s, đường dẫn = %s)Không thể cho thêm bộ điều chỉnh nút hình họcKhông thể thêm hình ảnh. Cây nút chưa được tạo ra hoặc ấn địnhKhông thể thêm nguyên vật liệuKhông thể thêm bộ sưu tập nútKhông thể thêm một nhóm nútKhông thể thêm đối tượng nútKhông thể thêm bộ sưu tập bởi vì nó được kết nốiKhông thể thêm bộ sưu tập bởi vì nó đã được vượt quyềnKhông thể thêm bộ sưu tập bởi vì đã phát hiện ra có sự tuần hoàn vòng tròn xảy ra đối với các phần tử phụ thuộcKhông thể ấn định hành động %s cho Ràng Buộc Hành Động %s đượcKhông thể ấn định hành động %s vào dải NLA %sKhông thể đổi hành độngKhông thể xóa khung khóa được, vì đường dẫn RNA với ID đã cho là không hợp lệ (ID = %s), đường dẫn = %s)Không thể tính toán được một đường dẫn dữ liệu hợp lệKhông thể kết nối các điểm đỉnh đượcKhông thể tạo trình đọc bộ đệm nhớ cho tập tin %s đượcKhông thể tạo vượt quyền thư viện từ khối dữ liệu '%s' được, vì nó không thể vượt quyền đượcKhông thể kiến tạo trường hợp vượt quyền thư viện từ khối dữ liệu '%s' được, một trong những phụ huynh của nó là trường hợp không thể vượt quyền ('%s')Không thể kiến tạo trường hợp vượt quyền thư viện từ một hoặc nhiều khối dữ liệu lựa chọnKhông kiến tạo được tên thư mục mớiKhông kiến tạo được thư mục mới: %sKhông thể kiến tạo trình đọc cho tập tin %s đượcKhông thể tạo tập tin sao chép và dán được!Không thể tạo {:d} Đường Cong-F. Điều này có thể xảy ra khi chỉ chèn vào các Đường Cong-F hiện có sẵn.Không thể xóa khung khóa được, vì đường dẫn RNA là không hợp lệ đối với ID đã cho (ID = %s, đường dẫn = %s)Không thể xác định loại nút nhómKhông tìm thấy '%s' trong '%s'Không tìm thấy hệ thống thứ bậc có thể vượt quyền cho đối tượng '%s'Không tìm thấy bất cứ cạnh đã chọn nào có thể xoay chiều đượcKhông tìm thấy xương '%s'Không tìm thấy dữ liệu ràng buộc cho thao tác Đảo Nghịch của Con Cái CủaKhông tìm thấy dữ liệu ràng buộc cho thao tác Đặt Đảo Ngược của Trình Giải Nghiệm Đối Tượng (ObjectSolver Set Inverse)Không tìm thấy điều vận nào để sao chép cả, vì đường dẫn RNA là không hợp lệ đối với ID đã cho này (ID = %s, đường dẫn = %s)Không tìm thấy bộ điều chỉnh mócKhông tìm thấy hình ảnh '{:s}'Không tìm thấy nguyên vật liệu hoặc nguồn sáng nào sử dụng Cây Nút Bộ Tô Bóng - {:s}Không thể tìm thấy ổ cắm của bộ sưu tập nútKhông tìm thấy ổ cắm màu của nútKhông tìm thấy cảnhKhông tìm thấy cảnh nào sử dụng Cây Nút Tổng Hợp - {:s}Không thể tìm thấy kiểu ổ cắm vốn được hỗ trợKhông thể sinh tạo khung lưới từ khung lưới đồ thị đượcKhông thể đạt được khung lưới tính toán hợp lệKhông thể khởi động dữ liệu ngôn ngữ!Không thể khởi thủy khâu đính trên bất kỳ đối tượng đã được chọn nào cảKhông thể khởi thủy các luồng. Có lẽ là vì tập hợp bộ hóa giải mã chưa được hỗ trợKhông thể chèn thêm %i khung khóa do không có ảnh hưởng NLA nào. Giá trị cơ sở, hoặc giá trị tái ánh xạ, đã thất bại: %s.%s đối với chỉ số [%s]Không thể cộng thêm khung khóa vào được, vì đường dẫn RNA là không hợp lệ đối với ID đã cho (ID = %s, đường dẫn = %s)Không thể chèn khung khóa vì thể loại này chưa hỗ trợ dữ liệu hoạt họa (ID = %s)Không thể nạp thể tích vào hòng viết ra đượcKhông thể tạo hình ảnh mới đượcKhông thể tạo các phân đoạn mớiKhông thể di chuyển bộ sưu tập từ chỉ số '%d' sang '%d' đượcKhông thể di chuyển ràng buộc từ chỉ số '%d' sang '%d'Không thể di chuyển tầng lớp từ chỉ mục '%d' sang '%d' đượcKhông thể mở kho lưu trữ USD để đọc, xin xem bàn giao tiếp để biết chi tiếtKhông thể mở SVG đượcKhông thể mở kho lưu trữ USD để đọc, xin xem bàn giao tiếp để biết chi tiếtKhông thể mở tập tin để ghi thông tin đượcKhông thể mở thư mục '%s' đượcKhông thể dán được điều vận, vì đường dẫn RNA là không hợp lệ đối với ID đã cho này (ID = %s, đường dẫn = %s)Không đọc được “%s”Không thể xóa Hình MẫuKhông thể xóa Nhóm Đường Cong-F khỏi bộ sưu tập được vì nó không tồn tại trong bộ sưu tậpKhông đọc được “%s”Không thể tái mở tập tinKhông tìm được đường dẫn '%s'Không tìm được đường dẫn (%s)Không thể lưu tập tin đã đóng gói ra đĩa là '%s'Không thể tách biệt (các) đường cong đã chọn ra đượcKhông thể bám dính một số đường cong lên bề mặt đượcKhông thể nâng cấp được các cờ dành cho Đường Cong-F này, vì đường dẫn RNA là không hợp lệ đối với ID đã cho (ID = %s, đường dẫn = %s)Không ghi được hình ảnh: %sKhông ghi được hình ảnh: %sKhông thể viết tập tin: %sKhông thể viết ra ổ đĩa được: Lỗi không xác định khi ghi tập tin VDBKhông thể đóng tài sản đích %s lại đượcKhông tìm thấy tầng lớp nào xứng khớp cả. Dán vào tầng lớp đang hoạt động vậyKhông mở được tập tin %r (%s)Không thể chạy trình chơi hoạt họa bên ngoài bằng lệnh {!r} {:s}Số LượngLượng Tối ĐaChế Độ ĐếmChế Độ ĐếmNghịch Kim Đồng HồNgược Chiều Kim Đồng HồDiện Tích Bao PhủKênh CrPhép biến hóa Crazyspace chỉ khả dụng cho thể loại đối tượng khung lưới (Mesh) mà thôiNếp GấpNếp Gấp (Góc lưu trong Bộ Nhớ Đệm)Góc Độ Nếp GấpHệ Số Nhúm của Đầu Bút Nếp GấpMiết Nếp Gấp của CạnhMiết Cạnh Bên TrongNếp Gấp trên các cạnh Sắc NétNếp Gấp trên các Cạnh Sắc NétNếp Gấp trên các cạnh Mịn MàngNếp Gấp trên các Bề Mặt NhẵnNgưỡng Nếp GấpTrọng Lượng Nếp GấpMiết các cạnh có trục nối (ra từ một điểm đỉnh) để cải thiện sự bề mặt phân hóaMiết các cạnh có trục nối (ra từ một điểm đỉnh) để cải thiện sự bề mặt phân hóaTrọng lượng nếp gấp (nếu đang hoạt động)Miết Cạnh:Kiến TạoKiến Tạo %sKiến Tạo đối tượng văn bản 3D từ khối dữ liệu văn bản đang hoạt độngKiến Tạo Dọc Theo Đường DẫnKiến Tạo Khung RốiKiến Tạo Bộ Sưu TậpKiến Tạo Dữ LiệuKiến Tạo các LúmKiến Tạo Đường Cong-F cho đối tượng, tức cái sẽ sao chép chuyển động của đối tượng mà ràng buộc này gây raKiến Tạo nguyên vật liệu nét Freestyle để thử nghiệmTạo Ánh Xạ Chỉ Số Hướng DẫnKiến Tạo Thực ThểKiến Tạo Lực Đàn Hồi Bên TrongTạo các khóa Vị Trí khi cố định vào máy quay phim của cảnhTạo Khung Lưới Từ Màn Chắn SơnKiến Tạo Đa Giác Nhiều CạnhKiến Tạo Hành Động MớiTạo Cài Đặt Sở Thích MớiTham số 'sử dụng' trong 'Kiến Tạo Định Hướng' chỉ có giá trị trong ngữ cảnh Khung Nhìn 3D (3DView) thôiKiến Tạo Tài Sản Tư ThếTạo mã Python để sinh tạo ra giàn siêu (metarig) đã chọnTạo mã Python để sinh tạo giàn siêu (metarig) đã chọn làm một bản mẫuKiến Tạo Tứ GiácKiến Tạo các Lằn GợnTạo các khóa Xoay Chiều khi cố định vào máy quay phim của cảnhTạo các khóa Tỷ Lệ khi cố định vào máy quay phim của cảnhTạo WebPKiến Tạo một "lỗ" trên hình ảnh với độ trong suốt alpha bằng không, rất hữu ích cho việc tổng hợp. Lưu ý: bộ tô bóng giữ chỗ chỉ có thể kiến tạo alpha khi độ trong suốt được bật trong cài đặt của phim mà thôiKiến Tạo hình Diều / Phi TiêuTạo một Hình Ảnh MớiKiến Tạo Bộ Sưu TậpKiến tạo một cầu nối các mặt giữa hai vòng cạnh hoặc nhiều hơnKiến Tạo màu từ các thành phần cá nhân bằng nhiều mô hìnhTạo mối quan hệ dựa trên ràng buộc với một thuộc tính từ hình họcTạo một xương điều khiển cho bản saoTạo một xương biến dạng cho bản saoKiến Tạo tiến trình chéo gócKiến Tạo một thư mục cho mỗi tập tin xuất khẩuTạo một khung lưới đồ thị thể tích phủ kín dày đặc từ một khung lướiKiến Tạo một thể tích sương mù với hình dạng của bề mặt khung lưới đầu vàoKiến Tạo lực theo hướng của đối tượng đường congKiến Tạo một lực dựa trên các vận tốc mô phỏng của chất lỏngKiến Tạo một lực hành xử giống như những kẻ tấn công (thú ăn thịt) một quần thể, hoặc một mục tiêuKiến Tạo một lực để hãm chuyển độngKiến Tạo một hiệu ứng hừng sángTạo một dốc màu giữa hai màn chắnKiến Tạo tiến trình tuyến tínhKiến Tạo vượt quyền cục bộ khối dữ liệu liên kết đã chọn và hệ thống phân cấp thứ bậc phụ thuộc của nóKiến Tạo vượt quyền cục bộ các khối dữ liệu liên kết đã chọn và tầng lớp thứ bậc các phụ thuộc của chúngKiến Tạo sự vượt quyền cục bộ cho các đối tượng kết nối lựa chọn, và các thứ bậc phụ thuộc của chúngTạo một màn chắn vẽ lồng dựa trên sự khác biệt về độ sáng (độ chói)Tạo một lớp màn chắn vẽ lồng từ một đối tượng hoặc chỉ số nguyên vật liệuTạo cơ chế làm sắc nét một góc kết nối khi góc độ là thấp hơn giá trị nàyKiến Tạo một khung lưới bao quanh toàn bộ các điểm trong hình học đầu vào với số điểm nhỏ nhấtKiến Tạo một Máy Quay Phim và Địa Danh VR mới từ tư thế quan sát viên của phiên VR đang hoạt động và lựa chọn nóKiến Tạo một máy quay phim mới từ địa ranh VR đã chọnTạo một Bộ Lựa Chọn mới với các xương hiện đang được chọnKiến Tạo một ánh xạ UV mới cho mọi khung lưới được đóng góiTạo một hành động mớiKiến Tạo nên một hành động mới, một khi cái hiện tồn tại đã được lưu giữ an toànTạo một khe hành động mới cho khối dữ liệu này để giữ hoạt họa của nóTạo một tài sản mới từ các xương được chọn trong cảnhTạo bộ sưu tập xương mới và ấn định toàn bộ các xương đã chọn vàoKiến Tạo xương mới, kéo dài từ khớp nối chọn sau cùng đến vị trí của chuộtKiến Tạo danh mục mới để đặt tài sản vào trong đóTọa thư mục mớiKiến Tạo một điều vận mới với tính chất này làm đầu vào, và sao chép nó vào bộ nhớ tạm nội bộ. Sử dụng chức năng Dán Điều Vận (Paste Driver) để cho thêm vào tính chất mục tiêu, hoặc sử dụng chức năng Dán Biến Số Điều Vận (Paste Driver Variables) để mở rộng một điều vận hiện cóTạo một Bộ Lựa Chọn mới trống rỗngTạo một tập tin mới thuộc loại nàyTạo một nút khung hình mới xung quanh các nút đã chọn và đặt tên ngay lập tức[Kiến tạo nhóm nút hình học mới và ấn định nó vào bộ điều chỉnh đang hoạt độngTạo một nhóm nút hình học mới cho một công cụKiến Tạo một hình ảnh mớiKiến tạo một tập tin hình ảnh mới mà không sửa đổi hình ảnh hiện tại trong BlenderKiến Tạo một mức mới dùng phép phân hóa Catmull-ClarkKiến tạo một mức mới dùng phép nội suy tiếp tuyến của dời hình đã điêu khắcKiến Tạo một mức phân hóa mới dùng phép phân hóa đơn giảnKiến Tạo một phong cách nét mới, có thể được tái sử dụng bởi nhiều bộ đường nét khácKiến Tạo một cửa sổ mới với không gian làm việc và cảnh lựa chọn của riêng nóKiến tạo một đối tượng khung lưới mới từ màn chắn lọc sơn hiện tạiKiến Tạo một bộ điều chỉnh với một nhóm nút hình học mớiKiến Tạo một cây nút mớiKiến Tạo một đối tượng mới từ vùng chắn lọc đã được cắt lát raKiến Tạo tài sản tư thế mới trên bảng nhớ tạm của hệ thống, để dán vào Trình Duyệt Tài SảnKiến tạo một khung lưới mới trên nền tứ giác dùng dữ liệu về bề mặt của khung lưới hiện tại. Toàn bộ các tầng lớp dữ liệu đều sẽ bị mất điKiến Tạo một khối văn bản mớiKiến Tạo một cửa sổ mớiKiến Tạo một Khối Dữ Liệu thế giới mớiKiến Tạo một thông báo sau khi thao tác đã hoàn thànhKiến Tạo hình bình hànhKiến Tạo một điểm trong đám mây điểm cho mỗi cạnh đã chọnKiến Tạo một điểm trong đám mây điểm cho mỗi mặt được chọnKiến Tạo một điểm trong đám mây điểm cho mỗi góc mặt đã chọnKiến Tạo một điểm trong đám mây điểm cho mỗi điểm đỉnh đã chọnKiến Tạo bản xem trước cho nội dung này bằng cách kết xuất đối tượng đang hoạt độngKiến Tạo một tiến trình chậm rãi từ bước nọ sang bước kiaKiến Tạo tiến trình bình phươngKiến Tạo tiến trình bình phương trong hình dạng một hình cầuKiến Tạo một hình tứ giác từ bốn điểmKiến Tạo tiến trình tỏa trònKiến Tạo hình chữ nhậtKiến Tạo một biến dạng xoay chiềuTạo một xoay chiều từ một trục chính và trục phụ (lý tưởng nhất nếu là vuông góc)Tạo một điều khiển điểm tựa xoay chiều có thể tái định vị một cách tùy ýTạo một giàn siêu mẫu để sửa đổi trước khi sinh tạo giàn điều khiển cuối cùngTạo một thực thể đường cong riêng biệt cho mỗi tầng lớpTạo một tầng lớp riêng biệt cho mỗi thực thểKiến Tạo một hệ thống hạt riêng biệt cho mọi loại hạt thứ cấp (* secondary particle type*)Kiến Tạo một hiệu ứng ngả bóng tốiTạo khung lưới đồ thị thể tích với khoảng cách có dấu âm dương từ một khung lướiTạo khung lưới đồ thị thể tích có khoảng cách với dấu âm dương từ các điểmKiến Tạo một nét vẽ với những màu cơ bảnTạo chuyển tiếp Xương Dẻo mượt mà nếu một đầu của chuỗi gặp một chuỗi khác đi theo cùng chiều hướngTạo sự chuyển tiếp xương dẻo mượt mà nếu một đầu của chuỗi gặp phần đối xứng của nóTạo bề mặt cong mịn bằng cách sử dụng sơ đồ phân chia Catmull-ClarkKiến Tạo hình dạng lập thể (khối đặc) từ các điểm đỉnh và các cạnh, dùng bán kính điểm đỉnh để xác định độ dàyKiến Tạo một lớp da dày bằng cách đẩy trồi ra, bù trừ các góc sắc nhọnKiến Tạo nên một lớp da bọc đặc kín, bù trừ cho các góc sắc nhọnKiến Tạo một khung dây đặc từ các mặtKiến Tạo tiến trình hình cầuKiến Tạo tiến trình hình cầuKiến tạo một tư thế phân tích thích hợp cho khung hình hiện tạiKiến tạo một hình ảnh phân ô cờKiến Tạo hình thangKiến Tạo một vectơ từ các thành phần X, Y và ZKiến Tạo một vectơ từ các thành phần X, Y và ZKiến Tạo một vectơ từ các thành phần X, Y và ZTạo phím tắt trình quan sát tổng hợp cho nút đã chọn bằng cách nhấn ctrl+1,2,..9Kiến Tạo đối tượng Rỗng, tức cái sẽ sao chép chuyển động của dấu giám sát đang hoạt độngKiến Tạo một khung rối tương đồng với bố trí của daTự động kiến tạo bản xem trước cho khối dữ liệu được chọnTạo một đối tượng Bút Chì Dầu trống rỗngKiến Tạo một hình dạng phong baoKiến Tạo một hình ảnh có kênh alphaKiến Tạo một hình ảnh có các góc nhìn bên trái và phảiKiến tạo một bộ sưu tập đối tượng từ các đối tượng đã chọnTạo tùy chọn tách rời mí mắt khỏi bề mặt mắtTạo một điều khiển IK tùy chọnTạo một điều khiển tùy chọnTạo một xương biến dạng tùy chọnXóa bỏ một thao tác vượt quyềnKiến tạo hệ thống hạt làm bong bóngKiến Tạo các hạt con cáiKiến tạo đối tượng va đậpKiến Tạo quan hệ phụ huynh cơ sở ràng buộcKiến tạo quan hệ co-bọc trên cơ sở ràng buộcTạo ràng buộc cho hành động này trên giàn điều khiển đã sinh tạoTạo các xương điều khiển cho bản saoTạo điều khiển cho cả hai bên lòng bàn tayTạo các nút tọa độ và ánh xạ cho chất liệu (bỏ qua đối với các nút chất liệu đã chọn)Kiến Tạo các bản sao của hình dạng với dịch chuyểnTạo những cảnh báo tùy chỉnh trong các nhóm nútTạo các xương biến dạng cho bản saoKiến tạo phạm vi cho các thể khíKiến tạo phạm vi cho các loại chất lỏngKiến Tạo hiệu ứng chấm vạch cho các nét vẽKiến Tạo điều vận cho tính chất này thôi, và không chỉ định mục tiêu nào hếtKiến Tạo điều vận cho toàn bộ các tính chất, mà không chỉ định mục tiêu nào hếtKiến Tạo điều vận cho mỗi cặp phần tử tương ứngKiến Tạo các vòng cạnh giữa mặt trong và mặt ngoài của các cạnh mặt (chậm, nên tắt đi khi không cần đến)Tạo màn chắn hình elip thích hợp để sử dụng như một màn chắn vẽ lồng đơn giản (simple matte) hoặc một màn chắn lọc viền tối (vignette mask)Kiến Tạo tập tin giữ chỗ rỗng trong khi kết xuất các khung hình (giống như chức năng 'touch' (chạm/sờ) của Unix)Kiến tạo hệ thống hạt mô phỏng bọtKiến tạo khung lưới đồ thị các thực thể sao chépKiến tạo đối tượng hướng dẫnTạo xương đầu và cổKiến Tạo hình ảnh với độ sâu 32 bit số thựcKiến Tạo các thực thể dọc theo đường đi của hạtTạo các thực thể mới cho các bộ sưu tập khi chèn thêm vào, thay vì trực tiếp cho thêm chúng vào cảnhTạo các thực thể mới cho các bộ sưu tập khi liên kết, thay vì trực tiếp cho thêm chúng vào cảnhBiến các bộ sưu tập thành các thực thể, thay vì thêm chúng trực tiếp vào cảnhKiến Tạo thực thể cho dữ liệu đối tượng, tức những cái hiện không có bất cứ đối tượng nào tham chiếu đếnKiến Tạo thực thể từ các hạt con cáiKiến Tạo thực thể từ các hạt bình thườngTạo các khung khóa theo hình dạng hiện tại của Đường Cong F đối với các kênh đã chọnKiến Tạo hệ thống hạt cho chất lỏngTạo các khóa Vị Trí khi cố định vào máy quay phim của cảnhTạo màn chắn vẽ lồng dựa trên khoảng cách 3D giữa các màuTạo màn chắn vẽ lồng dựa trên giá trị sắc độTạo màn chắn vẽ lồng dựa trên sự khác biệt trong các kênh màuTạo lớp lồng bằng cách sử dụng một màu đã cho, dành cho cảnh quay phông xanh lá cây hoặc phông xanh lamTạo mặt phẳng khung lưới từ các tập tin hình ảnh có tỷ lệ khung hình phù hợpKiến Tạo hành động mớiKiến Tạo các xương mới từ những khớp nối được chọnKiến Tạo các xương mới từ những khớp nối được chọn và di chuyển chúngTạo thư mục mới nhé?Kiến Tạo hình ảnh mới từ nội dung của dấu mốc giám sát bình diệnTạo bộ sưu tập liên kết ánh sáng mới sử dụng bởi vật phát xạ đang hoạt độngKiến Tạo màn chắn lọc mớiKiến Tạo người dùng dữ liệu đối tượng mới nếu cầnKiến Tạo giám sát bình diện mới từ những điểm giám sát đã chọnThực thể hóa đối tượng từ dữ liệu-đối tượngKiến Tạo vòng cạnh thêm nằm lệch đi từ lựa chọn hiện tạiKiến Tạo mỗi dòng trong văn bản thành một đối tượngKiến tạo một hệ thống hạt có chứa cả 3 thể loại hạt thứ yếuKiến Tạo hoặc mở rộng một khối dữ liệu Văn Bản 'i18n_info.txt'Chia khu vực cho các con cái, phỏng theo các sợi phụ huynhKiến Tạo các đỉnh núi và thung lũng với các giá trị độ gồ ghề khác nhauTạo các bản nền dùng làm tham chiếu màu cho các nút khóa hóaTạo các điểm từ các điểm được đánh giá của đường cong, dựa trên thuộc tính độ phân giải cho các chốt trục NURBS và BézierTạo các vòng cung nét Bút Chì Dầu định trướcTạo các hình hộp nét Bút Chì Dầu định trướcTạo các vòng tròn nét Bút Chì Dầu định trướcTạo các đường cong nét Bút Chì Dầu định trướcTạo các đường thẳng nét Bút Chì Dầu định trướcTạo các đường đa giác nét Bút Chì Dầu định trướcKiến Tạo các hình ảnh đại diện trong thư mục tự chọn (sắp đặt mặc định là vị trí của bản phim)Kiến Tạo các khóm ngẫu nhiên quanh phụ huynhTạo màn chắn lọc hình chữ nhật thích hợp để sử dụng như một màn chắn vẽ lồng đơn giảnKiến Tạo ràng buộc thân cứng giữa các thân cứng được chọnTạo các khóa Xoay Chiều khi cố định vào máy quay phim của cảnhTạo các khóa Tỷ Lệ khi cố định vào máy quay phim của cảnhTạo mí mắt riêng biệt theo ảnh hưởng của các thanh trượt cho X và ZTạo các hình học riêng biệt chứa các phần tử từ cùng một nhómKiến Tạo các đỉnh sắc nhọnKiến Tạo bản sao (Ảo Ảnh) của Đường Cong-F được chọn để làm hình ảnh nền hỗ trợ cho Trình Biên Soạn Đồ Thị đang hoạt độngKiến tạo hệ thống hạt bụi nước (spray)Kiến Tạo lực đàn hồi trong số khung hình này kể từ khi sinh kiến tạo hạt (0 = luôn luôn)Kiến Tạo bộ điều chỉnh phân hóa dựa trên thuộc tính SubdivisionScheme (Kế Hoạch Phân Hóa) của USDTạo xương đuôiKiến Tạo khung lưới đồ thị có hình dạng lục giácKiến Tạo một hình mẫu mới từ thể dạng hiện tại của các hình mẫuKiến tạo hệ thống hạt có vật Truy Vết (tracer)Kiến Tạo định hướng biến hóa từ lựa chọnKiến Tạo hỗn loạn bằng trường nhiễuSinh kiến tạo đám mây điểm đỉnh dùng tọa độ của các giám sát đã khôi phụcKiến Tạo, hoàn lại hoặc xóa cấu trúc thứ bậc vượt quyền thư việnTạo chất liệu WebP cho mọi chất liệu. Đối với các chất liệu WebP vốn đã có thì sẽ không có gì xảy ra cảKiến tạo một màn chắn lọc dựa trên thuộc tính màu đang hoạt độngTạo một màn chắn dựa trên ranh giới của bề mặtKiến Tạo một màn chắn lọc dựa trên độ cong của bề mặtKiến Tạo màn chắn lọc mới cho toàn bộ lướiTạo một thuộc tính ánh xạ từng đường cong tới hướng dẫn gần nhất của nó thông qua chỉ sốKiến Tạo độ nhớt cho chất lỏng lan trànKhông thể tạo một Khe mới trên một Hành Động liên kếtKiến TạoBảng Công TrạngLỗi hư hoại tập tin blend nghiêm trọng xảy ra: Xung đột và/hoặc tên khối dữ liệu không hợp lệ (xin xem bảng điều khiển dòng lệnh để biết chi tiết)Lỗi hư hoại dữ liệu nghiêm trọng xảy ra: Xung đột và/hoặc tên khối dữ liệu không hợp lệ (xem bảng điều khiển dòng lệnh để biết chi tiết)Cắt XénCắt X Tối ĐaCắt Y Tối ĐaCắt X Tối ThiểuCắt Y Tối ThiểuCắt khung hình được kết xuất vào kích thước của vùng đã xác địnhCắt vào Vùng Kết XuấtCác tham số để cắt xén một dải trình tựCắt hình ảnh thành một miếng nhỏ hơn, hoặc là làm cho vùng cắt trở nên trong suốt, hoặc là thay đổi kích thước hình ảnhTầm Mắt Giao Nhau (Mắt Lác)Chuyển Tiếp Mờ DầnLớp Vẽ Lồng Bí MậtLớp Lồng Bí Mật (cũ)Lớp Vẽ Lồng Bí Mật Chính XácTài Sản của Lớp Vẽ Lồng Bí MậtTầng Lớp Vẽ Lồng Bí MậtSố Tầng Phân của Lớp Vẽ Lồng Bí MậtNguyên Vật Liệu của Lớp Vẽ Lồng Bí MậtĐối Tượng Lớp Vẽ Lồng Bí MậtCtrlCtrlTráiCtrlPhảiKhối Lập PhươngKích Thước Khối Lập PhươngKích Thước Bản Đồ Lập PhươngLập Phương/Bậc BaBộ lọc Cubic B-Spline (nhòe mờ nhưng không rung rinh) trên các mẫu vật 4×4Centimet Mũ 3Chains Mũ 3Decimet Mũ 3Dekamet Mũ 3Feet Mũ 3Furlongs Mũ 3Hectomet Mũ 3Inches Mũ 3Kilomet Mũ 3Met Mũ 3Micromet Mũ 3Miles Mũ 3Milimét Mũ 3Bộ lọc Cubic Mitchell trên các mẫu vật 4×4Thou Mũ 3Yards Mũ 3Chậm rãi lập phươngChậm rãi lập phương với sự cường điệu hóa và ổn định lạiNội Suy Lập PhươngHình Lập PhươngLoại TrừKhoảng Cách Loại BỏLoại bỏ các đối tượng nằm xa hơn khoảng cách này kể từ máy quay phimLoại TrừDịch Chuyển Tích LũyUốn QuănĐường Cong Tóc Xoăn LọnKhởi Đầu Uốn QuănHiện TạiKích Thước Bộ Nhớ Đệm Hiện TạiKý Tự Hiện TạiTập tin hiện tạiKhung Hình Hiện TạiKết Cục của Khung Hình Hiện TạiGiá Trị Khung Hình Hiện TạiChỉ số của Bộ Khóa hiện tạiChỉ số của Bộ Khóa hiện tại (số âm là 'gắn sẵn' và số dương là 'tuyệt đối')Dòng Hiện TạiChỉ Số Dòng Hiện TạiSố Phân Khung Hình Hiện TạiBiến Hóa Hiện TạiĐịnh Hướng Biến Hóa Hiện TạiNhững hạn chế của Vulkan:Trình biên soạn hiện tại không phải là trình biên soạn nút.Trình biên soạn hiện tại không phải là một trình duyệt tài sảnLoại trình biên soạn hiện thời cho khu vực nàyKhung hình hiện tại không nằm trong khoảng khung hình của dảiSố khung hình hiện tại có thể thủ công đặt thành một giá trị âmSố khung hình trong trình tự hình ảnh hay phim hiện tạiSố khung hình hiện tại trong phim hay trong trình tự hình ảnhKhung hình hiện tại đã được áp dụng phân-khung-hình và bố trí lại thời gianKhung hình hiện tại, để cập nhật dữ liệu hoạt họa từ Python frame_set() thay vìDòng hiện tại, và là khởi đầu của hàng trong đoạn được chọn, nếu cóChế độ hiện tại của đối tượng nguồn '%s' không tương thích với đối tượng vượt quyền thư viện (liboverride) đích '%s'Chế độ hiện tại của đối tượng nguồn '%s' không tương thích với đối tượng đích '%s'Nút hiện tại không có đầu ra nào có thể nhìn thấy được.Cây nút hiện tại không có bất kỳ nút nào cả.Cây nút hiện tại vốn được liên kết từ một tập tin .blend khác.Loại cây nút hiện tại chưa được hỗ trợ. Phải thuộc một trong {:s}.Ma trận phối cảnh hiện tại (``window_matrix * view_matrix``) = (``matrận_cửasổ * matrận_gócnhìn``)Tư thế hiện tại cho khung rốiĐộng cơ kết xuất hiện tại không hỗ trợ nướngHình mẫu hiện tạiChỉ số hình mẫu hiện tạiTình trạng hiện tại của quá trình nhập khẩuMắt lập thể hiện tại đang được hiển thịThời gian hiện tại của mô phỏngMa trận của góc nhìn hiện tạiMa trận cửa sổ hiện tạiHiện Tại: Hiện đang tính toán cảnhTầng góc nhìn hiện đang tính toánKết buộc được chọn hiện tạiCon TrỏCon Trỏ (Dịch Chuyển)Màu Con TrỏKhoảng Cách Con TrỏVị Trí Con TrỏĐiều Chỉnh Khóa Con TrỏBề Diện của Con TrỏCon Trỏ dùng sự Phóng Chiếu Bề MặtGiá Trị Con TrỏGiá Trị Con Trỏ sang chỗ Lựa ChọnGóc Nhìn của Con TrỏCon Trỏ XCon Trỏ Giá Trị-XCon Trỏ Giá Trị-YVị trí con trỏ trong tọa độ đã bình thường hóa (0,0 đến 1,0)Vị trí con trỏ trong tọa độ đã bình thường hóa của đoạn phimVị trí con trỏ trong tọa độ bình thường hóa của xem trướcVị trí của con trỏ trong tọa độ màn hìnhCon Trỏ sang Sự Lựa ChọnĐộ CongĐộ Cong 3DTối Thiểu của Đường CongĐộ Cong của Lằn GợnSố Lần Lặp Lại Quá Trình Làm Mịn Đường CongĐộ Cong của Vùng TrũngTô bóng trên cơ sở độ cong. Có lợi trong việc làm cho các chi tiết nhỏ nhìn thấy được rõ hơnĐường CongVòngTrònBézierĐườngCongBézierBất BiếnĐường CongĐường Dẫn Đường CongTùy ChỉnhĐường Cong Tùy ChỉnhNới DàiNgoại SuySuy Giảm DầnĐường Cong Suy Giảm DầnLoại Suy Giảm DầnTheo Chiều NgangĐảo Nghịch Bình PhươngĐường ThẳngTuyến TínhTối ĐaBước Trung VịChế ĐộMớiKhông Suy Giảm DầnHình Tròn NurbsĐường Cong NurbsĐường Dẫn NurbsHình Dạng Mặt CắtSuy Giảm Dần trong Biên Soạn Cân ĐốiSuy Giảm Dần Cân ĐốiNgẫu NhiênPhép CănTrònĐột NgộtĐột Ngột HơnMịn MàngMịn HơnHình CầuHình Tròn SurfĐường Cong SurfHình Trụ SurfMặt Phẳng SurfHình Cầu SurfHình Xuyến SurfBề MặtĐường cong '%s' không có chứa chốt trục đã choĐường cong 2DĐộ Uốn của Đường CongĐường Cong Hình TrònID của Đường CongBiến Dạng bằng Đường CongChế Độ Biên Soạn Đường CongLớp Vẽ Lồng Chế Độ Biên Soạn Đường CongSuy Giảm Dần Đường CongPhạm Vi Khung Hình Đường CongID Nhóm Đường CongHướng Dẫn theo Đường CongVị Trí Điều Khiển Đường CongID của Đường CongCong Vào XChỉ Số Đường CongThông Tin Đường CongThực Thể Đường CongĐường Cong Rung NhẹChiều Dài Đường CongNút Chiều Dài Đường CongDây Đường CongĐiểm Ánh Xạ Đường CongÁnh Xạ Đường CongBộ Điều Chỉnh Đường CongĐối Tượng Đường CongDịch Chuyển của Đường CongCong Ra XSắp Đặt Đường Cong của Bút SơnSuy Giảm Dần Tham Số Đường CongĐiểm của Đường CongSố Điểm của Đường CongThành Tố về Mặt Cắt Đường CongBán Kính Đường CongGốc Đường CongĐiêu Khắc Đường CongLớp Vẽ Lồng Điêu Khắc Đường CongPhân Đoạn Đường CongĐường Cong về Độ Nhạy CảmHình Dạng Đường CongĐường Cong: Thu Nhỏ/Phình ToCắt Lát bằng Đường CongCác Chốt TrụcĐường Cong về Cường ĐộMức Phân Hóa Đường CongTiếp Tuyến Đường CongĐộ Nghiêng của Đường CongĐỉnh Đường CongMàu cho Thành Tố Điều Khiển SốThành phần đường cong có chứa chốt trục và dữ liệu điểm điều khiểnĐiểm điều khiển đường congKhối dữ liệu lưu trữ các đường cong, chốt trục, và NURBS (Non-uniform rational basis spline)Khối dữ liệu về đường cong được sử dụng để lưu giữ các bề mặtKhối dữ liệu về đường cong được sử dụng để lưu giữ văn bảnKhối dữ liệu của đường congĐường cong định nghĩa vuốt thon thành khómĐường cong định nghĩa độ rốiĐường cong xác định độ mở của cửa chập theo thời gianĐường cong định nghĩa đường xoắn vặnBộ điều chỉnh biến dạng bằng đường congĐường cong biến dạng đối tượng văn bảnPhương pháp phù hợp hóa đường congĐường Cong từ các đối tượng Khung Lưới hoặc Văn BảnTrọng lượng của hiệu ứng viên hướng dẫn theo đường congĐường cong trong ánh xạ đường congNội suy đường cong tại điểm này: Bézier hay véctơÁnh xạ đường cong để ánh xạ các giá trị màu sắc, vector và vô hướng sang các giá trị khác dùng một đường cong do người dùng định nghĩaTên đường cong dùng làm đối tượng vuốt thon (chiều rộng)Đường cong dùng để biến dạng hìnhĐối tượng đường cong dùng làm chiều dài của mảngĐường Cong của ĐiểmLượng phân hóa của Đường Cong hay Bề Mặt cho mỗi phân đoạnKích thước đường cong phải lớn hơn 0Đường cong điều khiển mối quan hệ nàyĐường Cong thành Khung LướiĐường Cong thành các ĐiểmĐường Cong thành Khung LướiThể loại đường congĐường cong sử dụng để điều chế hiệu ứngĐường cong dùng để ánh xạ đường congĐường Cong sử dụng cho hiệu ứng rung nhẹĐường cong dùng cho độ nhạy cảmĐường cong dùng cho cường độĐường cong sử dụng để ánh xạ áp lực thành độ rung của đầu bútĐường cong sử dụng để ánh xạ áp lực thành kích thước đầu bútĐường cong sử dụng để ánh xạ áp lực sang thành cường độ đầu bútKích thước chiều rộng đường cong chưa được hỗ trợ cho nội suy USDCác Đường CongĐường cong không có điểm đang hoạt động• Đường Cong: {} điểm, {} chốt trụcÁnh Xạ Đường Cong không sở hữu CurveMapBảng Mặt Cắt Đường Cong (CurveProfile) chưa được khởi thủy. Hãy gọi hàm initialize()CongĐường CongCộngKiểu Đầu BútChải LượcThể Loại Hình Dạng Đường CongHình TrụXóaĐộ Dày ĐặcTăng Trưởng / Thu NhỏMớiLựa Chọn SơnNhúmThổi BồngTrượt ĐẩyLàm MịnMóc Uốn Lượn Hình Rắn (Snake Hook)SợiDảiChế Độ Biên Soạn Đường CongVẽ Lồng Chế Độ Biên Soạn Đường CongTỷ Lệ Phình Ra/Thu Lại của Đường CongThông Tin Đường CongĐối Tượng Đường Cong không hỗ trợ thao tác đặt tọa độ gốc nàyĐiêu Khắc Đường CongĐiêu Khắc Đường Cong: Các Tùy Chọn về Thêm Đường CongĐiêu Khắc Đường Cong: Cài Đặt Đầu BútĐiêu Khắc Đường Cong: Độ Đục của Khung LồngĐiêu Khắc Đường Cong: SơnĐiêu Khắc Đường Cong Tham Số Suy Giảm DầnĐiêu Khắc Đường Cong: Sắp ĐặtĐường cong không được gắn với bất kỳ ánh xạ UV nào cảĐường Cong thành Khung LướiĐường Cong thành NURBSCác đường cong không có thông tin kèm theo có thể sử dụng để biến dạng đượcĐường cong không có thông tin về bám dính vào bề mặtĐường cong từ dữ liệu đường cong đã tính toánCác đường cong phải có một bộ đối tượng bề mặt khung lướiĐường cong không gắn mình với một bề mặtĐường cong chỉ hỗ trợ một nguyên vật liệu duy nhất mà thôi; đầu vào lựa chọn không thể là một trường đượcThể loại hình dạng đường congĐường Cong thành Bút Chì DầuBiến Dạng bằng Đường CongChiều dài đường cong 2D phi tuyến để tách phân dây chuyềnDây nối congTùy ChỉnhTùy chỉnh ({:.4g} khung hình/giây)Độ Tắt Dần Tùy ChỉnhBytecode Tùy ChỉnhBăm Bytecode Tùy ChỉnhMáy Quay Phim Tùy ChỉnhBiên dịch bộ tô bóng Máy Quay Phim tùy chỉnh không thành công, xin hãy xem bảng điều khiển để biết chi tiết lỗiĐường Cong Khe Hốc Tùy ChỉnhMàu Tùy ChọnSắp Đặt Sẵn Màu Tùy ChỉnhBộ Màu Tùy ChỉnhMàu Tùy ChỉnhNút Nhóm Tổng Hợp Tùy Chỉnh dành cho các nút PythonĐường Cong Tùy ChỉnhThư Mục Tùy ChỉnhKhoảng Cách Tùy ChọnĐường Dẫn Tập Tin Tùy ChỉnhNút Nhóm Hình Học Tùy Chỉnh cho các Nút PythonDốc Màu Tùy ChỉnhNhóm Tự TạoĐiểm Tựa IK Tùy ChỉnhBiểu Tượng Tùy ChọnHình Ảnh Tùy ChọnVị Trí Tùy ChọnPháp Tuyến Tùy ChỉnhPháp Tuyến Tùy ChỉnhDuy Pháp Tuyến Tự TạoĐối Tượng Sử DụngTùy Chỉnh Tính Hấp Thụ Quang XạMàu Vỏ Hành Tùy ChỉnhVẽ Lồng Tùy ChỉnhThị Sai Tùy ChỉnhĐường Dẫn Tùy ChỉnhĐiều Khiển Điểm Tựa Tùy ChỉnhTư Thế Tùy ChỉnhĐường Dẫn Mặt Cắt Tùy ChọnTính Chất Tùy ChỉnhTùy Chỉnh Đại DiệnPhạm Vi Tùy ChỉnhBiểu Tượng Tùy ChọnBộ Tô Bóng Tùy ChỉnhNhóm Tô Bóng Tùy Chỉnh dành cho các nút PythonHình Dạng Tùy ChỉnhXoay Chiều của Hình Dạng Tùy ChỉnhTỷ Lệ của Hình Dạng Tùy ChọnBiến Hóa của Hình Dạng Tùy ChọnDịch Chuyển của Hình Dạng Tùy ChọnPhạm Vi Khung Mô Phỏng Tùy ChỉnhPhạm Vi Mô Phỏng Tùy ChỉnhKhông Gian Tùy ChỉnhGóc Nhìn Tùy chỉnhThể Tích Tùy ChọnĐịnh hướng Thành Tố Điều Khiển tùy chỉnhĐường dẫn đến máy chơi hoạt họa tùy chọnMàu tùy chỉnh cho đường chuyển động sau khung hình hiện tạiMàu tùy chỉnh cho đường chuyển động trước khung hình hiện tạiMàu tùy chọn của thân nútBộ màu tùy chỉnh để sử dụngĐường cong tùy chỉnh để áp dụng hiệu ứngĐường cong tùy chỉnh để điều khiển nội suy 'trình tự' giữa các khung hình vẽ bằng Bút Chì DầuĐường cong tự chỉnh để điều chỉnh suy giảm dần của đầu bút bằng các khung hình của Bút Chì DầuĐường cong tùy chỉnh để điều khiển độ dày của các hình cơ bảnTên tầng dữ liệu tùy chỉnh dành cho chỉ sốTên tầng dữ liệu tùy chỉnh cho giá trị ngẫu nhiênGiá trị mờ dần tùy chỉnhĐường cong tùy chỉnh về suy giảm dầnBộ Lọc Tùy ChỉnhNội suy tùy chỉnh được định nghĩa bởi một ánh xạ đường congĐường cong ánh xạ tùy biếnNút Tùy ChỉnhNhững công cụ pháp tuyến tùy chỉnh sử dụng Véctơ Pháp Tuyến của Giao Diện Người Dùng (UI)Tính chất tự tạoĐiểm tham chiếu tùy chỉnh cho các hướng dẫnNguồn bộ tô bóng tùy chỉnhKích thước tùy chỉnh để thu nhỏ chất liệu kết xuấtDấu nhãn tùy chỉnh (danh hiệu) của tài sản, sử dụng để thanh lọc và quản lý tài sản nói chungVăn bản tùy chọn xuất hiện trong ghi chú đóng dấuGiá trị tùy chỉnh cho số mét trên mỗi đơn vị trong Cảnh USDCắtCắt CạnhCắt Hạt thành Hình DạngCắt Xuyên QuaCắt TớiCắt một vùng giao cắt thành các mặtCắt các cạnh mặt để làm cho các mảnh vỡ trông đẹp hơnCắt hình học bằng một bình diện (bấm chuột-kéo để xác định bình diện)Cắt tóc cho phù hợp với đối tượng chỉnh hình đã đặtCắt tócCắt vào hình học, giữ mỗi bên biệt lập (Duy chế độ được Chọn/Chưa Chọn mà thôi)Cắt vào các phần tử đã chọn theo một góc độ để kiến tạo hình bo tròn hoặc hình vê bo cạnhVòng mạch cắt khung lưới và trượt đẩy nóCắt cấu trúc liên kết mớiCắt văn bản đã chọn vào bảng nhớ tạmCắt hình học lập thể từ cái được chọn vào cái chưa được chọnCắt văn bản đã chọn vào bảng nhớ tạmCắt xuyên qua toàn bộ các mặt, không chỉ những cái nhìn thấy được mà thôiCắt, khấu trừ hoặc kết hợp nhiều đầu vào khung lưới đồ thị thể tích SDFCắt, khấu trừ hoặc chắp nối nhiều đầu vào khung lướiNgắt/Cắt LửngKhoảng Giới HạnTần số cắt của bộ lọc thông cao áp dụng cho dữ liệu âm thanhTần số cắt của một bộ lọc thông thấp áp dụng cho dữ liệu âm thanhSố Đoạn CắtCắt khung lưới thông qua bề diện phản chiếu đối xứngLượng Cắt: %s, Độ Mịn: %sLuân ChuyểnĐặt Kiểu Tay CầmĐồng Bộ Hóa Độ DàiLuân Chuyển Ngược ChiềuLuân chuyển giữa toàn bộ bốn kiểu tay cầmLuân Chuyển Ngược ChiềuTuần hoàn thời gian hoạt họa nội trong khoảng giữa điểm khởi đầu và kết thúcNhắc lại các khung hình trong chuỗiLặp lại các hình ảnh trong phim một cách tuần hoànLuân chuyển qua toàn bộ các khe kết xuất không trốngLuân chuyển qua các màn hình vốn cóLuân chuyển qua dòng lịch sửLuân chuyển qua các kiểu góc cắt bên trongLuân chuyển qua các phương pháp giao cắtLuân chuyển qua các chế độ dịch chuyểnLuân chuyển qua các kiểu góc cắt bên ngoàiLuân chuyển qua ngữ cảnh trình biên soạn bằng cách kích hoạt cái tiếp theo/trước đâyTuần hoàn qua các màu của cầu vồng và thử gán một màu riêng biệt cho mỗi đường congLuân chuyển qua các công cụ trong nhóm nàyLuân chuyển qua các không gian làm việcKhóa Hóa Cảnh Giác về sự Tuần HoànChu Trình/CyclesSắp Đặt Kết Xuất Đường Cong của CyclesCác Cài Đặt của Máy Quay Phim Tùy Chỉnh CyclesĐiều Tra Gỡ Lỗi của CyclesTuần Hoàn Hóa Bộ Điều Chỉnh-FSắp Đặt Ánh Sáng của CyclesSắp Đặt về Nguyên Vật Liệu của CyclesSắp Đặt của Khung Lưới trong CyclesSắp Đặt Đối Tượng trong CyclesThiết Bị Kết Xuất CyclesMáy Kết Xuất CyclesSắp Đặt cho Kết Xuất CyclesSắp Đặt của CyclesSắp Đặt về Tầng Lớp Góc Nhìn của Máy Kết Xuất CyclesSắp Đặt Hiển Thị trong CyclesCấu Hình Thế Giới CyclesCycles được xây dựng không có sự hỗ trợ cho EmbreeSắp đặt kết xuất đường cong của CyclesCycles đã bị tắt đi trong phiên bản nàySắp đặt về ánh sáng của CyclesSắp đặt về nguyên vật liệu của CyclesSắp đặt của khung lưới trong CyclesSắp đặt đối tượng trong CyclesSắp đặt cho kết xuất CyclesTích hợp máy kết xuất CyclesSắp đặt hiển thị trong CyclesCấu hình thế giới cho CyclesTuần HoànHoạt Họa Tuần HoànDịch Chuyển Tuần HoànTuần Hoàn Thời Gian của DảiTuần Hoàn UTuần Hoàn VKéo dài/nhắc lại trình tự khung khóa một cách tuần hoànHiệu ứng sóng nhắc lại theo chu kỳChế độ tuần hoàn sử dụng sau khung khóa cuối cùngChế độ tuần hoàn sử dụng trước khung khóa đầu tiênHình TrụBán Kính Hình TrụTiếng Séc (Čeština)Đà Lỗi THỜI: thêm sự xoay chiều gốc vào sự xoay chiều sao chépDJVDamped Least Square: Giảm Chấn Bình Phương Tối ThiểuXUỐNGDPXDVDVD (lưu ý: tùy chọn này thay đổi độ phân giải kết xuất)DWAA (mất mát)DWAB (mất mát)Giảm ChấnHệ Số Suy GiảmHãm các con sóng phản xạ đi ngược hướng với chiều gióGiảm Chấn Bình Phương Tối Thiểu có Thanh Lọc SốTheo Dõi có Kiềm ChếRàng Buộc Giám Sát có Kiềm ChếGiảm ChấnGiảm ChấnGiảm Chấn EpsilonHệ Số Giảm ChấnGiảm Chấn Tối ĐaThời Gian Suy GiảmGiảm Chấn Dịch ChuyểnGiảm Chấn XGiảm Chấn Góc XGiảm Chấn YGiảm Chấn Góc YGiảm Chấn ZGiảm Chấn Góc ZSự giảm chấn của lực điều hòaGiảm chấn trên trục XGiảm chấn trên trục xoay chiều XGiảm chấn trên trục YGiảm chấn trên trục xoay chiều YGiảm chấn trên trục ZGiảm chấn trên trục xoay chiều ZSự chuyển hướng tuyến lơ lửng sẽ bị bỏ quaTiếng Đan Mạch (Dansk)Làm TốiChế Độ Làm TốiTối HơnĐộ Đậm của Bóng TốiGạch NgangGạch Ngang 1Gạch Ngang 2Gạch Ngang 3Chiều Dài Gạch NgangPhân Khúc của Bộ Điều Chỉnh Gạch NgangTần Số Gạch NgangĐường Gạch NgangĐộ Đục của Đường Đứt ĐoạnDữ LiệuAPI Dữ LiệuĐộ Sâu của Dữ LiệuTầng Dữ LiệuThao Tác Dữ LiệuĐường Dẫn Dữ LiệuXem Trước Dữ LiệuTập Dữ LiệuNguồn Dữ Liệu:Dữ Liệu Sử DụngThuyên Chuyển Dữ LiệuBộ Điều Chỉnh Thuyên Chuyển Dữ LiệuKiểu Dữ LiệuDữ liệu hư hoại: khối dữ liệu '%s' đang sử dụng một khối dữ liệu địa phương khác ('%s') làm tham chiếu vượt quyền thư viện, xóa toàn bộ các dữ liệu vượt quyềnDữ liệu hư hoại: khối dữ liệu '%s' đang sử dụng bản thân mình làm tham chiếu vượt quyền thư viện, xóa toàn bộ các dữ liệu vượt quyềnDữ liệu hư hoại xảy ra: khối dữ liệu `%s` có tính chất Vượt Quyền Thư Viện song không có đường dẫn RNAĐường dẫn dữ liệu chưa được lắp đặtDữ liệu điểm cho đường cong vẽ bằng tay tự doNguồn dữ liệu dùng cho nềnDữ liệu sẽ được biến đổi trong thao tác mở rộngDữ liệu đọc từ bộ đệm nhớKiểu dữ liệuKiểu dữ liệu của AOVKiểu dữ liệu của tính chấtDữ liệu của ổ cắmKiểu dữ liệu của những giá trị thể tích tửDữ liệu được dùng cho phát hiện một cột bảng tínhDữ liệu sử dụng để xác định bàn bảng tínhDữ liệu được dùng cho phát hiện dữ liệu tương tự từ nguồn dữ liệuDữ liệu sử dụng để xác định bảngGiá trị dữ liệu không có tính cách đặc biệt gìKhối Dữ LiệuTên Khối Dữ LiệuTham Chiếu Khối Dữ LiệuKiểu Khối Dữ LiệuCác Khối Dữ LiệuKhối dữ liệu '%s' không phải là một vượt quyền thư viện, hoặc không phải là một phần của hệ thống cấp bậc vượt quyền thư việnKhối dữ liệu '%s' hiện không phải là tài sản nữaKhối dữ liệu '%s' bây giờ là một tài sảnKhối dữ liệu mà từ đó khối dữ liệu biên soạn được kết nốiKhối dữ liệu không được đánh dấu là tài sảnKiểu khối dữ liệu không hỗ trợ xem trước tự động đượcKiểu khối dữ liệu không hỗ trợ người dùng giảThể loại khối dữ liệu để hiển thịKhối dữ liệu Bút Chì Dầu sử dụng cho các chú thích trong khung nhìn 3DNhững khối dữ liệu đang sử dụng các hình mẫu nàyKhối dữ liệu sử dụng tập tin đóng gói này là không thể chỉnh sửa đượcKhối dữ liệu có các nút hiện đang được biên soạnCác khối dữ liệu trong thư viện này có thể chỉnh sửa được mặc dầu chúng vốn được liên kết vào. Được sử dụng bởi các tài sản đầu bút vẽ và những phần phụ thuộc của chúng.Khối dữ liệu không có trong cơ sở dữ liệu Chính toàn cầu thì không thể đổi tên đượcTruyềnDữLiệuNgàyNgày Thay ĐổiNgày: {:s} {:s}NgàyGiải hoạt quan sát của các nút hình học khi nhấp chuột vào khoảng trốngGiải hoạt thân cứng khi bắt đầu mô phỏngGiải hoạt nút quan sát đã chọn trong các nút hình họcGiải HoạtChếtVùng ChếtChếtHiệu Chỉnh LỗiNền Sau của Biểu Tượng Điều Tra LỗiNền Trước của Biểu Tượng Điều Tra LỗiĐiều Tra về Lượng Mẫu VậtGiá Trị Hiệu Chỉnh LỗiCác tùy chọn trong quá trình điều tra và sửa lỗi, chỉ khi nào khởi động với '-d' mà thôiDịch Chuyển của Đề-CanChiến lược toàn cục khá tốt. Xương chỉ có một con cái thì đỉnh đầu sẽ được đặt trong trục địa phương gần nhất với con cái của nóSố Thập PhânTiêu HaoTiêu Hao Đường Cong-F bằng cách loại bỏ các khung khóa có tác động ít nhất vào hình dạng của đường congTiêu hao Đường Cong-F bằng cách chỉ định lượng đi lệch khỏi đường cong ban đầu mà chúng có thể là bao nhiêuBộ Điều Chỉnh Tiêu HaoTiêu Hao: Bỏ qua các khung khóa phi tuyến tính/Bézier!Bộ điều chỉnh làm tiêu haoKhai báo của một bảng nútKhai báo của một ổ cắm nútKhai báo ổ cắm và bảng giao diện của một nhóm nútPhân tích thành sự xoay chiều đung đưa nhắm vào trục X, tiếp theo bằng động tác xoắn vặn quanh nóPhân tích thành sự xoay chiều lắc (đong đưa) nhắm vào trục Y, tiếp theo bằng động tác xoắn vặn quanh nóPhân tích thành sự xoay chiều lắc (đong đưa) nhắm vào trục Z, tiếp theo bằng động tác xoắn vặn quanh nóPhá hủy khung lưới thay vì xây dựng nóGiảm Mức Tương PhảnGiảm độ cao nhảyGiảm số phân đoạnMặc ĐịnhThuộc Tính Mặc ĐịnhMặc Định Đóng LạiMàu Mặc ĐịnhThuộc Tính Màu Mặc ĐịnhMàu Mặc ĐịnhĐầu Bút Tẩy Mặc ĐịnhPhai Mờ Dần Mặc ĐịnhKhung Hình Mặc Định: {:.02f} (Phải là một số nguyên!)Khung Hình Mặc Định: {:.0f}Giá trị Mục Tiêu Mặc Định (vị trí mục tiêu của điểm đỉnh)Mục Tiêu Mặc Định (vị trí mục tiêu của điểm đỉnh), khi không sử dụng Nhóm Điểm Đỉnh nào cảChiều Rộng Nút Nhóm Mặc ĐịnhTay Cầm Mặc ĐịnhPhương Pháp Nhập Khẩu Mặc ĐịnhĐầu Vào Mặc ĐịnhNội Suy Mặc ĐịnhCác Kênh Khóa Mặc ĐịnhCấu Hình Phím Mặc ĐịnhBố Trí Mặc ĐịnhMặc Định Tối ĐaMặc Định Tối ThiểuKích Thước Xem Trước Mặc ĐịnhChế Độ Làm Mịn Mặc ĐịnhMặc Định LàGiá Trị Mặc ĐịnhTrọng Lượng Mặc ĐịnhTrọng Lượng A Mặc ĐịnhTrọng Lượng B Mặc ĐịnhHành động mặc định cho nút chuột phảiCấu hình phím mặc định gắn sẵnMàu mặc định cho chất liệu không cung cấp giá trị RGB, hoặc khi Đổi RGB sang Cường ĐộMàu mặc định cho hình dạng đặc của xươngThẻ màu mặc định cho các nút và nhóm nút mớiKhoảng cách mặc định từ ranh giới hình ảnh mà dấu mốc ngừng giám sátĐầu bút tẩy mặc định để tráo đổi nhanh chóng với đầu bút chínhMàu tô mặc địnhVị trí tiêu đề mặc định cho những thể loại không gian mớiĐịa phương mặc định nơi các hình ảnh kết xuất sẽ được hiển thị trong đóĐịa phương mặc định nơi Trình Biên Soạn Tập Tin sẽ được hiển thị trong đóĐịa phương mặc định nơi Trình Biên Soạn Tập Tin sẽ được hiển thị trong đóGiá trị tương quan tối thiểu mặc định giữa kiểu mẫu so sánh và nguồn đối chiếu, tức cái đang được coi là sự giám sát thành công (nếu giá trị hữu hiệu của giám sát thấp hơn cái này thì phần mềm sẽ ngừng quá trình giám sát)Mô hình chuyển động mặc định dùng để giám sátThứ tự mặc định của khóa lọcĐường dẫn mặc định cho những tập tin ở bên ngoàiKiểu mẫu tô kín mặc địnhTùy chọn đường dẫn tương đối mặc định cho công cụ lựa chọn tập tin, khi chưa có đường dẫn nào được định nghĩa trước cảCài đặt mặc định cho thanh trượt Mí Mắt Đi Theo (X và Z)Kích thước mặc định của hình thu nhỏ xem trước tài sản, được tính trong số điểm ảnhĐặt Chế Độ Nhập Số Cấp Tiến là Mặc ĐịnhCác công cụ mặc định cho chế độ hạtGiá trị mặc định bên ngoài các thể tích tử của khung lưới đồ thịTrọng lượng mặc định một điểm đỉnh sẽ có nếu nó không ở trong nhóm điểm đỉnh A thứ nhấtTrọng lượng mặc định một điểm đỉnh sẽ có nếu nó không ở trong nhóm điểm đỉnh B thứ haiTrọng lượng mặc định cho một điểm đỉnh nếu nó không nằm trong nhóm ĐĐMặc ĐịnhĐịnh nghĩa khoảng các khung hình một cách tùy tiện để sử dụng trong bộ điều chỉnhXác định đường thẳng bằng một điểm khởi đầu, chiều hướng, và chiều dàiXác định cung bằng 3 điểm trên đường tròn. Vòng cung được tính toán giữa điểm bắt đầu và điểm kếtXác định lực cho các điểm đỉnh bám vào vị trí hoạt họaĐịnh nghĩa phương pháp các véctơ vận tốc sẽ được phiên dịch theo thời gian. 'Khung Hình' có nghĩa là thời gian delta là 1 khung hình, 'giây' có nghĩa là thời gian delta là 1 / khung hình/giây (FPS)Xác định bán kính với một số thực floatXác định nồng độ của mêlanin dưới đây để đạt được sự thể hiện tóc trông giống thật nhất (bạn có thể tìm được giá trị các nồng độ melanin cho các loại tóc khác nhau trên mạng)Xác định bán kính và vị trí bằng ba điểmXác định bán kính bằng một số thậtXác định điểm khởi đầu và điểm kết của đường thẳngXác định đường cong nét vẽ bằng một đường cong Bézier (các điểm chấm được tách riêng ra chiểu theo phân khoảng)Xác định điểm kết hình học của đường cong dọc theo chốt trục sẽ nằm ở đâu (0 = ở đầu cùng, 1 = ở cuối cùng)Xác định điểm hình học đường cong bắt đầu từ đâu (0 = ở đầu, 1 = ở cuối)Xác định xem vị trí và xoay chiều của góc nhìn VR đến từ đâu. Vị trí và xoay chiều này sẽ được áp dụng cho dịch chuyển và xoay chiều delta của bộ đầu VRXác định tập hợp con nào của các nhóm sẽ được sử dụngDuy Cấu Trúc Cơ Bản đã Định NghĩaXác định các hàm gọi lại để mở rộng vào ra (IO) USDXác định phương pháp mà các Chấm và các Hình Hộp căn chỉnh với đường dẫn và sự xoay chiều của đối tượngĐịnh nghĩa lượng làm nhòe mờ dần nét vẽ vào/ra là bao nhiêuĐịnh nghĩa lượng nhìn thấy được của nét vẽ là bao nhiêuXác định phương pháp thao tác sẽ hành xử trên phần lựa chọn trong tầng lớp đang hoạt độngXác định trật tự mà các nét vẽ được sắp xếp trong không gian 3D (dành cho các đối tượng không hiển thị 'Ở Đằng Trước')Xác định ảnh hưởng của màu điểm đỉnh đến nét vẽ thế nàoXác định xem các khóa có nên được căn chỉnh theo đường cong chậm rãi-vào hoặc chậm rãi-ra hay khôngXác định nếu giải nghiệm có được phép lặp lại hay không (tính toán đồng quy đến khi đạt được độ chuẩn xác đòi hỏi) cho các trường hợp: không khung hình nào, khung hình đầu tiên, hoặc toàn bộ các khung hìnhXác định kích thước của dịch chuyển dẫn xuất được dùng để tính toán dốc màu và độ uốn quănXác định UI sẽ viết đè lên. Nếu không đặt thì một UI mới sẽ được tạo ra và được đặt tên dựa trên tên của giàn điều khiểnXác định kênh màu dùng để giới hạn việc loại bỏ màu tràn vãi (despill). Giá trị 0 nghĩa là dùng kênh phụ thứ hai trong hai kênh, còn giá trị 1 nghĩa là dùng kênh phụ thứ nhất.Xác định kích thước của hình ảnh mà giá trị tương đối được tham chiếu đếnXác định phép chiếu thấu kính dưới dạng đa thức để cho phép bắt chước các ống kính máy ảnh trong thế giới thựcXác định định dạng cụ thể của các đối số mà trình soạn thảo văn bản dùng để mở các tập tin. Các đối số mở rộng hiện được hỗ trợ như sau: $filepath Đường dẫn tuyệt đối của tập tin. $line Dòng để mở tại đó (không bắt buộc). $column Cột để mở tại đó, tính từ đầu dòng (không bắt buộc). $line0 & column0 bắt đầu từ số 0 nhé. Ví dụ: -f $filepath -l $line -c $columnXác định phần nào của nét vẽ là được sử dụng để tính toán chỗ nới raXác định liệu tiền cảnh có đang ở dạng alpha thẳng hay không, điều này cần thiết để thực hiện hòa trộn alpha một cách chính xác. Các hình ảnh trong trình tổng hợp (compositor) mặc định ở dạng alpha đã nhân trước, vì vậy tùy chọn này thường nên để là sai (false). Song nếu, chỉ một khi lớp tiền cảnh đã được chuyển sang dạng alpha thẳng, vì lý do nào đó, thì tùy chọn này mới nên đặt là đúng (true) mà thôi.Xác định bộ sưu tập nào sẽ dùng để đặt các đối tượng thành tố điều khiển vào. Nếu không đặt thì một bộ sưu tập mới sẽ được tạo ra dựa trên tên của giàn điều khiểnXác định những khóa nào sẽ sử dụng làm độ dốc và mức độ pha trộn về phía chúngXác định giàn điều khiển nào sẽ viết đè lên. Nếu không đặt thì một giàn điều khiển mới sẽ được tạo ra với cái tên dựa trên tùy chọn Tên Giàn Điều Khiển hoặc tên của giàn siêu (metarig)Định nghĩaĐịnh nghĩa lựa chọn trong tính chất của liệt kê RNAĐịnh nghĩa các kênh âm thanhNénLàm Lệch Hướng Vật PhátLàm chệch hướng và tác động đến dòng chảy của chất lỏngChuyển Động Lệch HướngVật Làm Lệch HướngLàm Mất Rõ NétBiến DạngTrục Biến DạngXương Biến DạngBiến Dạng các Đường Cong trên Bề MặtChế Độ Biến DạngXương Biến Dạng Tư ThếBiến dạng quanh trục địa phươngBóp méo dựa trên một loạt các điểm neo chốtBiến dạng trên trục XBiến dạng trên trục YBiến dạng trên trục ZNội suy xoay chiều biến dạng với QuatenionBiến dạng các điểm chỉ định dùng một đối tượng khácDùng đối tượng khung rối biến dạng các điểm của nét vẽDùng đối tượng để biến dạng các điểm của nét vẽBiến dạng các nét vẽ dùng một đối tượng lưới ràoBiến dạng khung lưới hoặc đường cong dùng một bộ nhớ đệm trong định dạng Alembic bên ngoàiBiến dạng khung lưới dùng một một bộ nhớ đệm biến hóa điểm đỉnh theo từng khung hình một (frame-by-frame) bên ngoàiBóp méo hình dạng bằng cách xoắn vặn, uốn cong, vuốt thon hoặc kéo giãnBóp méo hình dạng dùng một đối tượng khung rốiBiến dạng nét vẽ để khít vừa nhất với hình dạng phong baoBóp méo dùng một khung lưới khác, tức cái hành xử như một khung lồng để biến dạngBóp méo dùng hình dạng của một đối tượng lưới ràoBiến dạng thể tích dựa trên nhiễu hoặc các trường véctơ khácNhóm Biến Dạng (DeformGroup) '%s' không nằm trong đối tượng '%s'Biến DạngCầu Nối Biến DạngMục Tiêu Biến DạngKiểu biến dạng sử dụng cho đầu bútBiến dạng (các hình mẫu, các bộ điều chỉnh biến dạng)Vị Trí Biến DạngBiến DạngBiến dạng các đường cong tóc hiện có thành các bím tóc bằng các đường cong hướng dẫnBiến dạng các đường cong tóc hiện có thành các lọn tóc bằng các đường cong hướng dẫnLàm biến dạng các đường cong tóc bằng cách sử dụng chất liệu nhiễuLàm biến dạng các đường cong tóc bằng cách sử dụng một véctơ ngẫu nhiên trên mỗi điểm để làm xù chúng lênGóc ĐộGộp TrườngTuần tự hóa (deinterlace) toàn bộ các nguồn phim đã chọnGộp trường tập tin phim trong khi nạpXóaTrì HoãnTrì Hoãn Cập Nhật Cổng NhìnTrì hoãn hằng giây đồng hồ trước khi đạt đến tốc độ tối đaXóaXóa 4 dấu cách ở đầu dòngXóa NướngXóa Tài Sản Đầu BútXóa Danh MụcXóa Dữ LiệuXóa Khung Hình Trống RỗngXóa Hình HọcXóa Toàn CầuXóa (các) Khung Hình Bút Chì DầuXóa Mức Cao HơnXóa Bộ Điều ChỉnhXóa cái đã Giải HoạtXóa ĐiểmXóa Tài Sản Tư ThếXóa Đối Tượng Tham ChiếuXóa các Phân ĐoạnXóa Lựa ChọnXóa Bố Trí Ánh Sáng StudioXóa Giám SátXóa cái Không Sử DụngXóa hết hạt hoặc chỉ xóa các điểm điều khiển thôiXóa một khung khóa khỏi các giám sát được chọn tại khung hình hiện tạiXóa các khung hình đang hoạt động cho tất cả các tầng lớpXóa các khung khóa đang hoạt động của toàn bộ các tầng lớpXóa cảnh đang hoạt độngXóa màn hình đang hoạt độngXóa tập tin văn bản đang hoạt động đi nhé?Xóa toàn bộXóa toàn bộ các siêu dữ liệu tài sản và biến khối dữ liệu tài sản trở lại thành một khối dữ liệu thông thườngXóa toàn bộ siêu dữ liệu về tài sản và đổi khối dữ liệu tài sản được chọn quay trở lại khối dữ liệu bình thườngXóa toàn bộ các siêu dữ liệu của tài sản, chuyển các khối dữ liệu tài sản đã chọn trở lại thành khối dữ liệu bình thường và đặt Người Dùng Giả để đảm bảo rằng các khối dữ liệu sẽ vẫn được lưu lạiXóa toàn bộ các kết quả nướng lưu trong bộ đệm nhớ của toàn bộ các đối tượng trong cảnh hiện tạiXóa toàn bộ các vỏ chứa dữ liệu hoạt họa trống rỗng khỏi khối dữ liệu nhìn thấy đượcXóa toàn bộ các khung hình không có nút nào bên trong chúngXóa toàn bộ các dấu trang không hợp lệXóa toàn bộ các khóa được tạo bởi thao tác ‘Cố Định vào Máy Quay Phim của Cảnh’Xóa toàn bộ dữ liệu bố trí ánh sáng của đầu dò ánh sángXóa toàn bộ các kênh hoạt họa đã chọnXóa toàn bộ các điều vận nằm nhìn thấy được song được nhận định là bất hợp phápXóa các điểm đỉnh nhảy cách trong nét vẽ, ngoại trừ các điểm cao độXóa thuộc tính được đặt tên được chỉ định khỏi một hình học. Thường được sử dụng để tối ưu hóa hiệu suấtXóa một vòng cạnh bằng cách hòa nhập các mặt ở mỗi bên lạiXóa một điểm hiện cóXóa dữ liệu đã nướng của một nút nướng hoặc mô phỏngXóa bộ đệm nhớ trên toàn bộ các đối tượng đã chọnXóa ánh sáng gián tiếp đã ghi trong bộ đệm nhớXóa các mô phỏng được lưu trong bộ nhớ đệm/đã được nướng trong bộ điều chỉnh nút hình họcXóa các đối tượng và các bộ sưu tập con cáiXóa quy tắc quần thể hiện tạiXóa trạng thái quần thể hiện tạiXóa bộ đệm nhớ hiện tạiXóa khung khóa hiện tại của tính Chất Giao Diện Người Dùng đang hoạt động hiện tạiXóa dấu mốc của đường congXóa các điều vận đã chỉ định cho những phần tử được chọnXóa điều vận cho toàn bộ các phần tử trong mảngXóa đối tượng hình ảnh trống rỗng sau khi tạo mặt phẳng khung lướiXóa điểm điều khiển phong baoXóa chất lỏng khỏi mô phỏngXóa chất lỏng bên trong trướng ngại vậtXóa Nội Bên Trong Chướng Ngại VậtXóa các khung khóa khỏi toàn bộ các phần tử trong mảngXóa khung hình chính khỏi các đối tượng đã chọn nhé?Xóa khung hình chính khỏi các đối tượng đã chọn nhé?Xóa các khung khóa ở khung hình hiện tại cho toàn bộ các tính chất trong Bộ Khóa chỉ địnhXóa các điểm đỉnh, cạnh, hay các mặt rời rạcXóa dấu mốc cho khung hình hiện tại khỏi các giám sát đã chọnXóa dấu mốc cho khung hình hiện tại khỏi các rãnh đã chọn nhé?Xóa các tập tin đại diện của đoạn phim khỏi ổ cứngXóa một cái trong mỗi bộ đôi để giải quyết vấn đề:Xóa kết quả nướng vật lý điXóa các điểmXóa các hạt thứ yếu nằm trong chướng ngại vật hoặc đã rời khỏi phạm viXóa các Rãnh NLA được chọn và các dải mà chúng chứa đựngXóa xương đã chọn nhé?Xóa dấu trang được chọnXóa các thứ bậc của bộ sưu tập được chọnXóa các điểm điều khiển hoặc chốt trục đã chọn nhé?Xóa các điểm điều khiển hay các phân đoạnXóa các điểm điều khiển hoặc chốt trục đã chọnXóa các điểm điều khiển, chỉnh sửa các tay cầm chung quanhXóa những phần tử được chọn mà vỏ không sử dụng đếnXóa các mặt được chọn mà vỏ sử dụngXóa các tập tin đã chọn nhé?Xóa các khung khóa đã chọn đi nhé?Xóa các dải được chọnXóa các dấu mốc đã chọn?Xóa các phần tử siêu cầu đã chọnXóa các phần tử siêu cầu đã chọn nhé?Xóa các đối tượng đã chọnXóa các đối tượng và các bộ sưu tập được chọnXóa các đối tượng đã chọn nhé?Xóa các hạt hay điểm điều khiển được chọnXóa các điểm được chọn mà không tách phân các nétXóa các bản thông báo được chọnXóa các khóa tính lại thời gian đã chọn khỏi trình phối hìnhXóa các dải được chọnXóa các dải đã chọn khỏi trình phối hìnhXóa các nét hoặc các điểm đã chọnXóa các dấu mốc thời gian được chọnXóa các giám sát được chọnXóa các giám sát đã chọn nhé?Xóa các điểm đỉnh, cạnh, hay các mặt được chọnXóa các điểm nét vẽ giữa các nét vẽ giao cắt nhauXóa biến số mục tiêuXóa văn bản theo vị trí của con trỏXóa văn bản theo vị trí của con trỏXóa ID nằm dưới con trỏXóa (các) khung hình Bút Chì Dầu đang hoạt độngXóa tài sản đầu bút đang hoạt độngXóa khung hình đang hoạt động cho tầng Chú Thích đang hoạt độngXóa nhóm điểm đỉnh đang hoạt động hoặc toàn bộ các nhóm điểm đỉnh khỏi đối tượng đang hoạt độngXóa vị trí đang hoạt độngXóa không gian làm việc đang hoạt độngXóa trình bổ sung khỏi hệ thống tập tinXóa Tài Sản Tư Thế đã chọnXóa địa ranh VR đã chọn khỏi danh sáchXóa vượt quyền cục bộ đã chọn và liên kết lại mức sử dụng của nó với khối dữ liệu liên kết nếu có thể, nếu không thì hoàn lại nó và đánh dấu là không thể chỉnh sửaXóa các vượt quyền cục bộ đã chọn (bao gồm cả phân cấp thứ bậc của các phần phụ thuộc vượt quyền của chúng) và liên kết lại mức sử dụng của chúng với các khối dữ liệu liên kếtXóa các vượt quyền cục bộ đã chọn và liên kết lại mức sử dụng của chúng với các khối dữ liệu liên kết nếu có thể, nếu không, hãy hoàn chúng lại và đánh dấu chúng là không thể chỉnh sửa đượcXóa thư viện này và tất cả các mục của nóXóa trọng lượng này khỏi điểm đỉnh (vô hiệu hóa nếu nhóm điểm đỉnh bị khóa)Xóa giám sát tương ứng với đường cong được chọnXóa rãnh tương ứng với đường cong được chọn?Xóa định hướng của biến hóaXóa các phân đoạn giám sát không hoàn chỉnhXóa những giám sát không hoàn chỉnhĐã xóa %d khối dữ liệuĐã xóa %u điều vậnXóa (các) đối tượng %uĐã xóa 1 nútĐã xóa {} nútXóa khung hình hiện tại trong tầng lớp đang hoạt độngXóa dời hình của Bộ điều chỉnh Đa Phân GiảiXóa khung lưới với độ phân giải cao hơn, có khả năng mất chi tiếtPhân GiớiPhân giới bằng các tọa độ UVPhân giới bằng các đường khâu váPhân giới theo các định hướng của mặtPhân giới bằng nguyên vật liệu của mặtPhân giới bằng các cạnh sắc nhọnThao tác tiêu hủy phân giớiPhân giới vùng được chọnDấu Phân CáchDấu phân cách phải là một đơn ký tựDấu phân cách không được là \n, \r, " hoặc \Thực hiện lượt về THTQXMT (Ambient Occlusion)Cung cấp kết quả kết xuất Bút Chì Dầu trong một lượt riêng biệtCung cấp các bề mặt pha trộn alpha trong một lượt riêng biệtThi hành lượt lóa sáng (lỗi thời)Thực hiện lượt về các giá trị ZThực hiện lượt về màu khuếch tánThực hiện lượt về khuếch tán trực tiếpThực hiện lượt về khuếch tán gián tiếpThực hiện lượt tán xạ thể tích trực tiếpThực hiện lượt về phát xạThực hiện lượt về ánh sáng môi trườngThực hiện sự kết hợp toàn thể bộ đệm RGBAThực hiện lượt về màu sắc của ánh bóng bẩyThực hiện lượt về phản xạ ánh bóng bẩy trực tiếpThực hiện lượt về ánh bóng bẩy gián tiếpThực hiện lượt tán xạ thể tích gián tiếpThực hiện lượt về chỉ số nguyên vật liệuThực hiện lượt hệ số sương mù (0,0 đến 1,0)Thực hiện lượt về pháp tuyếnThực hiện lượt về chỉ số đối tượngThực hiện lượt về vị tríThực hiện lượt về bóng tốiThực hiện lượt về vectơ tốc độThực hiện lượt về màu dưới bề mặtThực hiện lượt về lớp dưới bề mặt trực tiếpThực hiện lượt về lớp dưới bề mặt gián tiếpThực hiện lượt về UV chất liệuThực hiện lượt về màu truyền xạ gián tiếpThực hiện lượt về truyền xạ trực tiếpThực hiện lượt về truyền xạ gián tiếpCung cấp lượt về ánh sáng thể tích trực tiếpLệch LạcVị Trí DeltaXoay Chiều DeltaĐộ Xoay Delta (Euler)Độ Xoay Delta (Quatenion)Tỷ Lệ DeltaThời Gian DeltaBiến Hóa DeltaLệch Lạc XLệch Lạc YDịch chuyển delta của hình ảnh rập khuôn trong khoảng tọa độ 0,0 đến 1,0Delta X: %sTrình DiễnVải JeanKhử NhiễuHoàn Lại NútXem Trước Khử Nhiễu trên GPUĐồng xử lý các lượt khử nhiễu màu và các lượt hướng dẫn với nhau. Chỉ cải thiện chất lượng khi các lượt hướng dẫn có nhiều tạp nhiễu sử dụng ít thời gian xử lý hơnĐồng xử lý các lượt khử nhiễu màu và các lượt hướng dẫn với nhau. Chỉ cải thiện chất lượng khi các lượt hướng dẫn có nhiều tạp nhiễu sử dụng ít thời gian xử lý hơnGiảm nhiễu dùng phương pháp tái phóng chiếu theo thời gian (temporal reprojection) (có thể để lại một số ảo ảnh)Khử Nhiễu trên GPUKhử nhiễu chuỗi hoạt họa được kết xuất bằng cách sử dụng cảnh hiện tại và các sắp đặt của Tầng Góc Nhìn. Yêu cầu phải có các lượt về khử nhiễu dữ liệu và xuất ra các tập tin đa tầng lớp OpenEXRKết xuất khử nhiễu từ Cycles và các trình kết xuất dò tia khácKhử nhiễu hình ảnh sau mỗi lần cập nhật xem trước dùng máy khử nhiễu đã chọnKhử nhiễu hình ảnh trong cổng nhìn 3DKhử nhiễu hình ảnh với trình khử nhiễu (denoiser) đã chọn. Dành cho quá trình khử nhiễu hình ảnh sau khi kết xuấtLọc nhiễu hình ảnh được kết xuấtBộ Khử NhiễuLọc NhiễuKhử Nhiễu Suất Phản ChiếuDữ Liệu Khử NhiễuThiết Bị Khử NhiễuCác Lượt Khử Nhiễu Cung CấpKhử Nhiễu Pháp TuyếnThanh Lọc Tiền Khử NhiễuChất Lượng Khử NhiễuQuá trình lọc nhiễu đã hoàn tấtBiểu thị rằng đối tượng có phải đã được sinh tạo bởi một đối tượng khác hay khôngMật ĐộTỷ trọng (kg/l) (kilogram/lít) của chất lỏng nằm bên trong đối tượng, được sử dụng để kiến tạo một độ dốc áp suất thủy tĩnh, nhằm mô phỏng trọng lượng của chất lỏng nội bên trong, hoặc lực nổi từ chất lỏng xung quanh nếu là giá trị âmSố Lần Cho Thêm Mật ĐộThuộc Tính Mật ĐộHệ Số Tỷ TrọngKhung Lưới Đồ Thị Mật ĐộMàn Chắn Lọc Mật ĐộMật Độ Tối ĐaChế Độ Dày ĐặcĐộ Dày ĐặcMật Độ ĐíchTỷ trọng được tính như một thừa số của tỷ trọng mặc định (tùy theo kích thước hạt)Tỷ trọng của thể tích mớiGiá trị tỉ trọng (kg/m^3), nó cho giá trị tùy chọn nếu đăc sẵn 'Tùy Chọn' được sử dụngNhững phụ thuộc trong dữ liệu của cảnhĐồ Thị Phụ ThuộcThực Thể trong Đồ Thị Phụ ThuộcCập Nhật của Đồ Thị Trực ThuộcSự Phụ Thuộc bị Luẩn Quẩn trong vòng Tuần HoànCó yêu cầu đòi hỏi cập nhật đồ thị phụ thuộc trong quá trình tính toánLỗi ThờiLỗi ThờiThao tác đã lỗi thời, hãy sử dụng screen.keyframe_jump (màn hình.nhảy khung hình) thay vì nhéĐã lỗi thời rồi, xin hãy sử dụng các tính chất 'uv', 'vertex_select', 'edge_select' hoặc 'pin' thay vì nhéKhông dùng nữa, thay vào đó sử dụng use_data_display nhéĐã lỗi thời. Xin hãy sử dụng Nút Màn Chắn Vẽ Lồng Bí Mật (Cryptomatte Node) thay vì nhéChiều/Độ SâuChiều Sâu 3DChiều/Độ SâuChiều/Độ SâuĐối Tượng định Độ SâuĐộ Sâu Trường ẢnhDịch Chuyển về Chiều SâuThứ Tự Chiều SâuKhoảng chênh lệch cho phép về chiều sâu sử dụng trong khi lựa chọnĐộ Sâu Trường ẢnhSắp đặt về Độ Sâu Trường ẢnhĐộ sâu của tính toán hình mâyĐộ sâu của nhiễuĐộ sâu của đáy (mặt đất) ở dưới mặt nướcĐộ sâu của cuộnĐộ sâu quá lớnSuy tọa độ chất liệu ra từ khung lưới khácMiêu TảPhần miêu tả một tính chất vượt quyềnMiêu tả của một thao tác vượt quyền đối với một tính chất vượt quyềnMiêu tả mục đích của phần tửMô tả của cây nútMiêu tả của tính chất dành cho chú giải công cụMiêu Tả:Hủy ChọnHủy Chọn CuốiHủy Chọn các Mặt kết nối với lựa chọn hiện tạiHủy Chọn phần đã Hội NhậpHủy Chọn nếu Không Có GìHủy chọn các điểm đỉnh UV tại ranh giới của mỗi vùng lựa chọnChọn các Điểm Đỉnh kết nối với lựa chọn hiện tạiChọn/Hủy Chọn toàn bộ các Dấu MốcHủy chọn toàn bộ các phần tửHủy chọn toàn bộ các điểm đỉnh đã chọn ấn định cho nhóm điểm đỉnh đang hoạt độngHủy chọn toàn bộ khi không có gì nằm dưới con trỏHủy chọn các xương của Bộ Sưu Tập Xương đang hoạt độngHủy chọn các điểm điều khiển ở ranh giới vùng được chọn của mỗi hạtHủy chọn theo khe nguyên vật liệu đang hoạt độngHủy chọn các điểm điều khiển tại ranh giới của mỗi vùng lựa chọnHủy chọn bất cứ phần tử thứ N nào, bắt đầu từ điểm đỉnh, cạnh, hay mặt đang hoạt độngKhông chọn các điểm tại vị trí N (nhảy cách), khởi đầu từ cái đang hoạt độngHủy chọn các khung khóa ở mép vùng lựa chọnHủy/Bỏ chọn các điểm đỉnh UV kết nối, thay vì lựa chọn chúngHủy chọn các điểm điều khiển, thay vì lựa chọn chúngHủy chọn các điểm điều khiển kết nối, thay vì lựa chọn chúngHủy chọn đối tượng tại ranh giới của quan hệ phụ huynh/con cáiBỏ chọn các đối tượng trong bộ sưu tậpHủy lựa chọn, thay vì chọn các phần tửHủy chọn các điểm đường của cong chốt trục tại ranh giới của vùng được chọnHủy chọn các xương tại ranh giới của mỗi vùng lựa chọnHủy chọn những xương vốn được sử dụng trong tư thế nàyHủy chọn các điểm đỉnh tại ranh giới của mỗi vùng lựa chọnHủy chọn các điểm đỉnh, các cạnh, hay các mặt tại ranh giới của mỗi vùng lựa chọnHủy ChọnĐã hủy chọn các xương từ %sSố lượng thể tích tử mong muốn dọc theo một trụcChiều dài mong muốn của thể tích tửMàn Hình Làm ViệcKhử Chấm Lốm ĐốmĐộ Tràn VãiKhớp với các Tầng ĐíchKhung hình đíchNgắt RờiTách Rời các Kết NốiTách Rời các NútNgắt rời và chuyển hướng các đường kết nối hiện tạiTách rời các nút, di chuyển và gắn vào khungTách rời đầu ra của nút đã chọn, để lại đầu vào ở trạng thái kết nốiTách rời những nút được chọn khỏi các phụ huynhChi TiếtChế Độ Chi TiếtLượng Phần Trăm của Chi TiếtPhương Pháp Tinh Chỉnh Chi TiếtMức Rối của Chi TiếtTỷ Lệ Chi TiếtCỡ Chi TiếtPhương Pháp tính Kiểu Chi TiếtChi Tiết HóaPhát Hiện GócPhát Hiện Đường Cong Tuần HoànPhát Hiện các Trình Tự Hình ẢnhPhát Hiện Trình TựPhát Hiện các UDIMPhát hiện các góc và sử dụng các tay cầm ngoài cái thẳng hàngPhát hiện các khe hình ảnh từ nguyên vật liệuPhát hiện các tập tin UDIM lựa chọn và nạp toàn bộ các ô xứng khớpPhát hiện thời lượng của đoạn phim trong các khung hìnhPhát hiện tần số khung hình của đoạn phim trong đơn vị số khung hình/giâyĐịnh ThứcĐịnh VịXác định tốc độ khói tiêu tan (giá trị thấp sẽ làm cho khói biến mất nhanh hơn)Xác định phương pháp nhập khẩu tài sảnXác định phương pháp tài sản sẽ được nhập khẩu, trừ khi bị vượt quyền bởi Trình Duyệt Thảo Tài SảnXác định phương pháp tính toán bán kính hiệu quả của điểm chốt trục khi một đối tượng vuốt thon được chỉ địnhXác định phương pháp ánh xạ hệ số kết thúc hình học sang chốt trụcXác định phương pháp ánh xạ hệ số hình học khởi đầu sang chốt trụcXác định phương pháp tạo dựng hình học bo tròn của đường congXác định cách sử dụng tầm nhìn trong việc lựa chọn cạnh viền hình thểXác định số lượng luồng kết xuất sử dụngXác định giá trị giới hạn về độ sáng mà trên đó các nét vẽ sẽ được sinh tạo (độ sáng trên ngưỡng này)Xác định xem nếu Nhiễu cho kết quả các giá trị là gam màu xám hay RGBXác định những đối tượng nào sẽ che khuất hình ảnhXác định khoảng cách giữa chất lỏng và trướng ngại vật là xa bao nhiêu (giá trị cao hơn sẽ cho kết quả là chất lỏng sẽ nằm xa khỏi trướng ngại vật hơn, giá trị nhỏ hơn sẽ làm cho chất lỏng di chuyển vào bên trong các trướng ngại vật)Xác định lượng chất lỏng cho phép trong một tế bào chướng ngại vật (giá trị cao sẽ đánh dấu một tế bào ranh giới là một chướng ngại vật dễ hơn và thuyên giảm hiệu ứng làm mịn ở đường biên)Xác định phương pháp lựa chọn tầng lớp nào là được hợp nhấtXác định phương pháp lý giải các trường hợp mơ hồ trong quá trình phân tích bitmap thành đường dẫnXác định xem là sẽ can đơn hình ảnh hoặc toàn bộ trình tựXác định các tính chất như tính hữu hình của đối tượng, của các bộ điều chỉnh, v.v., và sự khác nhau của chúng trong chế độ Kết Xuất và chế độ Cổng NhìnXác định mức dịch chuyển gạch của các hàng khác nhauXác định số tia trên mỗi điểm ảnh. Độ phân giải cao hơn sử dụng nhiều bộ nhớ hơn.Xác định thứ tự của các điểm trên mỗi đường congXác định tính hữu hình của một số phần tử UI liên quan đến nhóm nútXác định tính hữu hình của các đối tượng, các sắp đặt của bộ điều chỉnh, và các khu vực khác, tức những nơi có những sắp đặt bất đồng về cổng nhìn và kết xuấtXác định chức năng đầu bút sẽ là thêm vào hoặc tẩy xóa đi các đường congXác định phần bên trong nào của khung lưới sẽ tạo ra hiệu ứng thể tíchXác định xem hệ thống hạt nào sẽ được kiến tạo từ các hạt thứ yếuTất ĐịnhTất định phát sinh các giá trị cho bộ điều chỉnh Đường Cong-FBổ Sung dành cho Lập Trình ViênPhát TriểnQuỹ Phát TriểnThiết BịThiết bị dùng để tính toán (kết xuất với Cycles)Thiết bị dùng để kết xuấtChuyển động lên/xuống của thiết bị trực tiếp điều khiển vị trí Z của cổng nhìn 3DĐiều Tra/Kiểm NghiệmChéoChéoDụng Cụ Quay SốĐường KínhĐường Kính của Chân/GốcTỷ Lệ Đường KínhĐường kính (trong đơn vị điểm ảnh) để hiển thị tọa độ gốc của đối tượng/nguồn sángBán kính đầu bút trong đơn vị của BlenderĐường kính của những hình cầu xem trước HDRIĐường kính của gizmoBán kính của đầu bút trong số điểm ảnhĐường kính của gizmoĐường kính của các giọt nước, tính bằng micrometHình Kim CươngLàm Sắc Nét Kim CươngHình kim cương với chấm ở trongMáy Quay Phim Phân HóaTần Số Phân HóaTỷ Lệ Phân Hóa Cho Kết XuấtKhông tìm thấy bất kỳ tài sản nào trong bảng nháp hệ thống cảChưa ghi được, không có Hình Ảnh Đa Tầng LớpChưa ghi được, có lỗi bất ngờ xảy ra khi đang lưu ảnh lập thểThời Điểm ChếtChết khi Bị Đập TrúngĐã ChếtHiệuKhóa Hóa HiệuChế Độ Khác BiệtHiệu của trọng lượng nhóm A và nhóm BCác hình ảnh khác nhau được đóng gói lại trong các kênh RGB và alpha, và chúng sẽ không gây ảnh hưởng gì cho nhau cả. Việc đóng gói kênh thường được các động cơ trò chơi sử dụng để hòng tiết kiệm bộ nhớ.Một số phong cách khác nhau để hiển thị thành tố điều khiển chọn màu sắcSự Khác BiệtKhuếch TánBSDF Khuếch TánLượng Bật Nẩy của Khuếch TánMàu Khuếch TánKênh Lam của Màu Khuếch TánHệ Số Màu Khuếch TánKênh Lục của Màu Khuếch TánKênh Đỏ của Màu Khuếch TánĐộ Sâu của Khuếch TánKhuếch Tán Trực TiếpHệ Số Khuếch TánKhuếch Tán Gián TiếpTích Khuếch Tán Lấy Mẫu Đa Cân TrọngĐộ Nhám của Khuếch TánMức Khuếch Tán Hữu HìnhBộ tô bóng Khuếch Tán và Bóng Bẩy với các hiệu ứng ánh sáng hí họaMàu khuếch tán của chất liệuSố nhân cho ánh phản quang khuếch tánKhuếch TánKích Thước Giãn NởMở rộng (dilate) hoặc thu nhỏ (erode) lớp lồng tính toán bằng phần tử cấu trúc hình tròn với kích thước chỉ định. Kích thước âm nghĩa là thu nhỏ, kích thước dương nghĩa là mở rộng.Mở rộng hoặc thu nhỏ lớp lồng đã tính toán dựa trên phép toán khoảng cách nghịch đảo, với mức suy giảm và kích thước chỉ định. Kích thước âm là thu nhỏ, kích thước dương là mở rộng.Nở Giãn Ra/Co LạiGiãn Ra/Xói MònBán Kính Giãn NởNgưỡng Giãn NởKích ThướcKích Thước/ChiềuChế Độ Kích ThướcKích thước của khuôn in trong cổng nhìnKích thước khuôn in trong cổng nhìnKích thước của tập tin được kết xuấtKích Thước:Trực TiếpTô Màu Trực TiếpÁnh Sáng Trực TiếpLấy Mẫu Ánh Sáng Trực TiếpĐiều Khiển Đỉnh Đầu Trực TiếpTrực tuyến chuyển đổi số khung hình thành số giâyKhông hỗ trợ sự thi hành trực tiếpNhững đóng góp của ánh sáng trực tiếp chỉ được lấy mẫu bằng cách sử dụng phương pháp dò đường dẫn về phía trướcCác đóng góp ánh sáng trực tiếp chỉ được lấy mẫu bằng cách sử dụng ước tính sự kiện tiếp theo mà thôiKhối dữ liệu thư viện kết nối trực tiếp, bấm chuột để cục bộ hóa, Shift + Bấm Chuột để kiến tạo một vượt quyền thư việnChiều HướngChiều Hướng (Trục Y)Chiều hướng từ điểm lân cận trước đó trên phân đoạnChiều hướng từ gốc đến ngọn của mỗi đường congChiều hướng để đổi tỷ lệ phần tửChiều hướng được xác định trong tọa độ toàn cầuChiều hướng được xác định trong tọa độ địa phươngHướng Quỹ Đạo Góc NhìnHướng Lia Góc NhìnPhương hướng của các đườngChiều hướng tô phủChiều hướng của ánh sáng dành cho các bóng tối và các chi tiết nêu bậtChiều hướng phân đoạn gốc của một đường congPhương hướng của hình cầu hay hình trụHướng của nét vẽ mà đầu bút sẽ cho độ dày lớn nhất (0° = chiều ngang)Chiều hướng của phân đoạn đỉnh chóp của một đường congHướng của sóngChiều hướng mà ánh sáng phát raChiều hướng mà đường này đang đi vào. Độ dài của vectơ này không quan trọngPhương hướng để luân chuyểnChiều hướng để làm cho bề mặt tuần hoànChiều hướng để di chuyển Bộ Sưu Tập Xương đang hoạt động về phía ấyChiều hướng di chuyển Bộ Lựa Chọn đang hoạt động: LÊN (mặc định) hoặc XUỐNGChiều hướng để di chuyển dấu trang đang hoạt động vềChiều hướng để di chuyển tầng lớp đang hoạt độngChiều hướng để di chuyển tầng lớp đang hoạt độngHướng để di chuyển bộ đường nét đang hoạt động tớiPhương hướng để di chuyển nguyên vật liệu đang hoạt độngPhương hướng để di chuyển cho nhóm điểm đỉnh đang hoạt động tớiHướng để di chuyển bộ điều chỉnh đếnHướng để di chuyển mô-đun phong cách đã chọn tớiHướng để dịch chuyển các nút khi chèn thêm nút mớiPhương hướng chọn trong thứ bậcĐịnh HướngNhòe Mờ Định HướngCây Tứ Giác Hữu HướngThể Loại Lấy Mẫu Định HướngNguồn Ánh Sáng diện rộng hữu hướngNguồn ánh sáng phát tia hữu hướng trên diện rộngNguồn Ánh Sáng hữu hướng theo hình nónNguồn ánh sáng phát tia hữu hướng hình nónChiều hướng của tán xạ. Số 0 là đẳng hướng, số âm là ngược trở lại, số dương là tiến về phía trướcTính định hướng của tán xạ thể tích trong môi trường dưới bề mặt. 0 sẽ tán xạ đồng đều theo mọi hướng, với giá trị cao hơn thì tán xạ mạnh hơn về phía trước. Ví dụ, da được đo có độ dị hướng là 0.8Xuất hình ảnh, vốn được tạo bởi OpenColorIO, ra một cách trực tiếp . Cái này thông thường ra là không đúng, song nó có thể được sử dụng khi cấu hình hệ thống, và thiết bị hiển thị thực tế, khớp với màn hình đã chọn.Đặt hệ số hấp thụ ánh sáng "sigma_a" trực tiếp (đây không phải là phương pháp trực giác nhất để tô màu tóc)Thư MụcĐường Dẫn Thư MụcThư mục được hiển thị trong trình duyệt tập tinThư mục của tập tinThư mục chứa các tập tin bộ nhớ đệm về chất lỏngThư mục để lưu các chất liệuThư mục/tên để lưu các hoạt họa, các ký tự # là để xác định vị trí và chèn đệm vào các số khung hìnhGóc Độ Kẽ BẩnDuy Kẽ BẩnBẩnTắtTắt 'độc tấu' trên bất cứ Rãnh NLA nào sau khi thoát khỏi chế độ hiệu chỉnh để đưa mọi thứ trở lại bình thườngTắt các Tùy Chọn về XươngTắt Hình Dạng XươngTắt Va ĐậpTắt sự đánh giá Đường Cong-FTắt MetalRT (sử dụng bố trí BVH2 cho các truy vấn giao cắt)Tắt sựu tính toán Dải NLATắt tính toán Rãnh NLATắt Lượng Tử HóaTắt Lựa ChọnTắt Biên Soạn Ánh Sáng StudioTắt Hiển Thị Khung Nhìn cho các Đối Tượng KhácTắt hành động sẽ thi hànhTắt trình bổ sung cho không gian làm việcTắt và gỡ cài đặt trình mở rộngTắt đóng gói-tự động, duy trì toàn bộ các tập tin đã đóng góiTắt va đập giữa các thân cứng bị ràng buộcKhông cho phép biên soạn các cạnh ranh giớiTắt trong Dò Ánh Sáng Mặt PhẳngTắt Kết XuấtTắt trong Dò Ánh Sáng Hình CầuTắt trong Cổng NhìnTắt trong Thăm Dò Thể TíchTắt tối ưu hóa hạt nhân. Kết xuất chậm nhất, song không sử dụng thêm CPU ở đằng sauTắt tính năng tự động phát hiện tái đồng bộ và xử lý của vượt quyền thư viện khi nạp tập tin (có thể hữu ích để giúp sửa các tập tin bị hỏng hóc)Tắt hay bật khung nhìn kết xuấtTắt lượng tử hóa đi; tạo ra số tập tin glTF lớn hơn nhiều và không có đuôi định dạngTắt các dấu mốc được chọnKhông cho phép lựa chọn trong cổng nhìnTắt lựa chọn trong cổng nhìn • Ctrl để cô lập bộ sưu tập • Shift để đặt bên trong bộ sưu tập và đối tượngTắt lựa chọn trong cổng nhìn * Shift để đặt con cáiTắt sắp đặt chỉ định trên toàn bộ các kênh hoạt họa được chọnTắt khuôn in và những sự giao cắt chồng chéo bản thân với các chất liệu alphaTắt trình lập chỉ số tài sản, để buộc mỗi lần làm mới lại thư viện tài sản thì phải đọc lại toàn bộ nội dung từ đĩa raVô hiệu hóa tính năng kéo rê tài sản mặc định trong các sự kiện kéo rê. Hữu ích cho việc triển khai tính năng kéo rê tùy chỉnh thông qua các mục bố trí phím tùy chỉnh.Tắt hiển thị cổng nhìn ở các tầng góc nhìnTắt khi dùng một hình ảnh làm đầu vào, thay vì bộ đệm Z thực (tự động bật nếu nút không phải là hình ảnh, ví dụ: nút thời gian)Bật/Tắt các dấu mốc được chọnTắtDấu Mốc đã TắtNhững Giám Sát đã Vô Hiệu HóaTắt đi khi khởi động, vượt quyền cài đặt sở thích.Vô hiệu hóa (Tắt), bản Blender này vốn được biên dịch không có Đạn Bắn (Bullet)Tắt, Blender được biên dịch mà không có OBJ I/OVô hiệu hóa (tắt), bản Blender này vốn được biên dịch không có OpenSubdivVô hiệu hóa (tắt), bản Blender này vốn được biên dịch không có OpenVDBTắt, Blender được biên dịch mà không có PLY I/OTắt, Blender được biên dịch mà không có STL I/OTắt, vốn được xây dựng mà không có OpenColorIOTắt (giải hoạt), không được xây dựng với OpenSubdivĐã tắt đi rồi. Được xây dựng mà không có OpenImageDenoise (Khử Nhiễu Hình Ảnh Mở)Đã tắt đi rồi. Nền tảng không được hỗ trợTắt: {}Tắt luồng âm thanh, để chỉ kết xuất phim video mà thôiTắt đầu ra của video, để chỉ kết xuất âm thanh mà thôiViệc vô hiệu hóa chủ đề vẫn chưa được hỗ trợKhông cho phép thay đổi trục X của các điểm đỉnhKhông cho phép thay đổi trục Y của các điểm đỉnhKhông cho phép thay đổi trục Z của các điểm đỉnhKhông cho phép chuyển động quanh trục XKhông cho phép chuyển động quanh trục YKhông cho phép chuyển động quanh trục ZLoại BỏLoại bỏ các điểm dựa trên một chất liệu màn chắn sau khi phân bổNgắt mạchNgắt Rời XươngNgắt kết nối của toàn bộ các hệ thống tóc khỏi khung lưới phátNgắt kết nối tóc khỏi khung lưới phátNgắt các nút liên kết với đầu vàoHình ĐĩaBộ Nhớ Đệm trên ĐĩaPhân TánDời HìnhHệ Số Dời HìnhDời HìnhDịch chuyển các đường cong tócBộ Điều Chỉnh Dời HìnhThể Loại Dời hìnhVéctơ Dời HìnhDời hình dọc theo pháp tuyếnDịch chuyển hình học hiện có tùy theo sự mô phỏngHình học dịch chuyển của các khung lưới alphaDi chuyển vị trí điểm ảnh bằng cách sử dụng một véctơ dịch chuyểnDời hình bề mặt theo một hướng tùy ýDịch chuyển bề mặt dọc theo pháp tuyến bề mặtDời hình các điểm đỉnh ra xa khỏi mặt phẳng.Dời HìnhPhương Pháp Dời HìnhDuy Dời HìnhDời HìnhDời Hình và Gồ GhềHướng Dời HìnhPhép dời hình thực hiện trong không gian đối tượng, bị ảnh hưởng bởi tỷ lệ của đối tượngPhép dời hình thực hiện trong không gian thế giới, không ảnh hưởng bởi tỷ lệ của đối tượngBộ điều chỉnh dời hìnhDịch chuyển được áp dụng tại đỉnh đầu của nét vẽDịch chuyển được áp dụng tại đầu cuối của nét vẽDịch chuyển áp dụng tại tọa độ X các điểm đỉnh của nét vẽDịch chuyển áp dụng tại tọa độ Y các điểm đỉnh của nét vẽDịch chuyển áp dụng vào đường hướng chính dọc theo pháp tuyến của nóDịch chuyển các đường cong tóc bằng một véctơ dựa trên các tùy chọn khác nhauHiển ThịHiển Thị Con TrỏHiển Thị Vẽ Lồng của Con Trỏ 3DHiển Thị Toàn Bộ các CạnhLượng Hiển ThịHiển Thị Khung RốiHiển Thị làTỷ Lệ Tương Quan Hiển ThịHiển thị Tỷ Lệ Khung Hình cho đoạn phim này, không gây ảnh hưởng đến kết xuấtTỷ Lệ Tương Quan Hiển Thị cho hình ảnh này, không ảnh hưởng đến quá trình kết xuấtHiển Thị TrụcHiển Thị NềnHiển Thị Ảnh NềnHiển Thị Trọng Lượng Bo Tròn/VátHiển Thị Màu XươngHiển Thị Khung ViềnLoại Khung Viền Hiển ThịHiển Thị Tập Tin Bộ Đệm NhớHiển Thị Máy Quay PhimHiển Thị KênhHiển Thị các KênhMàu Hiển ThịHiển Thị Nếp Gấp/NhănHiển Thị Con TrỏHiển Thị Đường CongHiển Thị các Hình Mẫu Xương Tùy ChỉnhHiển Thị Pháp TuyếnHiển Thị Dữ LiệuHiển Thị Dữ Liệu (Lỗi Thời)Hiển Thị Kích Thước Dữ LiệuHiển Thị Mô PhỏngHiển Thị Điểm Tâm MặtHiển Thị Các MặtHiển Thị Trình Lựa Chọn Tập TinThanh Lọc Hiển ThịHiển Thị Số Khung HìnhHiển Thị Dấu Chỉ Cạnh FreestyleHiển Thị Dấu Chỉ Mặt FreestyleHiển thị dấu chỉ cạnh, dùng với bộ kết xuất FreestyleHiển thị các dấu chỉ mặt, dùng với bộ kết xuất FreestyleĐồ Họa Hiển ThịHiển Thị Bút Chì DầuHiển Thị Khung Lưới Đồ ThịHiển Thị Sàn Khung Lưới Đồ ThịHiển Thị TócHiển Thị các Tay CầmHiển Thị Ẩn GiấuHiển Thị Thực Thể ViênHiển Thị Lưới RàoHiển Thị Nguồn SángHiển Thị Nguồn SángHiển Thị Phong Cách Đường NétHiển Thị Nguyên Vật LiệuHiển Thị Khung LướiHiển Thị Siêu CầuChế Độ Hiển ThịHiển Thị Cạnh đã được Sửa ĐổiHiển Thị Dữ Liệu Bộ Điều ChỉnhHiển Thị các Đoạn PhimHiển Thị TênHiển Thị TênHiển Thị NútHiển Thị Pháp TuyếnHiển Thị Thông Tin về Đối TượngDuy Hiển Thị nếu Căn Chỉnh với TrụcHiển Thị P3Hiển Thị HạtHiển Thị HạtHiển thị những Đường Dẫn của các tư thế trong một số khung hình nhất định chung quanh khung hình hiện tạiHiển thị những Đường Chuyển Động của các tư thế trong phạm vi đã địnhHiển Thị Tỷ Lệ Khung Hình Chơi Lại (FPS)Hiển Thị Đám Mây ĐiểmMục Đích Hiển ThịHiển Thị Khung Lưới Đồ ThịHiển Thị Lặp LạiHiển Thị CảnhHiển Thị Đường KhâuSắp Đặt về Hiển ThịHiển Thị Hiệu Ứng của Bộ Tô BóngHiển Thị các Hình MẫuHiển Thị Sắc NhọnKích Thước Hiển ThịKích Thước Hiển Thị XHiển Thị LoaHiển Thị Sự Kéo GiãnHiển Thị Dòng Tóm TắtHiển Thị Chất LiệuHiển Thị Không Gian Chất LiệuHiển Thị Ngắn GọnHiển Thị các Biến HóaHiển Thị Trong SuốtKiểu Hiển ThịHiển thị tọa độ UV trong đơn vị điểm ảnh, thay vì là từ 0.0 đến 1.0Hiển thị đường khâu mở gói UVHiển thị UVHiển Thị Pháp Tuyến Điểm ĐỉnhHiển Thị Tên Góc NhìnHiển Thị Âm LượngHiển Thị Dạng SóngHiển Thị Mạch LướiHiển Thị Thế GiớiHiển Thị Trục-XHiển Thị Trục YHiển Thị Trục ZHiển thị bộ đệm-Z liên quan đến hình ảnh (ánh xạ từ điểm đầu đến điểm cuối khoảng cắt xén (tầm nhìn) của máy quay phim)Hiển thị một bộ bộ sưu tập khác trong cổng nhìn nàyHiển thị lớp vẽ lồng lựa chọn mặtHiển thị khung lưới đồ thị trên giấy Bút Chì DầuHiển thị một đường thẳng từ Máy Quay Phim ra biểu thị khu vực sương mùHiển thị hành động mà không sắp xếp lại bất cứ thời gian nào (khi bỏ đinh ghim)Hiển thị cụ thể các hạtHiển thị dữ liệu hạt bổ sung dưới dạng màu sắcHiển thị các thiết lập và công cụ nâng cao dành cho các nhà phát triểnHiển thị toàn bộ các cạnh của những đối tượng khung lướiHiển thị toàn bộ các khối dữ liệu vượt quyền cục bộ với các tính chất vượt quyền của chúng và các nút biên soạn chúngHiển thị kênh về độ trong alphaHiển thị thêm một dòng 'tóm tắt' (chỉ trong Trình Biên Soạn Bảng Hành Động mà thôi)Hiển thị kệ tài sản trong bảng điều khiển bật lênHiển thị tập hợp nhỏ của đối tượng biệt lập, ngoại trừ tầm nhìn trong cảnh là thế nàoHiển thị và cho phép thiết lập giá trị khung hình ở mức phân số cho khung hình hiện tạiHiển thị các ảo ảnh vỏ hành chú thích trước và sau khung hình hiện tạiHiển thị cạnh màu đenHiển thị sức khỏe của quần thểHiển thị các trục của xươngHiển thị các màu của xươngHiển thị tên xươngHiển thị các nhóm biến dạng xương tựa như là toàn bộ các nhóm biến dạng xương bị khóa đã bị xóa sạch, những cái còn lại thì được bình thường hóaThị các xương (tắt để chỉ hiển thị các đường chuyển động mà thôi)Hiển thị xương là hình hộp, biểu hiện các phân đoạn và Chốt Trục Cơ Sở (đường cong B-Spline)Hiển thị xương là các hình cầu kéo dài, biểu hiện thể tích ảnh hưởng bởi sự biến dạngHiển thị xương là hình bát diệnHiển thị xương là hình bát diện (mặc định)Hiển thị xương như các đường 2D đơn giản với các dấu chấmHiển thị xương như các mạch lưới mỏng, biểu hiện các phân đoạn và Chốt Trục Cơ Sở (đường cong B-Spline)Hiển thị các xương với các hình mẫu tùy chỉnh của chúngĐối với các nút trong cây thể tích, hiển thị những khung viền hình hộp cho chúngBiểu hiện khung viền hình hộpBiểu hiện khung viền hình vỏ nhộngBiểu hiện khung viền hình nónBiểu hiện khung viền hình trụBiểu hiện khung viền hình cầuHiển thị hình hộp cho mỗi nút nhánh lá chứa 8×8 thể tích tửHiển thị đường dẫn cho ngữ cảnh của trình biên soạnHiển thị hướng dẫn bố cục ở trung tâm trong góc nhìn của máy quay phimKênh hiển thị bất kể lựa chọn đối tượng là gìHiển thị các bộ sưu tập và các đối tượng trong Tầng Góc NhìnHiển thị hình hộp có màu đằng sau văn bảnHiển thị các nếp gấp đã kiến tạo cho bộ điều chỉnh Bề Mặt Phân HóaHiển thị hình ảnh hiện tại, bất kể đối tượng nào được chọnHiển thị các đường cong trong phạm vi bình thường hóa từ -1 đến +1, hầu cho việc biên soạn nhiều đường cong với các phạm vi khác nhau dễ dàng hơnHiển thị cạnh vạch đứt đoạn trắng-đenHiển thị dữ liệu trực thuộc Trình Phối HìnhHiển thị dữ liệu của tập tin hiện tại và các thư viện kết nốiHiển thị dữ liệu không sử dụng đến và/hoặc sẽ bị mất đi khi tập tin tái nạpHiển thị các khối dữ liệu có vượt quyền thư viện và liệt kê các tính chất đã vượt quyền của chúngHiển thị thông tin truy lùng lỗiHiển thị hướng dẫn bố cục đường chéo ở trung tâm trong góc nhìn của máy quay phimHiển thị thời gian thực hiện sau cùng của mỗi nútHiển thị bản xem trước của mỗi nút nếu nút được bậtHiển thị các cạnh sau khi các bộ điều chỉnh đã được áp dụngHiển thị hiệu ứng trong chế độ Biên SoạnHiển thị hiệu ứng trong cổng nhìnHiển thị văn bản báo lỗiHiển thị điểm tâm của mặt khi sự lựa chọn mặt đang được bật trong chế độ tô bóng lập thểHiển thị pháp tuyến mặt như các đường thẳngHiển thị các mặt, với màu tô, chiểu theo sự khác biệt về hình dạng giữa UV và tọa độ 3D của chúng (màu xanh lam biểu đạt sự biến dạng ít, màu đỏ biểu đạt sự biến dạng nhiều)Hiển thị các mặt bằng phẳngHiển thị các mặt trên hình ảnhHiển thị các mặt mịn màng (dùng các pháp tuyến điểm đỉnh)Hiển thị hệ số như các phần trămHiển thị hệ số tựa các giá trị từ 0 đến 1Hiển thị các tập tin một cách chi tiếtHiển thị các tập tin như một bảng liệt kê theo chiều ngangHiển thị các tập tin như một bảng liệt kê theo chiều dựng đứngHiển thị tập tin theo dạng ngắn gọnHiển thị tập tin như hình thu nhỏHiển thị các nét tô kín trong cổng nhìnHiển thị khung hình trong chế độ gam màu xámHiển thị theo số khung hình, hơn là theo số giâyHiển thị dạng sóng toàn phầnHiển thị thông tin phổ thôngHiển thị Giao Diện Người Dùng glTF để quản lý các hoạt họaHiển thị hướng dẫn bố cục Tỷ Lệ Vàng nội trong góc nhìn của máy quay phimHiển thị hướng dẫn bố cục Tam Giác Vàng A trong góc nhìn của máy quay phimHiển thị hướng dẫn bố cục Tam Giác Vàng B trong góc nhìn của máy quay phimHiển thị hướng dẫn bố cục Tam Giác Hài Hòa A nội trong góc nhìn của máy quay phimHiển thị hướng dẫn bố cục Tam Giác Hài Hòa B nội trong góc nhìn của máy quay phimDuy trì kích thước của hình ảnh như trong bản gốc của nóHiển thị hình ảnh trong chế độ trực giaoHiển thị hình ảnh trong chế độ phối cảnhHiển thị hình ảnh với các màu RGB (đỏ, lục, lam)Hiển thị hình ảnh với các màu RGB (đỏ, lục, lam) và độ trong alphaHiển thị hình ảnh tương thích với hầu hết các ứng dụng khác, hòng để xem trước hình ảnh và video, trước khi xuất khẩu ra. Chúng tôi đã cố gắng mô phỏng thiết bị màn hình đã chọn trên thiết bị hiển thị hiện có.Hiển Thị trong Chế Độ Trực GiaoHiển Thị trong Chế Độ Phối CảnhHiển thị thông tin và các cài đặt sở thích cho trình bổ sung nàyHiển thị các kiểu tay cầm khung khóa và các chế độ nội suy phi-BézierHiển thị màu nhuốm của tầng lớpHiển thị các mối quan hệ vượt quyền thư việnHiển thị các nét thay vì các hình dạng được phủ đầyHiển thị dữ liệu thâm sâu của Blender cùng các tính chất của nóHiển thị tính trong suốt của nguyên vật liệu trong đối tượngHiển thị trình đơn cho các hành động đã thi hành trước đâyHiển thị tính chất siêu dữ liệu của hình ảnhPhương pháp hiển thị sử dụng trong góc nhìn của trình phối hìnhChế độ hiển thị danh sách tập tinHiển thị bộ điều chỉnh trong Chế Độ Biên SoạnHiển thị bộ điều chỉnh trong cổng nhìnHiển Thị các Bộ Điều ChỉnhTên hiển thị. Đối với hành động quan sát thì đây là thiết bị hiển thị được mô phỏng bằng cách giới hạn gam màu (gamut) và các màu HDR. Đối với đầu ra hình ảnh và video thì đây là không gian hiển thị sử dụng để viết ra.Hiển thị nút trong chế độ tô bóng chất liệu của cổng nhìnHiển thị hình học chưa kết thúc từ các nút quan sátHiển thị số lượng người dùng của dữ liệu này (bấm chuột để tạo một bản sao đơn người dùng)Hiển thị các vật thể với ánh sáng phẳng và tô bóng bề mặt cơ bảnĐối với mỗi nút trung gian trong cây nút, hiển thị một hình hộp hoặc một điểm cho chúngHiển thị các khung hình vỏ hành cho những đoạn hoạt họa tuần hoànHiển thị các khung khóa ảo ảnh (vỏ hành) với một độ trong mờ rõ dần của màu sắcHiển thị các ảo ảnh vỏ hành trước và sau khung hình hiện tạiChỉ hiển thị các cạnh của hình học mà không tô bóng bề mặtDuy hiển thị các mặt với hình ảnh biểu hiện hiện tại đã được ấn định cho mà thôiHiển thị đường viền xung quanh văn bảnHiển thị lớp lồng vẽ tầng lớp UVHiển thị văn bản vẽ lồngHiển thị văn bản vẽ lồngHiển thị các lớp vẽ lồng, như các Ánh Xạ UV và Siêu Dữ LiệuHiển thị các lớp vẽ lồng, như các dây tô màu hoặc các gạch ngangHiển thị các lớp vẽ lồng, như gizmos và đường viềnHiển thị các lớp vẽ lồng, như gizmos và đường viềnHiển thị các tham số của thao tác thi hành sau cùng (trước đây)Hiển thị đường dẫn đến tập tin, hoặc tên của khối dữ liệu nguồnHiển thị phần trăm làm cho động lý học trở nên không chính xác nếu không nướngĐối với các nút trong cây thể tích, hiển thị các điểm cho chúngHiển thị xem trước dùng độ phân giải toàn phần hoặc các độ phân giải đại diện khácHiển thị trình đơn ngữ cảnh trình biên soạn tính chấtHiển thị dữ liệu khôi phục từ đoạn phim đang hoạt độngHiển thị hình ảnh tham chiếu ở đằng sau đối tượng trong Góc Nhìn 3DHiển thị trình đơn ngữ cảnh vùngHiển thị các khóa tính lại thời gian trên đầu các dảiHiển thị hướng dẫn bố cục Luật Một Phần Ba nội trong góc nhìn của máy quay phimHiển thị dữ liệu đã lấy mẫu trong khung nhìn để điều tra gỡ lỗi ánh sáng đã nắm bắtHiển thị văn bản vẽ lồng thông tin thống kê về cảnhHiển thị các cảnh và các Tầng Góc Nhìn, các bộ sưu tập và các đối tượngHiển thị góc độ của cạnh đã chọn, dùng giá trị toàn cầu khi đã đặt trong bảng biến hóaHiển thị chiều dài cạnh đã chọn, dùng giá trị toàn cầu khi đã đặt trong bảng biến hóaHiển thị bóng tối đằng sau văn bảnHiển thị các hình mẫu trong chế độ biên soạn (duy dành cho các khung lưới mà thôi)Hiển thị các cạnh sắc nhọn, dùng với bộ điều chỉnh Phân CạnhHiển thị một đơn khung viền hình hộp cho toàn thể khung lưới đồ thịCỡ pháp tuyến hiển thị trong khung nhìn 3DHiển thị kích thước cho vòng tròn biên soạn cân đốiHiển thị kích thước của đối tượng rỗng khi các thực thể của bộ sưu tập mới được kiến tạoHiển thị kích thước của dấu giám sát từ dữ liệu khôi phục lạiHiển thị màn hình chào đón khi khởi đầuHiển thị các nhãn hiệu rập ("Máy Quay Phim" trước tên của máy quay phim, v.v.)Hiển thị thông tin thống kê về khung lướiHiển thị số bước đường dẫn của hạtHiển thị dịch chuyển vào/ra của dảiHiển thị đường cong về độ đục/âm lượng của dảiHiển thị nét vẽ bằng cách sử dụng thứ tự tầng lớp Bút Chì Dầu và thứ tự nét vẽ để xác định độ sâuHiển thị các nét vẽ bằng cách sử dụng các tầng lớp Bút Chì Dầu để xác định thứ tựHiển thị nét vẽ dùng vị trí 3D thực trong không gian 3DHiển thị các nét vẽ bằng màu này khi biểu thị các ảo ảnh vỏ hànhKiểu hiển thị cho các cạnh UVHiển thị mức độ hỗ trợHiển thị văn bản dưới dạng chữ đậmHiển thị văn bản dưới dạng chữ nghiêngHiển thị góc độ của các cạnh đã chọn, dùng giá trị toàn cầu khi đã đặt trong bảng biến hóaHiển thị diện tích của các mặt đã chọn, dùng giá trị toàn cầu khi đặt trong bảng biến hóaHiển thị hình sóng âm bên trong đoạn phimBiểu hiện khung viền của đối tượngHiển thị tâm và trục trong khi xoay chiềuHiển thị phạm vi tầm nhìn và điểm hội tụ trên máy quay phimHiển thị hình ảnh trong Lập Thể 3DHiển thị hình ảnh lăp đi lặp lại bên ngoài vùng của góc nhìn chínhHiển thị chỉ số của các điểm đỉnh, cạnh, và mặt đã chọnHiển thị dữ liệu đầu vào trong Trình Biên Soạn Bảng TínhBiểu hiện đối tượng như một khối đặc (nếu chức năng vẽ khối đặc trong cổng nhìn được kích hoạt)Biểu hiện đối tượng trong một mạch lướiBiểu hiện đối tượng với chất liệu (nếu chất liệu được kích hoạt trong cổng nhìn)Hiển thị khung viền (Ranh Giới của) đối tượngHiển thị tên của đối tượngHiển thị tọa độ gốc và trục của đối tượngHiển thị không gian chất liệu của đối tượngHiển thị khung dây của đối tượng trên mặt chuyển sắc một màu trơn của chất rắnHiển thị sổ ghi thông tin hoạt động của operatorHiển thị tâm quỹ đạo trong quá trình xoay chiềuHiển thị vùng kết xuất cuối cùngHiển thị đường cong sai số tái phóng chiếu cho các dấu giám sát được chọnHiển thị các thẻ đánh dấu màu của dải trong trình phối hìnhHiển thị công cụ/vùng tính chất trên khu vực chínhHiển thị các chú thích công cụ (khi bị tắt thì bấm Alt để bắt phải xuất hiện)Hiển thị hình nón trong suốt trong góc nhìn 3D để hình dung đối tượng nào đang nằm trong đóKiểu hiển thị cho các chốt trục chắn lọc (mask splines)Hiển thị ở dưới hoặc ở trên toàn bộ mọi thứHiển thị các đơn vị tách biệt (ví dụ: 1m 0cm)Hiển thị các điểm đỉnh không có trọng lượngHiển thị nửa trên của dạng sóng giá trị tuyệt đốiHiển thị dùng bố trí ánh sáng bằng phẳngHiển thị dùng chất liệu matcap và bố trí ánh sángHiển thị dùng ánh sáng studioHiển thị trường véctơ như khung lưới đồ thị MACHiển thị các véctơ như hình các cây kimHiển thị các véctơ như những nét luồng chảyHiển thị pháp tuyến của điểm đỉnh như các đường thẳngVẽ pháp tuyến của điểm đỉnh trên mỗi mặt như các đường thẳngHiển thị các cảnh báoHiển thị hình sóng tùy theo cài đặt của dảiHiển thị hình sóng âm cho toàn bộ các dải âm thanhHiển thị trọng lượng đã kiến tạo cho bộ điều chỉnh Bo Tròn/VátHiển thị trọng lượng trong Chế Độ Biên SoạnHiển thị những gì mà thuật toán giám sát thấy được trong xem trướcHiển thị cạnh màu trắngHiển thị các cạnh màu trắng với đường viền màu đenHiển thị nút Đầu Ra Nguyên Vật Liệu glTF trong trình đơn Trình Biên Soạn Bộ Tô Bóng (Trình đơn Thêm > Đầu Ra)Hiển thị Giao Diện Người Dùng glTF để quản lý các biến thể của nguyên vật liệuHiển thị các giá trị toàn cầuHiển thị các giá trị địa phươngTiêu Hủy các Cạnh Trực GiaoTiêu Tan KhóiTốc Độ Tiêu HủyThời Gian Tiêu HủyTiêu Hủy Điểm ĐỉnhTiêu hủy toàn bộ các điểm không được chọnTiêu hủy toàn bộ các điểm đỉnh nằm giữa các ranh giới mặtTiêu hủy các điểm đỉnh nằm giữa các ranh giới mặt (duy cho Mặt Phẳng (planar) mà thôi)Tiêu hủy cạnh, hòa nhập các mặt lạiTiêu hủy các mặtTiêu hủy hình học dựa trên chế độ lựa chọnTiêu hủy hình học để tạo các đa giác mặt phẳngTiêu hủy các điểm nằm giữa các điểm được chọnTiêu Hủy xương được chọn từ khung rốiTiêu hủy các cạnh và điểm đỉnh được chọn, song giới hạn bởi góc độ của các hình học bao quanhTiêu hủy các điểm được chọnLàm tan biến khói theo phương pháp logarit. Ban đầu làm tan nhanh, song lảng vảng lâu hơn.Tiêu hủy các điểm đỉnh đi và hợp nhất các cạnh cùng các mặt lạiTiêu hủy các mặt có diện tích bằng không và các cạnh có chiều dài bằng khôngTiêu hủy các mặt kề cạnh và giao cắt với hình học mớiKhoảng CáchLoại Trừ theo Khoảng CáchKhoảng Cách Suy Giảm DầnKhoảng Cách KhóaThang Đo Khoảng CáchKhoảng Cách Tối ThiểuMô Hình Khoảng CáchKhoảng Cách Tham ChiếuKhoảng Cách Bình PhươngNgưỡng Khoảng CáchKhoảng cách mà sau đó sóng sẽ lặng dần điKhoảng cách xung quanh mỗi hướng dẫn để tạo ra các đường cong nội suyKhoảng cách xung quanh thể tích thăm dò ánh sáng sẽ được cân nhắc đến trong quá trình nướngKhoảng cách mà tại đó sự ảnh hưởng của nguồn sáng sẽ được đặt là 0 (Tắt)Khoảng cách theo sau hướng đạo viênKhoảng cách mà các đoạn ngắn hơn sẽ phải hợp nhất lạiKhoảng cách giữa A và BKhoảng cách giữa ô cờKhoảng cách giữa các khung khóa, còn gọi là cỡ GOP (Group Of Pictures : Nhóm Hình Ảnh); tác động tới cỡ tập tin và khả năng lùng tìmKhoảng cách giữa các dòng văn bảnKhoảng cách giữa các điểmKhoảng cách giữa các giám sát đã chọnKhoảng cách từ đỉnh và đáy của sóng, giá trị càng cao thì sóng càng hẹpKhoảng cách giữa hai điểmKhoảng cách giữa các làn sóngKhoảng cách giữa hai xương hay đối tượngKhoảng cách giữa hai nhóm điểm, sử dụng để đổi tỷ lệ của đối tượngKhoảng cách giữa hai nhóm điểm, sử dụng để đổi tỷ lệ cảnhKhoảng Cách Từ Máy Quay PhimKhoảng Cách Từ Đối TượngKhoảng cách từ trung tâm cần có trước khi có thể lựa chọnKhoảng cách từ ranh giới hình ảnh nơi dấu mốc ngừng giám sátNhững điểm đỉnh nào nằm trong khoảng cách giữa hai bề diện tách phân này sẽ bị xóa điKhoảng cách từ các điểm sinh tạo đến tọa độ gốcKhoảng cách từ bề mặt sử dụng cho co bọcKhoảng cách được ánh xạ thành trọng lượng 0.0Khoảng cách được ánh xạ thành trọng lượng 1.0Ánh xạ khoảng cách thành trọng lượng 0.0Ánh xạ khoảng cách thành trọng lượng 1.0Mô hình khoảng cách để tính toán sự suy giảm do khoảng cách gây raKhoảng cách mà chuột được di chuyển trước khi nét vẽ được ghi nhậnKhoảng cách của các bản saoKhoảng cách của đối tượng đóng góp vào hiệu ứng tính hấp thụ quang xạ môi trườngKhoảng cách của đối tượng đóng góp vào hiệu ứng Khe Hốc/CạnhKhoảng cách lan tỏa ngẫu nhiên tại các đầu đường congKhoảng cách của các điểm từ điểm tọa độ gốcKhoảng cách của các điểm từ điểm tọa độ gốcKhoảng cách của các điểm đỉnh từ tọa độ gốcKhoảng cách hiệu ứng sương mù dày đặc dầnSau giới hạn về khoảng cách này thì sự lựa chọn mới có thể được chấp nhận (đặt = 0 để tắt)Ngưỡng khoảng cách cho suy giảm dần xung quanh hướng dẫnKhoảng Cách tới CạnhKhoảng Cách đến Hướng DẫnKhoảng Cách đến Mục TiêuKhoảng cách dịch hình bề mặt dọc theo pháp tuyếnKhoảng cách phân ly khỏi (bề mặt) mục tiêuKhoảng cách giữ các hạt cách xa phần tử phátKhoảng cách để giữ các đường cong tránh xa khỏi bề mặtKhoảng cách để di chuyển đường cong song song với pháp tuyến của nóKhoảng cách để dịch chuyểnKhoảng cách tới điểm trước đây trên đường congKhoảng cách để lùng tìm các vị trí nắm bắt hợp lệ, hòng ngăn ngừa các giả tượng ánh sángKhoảng cách tới điểm lấy nét của độ sâu trường ảnhKhoảng cách đến vị trí góc nhìnKhoảng cách mà quá trình tự động chắn lọc cạnh viền sẽ bảo vệ (ngăn ngừa) các điểm đỉnh khỏi cạnh đã hoàn toàn được chắn lọcKhoảng cách mà các hình học suy thoái sẽ được hợp nhất lại, nếu nằm trong đóKhoảng cách để lùng tìm các điểm đỉnh khớp với điều kiệnCác điểm đỉnh phản chiếu đối xứng nội trong khoảng cách này sẽ được hợp nhất lạiKhoảng cách mà các điểm đỉnh đối xứng nằm trong đó sẽ được hợp nhất lạiKhoảng cách cho phép tương đối với khối cầu ảnh hưởngBiến DạngĐộ Biến Dạng Tối ĐaĐộ Biến Dạng Tối ThiểuNút Biến DạngNhiễu Loạn Biến DạngBiến DạngLượng Biến DạngBiến DạngMô Hình Biến DạngMô hình biến dạng dùng cho thấu kính máy quay phimĐộ biến dạng để mô phỏng hiệu ứng nhòe (bokeh) của thấu kính tiệm biếnĐộ biến dạng sử dụng trong tính toánPhân Phối các Điểm trong Khung Lưới Đồ ThịPhân Bố các Điểm trong Thể TíchPhân bố các điểm trên các MặtPhân Tán các Điểm Dừng Đồng ĐềuPhân Tán các Điểm Dừng từ Bên TráiPhân bổ bộ nhớ trên các thiết bịKhi gần máy quay phim hơn thì phân bổ mẫu vật nhiều hơnPhân phối các điểm ngẫu nhiên nội bên trong thể tíchPhân bố các điểm một cách ngẫu nhiên trên bề mặtPhân phối các điểm theo một mô hình khung lưới đồ thị nội bên trong thể tíchPhân bố các điểm một cách ngẫu nhiên trên bề mặt trong khi cân nhắc đến khoảng cách tối thiểu giữa các điểmPhân BổPhân BổPhương Pháp Phân BốHình Dạng Phân BổKiểu Phân BổPhối MàuCường Độ Phối MàuPhối MàuHiệuChiaChế Độ ChiaChia trọng lượng của nhóm A cho trọng lượng của nhóm BChia và làm tròm kết quả theo phép ceil, số nguyên nhỏ nhất, song lớn hơn hoặc bằng AChia và làm tròn kết quả theo phép floor, số nguyên lớn nhất, song nhỏ hơn hoặc bằng AChia và làm tròn kết quả về phía 0Chia các mặt khung lưới thành các mặt nhỏ hơn mà không thay đổi hình dạng hoặc thể tích, sử dụng nội suy tuyến tính để đặt các điểm đỉnh mớiChia các mặt khung lưới để tạo thành một các mặt mịn màng, sử dụng phương pháp chia nhỏ Catmull-ClarkChia khoảng cách khung hình ra thành nhiều bướcChia mỗi phân đoạn đường cong thành một số phần cụ thểMô hình biến dạng phân chia đại diện tốt hơn cho các máy quay phim góc-rộngPhân ChiaThực Hiện Thay Thế CũKhông Hợp Nhất Hoạt HọaBôi NhòeTiến hành so sánh có phân biệt chữ thường và chữ hoaĐưa toàn bộ các khoảng cách trống về bên phải của khung hình hiện tạiGiám sát ngược chiềuCác kênh có đóng góp vào kết quả hay không (bật/tắt khả năng hoạt động của kênh)Hoạt họa âm lượng hòa trộn xuyên kênh của hai dải âm thanh được chọnTạo hiệu ứng chuyển cảnh pha trộn nhòe mờ cắt ngang giữa khung hình hiện tại và khung hình tiếp theoTạo các khung hình bổ sung giữa các khung hình của cảnh để đảm bảo sự uyển chuyển của chuyển độngKhông tác động đến các cạnh ranh giới phi đa tạpKhông tác động đến các điểm đỉnh trên chóp, dựa trên độ cong bề mặtKhông tác động đến các điểm đỉnh trên các chóp đỉnh, dựa trên độ cong bề mặtKhông cho phép các cạnh/điểm đỉnh bo tròn đè gối lên nhauKhông cho phép biến dạng dọc theo trục XKhông cho phép biến dạng dọc theo trục YKhông cho phép biến dạng dọc theo trục ZKhông thay đổi vùng chọn nếu mục nằm dưới con trỏ đã được chọn rồi, chỉ kích hoạt nó thôiKhông thu gộp đường cong thành các đơn điểm nếu chúng ngắn hơn chiều dài đã cho. Hành vi thu gộp vẫn tồn tại là vì lý do tương thích mà thôi.Không kiến tạo các bản xem trước blendKhông tạo các hình dạng xươngKhông hiển thị màu tô kín trong khi đang vẽ nétKhông xuất khẩu các thuộc tính màuKhông xuất khẩu các nguyên vật liệu, và kết hợp các nhóm hình học cơ sở, không duy trì thông tin về khe nguyên vật liệuKhông xuất khẩu các nguyên vật liệu, song tiến hành ghi các nhóm đa hình học cơ sở cho mỗi khung lưới, duy trì thông tin về khe nguyên vật liệuKhông xuất khẩu màu điểm đỉnhKhông được đảo lật các đa giác khi các pháp tuyến của chúng không nhất quán với những pháp tuyến điểm đỉnh tùy chỉnh được tính toánKhông đi theo đường vẽ hoặc sự xoay chiều của đối tượng, song giữ căn chỉnh với cổng nhìnKhông nhập khẩu các thuộc tính tùy chỉnh USDKhông nhập khẩu thuộc tính màuKhông nhập khẩu các đối tượng cơ bản của USD vô hình, tức những cái không nhìn thấy được. Chỉ áp dụng vào các đối tượng cơ bản có thuộc tính tầm nhìn (khả năng nhìn thấy được, hay tính hữu hình) chưa được hoạt họa mà thôi. Các đối tượng cơ bản có thuộc tính tầm nhìn đã được hoạt họa rồi thì sẽ luôn luôn được nhập khẩuKhông nhập/xuất khẩu thuộc tính màuKhông được nạp dữ liệu từ tầng lớp nàyKhông sửa đổi hình ảnh theo phong cách mỹ thuậtKhông thi hành bất cứ biến hóa màu sắc nào khi hiển thị, dùng kỹ thuật quản lý phi sắc tính (không màu) trước đây để hiển thịKhông thi hành biến hóa màu sắc khi khởi nạp, coi màu sắc như nó đã nằm trong không gian tuyến tính của cảnhKhông bảo tồn quan hệ phụ huynh/con cái của các đối tượngKhông xóa bộ điều chỉnh khỏi ngăn xếpKhông kết xuất bộ sưu tập nàyKhông nhắc lại chất liệu và hạn chế lại, chỉ sử dụng một thực thể mà thôiKhông được xoay chiều phân đoạn khi sử dụng chế độ biến dạng tỷ lệKhông đặt cường độ mặtKhông đặt cạnh sắc nhọn vào mặtKhông đồng bộ hóa, chơi mọi khung hìnhKhông sử dụng phương pháp nén nào cảKhông sử dụng bề mặt này làm nguồn sáng để lấy mẫuThi hành tự hợp nhất hoặc tự giao cắtBạn có muốn cài đặt cái sau đây không {:s}?ID của Tài LiệuTài LiệuChế Độ Né TránhĐường Cong-F có đóng góp phần mình vào kết quả hay khôngKhông hỗ trợ điểm tựa dùng Tọa Độ Gốc Cá NhânKhông làm gì, (dùng để) tránh việc cho thêm những sự vượt quyền thực thụ (KHÔNG SỬ DỤNG)Công cụ này có sử dụng một khung vẽ sơn hay khôngATRAC 3 Kỹ Thuật Số DolbyLướtLướt vào/ra trong khung nhìnPhạm ViĐối Tượng Định Phạm ViSắp Đặt Phạm ViKích Thước Phạm ViThể Loại Phạm ViSự kết hợp của phạm vi và thể loại hình học này chưa được hỗ trợPhạm Vi của Thuộc TínhPhạm vi mà trường được tính toán trên đóPhạm vi mà trường được tính toánPhạm vi để tính toán trường trên đóPhạm vi chưa được hỗ trợ đối với thuộc tính "%s"Không LưuKhông thêm siêu dữ liệu của tài sản hoặc thẻ đánh dấu từ khối dữ liệu gốc vàoKhông cho thêm các ràng buộc mớiKhông cho dùng chuột chọn khung hình ngoài phạm viKhông tính toán những chỗ sạch cho các khu vực lồiKhông sửa sự đè gối trên các dải trình tự mớiKhông hiển thị thể tích trong chế độ khung dâyKhông hiển thị hình sóng âm cho bất cứ dải âm thanh nàoKhông làm gì hếtKhông xuất khẩu hình ảnhĐể hở (không tô kín)Không vẽ mặt các đa giác khi biên soạnKhông nhập khẩu các chất liệuKhông loại bỏ các cạnh sắc, tức những cái là thừa với các mặt được tô bóng mịn màngKhông loại bỏ các cạnh sắc nét. Các cạnh được đánh nhãn sẽ giữ nguyên là sắc nétKhông làm tròn về điểm ảnhKhông lấy mẫu vật nền, nhanh hơn song có thể gây ra nhiễu đối với những nền không đặcKhông được tỷ lệ hóa theo trục YKhông đổi tỷ lệ trục X và ZKhông hiển thị lớp lồng trong khi đang vẽ nétKhông hiển thị giá trị đầu vào trong giao diện bộ điều chỉnh nút hình họcKhông bám dính vào các dải ẩn giấuKhông bám dính vào các dải âm thanhKhông cho phép kéo dài đối tượngKhông được sử dụng bất cứ mũi tên/kiểu cách nào ở góc hếtKhông sử dụng sự căn chỉnh cố định, song sử dụng toàn bộ không gian vốn cóKhông sử dụng bộ sưu tập này trong Line ArtKhông sử dụng đối tượng này cho quá trình kết xuất Line ArtKhông sử dụng các lượt tiện ích để khử nhiễuKhông được viết vào bộ đệm về chiều sâuBảng Hành ĐộngDữ liệu không gian của Bảng Hành ĐộngGóc nhìn Bảng Hành Động dành cho dữ liệu giám sátBảng Hành Động/Dòng Thời GianLĩnh Vực để Sắp Thứ TựHệ Số DopplerTốc Độ DopplerTích Vô HướngChấm GạchTích Vô HướngDấu ChấmGấp ĐôiNháy ĐúpTốc Độ Nháy KépThời Hạn của Nháy ĐúpMàn Chắn Lọc Đôi CạnhVector Chính Xác KépMức chính xác đôiTỷ Trọng Nhân ĐôiXuốngTải xuống và cài đặt trình mở rộngCác tập tin gói đã tải xuống sẽ bị xóa đi sau khi cài đặtĐang tải xuống "{:s}"Đang tải...Bản Tải VềNén Khung Lưới Dùng DracoLực Cản/Kéo RêThao TácĐiểm Kéo Khởi ĐầuNgưỡng Kéo RêKéo rê cho phép các sự kiện nhấp chuột chuyển đến công cụ, tăng sự trì trệ lên một tíKéo đầu bút neo chốt từ cạnh đến cạnhKéo và thả phần tử sang một chỗ khácKéo và thả vào bộ dữ liệu hoặc mục nội trong bộ dữ liệuTrở lực tương ứng với bình phương của vận tốcLực cản tương ứng với vận tốcTrọng lượng của hiệu ứng viên lực cảnKéo rê nguyên vật liệu vào các khe nguyên vật liệu trong Tính ChấtKéo nguyên vật liệu vào đối tượng trong Mục LụcKéo đối tượng vào cảnh trong Mục LụcKéo rê để xóa phụ huynh trong Mục LụcKéo rê để tiếp tục lấy mẫu, thả ra khi đã hoàn tấtKéo rê để chuyển sang bộ sưu tập trong Mục Lục (Outliner)Kéo vào phụ huynh trong Mục LụcKéo rê {} tập tinCác hàm pha Draine, chủ yếu được sử dụng để tán xạ ánh sáng trong bụi giữa các vì saoVẽVẽ Đường CắtVẽ Đường Cong-F dùng phương pháp Khử Răng Cưa (tắt đi để có hiệu suất hoạt động cao hơn)Vẽ Tự DoVẽ Bút Chì DầuChế Độ VẽVẽ Pháp TuyếnVẽ Đường Đa GiácVẽ VùngVẽ Vùng & Tráo ĐổiVẽ Đường ThẳngVẽ Nét Ở Đằng SauVẽ Cửa SổVẽ Cửa Sổ & Tráo ĐổiVẽ bản in lam dùng các nét công-tua hình trònVẽ bản in lam dùng các nét công-tua hình elípVẽ bản in lam dùng các nét công-tua hình vuôngVẽ đường cong tự doVẽ một chốt trục tự doVẽ một đường để áp dụng một dốc trọng lượng vào các điểm đỉnh được chọnVẽ một đường thẳng để đặt nguyên vật liệu tô phủ dốc màu cho các nét vẽ đã chọnVẽ một nét dùng các chấm sơn cách nhau bằng phân khoảng đã địnhVẽ một nét mới trong Đối tượng Bút Chì Dầu đang hoạt độngVẽ đường congVẽ điều khiển màu tốiVẽ điều khiển màu tối với tia trục nhắmVẽ các nét tự doVẽ trong một mặt phẳng thẳng hàng với cổng nhìnVẽ trong mặt phẳng vuông góc với bề mặtVẽ trên mặt phẳng bề mặtVẽ điều khiển màu sángVẽ điều khiển màu sáng với tia trục nhắmVẽ các đường với một chút trì chệ để cho phép các nét được nắn mượt (Bấm phím Shift trong khi vẽ để vượt quyền)Vẽ các màu điểm đỉnh trong đối tượng Bút Chì Dầu đang hoạt độngVẽ vùngVẽ vùng và tráo đổiVẽ các phân đoạn đường thẳngVẽ nét tại vị trí của con trỏ 3DVẽ nét tại tọa độ gốc của Đối TượngVẽ các nét dùng một đường nối liên tụcVẽ các nét dùng các chấm tròn riêng biệtVẽ nét dùng các hình vuông riêng biệtVẽ các nét dùng chất liệuVẽ các nét với một màu trơnVẽ các nét đã sắp đặt mốt dùng Freestyle (Phong Cách Tự Do)Hiển thị ổ cắm trình đơn như một trình đơn thả xuống mở rộng raVẽ đường biểu thị mối quan hệ từ đầu phụ huynh đến đầu con cáiVẽ đường biểu thị mối quan hệ từ đuôi phụ huynh đến đầu con cáiVẽ trọng lượng trên các điểm của nét vẽ trong đối tượng Bút Chì Dầu đang hoạt độngVẽ cửa sổVẽ cửa sổ và tráo đổiVẽ:VẽBề Diện Tác HọaKiểu VẽNhỏ GiọtĐiều vận toàn bộ các thành phần của tính chất này dùng mục tiêu đã chọnĐiều vận thân cứng chung quanh hoặc dọc theo một trụcĐiều vận thành phần này của tính chất, dùng mục tiêu đã chọnBị Điều VậnTính Chất Điều VậnTính Chất Điều Vận:Bị Điều Vận được ChọnĐiều VậnTrình Điều Vận '%s[%d]' đã tồn tạiMục Tiêu Điều VậnGiá Trị Điều Vận:Biến Số Điều VậnTrong quá khứ việc đánh giá điều vận đã không thành công, vậy nên bỏ qua nóĐiều vận điều chế giá trị của một sắp đặt dựa vào một giá trị ở bên ngoàiĐiều Vận chưa có biến số nào để có thể sao chépKhông tìm thấy điều vận nào trong dữ liệu hoạt họa nàyThể loại điều vậnThể biến số của điều vậnĐiều Vận:Ngày: {:s} {:s}Điều VậnĐiều Vận:X của điểm ThảY của điểm ThảThả thế giới vào cảnhNhỏ màu vào các nút bấmNhảy cách khung hình nếu tốc độ chơi lại quá thấpBỏ qua các khung hình để duy trì tần số khung hìnhThả tên vào nút bấmThả {} vào khe {} (khe đang hoạt động) của {}Thả {} vào ô {} (thay thế {}) của {}Thả {} vào khe {} của {}Thả {} vào {} (khe {})Thả {} vào {} (khe {}, thay thế {})KhôThời Gian KhôKhung Lưới KépDo thiết lập ngăn xếp NLA nên {:d} khung khóa không được chèn vào.Do cài đặt 'Chèn Thêm Nếu Cần' nên {:d} khung khóa không được chèn vào.GiảNhị SắcNhân ĐôiNhân Đôi Hành ĐộngNhân Đôi Khung RốiNhân Đôi Máy Quay PhimNhân Đôi Đường CongNhân Đôi Đường CongNhân Đôi các Phần TửNhân Đôi Bút Chì DầuNhân Đôi Đường Cong TócChỉ Số Bản Nhân ĐôiNhân Đôi Khung KhóaNhân Đôi Lưới RàoNhân Đôi Ánh SángNhân Đôi Bộ Thăm Dò Ánh SángNhân đôi các dải NLA liên kết đã chọn, cho thêm các dải mới vào (các) rãnh mớiNhân Đôi Màn Chắn LọcNhân Đôi Nguyên Vật LiệuNhân Đôi Khung LướiNhân Đôi Siêu CầuNhân Đôi các Phần Tử Siêu CầuNhân Đôi Cây NútNhân Đôi các NútTạo Bản Nhân Đôi các Đối TượngNhân Đôi HạtNhân Đôi Đám Mây ĐiểmNhân Đôi Xương được ChọnNhân Đôi các Sắp ĐặtNhân Đôi LoaNhân Đôi DảiNhân Đôi Bề MặtNhân Đôi Văn BảnNhân Đôi Thể TíchSao chép các khung khóa đang hoạt động của toàn bộ tầng lớpNhân đôi toàn bộNhân đôi và đẩy trồi các điểm đỉnh, cạnh, hoặc các mặt được chọn về phía con trỏ chuộtNhân đôi và phản chiếu đối xứng các hạt đã chọn dọc theo trục X địa phươngNhân đôi thuộc tính màuNhân đôi ràng buộc tại cùng vị trí trong ngăn xếpNhân đôi đường cong và di chuyển bản saoNhân đôi hiệu ứng tại cùng vị trí trong ngăn xếpNhân đôi chỉ số %d trong bộ_chỉ số_điểm đỉnh (vertex_indices_set)Nhân Đôi thành Cửa SổNhân Đôi Khung LướiNhân đôi màn chắn lọc và di chuyểnNhân đôi khung lưới và di chuyểnNhân đôi khung lưới tại vị trí của các hạtNhân đôi các cạnh khung lưới và phá vỡ kết nối với các mặt xung quanhNhân đôi bộ điều chỉnh tại cùng vị trí trong ngăn xếpNhân đôi nút song không nhân đôi các cây nút, liên kết với dữ liệu gốcNhân đôi đối tượng nhưng không nhân đôi dữ liệu, liên kết với dữ liệu gốcNhân đôi (tạo một bản sao) hệ thống hạt trong đối tượng đang hoạt độngNhân đôi các dải NLA đã chọn, cho thêm các dải mới vào (các) rãnh mớiNhân đôi khu vực được chọn thành cửa sổ mớiNhân đôi các điểm điều khiển đã chọnNhân đôi các điểm điều khiển đã chọn và các phân đoạn giữa chúngNhân đôi các phần tử siêu cầu đã chọnNhân đôi các nút được chọnNhân đôi các nút được chọn và di chuyển chúngNhân đôi các nút được chọn, duy trì các kết nối đầu vào và di chuyển chúngNhân đôi các nút đã chọn, song không nhân đôi các cây nút của chúng, và di chuyểnNhân đôi các đối tượng đã chọnNhân đôi các dải được chọn và di chuyển chúngNhân đôi các đối tượng đã chọn, song không nhân đôi dữ liệu đối tượng của chúng và di chuyển chúngNhân đôi các dấu mốc thời gian đã chọnNhân đôi các điểm đỉnh, cạnh, hay các mặt được chọnCũng nhân đôi các sắp đặt sang cho hệ thống hạt mới, hầu cho nó sử dụng sắp đặt riêng của mìnhNhân đôi đối tượng nhưng không nhân đôi dữ liệu, liên kết với dữ liệu gốcNhân đôi các nét vẽ thành một mảngNhân đôi nét vẽ một cách phản chiếu đối xứngSao chép nhóm nút hình học đang hoạt động và ấn định nó cho bộ điều chỉnh đang sử dụngNhân đôi hình mẫu đang hoạt độngNhân đôi đối tượng thực thể hiện tạiNhân đôi dòng hiện tạiNhân đôi bộ điều chỉnh trong danh sáchNhân đôi đối tượng theo một số lần đã định nào đóTiếp tục nhân đôi đối tượng cho đến khi vừa đủ khít chiều dài đã định nào đóNhân đôi các đối tượng lựa chọn và di chuyển chúngNhân đôi các đối tượng đã chọn, song không nhân đôi dữ liệu đối tượng của chúng và di chuyển chúngNhân đôi các điểm đã chọnNhân đôi các dải được chọnKhung Khóa Trùng LặpSố Bản SaoNhân đôi đường cong tóc một số lần nhất định nội trong bán kínhĐộ DàiĐộ dài thời lượng (đơn vị khung hình) của hình ảnh (= 1 khi không phải là một video/trình tự)Thời lượng của phân đoạn khung hình đóng băngKhoảng thời lượng, trong số giây, để phai mờ dầnThời lượng: %s (Khung Hình %i/%i)Trong quá trình tái đồng bộ khối dữ liệu %s, %d trường hợp vượt quyền đã lỗi thời, cũng bị xóa đi, song chúng lại có nhiều thay đổi cục bộ mà người dùng đã từng xác địnhTrong quá trình chỉnh sửa các Thuộc Tính của Mặt, hợp nhất các thuộc tính kết nối vào cùng một điểm đỉnhTrong quá trình biến hóa, hãy sử dụng Alt để điều hướng trong Góc Nhìn 3D. Hãy lưu ý rằng nếu bị tắt đi thì các phím nóng để Biên Soạn Cân Đối, Ràng Buộc Tự Động và Độ Dài Chuỗi IK Tự Động sẽ đòi hỏi phải giữ Alt xuống đấy nhéTiếng Hà Lan (Nederlands)Suy ThoáiNăng ĐộngBVH Năng ĐộngKhung Lưới Cơ Sở Năng ĐộngNăng Động Đổi Kích Thước Khung Lưới Đồ ThịKhung Lưới Năng ĐộngChế Độ Năng ĐộngSơn Động LựcBộ Điều Chỉnh Sơn Động LựcSắp đặt của mặt khung vẽ Sơn Động LựcBộ điều chỉnh Sơn Động LựcĐiêu Khắc Cấu Trúc ĐộngTìm thấy Liên Kết Cấu Trúc Động: %s, đã vô hiệu hóaKhung lưới khung lưới đồ thị năng độngLiên kết cấu trúc động biến đổi khung lưới trong khi điêu khắcẨn giấu điểm đỉnh một cách năng động dựa trên một nhóm điểm đỉnh hoặc khung rốiĐộng NăngCấu Trúc ĐộngLiên Kết Cấu Trúc Động sẽ không bảo tồn màu sắc, UV, hay các thuộc tính khác đâuĐiều Tra Gỡ Lỗi của EEVEETùy Chọn Raytrace của EEVEECác Cài Đặt của EEVEECác cài đặt về cảnh trong EEVEECác cài đặt EEVEE để dò tìm tia phản xạLỗi: Điều vận sẽ là vô dụng nếu không có các đầu vàoLỗi: Biểu thức Python không hợp lệLỗi: Kênh mục tiêu không hợp lệLỖI: thể loại "{:s}" không tồn tại!ESC/NCP (RMB) để hủy (cancel), Enter/NCT (LMB) để chấp nhận, BÁNH XE/DI CHUYỂN để điều chỉnh hệ sốMỗi kênh sẽ được kết xuất thành một tập tin mono (đơn kênh)Mỗi bộ sưu tập (khối dữ liệu) như một tập tin, không bao gồm nội dung của các bộ sưu tập con cáiMỗi bộ sưu tập (bao gồm cả bộ sưu tập chính, không phải khối dữ liệu) của một cảnh đang hoạt động là một tập tin, bao gồm cả nội dung của các bộ sưu tập con cáiMỗi bộ sưu tập (bao gồm cả các bộ sưu tập chính, không phải khối dữ liệu) của một cảnh là một tập tin, bao gồm cả nội dung của các bộ sưu tập con cáiChỉ số của mỗi điểm điều khiển trên chốt trục của nóMỗi mặt được coi là một giao diện trung gian. Cung cấp kết quả chính xác cho hình học đa tạp không có chứa các bộ phận bên trong.Giá trị mặt ấn định điêu khắc của mỗi mặtMỗi trường đầu ra phải tương ứng với một hình học phía trên nóMỗi cảnh thành một tập tinChậm RãiChậm Rãi VàoChậm Rãi Vào và RaChậm Rãi RaChậm RãiTự ̣động chọn kiểu Chậm Rãi dựa trên kiểu nội suy đang sử dụng (ví dụ: Chậm Rãi Vào đối với các kiểu chuyển tiếp và Chậm Rãi Ra cho các hiệu ứng năng động)ĐôngĐộ Lệch TâmCạnhGóc Độ của CạnhVăn Bản về Góc Độ của CạnhTrung Điểm của CạnhVa Đập CạnhSố Góc của CạnhChi Phí CạnhSố CạnhMiết Nếp GấpDữ Liệu CạnhKiểu Dữ Liệu CạnhDữ Liệu Cạnh:Phát Hiện CạnhKiểu Hiển Thị CạnhChỉ Số CạnhĐộ Dài CạnhChế Độ Chiều Dài CạnhVăn Bản về Độ Dài của CạnhÁnh Xạ CạnhChỉ Dấu CạnhDấu Chỉ CạnhLựa Chọn Chế Độ CạnhTrường Số Hàng Xóm của CạnhLân Cận của CạnhLia ở CạnhĐường Cạnh thành Đường CongĐường Cạnh thành Lựa ChọnCạnh Vuông GócTrường Vị Trí CạnhBám theo CạnhĐổi Kích Thước CạnhCạnh được ChọnLựa Chọn CạnhĐộ Sắc Nét của CạnhTrượt Đẩy CạnhĐẩy Trượt Cạnh: Phân Tách CạnhĐánh Dấu CạnhMàu Nhuốm của CạnhKiểu CạnhTập Hợp Kiểu CạnhPhủ Định Kiểu Nét CạnhThể Loại CạnhĐiểm Đỉnh của CạnhTrường Số Điểm Đỉnh của CạnhTrọng Lượng CạnhChiều Rộng CạnhTrọng lượng bo tròn cạnh sẽ được thêm vào các cạnh ở bên ngoàiCạnh trong khối dữ liệu của Khung LướiChỉ số cạnhCạnh không kết nối với bất kỳ các mặt nàoCạnh của Điểm ĐỉnhLựa chọn cạnh - Shift+Bấm Chuột để sang chế độ chọn nhiều, Ctrl+Bấm Chuột để nới rộng/thu nhỏ vùng lựa chọn tùy thuộc vào chế độ hiện tạiChế độ lựa chọn cạnhBộ điều chỉnh tách phân cạnh để kiến tạo các cạnh sắc nhọnMa sát của lực đàn hồi cạnhĐộ cứng lực đàn hồi của cạnh khi nó dài hơn chiều dài của đoạn ở trạng thái nghỉĐộ cứng trong lực đàn hồi của cạnh khi nó ngắn hơn chiều dài của đoạn ở trạng thái nghỉGiới Hạn AlphaCạnh Nọ đến Cạnh KiaTrọng lượng cạnh sử dụng bởi bộ điều chỉnh Bo CạnhĐôi vành đai cạnh không kết nối với nhauCác vành đai-cạnh không kết nối với nhauCạnh-tới-CạnhPhânTáchCạnhBộ Điều Chỉnh Tách Phân CạnhCạnhDữ Liệu Cạnh:Các cạnh giữa các mặt đối hướng nghịch nhauSố cạnh thay đổi, từ %d thành %dCạnh cũng vạ đập nữaCác Cạnh của GócCác Cạnh của Điểm ĐỉnhCác cạnh của khung lướiCác cạnh nhận được một lực cản từ môi trường quanh mìnhCác cạnh nhận được một lực nâng khi đi qua môi trường quanh mìnhCác cạnh có chung số các mặt hơn hai cáiCác thành các Nhóm MặtCác cạnh để đánh dấu vị trí lưới được "cắt" nhằm mục đích mở góiCác cạnh sử dụng để tách phân các mặt thành các nhóm riêng biệtBiên SoạnXương Biên SoạnMa Trận Xương Biên SoạnCác Xương Biên SoạnBiên Soạn XươngBiên Soạn Định DạngBiên Soạn Bút Chì DầuBiên Soạn Nét Bút Chì DầuNét Biên SoạnBiên Soạn Siêu Dữ LiệuPhương Pháp Biên SoạnChế Độ Biên SoạnDây Lưới Mềm Mại trong Chế Độ Biên SoạnBiên Soạn Đường DẫnBiên Soạn Ánh Sáng StudioBiên Soạn Không Gian Chất LiệuBiên Soạn CâyBiên soạn mã nguồn Giao Diện Người Dùng của nút bấm đang hoạt độngChỉnh sửa trực tiếp giá trị Python cho các thể loại tính chất chưa được hỗ trợBiên soạn một ràng buộc trên xương đang hoạt độngBiên soạn một ràng buộc trên đối tượng đang hoạt độngBiên soạn ảnh chụp nhanh Cổng Nhìn 3D trong một trình biên soạn hình ảnh ở bên ngoàiBiên soạn toàn bộ các khung khóa trong cảnhBiên soạn và lưu giữ các chủ đề vốn được cài đặt thông qua các Trình Mở RộngBiên soạn hoạt họa/khung hình đang hiển thị như các đường cong 2DChỉnh sửa thông tin tài sản như danh mục, hình ảnh xem trước, thẻ đánh dấu hoặc tác giảBiên soạn các điều vận và sự nội suy khung khóaBiên soạn hình ảnh bằng một trình ứng dụng ở bên ngoàiBiên soạn các khung khóa trong hành động mức Đối Tượng của đối tượng đang hoạt độngBiên soạn các khung khóa trong hành động Hình Mẫu của đối tượng đang hoạt độngXương ở chế độ biên soạn trong một khối dữ liệu khung rốiBiên soạn nhóm nútBiên soạn dữ liệu đối tượng trong không gian chất liệuBiên soạn các cài đặt cấu hình ổn địnhBiên soạn tính chất của đối tượng hoạt động và các khối dữ liệu liên quanSoạn tập lệnh và dẫn chứng trong tập tinBiên soạn nét Bút Chì Dầu được chọnBiên soạn các nút tô bóng từ Phong Cách Đường NétBiên soạn các nút tô bóng từ Đối TượngBiên soạn các nút tô bóng từ Thế GiớiChỉnh sửa thẻ để tự động phát hiện chất liệu trong thiết lập BSDF Nguyên tắcBiên soạn các nút chất liệu từ Đầu BútBiên soạn các nút chất liệu từ Phong Cách NétBiên soạn các nút chất liệu từ Thế GiớiBiên soạn các trình điều vận cho tính chất kết nối biểu thị bằng nút nêu bậtBiên soạn tập tinBiên soạn giá trị của tính chất tùy chỉnhChỉnh sửa tính hữu hình của khung lưới hiện tạiBiên soạn trọng lượng của các điểm đỉnh trong một nhóm (Nhóm Điểm Đỉnh : NĐĐ)Biên soạn thời gian cho khối dữ liệu Tập Tin Bộ Nhớ ĐệmBiên soạn thời gian cho chốt trục của Trình Biên Soạn Màn Chắn LọcBiên soạn thời gian cho toàn bộ các những phác thảo Bút Chì Dầu trong tập tinBiên soạn các cài đặt sở thích của người dùng và sắp đặt của hệ thống• Biên soạn: {}, {}, {}Khả năng biên soạn của Các Đoạn NLA trong rãnh nàyKhả năng biên soạn của các khung khóa cho kênh nàyCó Thể Chỉnh SửaĐường cong có thể biên soạn cho khe hốcĐường cong suy giảm có thể biên soạnĐã Chỉnh SửaĐối Tượng đã Biên SoạnBiên SoạnThể Biên SoạnNgữ cảnh biên soạn đang được hiển thịChỉnh sửa tócBiên soạn những sắp đặt về định dạng của ký tựChưa hỗ trợ lưới rào trong Chế Độ Biên SoạnTrình Biên SoạnMép Viền Trình Biên SoạnNét Viền Trình Biên SoạnLoại Trình Biên SoạnBộ biên soạn cho các công cụ cơ sở nút về tô bóng và tổng hợpTiêu đề của trình biên soạn có chứa các phần tử Giao Diện Người DùngTrình đơn của trình biên soạn có chứa các nútTrình Biên SoạnVấn đề về chuyển đổi nguyên vật liệu trong máy kết xuất Eevee. Xem thông báo về lỗi lầm trong cửa sổ bàn giao tiếp (console)Hiệu ỨngHiệu ứng '%s' không có trong đối tượng '%s'Điều Chỉnh Hiệu Ứng Phai Mờ DầnVị trí hiệu ứng mờ dầnĐộ Đục của Hiệu ỨngBán Kính Sơn Đặc KínDải Hiệu ỨngMàu của Dải Hiệu ỨngLoại Hiệu ỨngHiệu ứng ảnh hưởng đến đối tượng Bút Chì DầuHiệu ứng không thể thêm vào đối tượng '%s'Hiệu ứng toàn phần hoặc chỉ trong chiều hướng Z dương/âm thôiChế độ hiệu ứngTên của hiệu ứngTác động lên bản thân khóaDùng các tay cầm bên tráiDùng các tay cầm bên phảiTác động đến những giám sát có số lượng khung hình truy lùng nhỏ hơn số lượng chỉ địnhTác động đến những giám sát có sai số tái phóng chiếu lớn hơnHiệu Ứng/Kết NốiPhạm Vi Hiệu QuảThực Chất Hữu HìnhHiệu quả nén cao nhưng chậmHệ quả như chuyển đổi phim thành một trình tự hình ảnh, bỏ qua các khung hình ghi không đầy đủ hoặc bị bỏ rơi mất, và các thay đổi về tốc độ khung hìnhMức Ảnh HưởngHiệu Ứng ViênSố Lượng Hiệu Ứng ViênBộ Sưu Tập Hiệu Ứng ViênSố Hiệu Ứng ViênSắp Đặt của Hiệu Ứng ViênThể Loại Hiệu Ứng ViênTrọng Lượng của Hiệu Ứng ViênTrọng lượng của hiệu ứng viên trong mô phỏng vật lýHiệu ỨngHiệu ứng tác động sự hiển thị của đối tượngHoặc là một lựa chọn đường cong hay là lựa chọn thực thểHoặc là thêm vào, hoặc tẩy xóa đi các đường cong, dựa trên khoảng cách tối thiểu của các đường cong nằm dưới con trỏHoặc là đường cong đơn thuần hoặc là các thực thể đường congKhung hình khởi đầu (đối với tốc độ là số dương) hoặc khung hình kết thúc (đối với tốc độ là số âm)Đàn HồiGiới Hạn Co GiãnPhần TửChỉ Số của Yếu TốPhần tử chỉ định màu tại một vị trí trong dốc màuHoặc là không tìm thấy yếu tố trong bộ sưu tập các phần tử hoặc nó là yếu tố cuối cùngPhần tử của một đường cong, có thể là NURBS, Bézier hoặc Đường Đa Giác hoặc một ký tự của đối tượng văn bảnPhần tử trên một đường dẫn trình của trình quan sátPhần tử trên đường phân nhánh cây trong không gian nútPhần tử của hình học mục tiêu để tính toán khoảng cách từ đóThể loại phần tử để biến hóaTheo Phần TửPhần TửHình ElipMàn Chắn Lọc hình ElipElípHình EllipsoidNhúng Chất LiệuNhúng các chất liệu vào trong tập tin FBX nhị phân (chỉ dành cho chế độ "Sao Chép" đường dẫn mà thôi)Dữ Liệu Nhúng SẵnEmbree trên GPUEmbree trên GPU cho phép sử dụng phương pháp dò tia phần cứng trên GPU Intel, mang lại hiệu suất tổng thể tốt hơnPhát XạHệ Số PhátMàu Phát XạCường Độ Phát XạThời Gian PhátHệ Số Thời Gian PhátSố vị trí phát trên mỗi mặt (0 = tự động)Bộ tô bóng phát xạMàu PhátPhát XạPhát Ra TừPhát ra chất lỏng từ bề mặt khung lưới hoặc thể tíchPhát sinh theo thứ tự ngẫu nhiên của các yếu tốPhát sinh các hạt từ khung lưới có các bộ điều chỉnh đã được áp dụng (nhất định phải sử dụng mức bề mặt phân hóa tương đồng, trong cổng nhìn và trong kết xuất, để đạt được kết quả đúng đắn)Phát ra khói từ các hạtĐộ sáng phát ra trên mỗi kênh màu được thêm vào một tia trên mỗi đơn vị khoảng cáchVật Phát SinhKhoảng Cách của Phần Tử PhátNhấn mạnh vị trí của những khung khóa trên các Đường Chuyển ĐộngĐối Tượng Trống RỗngĐối Tượng Trống RỗngKích Thước Hiển Thị Đối Tượng RỗngKích Thước Hiển Thị Đối Tượng Rỗng: %.3fLoại Hình Tượng của Đối Tượng RỗngTô Màu TrốngChiều Sâu của Hình Ảnh TrốngKhung Khóa TrốngSao Chép Nguyên Vật LiệuKhông Gian TrốngKhông Gian TrốngPhím Bổ Trợ Mô Phỏng Nút Chuột thứ 3Mô Phỏng Chuột 3 NútMô Phỏng Nút Chuột Giữa bằng tập hợp Alt+Nút Chuột TráiMô Phỏng Bàn Phím SốBậtCho phép 'độc tấu' trên Rãnh NLA có chứa dải đang hoạt động, để biên soạn nó mà không nhìn thấy hiệu ứng của ngăn xếp NLABật trình biên soạn Duyệt Thảo Tài Sản và các thao tác quản lý những khối dữ liệu thông thường tựa các tài sản, không chỉ các tư thế mà thôiBật các Tùy Chọn về XươngCho phép Xương được biến dạng hình họcCho Phép Va ĐậpBật trình bổ sung Động Cơ Kết Xuất Cycles để sử dụng CyclesCho phép các tùy chọn điều tra lỗi trong Cycles đối với các lập trình viênCho Phép Giải HoạtBật các tùy chọn về điều tra gỡ lỗi EEVEE cho các nhà phát triểnBật tính năng tính toán của bộ điều chỉnh Đường Cong-FBật các bộ điều chỉnh Đường Cong-FBật tăng tốc GPU để đánh giá các bộ điều chỉnh bề mặt phân hóa cuối cùng trong ngăn xếpBật Hiển Thị Khung Lưới Đồ Thị lên để sử dụng sự nêu bật phạm vi!Bật Hướng Dẫn lên trước đã! Hiện tại sử dụng Tốc Lực của Chất Lỏng làm mặc địnhCho Phép IK Kéo GiãnBật MetalRT cho truy vấn giao cắtBật Đa Góc NhìnDòng Đầu RaBật tính toán Python cho các tập tin đã chọnCho Phép Tự Va ĐậpKích hoạt hiệu ứng fresnen khi chỉnh sửa lớp vẽ lồng khung lưới. Nó cải thiện khả năng đọc hình dạng của các khung lưới rất dày đặc, song làm tăng sự mỏi mệt của mắt khi kiến tạo mô hình ở dạng đa giác thấp hơnBật trình bổ sung cho không gian làm việcBật các tính năng bổ sung cho khối dữ liệu đường cong mớiBật lên sau khi cài đặtBật Mô Tơ GócCho phép phản chiếu đối xứng qua trụcCho phép kết buộc trong các bộ điều khiển HP Reverb G2. Lưu ý rằng điều này có thể không được toàn bộ các phần OpenXR thời gian chạy hỗ trợ đâu nhéCho phép kết buộc trong các bộ điều khiển HTC Vive Cosmos. Lưu ý rằng điều này có thể không được toàn bộ các phần OpenXR thời gian chạy hỗ trợ đâu đấy nhéCho phép kết buộc trong các bộ điều khiển HTC Vive Focus 3. Lưu ý rằng điều này có thể không được toàn bộ các phần OpenXR thời gian chạy hỗ trợ đâu đấy nhéCho phép kết buộc trong các bộ điều khiển Huawei. Lưu ý rằng điều này có thể không được toàn bộ các phần OpenXR thời gian chạy hỗ trợ đâu nhéKích hoạt danh mục, làm cho các tài sản được chứa hiển thị trong kệ tài sảnCho phép tách phân dây chuyền dùng chiều dài 2D của đường congCho phép tách phân dây chuyền bằng các mô hình nét gạch nốiCho phép móc nối các nét viền hình thể thành một dây chuyềnCho phép thực thể hóa bộ sưu tậpCho phép va chạm với bề mặt trong khi điêu khắcCho phép va đập với ranh giới đằng sau của phạm viCho phép va đập với ranh giới dưới đáy của phạm viCho phép va đập với ranh giới đằng trước của phạm viCho phép va đập với ranh giới bên trái của phạm viCho phép va đập với các đối tượng khácCho phép va đập với ranh giới bên phải của phạm viCho phép va đập với ranh giới đỉnh của phạm viCho phép sử dụng khoảng màu để diễn họa trọng lượng trong chế độ sơn trọng lượngCho phép những sắp đặt tùy chỉnh đối với thể tích sửa thị saiCho phép tùy chỉnh khoảng cách bắt đầu và kết thúc tầm nhìn cho quá trình tính toán thể tíchBật tính tuần hoàn trên mỗi cá nhân dấu gạch ngang của nétCho phép giải hoạt những thân cứng đang ở trạng thái nghỉ (tăng hiệu suất thi hành và sự ổn định, song có thể sinh ra những sai lầm)Bật các hành động điều khiển VR mặc định, bao gồm các tư thế và các tương tác xúc giác của bộ điều khiểnCho phép dời hình dọc theo hướng pháp tuyến XCho phép dời hình dọc theo hướng pháp tuyến YCho phép dời hình dọc theo hướng pháp tuyến ZCho phép tái dụng khối dữ liệu dễ dàng hơn thông qua Trình Duyệt Tài Sản, với sự trợ giúp của siêu dữ liệu khả tùy chỉnh (như các xem trước, các miêu tả và các thẻ)Cho phép tái sử dụng khối dữ liệu được chọn dễ dàng hơn, thông qua Trình Xem Trước Tài Sản, với sự hỗ trợ giúp đỡ của siêu dữ liệu tùy chỉnh (tương tự như xem trước, miêu tả và dấu nhãnCho phép thuyên chuyển dữ liệu cạnhBật/tắt khả năng lia ở cạnh (edge panning) trong khung nhìn 2DBật khả năng làm mịn màng cạnh trong chế độ biên soạn, nhằm thuyên giảm tình trạng răng cưa (đòi hỏi phải khởi động lại)Cho phép thuyên chuyển dữ liệu góc của mặtCho phép thuyên chuyển dữ liệu mặtCho phép nén khi lưu các tập tin .blendCho phép thanh lọc các tập tinCho phép thanh lọc các tập tin trong Trình Duyệt Tập TinBật các sắp đặt về khuếch tán trong chất lỏng (ví dụ: đột nhớt, mức kéo giãn của bề mặt)Bật hướng dẫn chất lỏngBật khung lưới chất lỏng (dùng sự khuếch đại)Bật nhiễu trong chất lỏng (dùng sự khuếch đại)Bật động lực học của tóc dùng mô phỏng vải vócKích Hoạt trong các Cảnh MớiBật bóng tối nhiễu hóa trên cổng nhìn. (Bóng tối nhiễu hóa luôn luôn được bật lên đối với bản kết xuất sau cùng).Bật tính năng làm mềm bóng tối rung nhẹ hòng tăng độ chính xác của bóng đổ (vốn được tắt đi trong cổng chiếu trừ khi được bật lên trong cài đặt về kết xuất). Có tác động lớn đến hiệu suất hoạt động.Bật mô tơ tuyến tínhCho phép ranh giới chất liệuCho phép phản chiếu đối xứng khung lưới trên trục XCho phép phản chiếu đối xứng khung lưới trên trục YCho phép phản chiếu đối xứng khung lưới trên trục ZBật biên soạn đa khung hìnhCho phép sự tự va đập ngẫu nhiên bởi sự bao bọc các điểm đỉnh bằng khung đàn hồi hình cầuKích hoạt các nút trên một chất liệu, thế giới, hay một nguồn sángCho phép các kỹ thuật giảm nhiễu cho những hiệu ứng dò tiaBật Dịch ChuyểnBật Lên khi Cài ĐặtBật quyền truy cập trực tuyến trong cài đặt sở thích Hệ ThốngBật hoặc tắt toàn bộ các thẻBật/Tắt đường gạch ngangBật hay tắt các xương tư thế/lựa chọnBật hoặc tắt khả năng kết xuất của Tầng Góc Nhìn nàyBật/Tắt nét vẽ bằng chất liệuBật hoặc tắt bộ đường nét này trong khi kết xuất nét vẽBật hay tắt bộ điều chỉnh này khi kết xuất đường nétMở hay tắt mô-đun phong cách này trong khi kết xuất nét vẽCho phép vẽ lồng dây mịn màng, giảm ảnh hưởng răng cưaCho phép các lằn gợn và thung lũngCho phép các tập lệnhKích hoạt các dấu mốc được chọnCho phép đại diện đã chọn hoạt động trên toàn bộ các dải Phim, Hình Ảnh được chọnCho phép tự va đập với bản thânCho phép ngả bóng tối từ các nguồn ánh sángCho phép đơn giản hóa cảnh để xem trước các bản kết xuất nhanh hơnCho phép bám dính vào tùy chỉnh về góc độ hoặc khoảng cách hướng dẫnCho phép bám dính khi biến hóa các khung khóaCho phép bám dính khi biến hóa các khóa trong Trình Biên Soạn Điều VậnBật một số trường bổ sung trong Trình Duyệt Thảo Tài Sản để hỗ trợ quá trình điều tra gỡ lỗiBật sắp đặt chỉ định trên toàn bộ các kênh hoạt họa được chọnBật hướng dẫn nhanhCho phép lực đàn hồi trên trục XCho phép lực đàn hồi trên trục xoay XCho phép lực đàn hồi trên trục YCho phép lực đàn hồi trên trục xoay chiều YCho phép lực đàn hồi trên trục ZCho phép lực đàn hồi trên trục xoay chiều ZCho phép vẽ đường công-tua gợi ýBật chế độ ngả bóng tối của mặt trờiCho phép phản chiếu đối xứng trên trục XCho phép phản chiếu đối xứng trên trục YCho phép phản chiếu đối xứng trên trục ZCho phép sự mẫn cảm với áp lực của bàn vẽ gây tác động đến bán kính khu vựcCho phép cảm ứng áp lực của bàn vẽ để gây rung nhẹCho bật khả năng cảm nhận áp lực của bàn vẽ đối với dịch chuyểnCho phép độ nhảy cảm áp lực của bàn vẽ thay đổi kích thướcCho phép độ nhảy cảm áp lực của bàn vẽ thay đổi phân khoảngCho phép sử dụng độ nhảy cảm với áp lực của bàn vẽ làm sức mạnhBật Dốc Màu trước đãCho phép đường cong trở thành đường dẫn của dịch chuyển tịnh tiếnBật mô-đun dò tiaBật kho lưu trữBật kho lưu trữ lên và thử lại.Cho phép lựa chọn các dây chuyền bằng một chiều dài 2D tối đaCho phép lựa chọn các dây chuyền bằng một chiều dài 2D tối thiểuCho phép chọn N dây chuyền đầu tiênBật ổ cắmCho phép sử dụng tác động của ánh sáng trên nguyên vật liệu của nét vẽ và vùng tô kínBật ràng buộc nàyBật nguồn sáng này trong chế độ chuyển sắc lập thể (Solid)Chặn/Tắt hoạt tính bộ điều chỉnh nàyCho phép đối tượng này làm vật va đập trong các hệ thống vật lýBật cái này để thi hành quá trình nhập ngầm ở trên nền đằng sau. Tắt đi để để ngăn chặn Blender trong khi nhập. Tùy chọn này đã trở thành lỗi thời; EXECUTE (thi hành) thao tác này để chạy ở nền trước, và INVOKE (kích hoạt) nó để thi hành như một công việc ngầm ở nền đằng sauBật cái này để thi hành quá trình nhập khẩu ngầm ở trên nền đằng sau. Tắt đi để ngăn chặn Blender trong khi nhập khẩu. Tùy chọn này đã trở thành lỗi thời; EXECUTE (thi hành) thao tác này để chạy ở nền trước, và INVOKE (kích hoạt) nó để thi hành như một công việc ngầm ở nền đằng sauCho phép sự thay đổi bề mặt biến mất sau một khoảng thời gianCho bật lên để khiến bề mặt ướt khô đi sau một khoảng thời gianCho phép sử dụng vùng nằm dưới con trỏ trong việc thi hành mô tháiCho phép thuyên chuyển dữ liệu điểm đỉnhCho phép điều hướng góc nhìn trong máy quay phimBật tùy chọn gỡ lỗi cổng nhìn cho các nhà phát triển trong cửa sổ bật lên vẽ lồngBật hiển thị cổng nhìn trong các tầng góc nhìnCho phép phiên dịch ký tự đại diện (thành tên các văn bản cụ thể)Bật/Tắt Ràng BuộcBậtDuy Trình Bổ Sung đã Bật mà thôiDuy Trình Bổ Sung đã BậtPhạm Vi Xoay Chiều Sử DụngĐược bật lên khi khởi động, vượt quyền cài đặt sở thích.Cho phép sự tính toán khung hộp viền chất lượng cao, tuy chậm, để đạt được kết quả hoàn hảo trên các khung lưới có hình dạng phức tạp khi xoay chiều/thay đổi tỷ lệCho phép xem trước trong trình chỉnh sửa nút tô bóngPostScript Đóng Gói (.eps)Bao bọc các điểm đỉnh được chọn trong một khối đa diện lồiMã HóaTốc Độ Mã HóaGặp phải lỗi chưa được xử lý trong quá trình khung khóa hóaCuối/Kết ThúcKết thúc (Hệ số)Kết thúc (Độ dài)Kiểu Mũi Tên Kết ThúcNắp Ở CuốiHệ Số Kết ThúcKhung Hình CuốiKhung Hình Cuối (thao tác từ Giao Diện Người Dùng)Khung Hình Cuối (giá trị thô)Khung Hình Cuối (khi Hạn Chế Phạm Vi Khung Hình được bật lên)Tay Cầm Kết ThúcChậm Rãi Tay Cầm CuốiTỷ Lệ của Tay Cầm Kết ThúcVị Trí Kết ThúcKiểu Ánh Xạ Kết ThúcDịch Chuyển ở CuốiĐiểm CuốiBán Kính Kết ThúcKích Thước Kết ThúcĐiểm Đỉnh CuốiKhoảng cách kết thúc của ánh xạ bóng tối đổ về phía xa dần (duy trong góc nhìn phối cảnh (xa gần))Khoảng cách kết thúc của hiệu ứng thể tíchHạn định khung hình cuối nội trong phạm vi kết xuất hợp lệKhung hình cuối hiển thị trong trình phối hình sau khi đã dịch chuyển vị tríKhung hình cuối cùng để nướngPhạm vi khung hình kết thúc của các đường chuyển động để hiển thị/tính toán (không dành cho phương pháp Bóc Vỏ Hành 'Quanh Khung Hình')Khung cuối của dải NLA. Lưu Ý: việc thay đổi giá trị này cũng đồng thời cập nhật giá trị của số lần lặp lại của dải, hoặc của khung kết thúc hành động. Nếu chỉ khung kết thúc là cần phải thay đổi mà thôi, thì xin hãy xem tính chất "frame_end" (khung hình cuối) nhé.Khung hình cuối để xuất khẩu, dùng giá trị mặc định để lấy khung hình cuối của cảnh hiện tạiKhung hình cuối cùng để nướng mô phỏng đại dươngKhung hình cuối của phạm vi lưu trữKhung hình cuối cùng để xuất khẩuDòng cuối của (vùng) lựa chọnKết Thúc tại Khung HìnhThời gian kết thúc của đường dẫnĐiểm KếtLựa Chọn Điểm KếtNút Lựa Chọn Điểm CuốiĐiểm Kết UĐiểm Kết VKẻ ThùBắt phải tôn trọng sự đối xứng (cả về hình dạng và về cấu trúc liên kết) qua một trụcTuân thủ sự đối xứng, tạo các bản sao của lựa chọn, hoặc sử dụng cái hiện cóĐộng CơKhông có động cơ/máy '%s' để dùng cho cảnh '%s' (có thể cần phải cài đặt hoặc cho bật một trình bổ sung nào đó)Động cơ dùng cho việc kết xuấtLàm Nổi Bật Chi TiếtLàm nổi bật chi tiết có tần số cao trên bề mặtBộ Điều Chỉnh Đường CongĐảm bảo toàn bộ các nhóm điểm đỉnh biến dạng xương có tổng bằng 1.0 trong khi tô màu hoặc ấn định trọng lượng cho các điểm đỉnhĐảm bảo khối dữ liệu được lưu giữ ngay cả khi không dùng đến (ví dụ: đối với các thư viện về cử chỉ và nguyên vật liệu)Đảm bảo các trường hợp xem trước dữ liệu là sẵn có để sử dụng và được cập nhật với những thay đổi mới nhất (sẽ được lưu trong tập tin .blend, song chỉ dành cho một số thể loại như nguyên vật liệu, chất liệu, v.v. mà thôi)Đảm bảo các tay cầm của các khung khóa đã chọn có độ dài bằng nhau, ngoài ra, đặt chúng nằm theo chiều ngang. Các kiểu tay cầm Tự Động, Tự Động Hạn Định hoặc Véc Tơ sẽ được chuyển đổi thành Thẳng HàngĐảm bảo dữ liệu là hợp lệ (khi tắt đi thì dữ liệu có thể được nhập khẩu vào, tức cái sẽ gây ra sự đổ vỡ trong hiển thị hoặc biên soạn)Đảm bảo rằng khối dữ liệu được lưu lại, ngay cả khi nó không còn được đánh dấu là tài sản nữaEnterChuyển Sang Chế Độ Biên SoạnNhập giá trị hex của điểm mã (codepoint) UnicodeSau khi cho thêm một đối tượng mới vào thì tự động chuyển sang chế độ biên soạnChuyển ngay sang chế độ biên soạn, khi cho thêm đối tượng nàyĐưa hành động, mà dải đang hoạt động tham chiếu, bước vào chế độ hiệu chỉnh để biên soạn các khung khóa của nóBước vào/Thoát khỏi chế độ sơn nét vẽ cho các nét Bút Chì DầuBước Vào/Thoát Khỏi chế độ điêu khắc nét Bút Chì DầuBước Vào/Thoát Khỏi chế độ điêu khắc cho các đường congBước Vào/Thoát Khỏi chế độ sơn điểm đỉnh đối với các nét vẽ Bút Chì DầuBước Vào/Thoát Khỏi chế độ sơn trọng lượng cho các nét vẽ của Bút Chì DầuToàn Bộ MảngChỉ Số MụcGiá trị tuyệt đối theo từng phần tửLàm tròn lên theo từng phần tửCos(A) theo từng phần tửChia phần tử véctơLàm tròn xuống theo từng phần tửGiá trị lớn nhất theo từng phần tửGiá trị nhỏ nhất theo từng phần tửChia lấy dư theo từng phần tử bằng fmod(A,B)Nhân phần tử véctơLàm tròn lên phần tử véctơHàm sin(A) của phần tử véctơSin(A) theo từng phần tửTan(A) theo từng phần tửHàm tuần hoàn wrap(A,B) theo từng phần tửĐịnh Nghĩa Liệt Kê (đã lỗi thời)Các Chỉ Mục Định Nghĩa Liệt KêCờ Liệt KêPhần Tử Liệt KêĐịnh Nghĩa Phần Tử Liệt KêLiệt KêLiệt KêEnums Như ChuỗiPhong BaoĐiểm Điều Khiển Phong BaoKhoảng Cách Biến Dạng Phong BaoTrọng Lượng Biến Dạng Phong BaoKhoảng Cách của Phong BaoBộ Điều Chỉnh-F Phong BaoBán Kính Đầu của Phong BaoNhân Phong BaoBán Kính Đuôi của Phong BaoTrọng Lượng Phong BaoBộ điều chỉnh tạo hiệu ứng điều chỉnh bằng phương pháp bọc vỏ nét nétPhong Bì: %3fPhong Bì: %sMôi TrườngChất Liệu Môi TrườngEpxilonBằng NhauTrục Bằng NhauBằng VớiCân Bằng Bán KínhCân bằng âm thanhCân bằng cả hai tay cầm của một khung khóaCân bằng tay cầm bên trái của các khung khóa đã chọnCân bằng tay cầm bên phải của các khung khóa đã chọnGóc ĐềuMặt Bản Đồ Lập Phương Đẳng GiácVuông Góc ĐềuVuông Góc Đều, hoặc phép phóng chiếu kinh-vĩ tuyếnTẩy XóaXóa / tẩy sơn đi thay vì thêm vàoXóa các nét vẽ Chú ThíchXóa Dời Hình Đa Phân GiảiXóa SơnXóa alpha trong khi sơnXóa toàn bộ các nét vẽChỉ tẩy xóa các nét vẽ nhìn thấy được và không làm đối với những cái bị che khuấtXóa các điểm trong khu vực hộpXóa các điểm trong khu vực dây thòng lọngXóa các điểm của nét vẽXóa các nét vẽ, làm nhòe mờ đi độ đậm của các điểm và độ dày của chúngTẩy/XóaTham Chiếu Tài Sản Đầu Bút TẩyChế Độ TẩyBán Kính của Đầu TẩyLỗi/Sai SốLỗi xảy ra (xem bàn giao tiếp)Nền Trước của Biểu Tượng LỗiGiới Hạn Sai SốMức Dung saiThông Điệp Báo LỗiLỗi xảy ra trong quá trình nướng đối tượng "%s"Lỗi xảy ra trong khi kiến tạo tập tin '%s'Lỗi xảy ra trong khi xóa '%s' (bỏ qua)Giới hạn khoảng cách sai số (đơn vị đối tượng)Lỗi xảy ra trong khi tính toán con số. Xin xem trình biên soạn thông tin để biết thêm chi tiếtLỗi xảy ra trong khi đang xử lý đối tượng được chọnLỗi xảy ra trong khi khởi thủy luồng âm thanhLỗi xảy ra trong khi khởi thủy luồng videoLỗi đọc mẫu vật khung lưới xảy ra; xin xem chi tiết hơn trên bảng điều khiển dòng lệnhLỗi đọc các điểm của mẫu vật xảy ra; xin xem chi tiết hơn trên bảng điều khiển dòng lệnh nhéLỗi xảy ra trong khi khôi phục lại tập tin tạm thời (kiểm tra các tập tin '%s' '%s')Lỗi xảy ra trong khi ghi tập tin '%s'Lỗi xảy ra trong khi ghi khung hìnhLỗi xảy ra trong khi ghi kết quả kết xuất, %s (xem thông tin ở bàn giao tiếp)Lỗi xảy ra khi viết vào tài sản đích %sLỗi:Lỗi: Không thể phân bổ chất liệu bức xạ trong dàn cảnhLỗi: Không thể cấp phát bộ nhớ cho atlas bóng tối được. Có thể bộ nhớ GPU đã cạn kiệt.Lỗi: Phân bổ khung lưới đồ thị bức xạ bị thất bạiLỗi: Dữ liệu khung lưới đồ thị bức xạ không đúng định dạngLỗi: Không có đủ bộ nhớ để nướng {}.Lỗi: Đã đạt đến số lượng cập nhật bóng tối tối đa rồi.Lỗi: Bộ đệm bóng tối đã tràn đầy, cái này có thể dẫn đến sự thiếu hụt bóng tối và hiệu suất hoạt động thấp hơn. ({} / {})Lỗi: Quá nhiều AOVLỗi: Có quá nhiều khung lưới đồ thị hữu hìnhLỗi: Có quá nhiều khung lưới đồ thị bức xạ trong cảnhLỗi: Có quá nhiều nguồn sáng trong cảnh.Lỗi: Có quá nhiều cập nhật bóng tối, một số bóng tối có thể sẽ không chính xác.Lỗi: {:.5f} .. {:.5f} (trung bình {:.5f})Lỗi: {:s}Các LỗiCác Lỗi và Cảnh báoLỗi trong quá trình kết xuất. Xin xem Bàn Giao Tiếp Hệ Thống để biết thêm thông tin.EscQuốc Tế Ngữ (Esperanto)Cốt YếuĐại Dương Tiêu ChuẩnĐại Dương Tiêu Chuẩn (Sóng Nhọn Đầu)Biến Hóa Ước TínhNhững Giám Sát đã Ước TínhMa trận xoay chiều dự đoánMa trận tỷ lệ dự đoánEuclidKhoảng Cách EuclidEuler (Bản Ngã)Thứ Tự EulerXoay EulerĐường Cong-F về Xoay Chiều Euler có chỉ số không hợp lệ (ID='%s', Đường dẫn='%s', Chỉ số=%d)Góc xoay chiều Euler tính bằng số radianXoay chiều Euler của tầng lớpEuler sang Xoay ChiềuEuler sử dụng thứ tự xoay chiều XYZEuler sử dụng thứ tự xoay chiều XZYEuler sử dụng thứ tự xoay chiều YXZEuler sử dụng thứ tự xoay chiều YZXEuler sử dụng thứ tự xoay chiều ZXYEuler sử dụng thứ tự xoay chiều ZYXEuler sử dụng thứ tự xoay chiều mặc địnhEuler sử dụng thứ tự xoay chiều của mục tiêuTính Toán Đóng KínID của Nút Tính ToánTính Toán Ngăn Xếp Nằm TrênTính Toán tại Chỉ SốTính Toán trên Phạm ViƯớc tính khung lưới nguồn và đích trong không gian toàn cầuTính toán không gian tên đến vị trí con trỏ và cung cấp một danh sách các tùy chọn, hoặc hoàn chỉnh tên nếu chỉ có một cái duy nhấtTính Toán Đóng KínĐã Tính ToánGiá trị trường được tính toán cho phần tử hiện tạiHình học được tính toán từ bộ điều chỉnh không có hình học Bút Chì DầuHình học đã tính toán đến từ bộ điều chỉnh không có chứa một khung lướiHình học đã tính toán đến từ bộ điều chỉnh không có chứa một đám mây điểmHình học đã tính toán đến từ bộ điều chỉnh không chứa các đường congĐối tượng đã được tính toán mà tuần hoàn viên đang chỉ vàoĐối tượng được tuần hoàn viên này thực thể hóa thành sau khi đã ước tínhCác đối tượng được tính toán trong đồ thị phụ thuộcHệ thống hạt mà đối tượng này đã được thực thể hóa thành sau khi đã được tính toánBề mặt tính toán của khung lưới trống rỗngBề mặt tính toán thiếu ánh xạ UV: "{}"Bề mặt tính toán thiếu thuộc tính: rest_position (vị trí nghỉ)Hệ Số Đánh GiáKhung Hình Đánh GiáThời Gian Tính ToánChế Độ Tính ToánThời gian tính toán cho các hình mẫu tuyệt đốiThời gian tính toán trong đơn vị giâyĐồng Đều/Đều Đặn/ChẵnPhân Bổ ĐềuPhân Chia ĐềuKhoảng Cách Hợp NhấtĐộ Dày Đồng ĐềuĐộ Dày Đồng ĐềuÔ Cờ chẵnNgay cả khi thi hành thành công rồi đi chăng nữa thì cũng vẫn truyền các sự kiện tiếp đi, để các thao tác khác cũng có thể thi hành trên chúng nữaPhép tính độ dày đồng đều, đồng thời, xem xét đến góc độ giữa các mặt nữaMọi ĐiểmMỗi điểm chịu tác động của nhiều lò xoĐối với mỗi chu trình giám sát, số lượng khung hình này là số lượng sẽ được giám sátChính XácKhớp Hoàn ToànHình Dạng Chính Xác (Lõm)Trình giải nghiệm chính xác, tuy chậm hơn, song giải quyết được nhiều trường hợp hơnCường điệu hoặc thu nhỏ giá trị của các khóa đã chọnCường điệu tư thế hiện tại, bắt nguồn từ tư thế phân tíchLoại TrừLoại Trừ các Khung Phân TíchĐường Dẫn Loại Trừ RaLoại Trừ Mô TháiLoại Trừ Phi Đa TạpLoại Trừ cái Không Thể ChọnKhông bám dính hình học ở mặt sauLoại trừ các nét viền đường ranh giớiLoại trừ bộ sưu tập khỏi Tầng Góc Nhìn đang hoạt độngLoại trừ các đường công-tuaLoại trừ các nếp gấpLoại trừ các chỉ dấu cạnhLoại trừ các cạnh ở ranh giới chất liệuLoại trừ các khung khóa Phân Tích hiện tại dưới dạng các nội suy cường điệuLoại trừ đường viền ngoàiNgoại Trừ khỏi Tầng Góc NhìnNgoại trừ khỏi Tầng Góc NhìnLoại trừ các cực phi đa tạpLoại trừ các Lằn Gợn và Thung LũngLoại trừ các vật cản trở đã chọn khỏi khả năng ngả bóng tối từ vật phát xạ đang hoạt độngLoại trừ các vật tiếp nhận đã chọn khỏi sự thu nhận ánh sáng từ đối tượng phát xạ đang hoạt độngLoại trừ đường viền hình bóngLoại trừ các đường công-tua gợi ýĐường Dẫn Loại Trừ RaĐường dẫn loại trừ không còn hợp lệ nữaKhông làm mịn các điểm đỉnh ranh giớiLoại TrừNgoại TrừNgoại TrừNút Thi HànhThực hiện một phép toán boolean trên khung lưới và hình dạng đa giác mà con trỏ xác địnhThực hiện một phép toán boolean trên khung lưới và một hình chữ nhật mà con trỏ xác địnhThực hiện một phép toán boolean trên khung lưới và một hình dạng mà con trỏ xác địnhThi hành thao tác khi nút được bấm (duy các thao tác phi mô thái (non-modal) mà thôi)Thi hành thao tác khi nút được thả ra (duy các thao tác phi mô thái (non-modal) mà thôi)Thi hành tập tin được chọnThực thi dòng hiện tại của giao diện dòng lệnh như một biểu thức Python vậyThời Gian Thi HànhBản Đồ Hướng Dẫn Hiện CóTồn TạiThoátThoát Blender sau khi lưuĐưa hành động, mà dải đang hoạt động tham chiếu, thoát khỏi chế độ hiệu chỉnhMở RộngMở rộng (mở) toàn bộ các kênh hoạt họa có thể mở rộng đã chọnMở rộng sử dụng nhòe dần tuyến tínhMở rộng toàn bộ các kênh (không chỉ những cái được chọn mà thôi)Mở rộng toàn bộ các mục, sâu một tầngMở rộng và thu nhỏ màn chắn lọcMở rộng hoặc thu lại các trình đơn thả xuống từ thanh tiêu đềTăng (nới rộng/nở) hoặc giảm (thu lại/co) bán kính của các điểm đường cong được chọnMở rộng hộp này ra thành danh sách liệt kê tất cả các phím tắt cho các chức năng trong trình bổ sung nàyMở Rộng/Thu Lại toàn bộ các phần tửMở Rộng/Thu NhỏMở rộng/thu toàn bộ các mục lại, chỉ một tầng thôiMở rộng/thu nhỏ trọng lượngMở RộngĐa Thức được Mở RộngMở Rộng trong Trình Biên Soạn Đồ ThịĐược mở rộng trong giao diện người dùngTrạng thái mở rộng của kheNới rộng kích thước của vải vócKỳ vọng màu tập tin trong không gian màu tiếp tuyếnKỳ vọng màu tập tin trong không gian màu sRGBVị Trí Dự KiếnXoay Chiều Dự KiếnTỷ Lệ Dự KiếnKỳ vọng một tập tin zip {!r}Vốn kỳ vọng một khu vực Mục LụcVốn kỳ vọng một Mục Lục đang hoạt độngDự kiến là một khu vực hoạt họa sẽ đi vào tình trạng hoạt độngMong đợi sự tồn tại của một đối tượng khung lưới khác đã được chọn để sao chép từ đó sangThử NghiệmChức năng thử nghiệmCố tình đổi tỷ lệ khung hình kết quả để bù trừ cho việc thu-phóng trên cú máy gốcXác định dứt khoát thứ tự xoay chiều eulerXác định dứt khoát thứ tự xoay chiều euler kết thúc (ở đầu ra)Nổ TungPhai Mờ Dần của Nổ TungBộ Điều Chỉnh Nổ TungMốt Nổ TungPhai mờ dần của nổ tungTham khảo hình dạng trong một bảngBộ điều chỉnh hiệu ứng nổ tung, dựa trên cơ sở một hệ thống hạtLũy ThừaChế Độ MũLũy ThừaLũy Thừa Hạn ĐịnhPhân Phối Lũy ThừaLấy Mẫu Vật Lũy ThừaMô hình khoảng cách cấp số mũMô hình khoảng cách cấp số mũ có hạn địnhChậm rãi mức lũy thừa (đột ngột)Suy giảm bật nẩy hình pa-ra-bôn mức lũy thừa, giống như khi các đối tượng va đập nhauSuy giảm hình sóng sin mức lũy thừa, như một dây cao xuXuất KhẩuXuất Khẩu (sinh tạo) một tập tin POT nữaXuất Khẩu tập tin .srt có chứa các dải văn bảnXuất Khẩu Màu Điểm Đỉnh Đang Hoạt Động Khi Không Có Nguyên Vật LiệuXuất Khẩu Toàn Bộ các Màu Điểm ĐỉnhXuất Khẩu Hoạt HọaXuất Khẩu Con Trỏ Hoạt Họa (Thử Nghiệm)Chế độ Xuất Khẩu Hoạt HọaXuất Khẩu các Thuộc Tính (khi bắt đầu bằng dấu gạch chân)Xuất Khẩu MàuXuất Khẩu các Đường Cong thành NURBSXuất Khẩu các Tính Chất Tùy ChỉnhDuy Xuất Khẩu các Xương Biến DạngChỉ xuất khẩu các xương biến dạng mà thôiXuất Khẩu Các MặtXuất Khẩu các nút Hình Học thực thể hóa ra khung lướiXuất Khẩu Bút Chì Dầu ra PDFXuất Khẩu Bút Chì Dầu ra SVGXuất Khẩu TócXuất Khẩu TócCác Trình Xử Lý Xuất Khẩu vốn được cấu hình cho bộ sưu tậpXuất khẩu Bộ Khóa ra một tập lệnh PythonXuất khẩu thư viện MTL bằng cách sử dụng các mở rộng PBR (độ nhám, tính kim loại, độ bóng, lớp tráng, dị hướng, truyền xạ)Xuất khẩu thư viện MTL. Phải có nút Nguyên Tắc-BSDF để chất liệu hình ảnh được xuất khẩu thành tập tin MTLXuất Khẩu Tập Lệnh MantaflowXuất Khẩu các Nhóm Nguyên Vật LiệuXuất Khẩu các Nguyên Vật LiệuXuất Khẩu Nguyên Vật Liệu với các Mở Rộng PBRPhương Pháp Xuất KhẩuXuất Khẩu các Pháp TuyếnXuất Khẩu các Nhóm Đối TượngTùy Chọn về Xuất KhẩuXuất Khẩu Phản Xạ Chuẩn PBR GốcXuất Khẩu POTXuất Khẩu HạtXuất Khẩu các Hình Cơ Bản bằng cách sử dụng các trình truy cập dùng chung cho các thuộc tínhTính Chất Xuất KhẩuXuất Khẩu Cảnh như thấy trong Khung Nhìn, Song tách phân hoạt họa theo Đối TượngXuất Khẩu các Đối Tượng Lựa ChọnXuất Khẩu các Nhóm Mịn MàngXuất Khẩu Bề Mặt Phân HóaXuất khẩu DXT ( Dịch chuyển, Xoay chiều, Đổi tỷ lệ) (TRS) và trọng lượng dưới dạng Con Trỏ Hoạt Họa (Animation Pointer). Sử dụng trình mở rộng KHR_animation_pointer (con trỏ_hoạt họa_Khronos)Xuất Khẩu Chất LiệuXuất Khẩu các ÔXuất Khẩu Khung Lưới Tam Giác HóaXuất khẩu tọa độ UVXuất Khẩu bố trí UV ra tập tinXuất Khẩu các UVXuất Khẩu các UV (các tọa độ của chất liệu) với khung lướiXuất Khẩu các Thuộc Tính Điểm ĐỉnhXuất Khẩu Màu Điểm ĐỉnhXuất Khẩu các Nhóm Điểm ĐỉnhXuất Khẩu các Pháp Tuyến Điểm ĐỉnhXuất khẩu các hành động (đang hoạt động và trên các rãnh NLA) thành các hoạt họa tách biệtChỉ Xuất Khẩu cảnh đang hoạt động mà thôiXuất khẩu màu điểm đỉnh đang hoạt độngXuất khẩu các hoạt họa bổ sung. Tính năng này không phải là một tính năng tiêu chuẩn và cần bao gồm một trình mở rộng bên ngoài vào trong tập tin glTFXuất Khẩu toàn bộ các Hành Động của Khung RốiXuất Khẩu toàn bộ các UV trong khung lưới này (không phải chỉ UV nhìn thấy được)Xuất khẩu toàn bộ các hành động, kết buộc vào đơn thực thể khung rối. CẢNH BÁO: Tùy chọn không hỗ trợ xuất khẩu nhiều trường hợp khung rốiXuất khẩu toàn bộ các máy quay phimXuất khẩu toàn bộ các đường congXuất Khẩu toàn bộ các khung hình trong phạm vi khung hình kết xuất, thay vì chỉ khung hiện tại mà thôiXuất toàn bộ các nguồn sángXuất Khẩu toàn bộ các nguyên vật liệu sử dụng bởi các đối tượng bao gồmXuất toàn bộ các khung lướiXuất toàn bộ các đám mây điểmXuất khẩu toàn bộ các màu điểm đỉnh, ngay cả khi không được bất kỳ nguyên vật liệu nào sử dụng cả. Nếu không có Màu Điểm Đỉnh nào sử dụng trong các nguyên vật liệu khung lưới cả thì một COLOR_0 (Màu_0) giả sẽ được tạo ra, hòng giữ cho nguyên vật liệu không thay đổiXuất khẩu toàn bộ các tậpXuất khẩu khung rối và các khung lưới với các bộ điều chỉnh khung rối dưới dạng khung xương USD và các khung lưới đã bọc daXuất khẩu các khung rối bằng cách sử dụng vị trí nghỉ làm tư thế nghỉ của các khớp nối. Khi tắt đi thì tư thế của khung hình hiện tại sẽ được sử dụng làm tư thế nghỉXuất Khẩu tại Trung Tâm Bộ Sưu TậpXuất khẩu tại Tâm Khối bộ sưu tập đối tượng gốc của bộ sưu tậpXuất Khẩu khung hóa hoạt họa đã nướngXuất khẩu cảnh đã nướng dưới dạng một hoạt họa đơn nhấtXuất Khẩu Máy Quay PhimXuất khẩu thuộc tính màuXuất Khẩu màu trong không gian màu tuyến tínhXuất Khẩu màu trong không gian màu sRGBXuất Khẩu cảnh hiện tại ra kho USDXuất Khẩu cảnh hiện tại trong một kho AlembicXuất Khẩu các đường cong và các Bề Mặt Nurbs thành các khung lướiXuất khẩu các đường cong ở dạng tham số thay vì xuất khẩu dưới dạng khung lướiXuất Khẩu các tính chất tùy chỉnhXuất khẩu toàn bộ các thuộc tính tùy chỉnh dưới dạng thuộc tính USDXuất Khẩu các tính chất tùy chỉnh như các bổ sung của glTFXuất Khẩu các tính chất tùy chỉnh ra Alembic .userProperties (các tính chất của người dùng)Xuất khẩu các thuộc tính điểm đỉnh tùy chỉnhXuất Khẩu dữ liệu của đối tượng như các thực thể Alembic; gia tốc quá trình xuất khẩu và có thể tắt đi để đảm bảo tính tương thích với các phần mềm khácXuất Khẩu các đèn pha, điểm chấm hữu hướng. Dùng định dạng glTF "KHR_lights_punctual" (Đèn Điểm Nhất Thời KHR)Xuất Khẩu mỗi hành động thành một AnimStack của FBX (Ngăn Xếp Hoạt Họa của FBX) riêng biệt, thay vì hoạt họa cảnh toàn cầu (LƯU Ý: các đối tượng đã hoạt họa sẽ tiếp nhận toàn bộ các hành động tương thích với chúng, những cái khác sẽ không được tiếp nhận bất cứ một hoạt họa nào cả)Xuất Khẩu mỗi dải NLA hoạt động thành một AnimStack của FBX (Ngăn Xếp Hoạt Họa của FBX) riêng biệt, nếu có, thay vì hoạt họa cảnh toàn cầuXuất từng đối tượng sang một tập tin riêng biệtXuất Khẩu các mặt ra thành các nét vẽ được tô kínXuất Khẩu tập tin dùng định dạng ASCII, nếu không xuất khẩu ở dạng nhị phânXuất toàn bộ tầng bậc, bao gồm cả các bộ sưu tập trung gianXuất Khẩu dữ liệu phiên dịch của trình bổ sung chỉ định thành các tập tin POXuất khẩu hệ thống hạt tóc dưới dạng đường cong USDXuất khẩu các nút chất liệu hình ảnh không được ấn định cho bất kỳ nguyên vật liệu nào hết. Tính năng này không phải là tiêu chuẩn và cần có sự mở rộng bên ngoài để được đưa vào tập tin glTFXuất khẩu các hình ảnh không được ấn định cho bất kỳ nguyên vật liệu nào cảXuất khẩu các cá nhân rãnh NLA thành các hoạt họa riêng biệtXuất Khẩu các đối tượng thực thể dưới dạng tham chiếu trong USD thay vì là các đối tượng thựcXuất khẩu cấu hình khóa ra một tập lệnh PythonXuất Khẩu các cạnh rời rạc (tựa như các đa giác có hai điểm đỉnh)Xuất Khẩu các cạnh mồ côi thành các đường nét, dùng nguyên vật liệu từ khe nguyên vật liệu đầu tiênXuất Khẩu các điểm rời rạc dưới dạng các điểm glTF, sử dụng nguyên vật liệu từ khe nguyên vật liệu đầu tiênXuất khẩu nguyên vật liệu, hoạt họa Ánh Sáng & Máy Quay Phim dưới dạng Con Trỏ Hoạt Họa. Chỉ khả dụng cho chế độ hoạt họa nướng 'NLA Tracks' (Dãnh NLA) và 'Scene' (Cảnh)Xuất khẩu các nguyên vật liệuThao tác xuất khẩu ma trậnXuất Khẩu các khung lưới bằng kế hoạch phân hóa của AlembicXuất khẩu nguyên vật liệu tối giản như được xác định trong các tính chất hiển thị của Khung NhìnXuất Khẩu nhiều khung hình thay vì chỉ khung hình hiện tại mà thôiXuất Khẩu các pháp tuyếnXuất khẩu các đối tượng như chúng Xuất Khẩu hiện trong kết xuấtXuất khẩu các đối tượng như chúng Xuất Khẩu hiện trong cổng nhìnChỉ xuất khẩu các đối tượng nằm trong bộ sưu tập đang hoạt động mà thôiDuy xuất khẩu các UV trong phạm vi [0, 1] mà thôiKhông thể nào chỉ xuất khẩu xương biến dạng khi không lấy mẫu hoạt họaChỉ Xuất Khẩu các pháp tuyến thôi, thay vì ghi dữ liệu làm mịn cạnh hoặc mặtDuy Xuất Khẩu các đối tượng từ bộ sưu tập đang hoạt động (và các con cái của nó)Chỉ xuất khẩu các đối tượng từ bộ sưu tập này (và các đối tượng con cái của nó) mà thôiDuy Xuất Khẩu các đối tượng được chọnChỉ Xuất Khẩu các đối tượng đã chọn thay vì toàn bộ các đối tượng được hỗ trợXuất khẩu phản xạ chuẩn PBR glTF gốc, thay vì Phản Xạ Chuẩn của Bộ Tô Bóng Nguyên Tắc BlenderXuất Khẩu các chỉ định nhóm tô bóng của mỗi mặtXuất khẩu vector pháp tuyến theo mặt nếu mặt được tô bóng phẳng, hoặc theo từng pháp tuyến góc của mặt nếu mặt được tô bóng mịn màngXuất Khẩu Màu của mỗi Điểm ĐỉnhXuất Khẩu đa giác (tứ giác và đa-giác) ra thành tam giácChỉ Xuất Khẩu các đối tượng có thể kết xuất được mà thôiXuất Khẩu cảnh ra tập tin glTF 2.0Xuất khẩu cảnh qua tập tin USD, để so sánh một cách chính xác với quá trình xuất khẩu tập tin USDDuy Xuất Khẩu những đối tượng đã chọn và nhìn thấy được mà thôiChỉ Xuất Khẩu các đối tượng đã chọn mà thôiHạng mụcXuất Khẩu các hình mẫu (các mục tiêu biến dạng)Xuất Khẩu các hoạt họa hình mẫu (các mục tiêu biến dạng)Xuất các hình mẫu dưới dạng các hình dạng pha trộn USDXuất Khẩu dữ liệu da bọc (khung rối)Xuất Khẩu thông tin làm mịn (nên dùng tùy chọn 'Duy Pháp Tuyến' nếu trình nhập khẩu đích của bạn Hiểu được Tách Phân Pháp Tuyến)Xuất khẩu các pháp tuyến điểm đỉnh cụ thể nếu có, xuất khẩu các pháp tuyến đã được tính toán nếu khôngXuất khẩu các nét vẽ với tính năng tô phủ kín được bật lênXuất khẩu nét vẽ có chiều rộng đồng đềuXuất khẩu các bề mặt phân hóa như những khung lướiXuất khẩu các chất liệu vào thư mục 'textures' (các chất liệu) bên cạnh tập tin USDXuất Khẩu Bố Trí UV thành đồ họa 2DXuất Khẩu bố trí của UV thành một hình ảnh bitmapXuất Khẩu bố trí của UV ra một tập tin EPS (Encapsulate PostScript) vectơXuất Khẩu bố trí UV ra một tập tin SVG vectơXuất Khẩu bộ điều chỉnh phân hóa Catmull-Rom cuối cùng thành phân hóa FBX (không áp dụng bộ điều chỉnh, ngay cả khi 'Áp Dụng Bộ Điều Chỉnh' được bật đi chăng nữa)Xuất khẩu tên của nhóm điểm đỉnh của một mặt. Nó được tính xấp xỉ bằng cách chọn nhóm điểm đỉnh có nhiều thành viên nhất trong số các điểm đỉnh của một mặtXuất khẩu cảnh trong khung hình hoạt họa hiện tại. Khi tắt đi thì khung hình 0 được sử dụng làm tư thế nghỉ biến hóa cho các đối tượngXuất khẩu các ô theo kế hoạch đánh số UDIM: 1001 + ô_u + 10*ô_vXuất khẩu các ô theo kế hoạch đánh số UVTILE: u(ô_u + 1)_v(ô_v + 1)Xuất Khẩu tọa độ điểm đỉnh của khung lưới chưa biến dạngXuất khẩu dùng EXT_mesh_gpu_instancing (trình mở rộng thực thể hóa khung lưới dùng GPU). Giới hạn ở các con cái của một vật thể trống rỗng đã cho. Nhiều chất liệu có thể sẽ bị bỏ quaXuất Khẩu dùng quy ước glTF, +Y là hướng lên phía trênXuất Khẩu các thuộc tính màu của điểm đỉnhXuất khẩu màu điểm đỉnh khi được nguyên vật liệu sử dụngXuất màu điểm đỉnh với tên nàyXuất Khẩu các pháp tuyến điểm đỉnh với những khung lướiXuất Khẩu các pháp tuyến điểm đỉnh với các hình mẫu (các mục tiêu biến dạng)Xuất Khẩu các tiếp tuyến của điểm đỉnh với các khung lướiXuất Khẩu các tiếp tuyến điểm đỉnh với các hình mẫu (các mục tiêu biến dạng)Xuất khẩu các cài đặt cổng nhìn của nguyên vật liệu dưới dạng nguyên vật liệu xem trước USD và các ấn định nguyên vật liệu xuất khẩu dưới dạng tập con hình họcChỉ Xuất Khẩu các đối tượng nhìn thấy được mà thôiXuất bằng các thao tác dịch chuyển, định hướng quaternion và đổi tỷ lệ của XformXuất khẩu bằng các thao tác dịch chuyển, xoay chiều và đổi tỷ lệ của XformĐã xuất khẩu %d tập tin từ %d bộ sưu tậpĐã xuất khẩu %d tập tin từ bộ sưu tập '%s'Đã xuất khẩu '%s'Chỉ số xuất khẩuTrình Xuất KhẩuXuất Khẩu AlembicXuất Khẩu Bộ Khóa...Xuất khẩu các UV từ khung lưới đã thay đổiXuất Khẩu các hành động đang hoạt động và các rãnh NLA làm hoạt họa glTFXuất Khẩu các hệ thống hạt về tóc thành các đường cong hoạt họaXuất Khẩu các hệ thống hạt không phải là tócHiển thị dữ liệu kết nối từ bên trong một nhóm nút làm đầu vào cho giao diện của nóBộc lộ tỷ lệ và/hoặc độ xoắn lan truyền tới các điều khiển tinh chỉnh, để có thể được xem như chuyển động của đối tượng phụ huynh bởi dính vào hoặc các chuỗi khác sử dụng Hội Nhập Xoay Chiều và Tỷ Lệ của Phụ Huynh. Nếu không thì nó chỉ được lan truyền nội bộ trong chuỗi này mà thôiĐộ Phơi SángĐộ phơi sáng (khẩu độ) được áp dụng trước khi hiển thị biến hóa, nhân với 2 mũ độ phơi sáng (2^exposure)Độ phơi sáng cho sự làm nhòe mờ chuyển động, theo tần số Khung Hình/GiâyBiểu ThứcBiểu thức để sử dụng làm Biểu Thức Tập LệnhBiểu Thức:Biểu thức: {}Biểu thức: {}Nới Ra/Mở Rộng/Kéo DàiNới Rộng Đường BiênNới Rộng Ngoại SuyMở Rộng Chiều NgangMở Rộng Phạm ViNới Rộng Lựa ChọnNới rộng lựa chọnNới các Điểm Đỉnh raMở rộng các điểm ảnh ở đường viền ra phía bên ngoàiMở rộng đường viền của hình ảnh thành các vùng trong suốt hoặc các vùng chắn lọcNgoại suy bằng cách nhắc lại các điểm ảnh ở cạnh của hình ảnhNới/mở rộng các bộ sưu tập hiện tại nhìn thấy đượcNới rộng lựa chọn hiện tạiNới vòng mạch chung quanh các điểm kếtMở rộng diện tích sơn ra ngoài UV của mặt để giảm số đường khâu (trong số điểm ảnh, chậm hơn)Mở rộng lựa chọn thông báoNới rộng lựa chọnMở rộng vùng chọn để kích hoạtNới rộng vùng lựa chọn, thay vì trước nhất hủy các lựa chọnNới rộng vùng lựa chọn bằng phương pháp đi bộNới rộng lựa chọn, thay vì xóa lựa chọn đang cóKéo dài các nét theo đường thẳngMở rộng phạm vi góc với một suy giảm dầnNới rộng sự lựa chọn hiện tạiNới dài thời lượng của cảnh cho bằng thời lượng của bản BVH (không bao giờ thu ngắn cảnh lại)Nới rộng lựa chọnNới các điểm đỉnh dọc theo cạnh gần nhất với con trỏNới các điểm đỉnh ra và di chuyển kết quảNới rộng tầm nhìnTrình Duyệt Thảo Tài Sản Mở RộngThông tin mở rộng về tuần hoàn viên đối tượng của đồ thị phụ thuộc (Cảnh báo: Toàn bộ các dữ liệu ở đây chỉ là những cái được 'đánh giá' mà thôi, không phải là các chỉ danh ID gốc của .blend)Mở rộng chức năng cho các thao tác quản lý tập tin, chẳng hạn như cho thêm hỗ trợ kéo và thảThi hành nới lề kết quả nướng như một bộ thanh lọc trong quá trình hậu kỳ xử lýMở/Nới Rộng/Đuôi Định DạngThanh Lọc Đuôi Tập TinChỉ Mục Trình Mở RộngKho Tiện Ích Mở RộngKho Lưu Trữ Tiện Ích Mở RộngCác Cài Đặt Trình Mở RộngThẻ Phân Loại Trình Mở RộngMở/Nới Rộng/Đuôi Định DạngMở/Nới Rộng/Đuôi Định DạngKhông tìm thấy thao tác trình mở rộng "%s"Không tìm thấy kho lưu trữ tiện ích mở rộngHỗ trợ kho lưu trữ mở rộng cho kho lưu trữ từ xaPhần Mở Rộng/Định DạngSố Trình Mở Rộng bị Ngăn ChặnĐiều Tra Gỡ Lỗi Trình Mở RộngNền Tảng Trình Mở RộngSố Trình Mở Rộng cần Cập NhậtBán Kính Bên NgoàiBên Ngoài/Bên TrongBên NgoàiTập tin .blend ở ngoài mà dữ liệu được liên kếtĐường Viền NgoàiDữ Liệu Bên NgoàiTập tin bên ngoài được đóng gói vào tập tin .blendDữ liệu thư viện bên ngoàiDữ liệu thư viện bên ngoài không thể chỉnh sửa đượcTập lệnh tô bóng bên ngoài phải có đuôi .osl hay .oso, hoặc là tên một mô-đunHệ Số Dập TắtBổ SungHoạt Họa Bổ SungĐiều Khiển Bổ SungBiến Dạng Bổ SungSố Điều Khiển Kết Thúc Bổ SungĐiều Khiển FK Bổ SungĐiều Khiển IK bổ sungTầng Lớp IK Bổ SungNhững Tùy Chọn Bổ SungCác Trình Mục Hình Rẻ Quạt Khác về Tô BóngSố Điều Khiển Khởi Đầu Bổ SungSố Bước Bổ SungNgười Dùng Bổ SungThông tin điều tra gỡ lỗi bổ sung & các tiện ích hỗ trợ nhà phát triển cho trình mở rộngĐộ xoay bổ sung vào sự xoay chiều của đối tượng (khi dùng các kiểu xoay Euler)Độ xoay bổ sung vào sự xoay chiều của đối tượng (khi dùng cách xoay Quatenion)Tỷ lệ bổ sung để thêm vào tỷ lệ của đối tượngSố bước bổ sung dành cho độ phân giải của các tính năng xoắn vặn đặc biệtLượng dịch chuyển bổ sung vào vị trí của đối tượngTrích XuấtTrích Xuất các Nét Bút Chì Dầu từ hình ảnhTrích xuất toàn bộ các màu sắc sử dụng trong hình ảnh và kiến tạo một bảng pha màuTrích Xuất thành Khối ĐặcTrích xuất màn chắn lọc thành một đối tượng khối đặc với một bộ điều chỉnh đắp dàyNgoại SuyChuyển Động Ngoại SuyPhạm vi ngoại suyNgoại suy đường cong hoặc nới dài nó theo chiều ngangNgoại SuyBổ SungCường ĐiệuKhung Khóa Cường ĐiệuKhung Khóa Cường Điệu được ChọnĐẩy TrồiBối Cảnh Đẩy TrồiKiểu Tay Cầm Đẩy TrồiĐẩy Trồi Từng Cá Nhân Các MặtĐẩy Trồi Khung LướiChế Độ Đẩy TrồiDuy Đẩy Trồi các CạnhDuy Đẩy Trồi các Điểm ĐỉnhĐẩy Trồi ĐiểmĐẩy Trồi VùngKéo/Đẩy Điểm của Nét Vẽ RaĐẩy trồi đường cong và di chuyển kết quảĐẩy trồi riêng biệt từng cá nhân mặt dọc theo pháp tuyến địa phươngĐẩy trồi cạnh và di chuyển kết quảĐẩy trồi (kéo ra) tự do hoặc dọc theo một trụcDuy đẩy trồi từng cá nhân cạnh mà thôiDuy đẩy trồi từng cá nhân các mặt mà thôiChỉ đẩy trồi cá nhân các điểm đỉnh mà thôiĐẩy trồi vùng đa tạp và di chuyển theo pháp tuyếnĐẩy trồi vùng và di chuyển kết quảĐẩy trồi vùng của các mặtĐẩy trồi cả vùng cùng một lúc dọc theo pháp tuyến địa phươngĐẩy trồi cả vùng cùng một lúc dọc theo pháp tuyến trung bìnhĐẩy trồi hàng ranh giới được chọn quanh điểm tựa và trục hiện tại của khung nhìnĐẩy trồi các điểm điều khiển đã chọn raKéo/Đẩy các điểm được chọn và di chuyển chúngĐẩy trồi các điểm đỉnh được chọn trong một vòng tròn quanh con trỏ trong cổng nhìn chỉ địnhĐẩy trồi các điểm đỉnh đã chọn theo sự xoay chiều hình đinh vít quanh con trỏ trong cổng nhìn chỉ địnhNhắc đi nhắc lại quá trình đẩy trồi các điểm đỉnh, cạnh, hoặc các mặt được chọnĐẩy trồi lựa chọnĐẩy trồi các điểm đã chọnĐẩy trồi các điểm đỉnh và di chuyển kết quảĐẩy trồi, làm tiêu tan các cạnh mà các mặt của chúng tạo nên một mặt phẳng, đồng thời góc cắt các cạnh mớiĐẩy Trồi: %.3fĐẩy Trồi/Kéo RaBiến Dạng Nhãn Cầu Và Mống MắtỐng Nhỏ MắtTùy Chọn Tách Rời Mí MắtMí Mắt Gắn Liền{}Mí Mắt Đi Theo Mặc ĐịnhMí mắt đi theo {}Con MắtĐường Cong-FĐường Cong-F '%s[%d]' vốn đã tồn tại trong túi kênh (channelbag) này rồiNhóm Họp Đường Cong-FCác Nhóm Đường Cong-FVẽ Đường Cong-F Chất Lượng CaoThể Loại Bộ Điều Chỉnh Đường Cong-FBộ điều chỉnh Đường Cong-F có một số sắp đặt không hợp lý, do đó sẽ không được tính toánChì áp dụng Bộ Điều Chỉnh Cong-F cho phạm vi xác định, để giúp thuyên giảm hiệu ứng, hầu cho có thể móc nối chúng)Tên Bộ Điều Chỉnh Đường Cong-FHiệu ứng của Bộ Điều Chỉnh Đường Cong-F sẽ bị kiềm chế bởi một thừa số mặc địnhBảng bộ điều chỉnh Đường Cong-F đã được mở rộng trong Giao DiệnBộ Điều Chỉnh Đường Cong-FThanh Lọc Tên Đường Cong-FMẫu Vật Đường Cong-FĐường cong-F vốn đã có khung khóa rồiĐường cong-F đã có các điểm mẫu vật rồiĐường Cong-F và những khung khóa của nó được ẩn giấu trong các đồ thị của Trình Biên Soạn Đồ ThịĐường dẫn dữ liệu của Đường Cong-F trống rỗng, đối số không hợp lệĐường Cong-F để xác định các giá trị của một khoảng thời gianĐường Cong-F không có khung khóa nào vì nó chỉ có chứa các điểm lấy mẫu vậtĐường cong-F không có khung khóaĐường cong-F không có điểm lấy mẫuĐường Cong-F đã được chọn để biên soạnĐường Cong-F trực tuyến thanh lọc văn bảnKhông tìm thấy bộ điều chỉnh Đường Cong-F '%s' trong Đường Cong-FBộ điều chỉnh Đường Cong-F sẽ hiển thị các cài đặt trong trình biên soạnKhông tìm thấy Đường Cong-FĐường Cong-F chỉ có Bộ Điều Chỉnh-FĐường Cong-F hữu hình trong Trình Biên Soạn Đồ ThịSắp đặt của Đường Cong-F không thể biên soạn đượcĐường Cong-FĐường Cong-F để điều khiển ảnh hưởng và thời gian của dải phimĐường Cong-F không có kích thước hợp lệCác Đường Cong-F trong nhóm nàyBộ Điều Chỉnh-FCác Bộ Điều Chỉnh-F cũng có thể sinh tạo các đường cong cho những cái đó nữaKhẩu Độ FTỷ số Khẩu Độ (những số nhỏ sẽ làm nhòe mờ nhiều hơn, những số to sẽ làm cho hình ảnh rõ nét hơn)F1F2Màu Nhuốm F82Hoàn Toàn FBXTỷ Lệ Tùy Chỉnh FBXKhung lưới, UV, màu điểm đỉnh, nguyên vật liệu, chất liệu, máy quay phim, đèn và hành động của FBX IONhập Khẩu FBX: Không thể nhập khẩu tập tin '%s': '%s'Nhập Khẩu FBX: Không thể mở tập tin '%s'Thang Đo của FBXĐịnh Dạng FBXLoại nút FBX (đối tượng) được sử dụng để đại diện cho các khung rối của Blender (sử dụng loại Null trừ khi bạn gặp sự cố với ứng dụng khác, vì các lựa chọn khác có thể không được nhập khẩu hoàn hảo vào Blender...)Cài Đặt Trước về FFmpegSắp Đặt FFmpegPhim FFmpegBộ hóa giải mã âm thanh FFmpeg để sử dụngBộ mã/giải hóa FFmpeg để sản xuất videoFFmpeg chỉ hỗ trợ âm thanh 48khz / âm thanh nổi cho DV mà thôi!Sắp đặt liên quan đến FFmpeg dành cho cảnhBộ hóa giải mã video FFmpeg số 1BÔ_LỌC_MẶT_HÀNGCác Điều Khiển FKFLACHệ Thống Hạt Mô Phỏng Chất LỏngTỷ Số FLIPKhung Hình/GiâyTrung Bình Mẫu Vật FPSCơ Sở Khung Hình/GiâyHệ SốMặtGóc MặtVăn Bản về Góc Độ của MặtGóc Độ MặtDiện Tích MặtDiện Tích Mặt và Góc ĐộTrường Diện Tích MặtVăn Bản về Diện Tích MặtĐối Mặt với Máy Quay PhimVạ Đập MặtGóc MặtGóc Độ của ĐỉnhSố Góc MặtDữ Liệu Góc của MặtLoại Dữ Liệu Góc MặtÁnh Xạ Góc của MặtSố Lượng MặtLoại Bỏ MặtDữ Liệu MặtKích Thước Dấu Chấm MặtRanh Giới Nhóm MặtID Nhóm của MặtChỉ Số MặtTác Động MặtÁnh Xạ Bản Đồ MặtĐiều Kiện về Dấu Chỉ MặtThanh Lọc Dấu Chỉ MặtPhủ Định Dấu Chỉ MặtDấu Chỉ MặtLựa Chọn Chế Độ MặtMặt Gần NhấtSố Bước Mặt Gần NhấtTrường Số Mặt Lân CậnHàng Xóm của MặtPháp Tuyến MặtChiều Hướng của MặtĐịnh Hướng Mặt: SauĐịnh Hướng Mặt: TrướcPhóng Chiếu MặtTái Cấu Trúc MặtLựa Chọn MặtMặt Ấn ĐịnhMặt Ấn Định trên Toàn Bộ Khung LướiMặt Ấn Định từ Lựa Chọn của Chế Độ Biên SoạnMặt Ấn Định từ Màn ChắnMặt Ấn Định từ cái Hữu HìnhMặt Ấn ĐịnhRanh Giới Mặt Ấn ĐịnhTự Động Chắn Lọc Ranh Giới Mặt Ấn ĐịnhBiên Soạn các Mặt Ấn ĐịnhFK Mặt Ấn ĐịnhKhởi Thủy các Mặt Ấn ĐịnhMặt Ấn Định từ Trọng Lượng Bo TrònMặt Ấn Định từ các Nếp GấpMặt Ấn Định từ Ranh Giới của Mặt Ấn ĐịnhMặt Ấn Định từ các Phần Rời RạcMặt Ấn Định từ các Khe Nguyên Vật LiệuMặt Ấn Định từ các Pháp Tuyến của Khung LướiMặt Ấn Định từ các Cạnh Sắc NhọnMặt Ấn Định từ các Đường Khâu UVĐộ Sắc Nét của MặtĐộ Mịn MặtTách Phân MặtBước MặtBước theo MặtCường Độ MặtChế độ Cường Độ MặtGiới hạn góc độ của MặtTâm của ranh giới MặtGóc của MặtLựa chọn Mặt - Shift+Bấm Chuột để sang chế độ chọn nhiều, Ctrl+Bấm Chuột để nới rộng vùng lựa chọnBiệt riêng Mặt đã chọn ra để sơn (chắn lọc chúng riêng ra khỏi những cái khác)Chế độ lựa chọn MặtCác MặtCác Mặt & Cạnh theo Điểm ĐỉnhCác mặt được coi là giao diện trung bình chỉ khi chúng có mặt liên tiếp hướng theo chiều khác nhau. Cứ miễn là không vượt quá độ sâu tia xạ tối đa thì sẽ cho kết quả chính xác. Gây tiêu tốn bộ nhớ đáng kể so với phương pháp nhanh.Các Mặt theo CạnhCác Mặt cũng va đập nữa, có thể rất chậmCác Mặt cần cân nhắc khi đóng gói các hải đảoCác Mặt tham gia vào thủ tục mở góiCác Mặt trong vật liệu này sẽ hành vi như nó có một số lớp trong vùng Hấp Thụ Quang XạPháp Tuyến Bề MặtĐối MặtThiên Lệch Đối MặtĐối mặt với máy quay phimĐối mặt với X âmĐối mặt với Y âmĐối mặt với Z âmĐối mặt với X dươngĐối mặt với Y dươngĐối mặt với Z dươngĐối diện với trục chính của máy quay phimHệ SốHệ số (Không đồng nhất)Hệ Số Màu LamTỷ Trọng là Thừa SốKiểu Hiển Thị Hệ SốHệ Số Kết ThúcHệ Số Màu LụcHệ Số Tối ĐaHệ Số Tối ThiểuChế Độ Hệ SốHệ Số Bán KínhHệ Số Màu ĐỏHệ Số Lực ĐẩyHệ Số Chiều Dài của Trạng Thái NghỉHệ Số Khởi ĐầuHệ Số Độ Sệt của Tính NhớtHệ số, để thêm vào, tương đối với kích thước bán kính, hòng nhằm giới hạn tác động của hiệu ứng mô phỏng vải vócHệ số áp dụng cho mật độ để phân bố đường congHệ số áp dụng trên mật độ cho khung nhìnHệ số giữa dao động của thể tích và độ kéo giãnHệ số co lại của vảiHệ số điều khiển độ chính xác của việc xử lý các hải đảo (càng cao thì kết quả càng tốt)Hệ số điều khiển độ chính xác trong việc xử lý các hải đảo (thông thường 0,1 là đủ, giá trị cao hơn có thể làm cho mọi việc trở nên rất chậm chạp)Hệ số pha trộn tính hấp thụ quang xạ môi trườngHệ số dành cho độ chính xác về ranh giới của vùng tô phủ, giá trị cao hơn thì sẽ chính xác hơn, nhưng chậm hơnHệ số dành cho các lằn gợn khe hốcHệ số dành cho các vùng trũng của khe hốcHệ số dành cho các độ cong của lằn gợnHệ số dành cho độ cong của các vùng trũngHệ số bán kính ở đuôi phần uốn quănHệ số bán kính khi bắt đầu uốn quănHệ số nhuốm màuHệ Số Làm Nhòe MờHệ số Đơn Giản HóaHệ số cho quá trình Đơn Giản Hóa dùng thuật toán tùy ứng (adaptive algorithm)Hệ Số Độ ĐụcHệ số độ đậm của nét vẽHệ số bán kính tối đa của bím tócHệ số bán kính tối thiểu của bím tócHệ số bán kính tại tối đaHệ số bán kính tại tối thiểuHệ số của màu nhuốmHệ số để điều chỉnh chiều rộng của viên gạch cho các hàng cụ thể nào đó, xác định bởi Tần Số Dịch ChuyểnHiệu số pha trộn hiệu quả tổng thểHệ số để điều khiển lượng nhòe mờ chuyển độngHệ số nhằm xác định độ dài của mỗi cá nhân phân đoạn sẽ ảnh hưởng đến độ cong tính toán cuối cùng. Hệ số cao hơn sẽ làm cho các phân đoạn nhỏ gây tác động ít hơn đến độ cong tổng thể.Hiệu số ảnh hưởng đến góc xoay chiềuHệ số dùng để nhân với độ dàyHệ số để đổi tỷ lệ kích thước đầu bút theoHiệu số để đổi tỷ lệ dịch chuyển tổng thểHệ số để đổi tỷ lệ các UVHệ số để sử dụng khi áp dụng dữ liệu vào đích (thực tế xử lý thế nào còn tùy vào chế độ hòa trộn)Hệ số để sử dụng khi áp dụng dữ liệu vào đích (Thực tế xử hành thế nào còn tùy vào chế độ hòa trộn. Nhân với trọng lượng từ nhóm điểm đỉnh nếu được định đặt)Hệ số sử dụng để hòa trộn màu điểm đỉnh, hòng đạt được màu sắc cuối cùngĐa Thức được Phân ThứcKhởi Động với Sắp Đặt của Xưởng Sản XuấtDuy Mẫu Ứng Dụng Khởi Động của Xưởng Sản XuấtPhai Mờ DầnKhoảng Cách Mờ DầnThời Lượng Phai Mờ DầnHệ Số Phai Mờ DầnPhai Mờ Dần Hình HọcPhai Mờ Dần Đối Tượng Bút Chì DầuPhai Mờ Dần các Đối Tượng Bút Chì Dầu, ngoại trừ cái đang hoạt độngPhai Mờ Dần Từ Ngoài VàoPhai Mờ Dần Vào và RaPhai Mờ Dần Hình Học Không Hoạt ĐộngPhai Mờ Dần các Tầng Lớp Không Hoạt ĐộngPhai Mờ Dần các Đối Tượng Không Hoạt ĐộngPhai Mờ Dần các Tầng LớpPhai Mờ Dần Đối TượngPhai Mờ Dần Từ Trong RaThời Gian Phai MờKiểu Phai Mờ DầnPhai mờ dần toàn bộ các đối tượng trong cổng nhìn bằng một tầng đơn sắc, hòng cải thiện tầm nhìnTrung tâm mờ dầnHiệu ứng mờ dần sử dụng mặc định tích hợp (thường làm cho chiều dài của chuyển tiếp dài bằng chiều dài của dải hiệu ứng)Hệ Số phai Mờ DầnTạo hiệu ứng mờ dần từ đầu các dải nằm dưới con trỏ thời gian cho đến khung hình hiện tạiTạo hiệu ứng mờ dần từ con trỏ thời gian cho đến cuối các dải chồng gốiPhai mờ dần các dải được chọn từ ngoài vàoChuyển tiếp (Phai mờ dần) vào, ra, và cả hai vào và ra, tới, hoặc từ, khung hình hiện tại. Mặc định là cả hai, vào và raPhai mờ dần các hình học dùng màu nền của cổng nhìnẢnh hưởng mờ dần đối với tính trong/đục của nét vẽẢnh hưởng mờ dần đối với độ dày của nét vẽPhai mờ dần khoảng cách giữa hai mắt về 0 sau một giá trị góc giới hạn cho trước nào đóPhai mờ dần độ đục các tầng lớp Bút Chì Dầu ngoại trừ cái đang hoạt độngPhai mờ dần các dải được chọn từ trong raPhai mờ dần các nét thay vì cắt bỏ trực tiếpLàm phai mờ các đường dẫn và các hình mẫu nằm xa hơn từ khung hình hiện tạiPhai mờ dần các dải được chọn từ trong ra cả hai phíaPhai mờ dần các mảnh theo thời gianPhai mờ dần độ dày của nét vẽ đối với mỗi nét được sinh tạoMờ DầnNhững Giám Sát Thất BạiKhông thể phân phối bộ nhớ cho kết quả kết xuất, bộ nhớ bị cạn kiệtKhông thể truy cập khung lưới từ đối tượng "%s", xin hãy đảm bảo là nó nhìn thấy được trong khi kết xuấtQuá trình thêm bộ điều chỉnh alpha bị thất bạiQuá trình thêm bộ điều chỉnh màu sắc bị thất bạiQuá trình thêm bộ điều chỉnh hình học bị thất bạiQuá trình thêm bộ điều chỉnh độ dày bị thất bạiKhông thể phân bổ bộ nhớ đượcThất bại trong việc áp dụng xoay chiều cho một vài đối tượngKhông kiến tạo bộ đệm OpenGL ngoại màn hình được, %sKhông kiến tạo được bộ đệm OpenGL ngoại màn hình: %sThất bại trong việc kiến tạo đường dẫn đến Ánh Sáng StudioĐã thất bại trong việc kiến tạo một cửa sổ tương thích với phương pháp chiếu phân cựcKhông thể kiến tạo một cửa sổ không hỗ trợ bốn bộ đệm, bạn có thể thấy màn hình nhấp nháyThất bại trong việc tạo thư mục thư viện tài sản để lưu tài sảnViệc kiến tạo đường dẫn sắp đặt sẵn bị thất bạiKhông tạo được bộ đệm hình ảnh nổiViệc kiến tạo thao tác vượt quyền đã bị thất bạiĐã thất bại trong việc kiến tạo cửa sổThất bại trong việc xóa tập tin thư viện tài sảnThất bại trong việc mở tập tin '%s'Không tìm thấy dữ liệu Chú Thích (Annotation data) nào để vẽ vào cảKhông tìm thấy giải pháp kết buộc (tăng độ chính xác lên chăng?)Thất bại trong việc lấy đường dẫn đến Ánh Sáng StudioThất bại trong việc nạp đường dẫn đến các trình bổ sungThất bại trong việc nạp đường dẫn đến các kiểu mẫuKhông thể chèn các khóa trên Đường Cong-F với đường dẫn '%s[%d]' được, xin hãy đảm bảo rằng nó không bị khóa lại hoặc đã được lấy mẫu rồi, và thử xóa Bộ Điều Chỉnh-F đi nhéKhông nạp được thư viện tài sảnThất bại trong quá trình nạp hình ảnh chất liệu '%s'Không nạp được khi sử dụng Vulkan, sử dụng OpenGL thay vì.Thất bại trong việc nạp thể tích:Thất bại trong việc hợp nhất bất kỳ hoạt họa nào. Lưu ý rằng không thể hợp nhất các dải NLA đượcThất bại trong việc mở tập tin '%s'Không mở cửa sổ được!Việc đọc tập tin blend '%s': %s bị thất bạiThất bại trong việc đọc tập tin '%s', không phải là một tập tin blendKhông đọc được khung hìnhKhông xóa được thư mục Viên Tròn (blobs) %sKhông xóa được thư mục siêu dữ liệu %sViệc phân tích đường dẫn tới tính chất bị thất bại. Thay vì, xin hãy thử xác định cái này dùng một Bộ Khóa một cách thủ côngKhông thể tìm kiếm khung hìnhKhông thể đặt xem trước: không có ID trong ngữ cảnh (có phải ngữ cảnh là không chính xác chăng?)Thất bại trong việc nạp đường dẫn đến các kiểu mẫuThất bại trong việc đặt giá trịĐã thất bại trong việc chuyển sang chế độ Phân Cực khi còn trong chế độ toàn màn hìnhThất bại trong việc viết vào thư viện tài sảnKhông thể viết vào thuộc tính "{}" với phạm vi "{}" và kiểu "{}"Thất bại trong việc thao tác tập tin bên ngoài trên "%s"Làm Mịn Vị TríLàm Mịn Tiếp TuyếnNgười Dùng GiảDự PhòngCông Cụ Dự BịCông Cụ Dự BịSuy Giảm DầnSuy Giảm Dần Dọc Theo Đường Cong ChuỗiGóc Độ Suy GiảmĐường Cong Suy Giảm DầnĐộ Suy Giảm DầnĐộ Đục Suy Giảm DầnLũy Thừa Suy GiảmBán Kính Suy GiảmDốc Màu Suy Giảm DầnHình Dạng của Suy Giảm DầnKích Thước Suy Giảm DầnLoại Suy Giảm DầnHệ số đường cong suy giảm dần: 0 là tuyến tính và giá trị cao hơn có ảnh hưởng rộng hơn. Đặt thành -10 để hoàn toàn tắt ảnh hưởng điĐường cong suy giảm dần cố gắng tạo hình thành một đường tròn tại +1 thay vì một đường parabolKhoảng cách suy giảm dần cho hiệu ứng khóm (0 có nghĩa là không có suy giảm dần)Suy giảm dần được tính toán dọc theo đường cong của chuỗi, thay vì phóng chiếu lên trục kết nối điểm khẩu đầu và điểm kết thúcSuy giảm dần được áp dụng từ đỉnh đến gốc của mỗi đường congLoại suy giảm dần dành cho Chế Độ Biên Soạn cân đốiKiểu suy giảm dần của mép nhòeSuy Giảm Dần:SaiMàu Cơ SởSai khi không thể đánh giá Đường Cong-F trong qua khứ và nên bỏ qua khi đánh giáSai (False) khi có bất kỳ Tầng Lớp, Khe hoặc Đường Cong-F cũ nào đóSai khi tính chất này là một đối số tùy ý (không bắt buộc) trong một hàm RNAHình QuạtXaBình Diện XaĐộ Dày XaKhoảng cách cắt xa của máy quay phim bóng tốiNhanhBiên Soạn NhanhƯớc Tính GI NhanhPhương pháp GI nhanhPhương pháp ước tính GI nhanhGaussChiếu Sáng Toàn Cầu NhanhChuyển Động NhanhĐiều Hướng NhanhChỉnh sửa tương tác nhanh thông qua sự tích hợp Hydra bản địaLập ánh xạ nhanh phù hợp với hầu hết các tình huống, song bỏ qua độ cong tư thế nghỉ của Xương Dẻo (B-Bone)Kết Xuất Nhanh HơnTrình giải nghiệm nhanh, tuy có một số giới hạnNhanh NhấtBộ giải nghiệm nhanh nhất, chỉ hoạt động trên lưới đa tạp mà thôi nhưng cho kết quả tốt hơnƯu tiên dữ liệu gốc hoặc đường cong chậm rãiỦng hộ phím trái hoặc phím phảiHệ số sợ hãiMép NhòeĐiểm Mép NhòeThu Nhỏ/Phình To Mép Nhòe: %3fThu Nhỏ/Phình To Mép Nhòe: %sKích Thước Mép NhòeNhận Thức Hình ThểXuất Nét Đặc Trưng ở Đầu RaBộ Chức NăngBộ Tính Năng:Trọng Lượng Nét Đặc TrưngPhát hiện hình thể đòi hỏi khung hình của phim hợp lệThư mục bộ tính năng đã tồn tại rồi: '{:s}'Phản HồiHệ số phản hồi để chỉnh sửa sai số, thời gian phản ứng trung bình là 1/hệ số phản hồiPhóng thích/Thả/Tự Do/Miễn PhíFeet mỗi giâyFeet trên giây bình phươngChiều Dài Đà GióTrườngLượng Hấp Thụ Tác Động của TrườngTrung Bình của TrườngHệ Số TrườngGiá Trị Tối Thiểu & Tối Đa của TrườngSắp Đặt TrườngPhương Sai của TrườngTrọng Lượng TrườngTrường ẢnhKích thước trường ảnh cho thấu kính mắt cáTrường bắt nguồn từ toàn bộ các điểm đỉnh của đối tượngTrường bắt nguồn từ bình diện XY địa phương của đối tượngTrường bắt nguồn từ trục Z địa phương của đối tượngTrường bắt nguồn từ trung tâm đối tượngTrường bắt nguồn từ bề mặt của đối tượngNhững sắp đặt của trường cho một đối tượng trong mô phỏng vật lýTrường được tính toán trên phạm vi hoạt động lặp lạiTrường sẽ được lưu trữ dưới dạng một thuộc tính trên hình học ở trênTrường sang Phần Tử LướiTrườngChiến ĐấuKhoảng Cách Chiến ĐấuTập TinKhông thể mở tập tin '%s' đượcTập tin '%s' không thể nạp đượcKhông tìm thấy tập tin '{:s}'Đáy Tập TinTrình Duyệt Tập TinHiển Thị Trình Duyệt Tập Tin tạiChế Độ Duyệt Tập TinTập Tin Bị Xóa Bên Ngoài BlenderĐuôi Tập TinThư Mục Tập TinĐịnh Dạng Tập TinThể Loại Trình Xử Lý Tập TinTập Tin có Thay Đổi Nhưng Chưa được LưuNgày Tập Tin Thay ĐổiTập Tin Bị Đổi Bên Ngoài BlenderTập Tin bị Thay Đổi cả ở Bên Ngoài và Bên Trong BlenderTên Tập TinTên Tập Tin Xung ĐộtKhông Tìm Thấy Tập TinXuất Ra Tập TinMục Đầu RaTập TinĐường Dẫn Tập Tin:Đường Dẫn Tập TinKiểu Xem Trước Tập TinTham Chiếu Tập TinThanh Lọc Tài sản Lựa Chọn Tập TinMục Tập Tin ChọnThanh Lọc ID trong Lựa Chọn Tập TinTham Số Lựa Chọn Tập TinCỡ Tập TinHậu Tố của Tập TinĐầu Tập TinTập tin đã được cài đặt vào {!r}Liên kết tập tin là do trình quản lý gói xử lýLiên kết tập tin đã được đăng kýLiên hệ tập tin chưa được đăng kýTuyệt ĐốiTự ĐộngSao ChépThư Mục Tùy ChỉnhThư MụcPhủ KínKhớpĐường DẫnChế Độ Đường DẫnTương ĐốiDảiURLCác Thể Tích Lưu TrữDữ liệu không gian của trình duyệt tập tinTập tin chứa các ký tự UTF-8 không hợp lệKhông thể đọc tập tin được, phát hiện thấy dữ liệu quan trọng bị hư hoạiTập tin không tồn tạiTập tin đã được xuất khẩu thành côngĐịnh dạng tập tinĐịnh dạng tập tin mong đợi không gian màu tuyến tínhĐịnh dạng tập tin không hỗ trợ trong tập tin '%s'Định dạng tập tin để xuất khẩu bố trí của UV raĐịnh dạng tập tin để lưu hình ảnh đã kết xuấtPhiên bản định dạng tập tin mà bản .blend đã được lưuKhông tìm thấy trình xử lý tập tin '%s' nào cảKhông tìm thấy trình xử lý tập tin '%s' nào cảKhông tìm thấy thao tác xử lý tập tin '%s' nào cảTập Tin đã được Lưu rồiTên tập tinTên tập tin, viết đè lên cái hiện cóKhông tìm thấy tập tinKhông tìm thấy tập tin '%s'Đường dẫn tập tinĐường dẫn tập tin '%s' không hợp lệĐường dẫn tập tin '%s' không phải là một tập tin hợp lệĐường dẫn tập tin hình ảnh để khử nhiễu. Nếu không xác định thì dùng đường dẫn và khoảng khung hình từ trong cảnhĐường dẫn tập tin của hình ảnh hợp nhấtĐường dẫn tập tin của hình ảnh hợp nhấtTính chất đường dẫn tập tin chưa được đặtĐường dẫn tập tin chưa được lắp đặtTập tin vốn được lưu bởi phiên bản Blender mới hơn ({}), kỳ vọng sẽ mất mát dữ liệuChế độ sắp xếp thứ tự tập tinTập tin quá dài %sTập tin được ghi bằng bản Blender nhị phân mới hơn (%d.%d). Dự đoán việc mất mát dữ liệu sẽ xảy ra!Không tìm thấy tập tin {!r}Trình Duyệt Tập Tin/Tài NguyênTập Tin:Tập Tin: %sTập tin: *{:s} (chưa được lưu)Tập tin: {:s}Tên ID của Trình Xử Lý Tập TinTham Số của Trình Duyệt Tập TinTên Tập TinTên tập tin '%s' là quá dài (độ dài tối đa là %zu, trước là %zu)Tên tập tin của đoạn phim hay tập tin trình tựTên tập tin văn bảnChỉ dùng tên của tập tin mà thôiĐường Dẫn Tập TinĐường dẫn tập tin chưa được sắp đặtĐường dẫn tập tin sử dụng để xuất khẩu tập tinĐường dẫn tập tin sử dụng để nhập nộiTập TinVùng/Tô Phủ Kín/Lấp ĐầyBịt Kín ĐầuMàu Tô KínĐường Dẫn Thay Thế của Màu TôThí Điểm Thay Thế Màu TôĐường Dẫn của Màu TôPhủ Kín Đường CongLấp Lỗ HổngChế Độ Tô Phủ KínDịch Chuyển của Vùng Tô KínDuy Vùng Tô Phủ KínĐộ Đục của Màu PhủPHủ Kín VùngPhủ Kín Mép ViềnXoay Chiều Vùng Tô KínTỷ Lệ của vùng Tô KínSố Phân Vòng Bịt ĐầuSố phân vòng bịt đầu nhất định phải ít nhất là 1Ngưỡng Tô PhủPhủ Kín Ô Dùng Hình Ảnh Sinh TạoKiểu Phủ KínLấp kín một vòng cạnh đã chọn bằng các mặtTô kín khu vực với dốc màuPhủ kín diện tích với hình ảnh chất liệuTô kín khu vực với dốc màuTô kín khu vực với màu đặcPhủ kín khung hình máy quay phim, tràn ra ngoài khung hìnhBịt kín đầu các đường cong bo trònMàu tô phủ cho hình ảnh do máy sinh tạoLấp kín khung lưới đồ thị từ hai mạch lướiLấp các lỗ hổng sau khi cắt lát vùng chắn lọcLấp kín các lỗ (vòng cạnh ranh giới)Tô phủ màn chắn lọc nếu chưa có gì được đánh dấu để chắn lọc cảLấp đầy chỗ cắtPhủ kín khu vực bên trongPhủ kín vùng đảo ngượcPhủ kín ô mới bằng một hình ảnh sinh tạoChỉ cho phép tô kín các khu vực nhìn thấy được trong cổng nhìn mà thôiĐiền Phạm Vi Tối Thiểu/Tối Đa theo khoảng cách tối thiểu/tối đa giữa các đối tượng khung lưới đã chọn và đối tượng nguồn (đối tượng do người dùng chỉ định hoặc máy quay phim đang hoạt động)Tô tầng màu điểm đỉnh đang hoạt động bằng màu sơn hiện tạiTô nhóm điểm đỉnh đang hoạt động với trọng lượng sơn hiện tạiPhủ kín ô hiện tại với một hình ảnh sinh tạoVẽ một khung lưới đồ thị trong hình ảnh để thử nghiệm ánh xạ UVLấp đầy vùng bị xé raTô phủ màn chắn lọc với một giá trị cho trước, hoặc đảo nghịch giá trị của nóCông cụ phủ kín cần có nguyên vật liệu đang hoạt độngTô kín với một màu cụ thểTô Kín hình do các nét vẽ tạo thành bằng màuVê Tròn Đường CongTô Phủ KínPhimPhimLog FilmicsRGB FilmicTựa PhimThanh LọcThanh lọc các tập tin .blendThanh Lọc các Hành ĐộngThanh Lọc các Hành Động sẽ được xuất khẩuThanh Lọc Trình Bổ SungThanh lọc các tập tin AlembicGóc Độ Thanh LọcThể Loại Tài Sản Thanh LọcThanh Lọc BlenderThanh Lọc các Tập Tin Dự Phòng của BlenderThanh Lọc các ID của BlenderThanh Lọc Đầu Bút theo Công CụThanh Lọc Dấu Chỉ MặtThanh Lọc Tập TinThanh Lọc Danh MụcThanh Lọc Danh MụcThanh Lọc PhôngThanh Lọc Ánh Bóng BẩyThanh Lọc Thể Loại IDThanh Lọc Hình ẢnhKhớp Điều Kiện Thanh LọcThanh Lọc PhimNút Thanh LọcThanh lọc các tập tin OBJThanh Lọc Đối TượngThanh lọc các tập tin thể tích OpenVDBThứ Tự Thanh LọcThanh Lọc PythonThanh Lọc các tập tin PythonThanh Lọc Tập LệnhSắp Đặt về Thanh LọcCỡ LọcThanh Lọc Âm ThanhThanh Lọc NguồnThanh Lọc Văn BảnGiới Hạn Thanh Lọc để chọn các giám sát có vấn đềKiểu/Thể Loại Bộ/Thanh LọcThanh lọc các tập tin USDThanh Lọc các Nhóm Điểm Đỉnh để Hiển ThịThanh Lọc Thể TíchChiều Rộng Bộ LọcThanh lọc trình bổ sung theo hạng mụcThanh lọc các tập tin lưu trữ (archive)Thanh lọc tài sản theo tênThanh lọc dựa trên những bố trí phím bấmThanh lọc dựa trên tên của thao tácThanh lọc các tập tin btxLọc bằng TênThanh Lọc theo Thể LoạiThanh Lọc theo Thể Loại:Thanh lọc theo tên trình bổ sung, tác giả và hạng mụcThanh lọc theo tên, tác giả và hạng mục của trình mở rộngLọc theo tên của nhóm tầng lớpThanh lọc theo tên hoặc thẻ, hỗ trợ ký tự đại diện '*'Thanh lọc các nét viền hình thể dựa trên các đường ranh giới dấu chỉ mặtThanh lọc các đường viền hình thể dùng các dấu chỉ bề mặt FreestyleThanh lọc các danh mụcThanh lọc các tập tin phông chữThanh lọc các tập tin hình ảnhPhương pháp thanh lọcThanh lọc các tập tin phimKích thước thanh lọc độ nhòe mờ hiển thị (Lỗi thời)Thanh lọc các tập tin âm thanhCường độ thanh lọcThanh lọc văn bảnThanh lọc các tập tin văn bảnThao tác thanh lọc sẽ được áp dụng vào màn chắn lọcThanh lọc UI theo nhãnThanh lọc các lượt kết hợp, khuếch tán, độ bóng bẩy, sự truyền xạ, và bên dưới bề mặtThanh lọc các giám sát có các đỉnh nhọn bất thường trong đường cong chuyển độngChiều rộng bộ lọc tính bằng số điểm ảnh, được sử dụng để tính toán chiều hướng ánh xạ độ gồ ghề. Đối với hầu hết các chất liệu, giá trị mặc định là 0.1 cho phép thanh lọc dưới mức điểm ảnh (subpixel) để có kết quả ổn định. Đối với các chất liệu phân bước, chúng ta có thể sử dụng chiều rộng bộ lọc lớn hơn để có hiệu ứng giống như bo vát trên các cạnhThanh Lọc Bộ Sưu TậpCác Thao Tác Thanh LọcThanh lọc các hàng ra khỏi dữ liệu hiển thịKết ThúcMa trận 4×4 cuối cùng sau khi đã áp dụng các ràng buộc và các điều vận, trong không gian đối tượng của khung rốiKích Thước Bộ Nhớ Đệm Cuối CùngHình Ảnh Kết ThúcChất Lượng Cuối CùngKết Xuất Kết ThúcMa Trận Final WorldKhung hình cuối của màn chắn lọc (dùng cho trình phối hình)Khung hình cuối của phạm vi chơi lại/kết xuấtKhung hình cuối cùng của phạm viCấu hình phím cuối cùng kết hợp các ấn định phím bấm từ cấu hình đang hoạt động và các cấu hình bổ sung, song người dùng có thể chỉnh sửaGiá trị biến hóa cuối cùng của đối tượng hay xươngHoàn Thiện Tập LệnhLùng TìmLùng Tìm & Thay ThếLùng Tìm Toàn BộTìm Tập TinVăn Bản Lùng TìmĐảo Chiều Tìm KiếmLùng tìm toàn bộ các tập tin trong đường dẫn tìm kiếm (không chỉ bản thiếu vắng mà thôi)Tìm ranh giới của các vùng chưa tô phủ thay vì các vùng đã tô phủ kínTìm các cạnh trên ranh giới giữa các nhóm các mặt có cùng giá trị IDTìm các nhóm điểm đỉnh nằm gần hơn so với khoảng cách và hợp nhất chúng lại với nhauTìm trong Thư MụcTìm trong Chuỗi Văn BảnTìm các vị trí lấy mẫu trên đường cong bằng cách sử dụng khoảng cách từ phần đầu của nóTìm các vị trí lấy mẫu trên đường cong bằng cách sử dụng một thừa số trên tổng chiều dài của nóTìm văn bản chỉ địnhTìm văn bản chỉ định và đặt là được chọnTìm điểm gần nhất trên bề mặt đối với điểm gốc của mọi đường cong và di chuyển gốc tới đóTìm điều khiển tại vị trí đuôi của xương và sử dụng nó để tái liên kết MỤC TIÊU hoặc bất kỳ ràng buộc nào không có mục tiêu phụ hoặc chỉ định tái kết nốiTìm phần tử của một hình học gần một vị trí nhất. Tương tự như nút "Chỉ Số của cái Gần Nhất"Tìm các vị trí điểm cuối bằng cách sử dụng một hệ số chiều dài của mỗi chốt trụcTìm các vị trí điểm cuối bằng cách sử dụng độ dài từ đầu mỗi chốt trụcLùng tìm số bước tối thiểu, bỏ qua khoảng cách không gianTìm phần tử gần nhất trong một nhóm. Tương tự như nút "Lấy Mẫu Vật cái Gần Nhất"Tìm những đường đi ngắn nhất dọc theo các cạnh của khung lưới tới các điểm đỉnh cuối đã chọn, với phí tổn có thể tự tùy chỉnh trên mỗi cạnhLùng Tìm/Thay ThếTinh TếTinh chỉnh vị trí ánh xạ chất liệu X, Y và ZKết thúc thao tác khi thả phím raThể Tích Hữu HạnTiếng Phần Lan (Suomi)LửaLửa + KhóiĐầu Tiên/Thứ NhấtĐược Tìm Thấy Đầu TiênKiểu Tay Cầm Thứ NhấtĐiểm ĐầuChỉ Số của Điểm Đầu TiênGiá trị bắt đầu của phạm vi Định Lượng Vô Hình (ĐLVH)Đối Tượng Thân Cứng thứ nhất bị ràng buộcCác Bản Sao Đầu và CuốiHệ số thứ nhất của biến dạng tỏa tròn đa thức bậc bốn của Brown-ConradyHệ số thứ nhất của biến dạng tiếp tuyến đa thức bậc hai của Brown-ConradyHệ số thứ nhất của sự biến dạng bậc hai trong NukeHệ số thứ nhất của đa thức bậc hai mô hình biến dạng phép phân chiaHệ số thứ nhất của quang sai biến dạng đa thức bậc baMàu thứ nhất sử dụng trong hiệu ứngVị trí điểm điều khiển đầu tiên cho các đường cong nội suy mớiĐiểm điều khiển cubic chốt trục đầu tiên giữa tốc độ tối thiểu/tối đaKhung hình đầu của hành động để sử dụngKhung hình đầu tiên của hoạt họa theo đường dẫnKhung hình đầu tiên của Hành Động để sử dụngKhung đầu tiên trên dòng thời gian của hành độngKhung hình đầu của màn chắn lọc (dùng cho trình phối hình)Khung hình đầu của phạm vi chơi lại/kết xuấtKhung hình đầu tiên của phạm viKhung hình đầu tiên của phân đoạnKhung hình đầu tiên để thuyên chuyểnĐầu vào thứ nhất cho dải hiệu ứngKhung hình đầu dùng để khởi động sự khôi phụcTập tin đã đóng gói đầu tiên của hình ảnhĐiểm đầu tiên của ảnh chụp màn hình trong không gian màn hìnhTrước tiên thử trượt đẩy mép nhòe đã, thay vì trượt đẩy điểm đỉnhTên của nhóm điểm đỉnh thứ nhấtMắt Cá Khoảng Cách ĐềuMắt Cá Thể Tích ĐềuThấu Kính Mắt CáĐa Thức Thấu Kính Mắt CáĐa Thức Mắt Cá K0Đa Thức Mắt Cá K1Đa Thức Mắt Cá K2Đa Thức Mắt Cá K3Đa Thức Mắt Cá K4Khít VừaKhít Vừa Đường CongKhít Vừa Chiều DàiPhương Pháp KhítPhương Phát Khít VừaKhít Vừa Góc NhìnKhít toàn bộ hình ảnh nội trong khung hình máy quay phimKhít khung hình cho vừa với cổng nhìnKhít vừa hình ảnh nền vào khung nhìnKhít các đối tượng sao chép vào một đường congNhảy tới cái Được ChọnKhít với chiều cao của bộ cảm biếnKhít với chiều rộng của bộ cảm biếnKhít chiều rộng hoặc chiều cao của bộ cảm biến tùy theo độ phân giải của hình ảnhKhít VừaSửa Điểm Hội TụSửa Xô LệchNhằm sửa những độ nhảy và sự đảo lật lớn trong các Đường Cong-F về Xoay Chiều kiểu Euler xảy ra do các giá trị xoay chiều bị cắt đi khi nướng các vật lýCố Định vào Máy Quay PhimCố ĐịnhSo Le Cố ĐịnhSố Lượng Cố ĐịnhKhung Hình Bất ĐộngVị Trí Cố ĐịnhMức Phân Chia Cố ĐịnhKhung lưới đã chỉnh sửa cho hình cơ bản: %sKhung lưới đồ thị đánh dấu của phạm vi chất lỏngCờ HiệuLửaKhung Lưới Đồ Thị LửaTốc Độ LửaLượng Khói khi Lửa CháyTrường lửaSố CánhChiều Dài Đuôi TócĐuôi Tóc Bắt ĐầuThông Số Đuôi TócFlashChớp Nháy khi Thuyên ChuyểnVideo FlashNhấp nháy đối tượng mục tiêu khi thuyên chuyển chế độPhẳngPháp Tuyến Góc Kiểu PhẳngCác Mặt Phẳng BẹtTô Bóng Phẳng BẹtMặt phẳng bẹt XYHình phẳng có đường chu vi mở (không kín)Độ PhẳngDát PhẳngPhi Tầng Bậc XươngPhi (làm phẳng bẹt) Tầng Bậc của Xương. Hữu ích trong trường hợp ma trận biến hóa không thể phân tích đượcTay Cầm Dát PhẳngHợp các Tầng Bậc Thành MộtPhi Tầng Bậc Đối TượngPhi (làm phẳng bẹt) tầng bậc của đối tượng. Hữu ích trong trường hợp ma trận biến hóa không thể phân hủy đượcLàm bẹt các góc của những điểm được chọnLàm bẹp các góc của những điểm đỉnh được chọnTay cầm dát phẳng để tạo sự chuyển cảnh mịn màng hơnSan phẳng các mặt đã chọnKhoảng Cách Chạy TrốnChạy trốn tới khoảng cách nàyĐảo LậtĐảo Chiều các TrụcLật TrụcĐảo Chiều Dốc MàuĐảo MàuĐảo Chiều Hiệu ỨngLật Đảo Các MặtĐảo Bên Tên của NhómLật NgangĐảo Lật MatCapChế Độ Đảo LậtĐảo TênĐảo Lật Pháp TuyếnLật Đảo Tư ThếDịch Chuyển Đảo Lật UĐảo Chiều UDIMDịch Chuyển Đảo Lật VLật DọcĐảo Chiều XĐảo Chiều YĐảo lật một hình ảnh dọc theo một trục xác địnhLật đảo chiều hướng của các tọa độ UV nội trong các mặtĐảo lật chiều hướng thuộc tính màu của góc mặt nội bên trong mặtĐảo chiều hiệu ứngĐảo lật các màu phủĐảo chiều hình ảnhĐảo chiều hình ảnh theo chiều ngangĐảo chiều hình ảnh theo chiều DọcĐảo lật pháp tuyến của các mặt được tiện rãnhĐảo chiều trên trục XĐảo chiều trên trục YBật/tắt các giá trị Quatenion để đạt được sự xoay chiều mong muốn, trong khi vẫn duy trì định hướngĐảo lật các khung khóa được chọn, dùng đường tâm phản chiếu đối xứng đã chọnLật hình ảnh nền theo chiều ngangLật hình ảnh nền theo chiều dọcĐảo chiều pháp tuyến của các mặt được chọn (và các điểm đỉnh của chúng)Đảo Lật Hình ẢnhĐảo lật hình ảnh theo chiều ngangĐảo lật hình ảnh theo chiều dọcLật trục X và Y của chất liệuĐảo lật thời gian của các khung khóa được chọn, dùng khung hình hiện tại làm đường tâm phản chiếu đối xứngLật đảo thời gian của các khung khóa đã chọn bằng cách sử dụng dấu mốc được chọn đầu tiên làm điểm tham chiếuLật đảo thời gian của các khung khóa được chọn, tương tự như việc đảo ngược thứ tự xuất hiện của chúngĐảo xuống Dưới ĐáyLật sang TráiLật sang PhảiĐảo lên Trên ĐỉnhLật đảo các giá trị của khung khóa được chọn (ví dụ: các giá trị âm thành dương, và ngược lại)Đảo lật các giá trị của các khung khóa được chọn dùng giá trị của con trỏ (thành phần Y/ Chiều Ngang) làm đường tâm phản chiếuĐảo bên các tên của nhóm điểm đỉnhĐảo LậtĐảo Chiều trên Trục XCắt XénKhông được phép đảo lật các vùng trong thanh Tiêu ĐềĐảo lật (và chỉnh sửa) các trục được ghi trong hậu tố tên của các xương được chọnLật đảo hướng của lát cắtĐảo lật phân hóa tứ giác đã chọnSố ThậtMảng Số ThựcThuộc Tính FloatTên Thuộc Tính STDPDBộ Đệm FloatThao Tác Màu SắcThuộc Tính Màu FloatGiá Trị Thuộc Tính Màu STDPDĐường Cong Số ThựcSố Điểm Ảnh cho Biểu Tượng, Dạng Số ThựcĐiểm Hình Ảnh Số ThựcỔ Cắm cho Nút FloatGiao Diện Ổ Cắm của Nút FloatGiới Hạn Số ThựcGiá Trị Số ThựcThuộc Tính Véctơ FloatGiá Trị Thuộc Tính Véctơ STDPDHàng động số thực, đại diện cho một nút kỹ thuật số hay một nút kỹ thuật tương tự (analog)Số Thực sang Số NguyênGiá trị floatSốThật2Thuộc Tính Float2Giá Trị Thuộc Tính Float2SốThật3Vùng Trôi NổiMa trận số thực dấu phẩy độngPhép xoay chiều quaternion dấu phẩy độngỔ cắm số thực của nútGiá trị số thựcGiá trị số thực trong thuộc tính hình họcĐàn/BầyPhủ kín khung lưới dùng sắp đặt về chi tiết đã chọnNền Sàn/Làm Tròn XuốngRàng Buộc Nền SànVị Trí của Nền SànChế Độ FloorLưu Luồng/LượngHành Xử của Luồng ChảySắp Đặt Luồng ChảyNguồn PhátLoại LuồngChất LỏngBộ Sưu Tập Chất LỏngTỷ Trọng của Chất LỏngDòng Chảy Chất LỏngTrọng lượng của hiệu ứng viên Dòng Chảy Chất LỏngSự Tương Tác của Chất LỏngTập Mức Chất LỏngBộ Điều Chỉnh Chất LỏngSắp Đặt Sẵn cho Chất LỏngVận Tốc Chất LỏngSắp Đặt của Phạm Vi Chất LỏngSắp đặt về sự lưu chảy của chất lỏngChất lỏng sẽ có một vận tốc khởi đầu nào đó khi chảy raBán kính tương tác cho chất lỏngTỷ trọng (ở trạng thái) nghỉ của chất lỏngBộ điều chỉnh mô phỏng chất lỏngChất Lỏng: Không thể kiến tạo thư mục bộ nhớ đệm '%s'. Hoàn lại về sắp đặt mặc định '%s'Chất Lỏng: Không thể sử dụng thư mục bộ nhớ đệm mặc định '%s' được, làm ơn thủ công chỉ định một đường dẫn đến bộ nhớ đệm hợp lệChất Lỏng: Không có đường dẫn bộ nhớ đệm vì nó trống rỗng. Hoàn lại về sắp đặt mặc định '%s'Ngang BằngĐẩy các dữ liệu biên soạn ra khỏi các Chế Độ Biên Soạn đang hoạt độngBay LượnBay Lượn & Đi bộHệ Số Tốc ĐộChế Độ BayBọtBọt Nước + Bong BóngDiện Tích của Bọt SóngSự Phai Mờ Dần của Bọt SóngTên Tầng Lớp của Bọt SóngCác hạt cho bọt nước và bong bóng sẽ được lưu trong cùng một hệ thống hạtTiêu CựĐộ NétXương Tập Trung VàoKhoảng Cách Hội TụKhoảng Cách Tập Trung: %.3fXương Tập Trung VàoĐối Tượng Tiêu ĐiểmVùng Tiêu ĐiểmTập Trung vào XươngTập Trung vào Đối TượngHừng Sáng Sương MùThể Tích Sương MùThư mục để đặt các tập tin chất liệu vào đó. Tương đối với tập tin .gltfThư mục để tìm kiếm các tập tin hình ảnhThư MụcĐi TheoĐi theo Xương-DẻoĐi Theo Khung Hình Hiện TạiĐi Theo Đường CongĐi Theo Hướng Đạo ViênĐi theo Đường DẫnRàng Buộc Đi theo Đường DẫnKhông tìm thấy Ràng Buộc Đường DẫnTheo Cài Đặt Sở ThíchĐi Theo CảnhĐi Theo Pháp Tuyến Bề MặtĐi Theo Giám SátRàng Buộc Giám Sát Chuyển ĐộngĐi theo các UV từ tứ giác đang hoạt động dọc theo các vòng mặt nối tiếpĐi Theo XĐi Theo ZĐi theo quần thể hay đối tượng ấn địnhChiểu theo một biến hóa tùy chỉnh xác định tư thế cơ sở của góc nhìn VRCác trình biên soạn đều bám theo khung hình hiện tạiĐi theo các nhánh phát sinh trong dây chuyền phụ huynhSắp hàng đi theo hướng đạo viênĐi theo con trỏ chuộtĐi theo vị trí con trỏ chuộtChỉ đi theo sự xoay chiều của đối tượng mà thôiĐi theo hình dạng của các đoạn Xương-Dẻo khi tính vị trí Đầu/ĐuôiĐi theo đường đi của nét vẽ và sự xoay chiều của đối tượngChiểu theo máy quay phim của cảnh đang hoạt động để xác định tư thế cơ sở của góc nhìn VRĐi theo độ cong của nét vẽChiểu theo biến hóa của một đối tượng để xác định tư thế cơ sở của góc nhìn VRTheo đuổi đối tượng này thay vì một quần thểPhôngPhông ĐậmPhông Đậm NghiêngTập Tin Phông ChữPhông NghiêngKích Thước PhôngKiểu Phông ChữPhông chữ không thể chỉnh sửa đượcPhông chưa được đóng góiPhông chữ chưa được chỉ địnhPhông chữ của văn bản. Sử dụng phông chữ dùng trong giao diện người dùng theo mặc định dự phòng.Kích thước phông chữ trong số điểmKích thước phông sử dụng để hiển thị nhãn hiệuKích thước phông dùng để hiển thị văn bảnPhôngThư Mục Phông ChữĐiểm Tựa ChânCảnh QuaySắp Đặt của Cảnh QuayChân TrangCho Toàn Bộ các Người DùngĐối Với Mỗi Phần TửĐối Với Mỗi Phần Tử Sinh TạoĐối Với Mỗi Phần Tử ChínhCho Mỗi Phần Tử Hình HọcCho Mỗi Phần Tử Hình Học Đầu VàoCho Mỗi Mục Phần Tử Hình HọcCho Mỗi Phần Tử Hình Học Đầu RaVùng Cho Mỗi Phần Tử Hình HọcĐối với các đối tượng Bút Chì Dầu, áp dụng bộ điều chỉnh cho toàn bộ các khung khóaĐối với Hình Bình Hành thì là hiệu số X tương đối giữa các cạnh trên và dưới. Đối với Hình Thang thì lượng di chuyển cạnh trên theo trục X dươngDành cho đường chuyển động của các Xương Tư Thế: sử dụng vị trí đầu xương khi tính toán đường chuyển động nàyĐối với các đường cong RGB, màu sắc mà màu đen sẽ được ánh xạ thànhCho các đường cong RGB, màu sắc mà màu trắng được ánh xạ thànhDành cho Cây-IK: Trọng Lượng của điều khiển định hướng đối với mục tiêu nàyDành cho Cây IK: Trọng Lượng điều khiển vị trí đối với mục tiêu nàyĐối với một véctơ tới nhất định A nào đó, pháp tuyến bề mặt B và tỷ lệ giữa chỉ số khúc xạ, Ior, và khúc xạ cho kết quả véctơ khúc xạ, RTạo chất liệu dự phòng PNG cho toàn bộ các chất liệu WebPDuy dành cho tương thích ngượcĐối với các đường chuyển động của xương, lùng toàn bộ Hành Động để tìm các khung khóa, thay vì chỉ trong nhóm có tên xứng khớp mà thôi (chậm hơn)Lượng pha trộn giữa các bên cho phép phóng chiếu hình hộpĐối với các kênh có ngoại suy tuần hoàn, việc chèn khung khóa sẽ tự động tái ánh xạ trong phạm vi thời gian chu kỳ, và duy trì các đầu (đầu/đít) đồng bộ hóa. Các đường cong mới được thêm vào các hành động có Phạm Vi Khung Hình Thủ Công và Hoạt Họa Tuần Hoàn sẽ được biến thành tuần hoàn.Dành cho các đối tượng va chạm tham gia vào mô phỏng vật lý. Điều khiển tầng lớp nào trong ngăn xếp bộ điều chỉnh sẽ được sử dụng làm bề mặt va chạmĐối với các ràng buộc có tên được hình thành như 'base@bonename' (gốc@tên_xương) thì xin hãy sử dụng phần đứng sau '@' làm mục tiêu phụ mới, sau khi toàn bộ các xương đã được tạo ra. Sử dụng '@CTRL', '@DEF' hoặc '@MCH' để chỉ đơn giản thay thế tiền tố thôiĐối với các đường cong, đám mây điểm, và Bút Chì Dầu thì cân nhắc đến thuộc tính bán kính khi tính toán ranh giới.Đối với mỗi khe hành động, một danh sách các kênh hoạt họa vốn dành riêng cho khe đóDành cho các tập tin phim đa luồng, dùng luồng có chỉ số đã choĐối với các thư viện có các trường hợp vượt quyền đã được kiến tạo thì hiển thị các giá trị vượt quyền được xác định/điều khiển tự động (ví dụ: làm cho các người dùng của một khối dữ liệu trỏ vào (tham chiếu) dữ liệu vượt quyền chứ không phải dữ liệu liên kết ban đầu)Đối với các đối tượng khung lưới, hợp nhất các tọa độ UV có chung một điểm đỉnh để giải thích sự không chính xác trong một số bộ điều chỉnhDành cho những khung lưới có các bộ điều chỉnh đã được áp dụng, đây là tọa độ của những điểm đỉnh không có bộ điều chỉnh biến dạng nào áp dụng vào cả, như được sử dụng cho các tọa độ chất liệu do máy sinh tạoĐối với khung lưới, xuất ra các giá trị pháp tuyến mà không tính đến các thuộc tính pháp tuyến tùy chỉnhDành cho đa phân giải, hiển thị độ phân giải thấp trong khi điều hướng góc nhìnDành cho các chất liệu cơ sở nút: đầu ra nào của nút sẽ sử dụngĐối với các điểm thì là khoảng cách dọc theo chốt trục của điểm điều khiển. Đối với chốt trục thì là khoảng cách dọc theo toàn bộ đường congĐối với các điểm thì là phần của tổng chiều dài của chốt trục tại điểm điều khiển. Đối với Chốt Trục thì là hệ số của chốt trục đó nội trong toàn bộ đường congDành cho hệ thống phản ứng, chỉ số của hệ thống hạt trong đối tượng mục tiêuDành cho hệ thống phản ứng, đối tượng có hệ thống hạt mục tiêu (bỏ trống nếu là cùng một đối tượng)Vì những nguyên nhân bảo an, sự thi hành tự động của các tập lệnh Python của tập tin này bị tắt đi:Đối với các khung khóa đã chọn, hãy chọn/hủy chọn bất kỳ tổ hợp của bản thân khóa nào đó cùng các tay cầm của nóDành cho các bản mẫu: ngăn ngừa người dùng xóa bỏ thao tác đã định sẵn (KHÔNG SỬ DỤNG)'Dành cho sự truyền xạ trong suốt, duy trì độ đục của các bề mặt có độ ráp cao hơn giá trị giới hạnLựcTrục của LựcÉp Buộc Loại Bỏ Mặt TráiBộ Sưu Tập LựcÉp Buộc Kết Nối với Con CáiBắt Buộc XóaSuy Giảm Dần của LựcTrường LựcTrường Lực 1Trường Lực 2Sắp Đặt của Trường LựcTrường LựcÉp Buộc Giao Cắt NhauÉp Giữ Kênh Cho các Đối TượngÉp Giữ các Kênh Cho XươngBuộc Nạp LạiÉp thành Hình VuôngBắt Buộc Khóa Hóa Khởi Đầu/Kết ThúcBuộc phải tái nạp toàn bộ bản phiên dịch của Giao Diện Người DùngÉp buộc sự kết nối của các xương con cái với phụ huynh, ngay cả khi vị trí đầu/đuôi đã tính không xứng khớp nối (có thể có ích cho các khung rối nguyên thể loại khớp nối)Trọng lượng của hiệu ứng viên lực đẩyÉp buộc xuất khẩu hoạt họa trên mọi đối tượng. Có thể hữu ích khi sử dụng các ràng buộc hoặc trình điều vận. Cũng hữu ích khi chỉ xuất khẩu lựa chọn mà thôiBắt phải xuất khẩu ít nhất một tư thế khóa của hoạt họa cho toàn bộ các xương (cần thiết đối với một số trình ứng dụng đích, như UE4)Trường lực dựa trên một chất liệuTrường lực của phạm vi chất lỏngLực bị hấp thụ bởi đối tượng va đậpBuộc ID đã nạp phải được đánh dấu là liên kết gián tiếp (chỉ sử dụng trong ngữ cảnh nạp lại mà thôi)Buộc phải nạp lại hình ảnh nếu nó đã được mở ở nơi khác trong BlenderBuộc góc nhìn của đường cong khít vừa vào một ranh giới đã địnhÉp góc nhìn đường dẫn khít vào biên giới đã địnhÉp buộc mở khóa bị thất bại: {:s}Ép buộc mở khóa có thể cần đến trong trường hợp đổ vỡ hoặc mất điện,Bắt cập nhật các phụ thuộc - Chỉ sử dụng cái này nếu các điều vận không cập nhật đúng đắnBắt phải sử dụng giá trị trọng tâm này (khi đã đặt rồi)Trường lực dựa trên cơ sở lý thuyết tiềm năng của Lennard-JonesTrường lực phụ thuộc vào tốc độ của các hạtTính Năng của LựcBuộc Rigify xóa đi và xây dựng lại tất cả các đối tượng thành tố điều khiển của giàn điều khiển. Theo mặc định thì các thành tố điều khiển hiện có sẽ được tái dụng nguyên trạng để tạo điều kiện chỉnh sửa thủ côngBuộc toàn bộ dữ liệu liên kết được coi là được kết nối trực tiếp. Giải pháp tránh né cho các sự cố/hạn chế hiện tại trong BAT (Công cụ đường ống của studio Blender)Ép sử dụng Tự Động Hợp Nhất và Tách phânNền TrướcMàu nền trước của biểu tượng điều tra lỗi (Debug)Màu nền trước của biểu tượng LỗiMàu nền trước của biểu tượng Thông TinMàu nền trước của biểu tượng Thao Tác (toán tử)Màu nền trước của biểu tượng Tính ChấtMàu nền trước của biểu tượng Cảnh BáoPhân NhánhHình dạng đường congĐịnh Dạng/Hình ThứcNhững Sắp Đặt Sẵn về Định DạngĐịnh dạng của phương tiện đa góc nhìnĐịnh dạng mã thời gian để hiển thị khi không cho hiện thời gian dùng số khung hìnhĐịnh dạng dùng để tái lưu tập tin này lạiChuỗi định dạng đuôi tập tin mà trình xử lý tập tin hỗ trợ, mỗi đuôi tập tin phải bắt đầu bằng một dấu chấm "." và tách biệt khỏi nhau bằng dấu chấm phẩy “;”. Ví dụ: `".blend;.ble"`May Mắn (có thể trông tốt hơn, song kém chính xác)Hướng TrướcTrục Hướng TrướcDò Đường Dẫn về Phía TrướcChuyển trực tiếp đầu ra của nút đầu vào mô phỏng đến nút đầu ra và bỏ qua các nút trong vùng mô phỏngHàm pha Fournier-Forand, sử dụng để tán xạ ánh sáng trong môi trường dưới nướcThứ TưHệ số thứ tư của biến dạng tỏa tròn đa thức bậc bốn của Brown-ConradyFoveon (Xichma)Phân DạngChuyển Động Brown Phân Dạng, dùng cơ sở nhiễu BrownThuật toán tạo nhiễu phân dạngHệ số ngẫu nhiên của phân dạngPhân SốChế Độ Phân SốPhần nhỏ ánh sáng tán xạ ngược trở lạiMột phần pheomelanin trong melanin tạo ra màu từ vàng đến đỏ, trái ngược với màu nâu đến đen của eumelaninPhân Số Chướng Ngại VậtPhân số chướng ngại vật (không đầy đủ, phân tán, từng phần nhỏ mà thôi) nhằm cải thiện và làm mịn ranh giới chướng ngại vật của chất lỏngKhung HìnhKhung Hình %dKhung Hình %d / %dKhung Hình %d: %sKhông tìm thấy khung hình '%s'. Hoạt họa nhất định phải trọn vẹnTốc Độ Dựa Trên Khung HìnhSố Khung HìnhNhảy Cách Khung HìnhKhung Hình Kết ThúcĐường Dẫn Tập Tin của Khung HìnhNội Suy Khung HìnhKhung Hình bị KhóaÁnh Xạ Khung Hình MớiÁnh Xạ Khung Hình CũPhương Pháp Khung HìnhNút Viền KhungSố Khung HìnhSố của Khung HìnhDịch Chuyển Khung HìnhVẽ Lồng Khung HìnhPhạm Vi Khung HìnhPhạm Vi Khung Hình Đứng TrướcPhạm Vi Khung Hình Bắt ĐầuTốc Độ Khung HìnhCấu Hình về Tần Số Khung HìnhKhung Hình Tương ĐốiTỷ Lệ Khung HìnhĐóng Khung cái được ChọnLựa Chọn Khung Hình trong Bảng Hành ĐộngKhung Hình Khởi ĐầuSố Bước Khung HìnhKiểu Phai Mờ DầnKhung hình đã tồn tại trên khung hình số %d rồiKhung hình vốn đã tồn tại trên khung số %d này rồiKhung hình mà tại đó mô phỏng kết thúcKhung hình mà tại đó mô phỏng khởi đầuKhung hình đang được hiển thị cho tầng nàyKhung hình không tồn tại trên khung hình số %dKhung hình cho các hình mẫu tuyết đốiKhung hình đã được chọn để biên soạn trong Bảng Hành ĐộngKhông tìm thấy khung lưới trong tầng lớp chú thíchChỉ số của khung hình nơi dấu mốc được khung khóa hóaSố khung hình của dải cung cấp ở đầu vàoKhung hình số của khung khóa ngay đằng sau khung hình hiện tạiKhung hình số của khung khóa ngay đằng trước khung hình hiện tạiSố khung hình của dải cung cấp ở đầu vàoSố khung hình mà khung lưới đồ thị thể tích sẽ được nạp vào, dựa trên thời gian của cảnh và các tham số thể tíchKhởi công phát sinh hạt ở khung hình số nàyNgừng phát sinh hạt ở khung hình số nàyKhung hình của Hành Động tham chiếu để ước tínhDịch chuyển khung hình vốn được sử dụng khi nạp mô phỏng từ bộ đệm nhớ vào. Nó sẽ không được cân nhắc đến khi nướng mô phỏng đâu, chỉ khi nạp vào thôi.Khung hình nơi mô phỏng bắt đầuKhung hình nơi mô phỏng bắt đầu (khung đầu tiên được nướng)Khung hình nơi mô phỏng kết thúcKhung hình nơi mô phỏng kết thúc (khung hình cuối cùng được nướng)Máy chơi khung hình từ IRIDASMáy chơi khung hình từ Tweak SoftwareKhung hình mà ảnh hưởng của bộ điều chỉnh kết thúc (nếu sử dụng Hạn Chế Phạm Vi Khung Hình)Khung hình mà sự chi phối của bộ điều chỉnh chấm dứt (nếu sử dụng)Khung hình mà ảnh hưởng của bộ điều chỉnh khởi đầu (nếu sử dụng Hạn Chế Phạm Vi Khung Hình)Khung hình nơi sẽ khởi đầu tác động của bộ điều chỉnh (nếu sử dụng)Đóng khung thuộc tính nằm dưới con trỏ trong Trình Biên Soạn Đồ ThịĐóng khung toàn bộ thuộc tính mảng thay vì duy chỉ mục nằm dưới con trỏ mà thôiKhung hình mà điểm điều khiển này xảy ra trong đóKhung hình nơi chèn thêm khung khóa vàoKhung hình để ngưng sự lan truyền (dành cho chế độ 'Trước Khung Hình')Khung hình nơi khóa sẽ được thêm vàoKhung hình mà các dải đã được chọn sẽ bám dính vàoKhung hình mà các dải sẽ được tách phân raKhung hình nơi quá trình nướng kết thúcKhung hình nơi bắt đầu nướngKhung Hình:Khung: %dKhung Hình: %d / %dKhung Hình: - / %dKhung hình: {:d} ({:s})Cơ sở tần số khung hình/giâyTấn số khung hình, biểu đạt trong số khung hình/giâySố/Khung HìnhKhung Hình SauKhung Hình TrướcSố Khung Hình Giới HạnCác khung hình trong khoảng tuyệt đối của khung hình cảnhCác khung hình trong khoảng tương đối của các khung khóa Bút Chì DầuSố khung hình mỗi giâyNhững khung hình để chèn ở đằng sau dải hiện tạiKhung hình {} - {}Tự DoTrục Tự DoPhóng Thích Toàn Thể Mô Phỏng Chất LỏngPhóng Thích Dữ Liệu Chất LỏngPhóng Thích Chỉ Dẫn trong Chất LỏngPhóng Thích Khung Lưới Chất LỏngPhóng Thích Nhiễu Chất LỏngPhóng Thích Hạt Chất LỏngTay Cầm Tự DoTay Cầm Tự Do Được ChọnNhìn Tự DoBộ Hóa Giải Mã Miễn Phí Âm Thanh Bảo Toàn Chất LượngPhóng thích nướng, thay vì sinh tạo nóSổ tay chú thíchĐường cong vẽ bằng tay tự do xác định bộ phận của một bức phác họaĐồ thị nét vẽ tự do xác định bản phác họa trên khung hình nàyPhong Cách Tự DoAlpha FreestyleHoạt Họa FreestyleMàu FreestyleHình Học FreestyleĐường Nét FreestyleBộ Đường Nét FreestylePhong Cách Đường Nét FreestylePhong Cách Đường Nét FreestyleDấu Chỉ FreestyleMô-Đun FreestyleSắp Đặt FreestyleNét Vẽ FreestyleChất Liệu FreestyleĐộ Dày FreestylePhong Cách Đường Nét Freestyle. Các bộ đường nét đều có thể sử dụng đượcCác sắp đặt về Freestyle cho một khối dữ liệu Tầng Lớp Góc NhìnFreestyle: Nạp khung lướiFreestyle: Kết xuất đường nétFreestyle: Kiến tạo bản đồ góc nhìnMớiMịn MàngCố Định Hình Loại BỏCố Định Hình Thao TácCố định hình ranh giới vùng loại bỏTiếng Pháp (Français)Tần SốCắt Tần Số (Hz)Hệ số tần số của các bím tócHệ số tần số của các phần uốn quănTần số của nhiễu PerlinTần số của rung động phản hồi xúc giác tính bằng hertz. 0.0 chỉ định tần số mặc định trong thời gian chạy của OpenXR.FresnenThể Loại FresnelFresnel của chất dẫn điện dựa trên chỉ số khúc xạ phức tạp trên mỗi kênh màuPhương pháp Fresnel sử dụng để nhuốm màu kim loạiThư Viện FribidiMa SátHệ Số Ma SátLực ma sát trong va đập của vải vócLực ma sát nếu một sự va đập xảy ra (cao hơn = ít chuyển động hơn)Lực ma sát khi tiếp xúc với bản thânBạnTóc XùĐường Cong Tóc XùTừTừ cái Đang Hoạt độngTừ Khung Hình Hiện TạiTừ các Phong BaoTừ Thực Thể Hóa ViênTừ Bên TráiTừ Tối ĐaTừ Tối Đa XTừ Tối Đa YTừ Tối Đa ZTừ Tối ThiểuTừ Tối Thiểu XTừ Tối Thiểu YTừ Tối Thiểu ZTừ Thể Dạng Hiện TạiTừ Chế ĐộTừ NútTừ Bên PhảiTừ Bóng TốiỔ Cắm NguồnTừ nút đang hoạt độngTừ một hình ellipsoid (hình dạng được xác định bởi các kích thước của khung hộp viền, mục tiêu là tùy chọn)Từ nútTừ nút liên kết đến nút được chọnTừ ổ cắmTừ ổ cắm liên kết đến nút đã chọnTừ khung khóa đầu tiên đến khung khóa cuối cùngTừ khung khóa được chọn đầu tiên đến khung khóa cuối cùngTrướcTrước (X-Z)Duy các Mặt TrướcTrực Giao TrướcPhối Cảnh TrướcSuy Giảm Dần Mặt TrướcTrước/SauNhiên LiệuTrường nhiên liệuToàn PhầnToàn Bộ Tầng Bậc của Bộ Sưu TậpSao Chép Toàn PhầnChiếu Sáng Toàn Cầu Toàn PhầnTên ID đầy đủ trong tập tin thư viện .blend (bao gồm cả hai ký tự 'kiểu ID' dẫn đầu)Đường Dẫn Thư Viện Đầy ĐủTên Đầy ĐủĐường Dẫn Đầy ĐủMã thời gian SMPTE toàn phần (định dạnh HH:MM:SS:FF = GIỜ:PHÚT:GIÂY:KHUNG HÌNH)Lấy Mẫu Vật Toàn PhầnHội nhập toàn phần theo khoảng cáchĐường dẫn đầy đủ đến tập tin Blender có chứa tài sản hiện đang hoạt độngĐộ chính xác toàn phầnĐộ chính xác toàn phần cho các kết xuất cuối cùng, nếu không thì độ chính xác chỉ bằng một nửa mà thôiĐộ phân giải toàn phầnToàn KhungNút HàmNguyên Vật Liệu LôngĐộ mờ ám trong khi va đập, giá trị càng cao làm cho việc thi hành sự va đập càng nhanh, song cũng bất ổn định hơnMờ ÁmGGXGGX với khả năng hiệu chỉnh bổ sung để giải quyết hiện tượng tán xạ nhiều lần, bảo toàn năng lượng và ngăn ngừa hiện tượng tối đi bất ngờ ở độ nhám caoGiới Hạn Chất Liệu GlGLSLGraphics Processing Unit: Đơn Vị Xử Lý Đồ HọaGPU Phụ Trợ NềnTính Toán bằng GPUThực Thể GPUMức Phân Hóa của GPUGPU phụ trợ nền sẽ sử dụng (đòi hỏi phải khởi động lại Blender để các thay đổi có hiệu lực)Lớp_GPBảng_BútSápBổ SungPhun SơnToàn BộNeo ChốtChậm Rãi Tự ĐộngĐằng Sau/Quay Trở LạiBật NẩyRanh GiớiPhân TíchKiểu Đầu BútKiểu Nắp ĐầuBóng Tối Ngả XuốngTuần HoànRập KhuônChế Độ Đóng KínĐồng ThờiLập Phương/Bậc BaCongTùy ChỉnhTiêu HủyLàm Tiêu Biến GiữaLàm Tiêu Biến cái Không ChọnChấmKéo Rê ChấmCác Hiệu Ứng Năng ĐộngChậm Rãi VàoChậm Rãi Vào và RaChậm Rãi RaChậm RãiChậm Rãi (theo chiều dài)Đàn HồiLũy ThừaKéo DàiCao TràoKiểu Tô Phủ KínThanh Lọc theo LoạiPhẳngBút Chì DầuSinh Tạo RaTúm NắmDốc MàuĐược Chiếu SángĐược Chiếu Sáng (Các Hình Khép Kín)Nội SuyRung LắcKhung KhóaKiểu Khung KhóaKhung KhóaĐường ThẳngMỹ Thuật Đường NétTuyến TínhHòa TrộnChế ĐộGiữ có Chuyển ĐộngMớiKhông CóNhúmĐiểmĐẩyBình PhươngBậc BốnBậc NămBán KínhNgẫu nhiênTrònTuần TựTốiThanh Lọc Vùng Bóng TốiSinLàm MịnĐặcCách Phân KhoảngTừng BướcCường Độ/Độ ĐậmNét VẽPhương Pháp Nét VẽKiểu Nét VẽĐầu KhỉChất LiệuĐộ DàyXoắnThể LoạiSóngNội Suy Bút Chì Dầu: Sắp Đặt của Bút Chì Dầu Dùng làm Bút Điêu KhắcChất Liệu GaborKhuếch ĐạiBộ Điều Khiển Trò ChơiGamaGamma Đã Chỉnh SửaHòa Trộn GammaHệ số hiệu chỉnh gamma được áp dụng sau khi ánh xạ tông màuGiá trị hiệu chỉnh gamma, được áp dụng như color^gamma (màu sắc^gamma). Gamma kiểm soát cường độ tương đối của tông màu trung bình so với màu đen hoàn toàn và màu trắng hoàn toànKhoảng TrốngKhoảng Trống 1Khoảng Trống 2Khoảng Trống 3Lấp Kín Khoảng TrốngKhoảng trống giữa các tần sốKhoảng cách giữa các tần số liên tiếp. Độ sâu cần phải lớn hơn 0 để cái này có hiệu lựcVụn VặtTần Số Thu Dọn RácLớp Vẽ Lồng Loại BỏThể KhíGaussHiệu Ứng Nhòe Mờ GaussDải Nhòe Mờ GausHiệu Ứng Nhòe Mờ GaussBộ lọc GausChung ChungGiá trị Khối Lượng chungVượt Quyền Chung ChungCác thao tác quản lý khối dữ liệu chungHệ số ma sát phương tiện nói chung cho các chuyển động của điểmNhững tính chất chung dành cho các công cụ uốn nắn (điêu khắc) nét vẽ Bút Chì DầuSắp đặt chungThể loại thông thường của thuộc tínhSinh TạoSinh tạo các 'khung hình trung gian' để làm cho sự chuyển hóa giữa các khung hình nội suy Bút Chì Dầu mịn màng (uyển chuyển) hơnTạo xem trước 'nội bộ' (nguyên vật liệu, chất liệu, hình ảnh, v.v.)Sinh Tạo Điều KhiểnSinh Tạo Tầng Dữ LiệuSinh Tạo Xương Biến DạngSinh Tạo Bọt SóngSinh tạo nhiễu GaborSinh Tạo Đường Cong TócTạo Line Art từ các hình học của cảnhSinh tạo các nét Line Art từ nguồn đã chọnSinh Tạo các Pháp TuyếnSinh Tạo DaSinh Tạo Bản Đồ về Bụi NướcSinh Tạo các UVTạo nhiễu Worley dựa trên khoảng cách đến các điểm ngẫu nhiên. Thường được sử dụng để tạo ra các chất liệu như đá, nước hoặc các tế bào sinh họcTạo một chốt trục Bézier 2D từ các điểm điều khiển cung cấp và các tay cầmSinh tạo một đại diện nguyên vật liệu phù hợp với mạng lưới MaterialXSinh tạo ánh xạ UV dựa trên các cạnh đường khâuSinh tạo một hình ảnh trốngTạo ra hiệu ứng làm nhòe kiểu bokeh tương tự như làm nhòe bằng cách làm mất tập trung lấy nét (Defocus), song không giống như cách làm mất nét (defocus) ở chỗ vùng lấy nét được xác định trong trình tổng hợp (compositor)Tạo chất liệu ô bàn cờTạo một vòng tròn bởi các cạnhTạo một khung lưới hình nónTạo khung lưới hình khối lập phương với độ dài cạnh biến thiên và phân hóaTạo đường cong từ một khung lướiSinh tạo một đường cong dùng đa thức đã được phân thức hoặc đã được mở rộngPhát sinh một đường cong dùng các hàm chuẩn như sin và cosTạo một khung lưới hình trụSinh tạo một ánh xạ UV mặc địnhTạo một thể tích dày đặc với một trường điều khiển mật độ tại mỗi thể tích tử của khung lưới đồ thị dựa trên vị trí của nóSinh tạo một dốc màu ánh xạ bụi bẩn dựa trên hố hốcSinh tạo giá trị hệ số (từ 0.0 đến 1.0) giữa thời gian bắt đầu và kết thúc của cảnh, bằng cách sử dụng một ánh xạ đường congTạo hình cầu thể tích sương mù xung quanh mọi điểmSinh tạo một ổ cắm cho nút đầu vàoTạo lưới trên "bề mặt" của một thể tíchSinh tạo một khung lưới trên "bề mặt" của khung lưới đồ thị thể tíchTạo khung lưới trên bình diện XY với các mặt ở bên trong các đường cong đầu vàoTạo một điểm đỉnh khung lưới cho mỗi điểm đám mây điểmSinh tạo lượt lớp vẽ lồng bí mật (cryptomatte pass) chính xác hơnSinh tạo một bề mặt đại dương chuyển độngSinh tạo bề mặt mới với cấu trúc liên kết thông thường dựa vào hình dạng của khung lưới cung cấpSinh tạo một vectơ pháp tuyến và một tích vô hướngSinh tạo một ổ cắm cho nút đầu raTạo một đoạn văn bản với một phông chữ cụ thể, sử dụng một thực thể đường cong để lưu trữ từng ký tự mộtSinh tạo pháp tuyến nhiễu loạn từ chất liệu chiều cao để ánh xạ độ gồ ghề. Thường được sử dụng để làm giả các bề mặt có độ chi tiết caoSinh tạo pháp tuyến nhiễu loạn từ hình ảnh ánh xạ pháp tuyến RGB. Thường được sử dụng để làm giả các bề mặt có độ chi tiết caoTạo một bản giữ chỗ (ID trống) nếu không tìm thấy trong bất kỳ tập tin thư viện nàoTạo một khung lưới mặt phẳng trên bình diện XYTạo đám mây điểm bằng cách lấy mẫu các vị trí dọc theo đường congTạo một đám mây điểm từ các điểm đỉnh của khung lướiTạo một đám mây điểm với các vị trí và bán kính được xác định bởi các trườngTạo một đường cung chốt trục đa giácTạo một vòng tròn chốt trục đa giácTạo chốt trục đa giác cho mỗi chốt trục cung cấp ở đầu vàoTạo một đường đa giác theo hình parabol với các vị trí điểm điều khiểnTạo ra một chốt trục đa giác theo hình xoắn ốcTạo đường đa giác theo hình ngôi sao bằng cách nối các điểm xen kẽ của hai vòng trònTạo một đường đa giác chốt trục với hai điểmTạo một đa giác có bốn điểmTạo chất liệu thủ tục bầu trờiTạo chất liệu thủ tục trông giống tường xây gạchTạo chất liệu màu phiêu bồngTạo tham chiếu đến hình học tại mỗi điểm đầu vào mà không sao chép dữ liệu cơ bản của nóTạo ra một giàn điều khiển từ khung rối giàn siêu đang hoạt độngTạo điều khiển ngón chân IK riêng biệt để bám dính IK/FK tốt hơnTạo một thanh trượt để xoay phần gót chân về phía trước trên đầu ngón chân thay vì ở phần gốc của ngón chânTạo một khung lưới hình cầu bao gồm các hình tam giác có kích thước bằng nhauTạo khung lưới hình cầu với tứ giác, ngoại trừ các tam giác ở trên cùng và dưới cùngTạo hướng tiếp tuyến cho BSDF Dị HướngTạo một chuỗi các điều khiển FKSinh tạo chuỗi điều khiển FK cho xúc tuSinh tạo một nhóm OBJ cho mỗi phần của hình học dùng một nguyên vật liệu khácTạo bộ tô bóng OSL từ một tập tin hoặc khối dữ liệu văn bản. Lưu ý: bộ tô bóng OSL chưa được hỗ trợ trên tất cả các chương trình phụ trợ nền GPU đâu nhéSinh tạo tô bóng đại diện xấp xỉ với Bề Mặt Xem Trước USD của mạng nút BSDF Nguyên tắcTạo một số bản sao tùy ý của mỗi phần tử đầu vào đã chọnSinh tạo và xuất khẩu tập lệnh Mantaflow từ các sắp đặt của phạm vi (domain) hiện tại, trong khi đang nướng. Cái này chỉ cần thiết nếu bạn dự định phân tích bộ đệm nhớ (chẳng hạn như quan sát khung lưới đồ thị, xem các véctơ vận tốc, hoặc xem các hạt) trực tiếp trong Mantaflow, (bên ngoài Blender) sau khi nướng mô phỏng.Sinh tạo tụ quang xấp xỉ trong bóng tối của các bề mặt khúc xạ. Đèn (nguồn sáng), đối tượng phát sáng, ngả bóng, và các đối tượng thu nhận phải bật các tùy chọn về tụ quang bóng tối để cho phép chức năng này hoạt độngTạo xem trước của các bộ sưu tậpSinh tạo các pháp tuyến cân trọng cho góc độ của góc cạnhSinh tạo các nét vẽ dưới dạng chấm vạchSinh tạo các pháp tuyến cân trọng cho diện tích mặtSinh tạo các đường viền hình thể cho bộ sưu tập nàySinh tạo các đường viền hình thể cho dữ liệu của đối tượng nàySinh tạo bộ đệm số thựcSinh tạo màn chắn lọc cho bọt sóng như một kênh màu điểm đỉnhTạo nhiễu phân dạng PerlinTạo nhiễu dịch chuyển lớn (chuyển đổi đột ngột)Tạo hình ảnh có hình dạng bokeh để sử dụng với nút bộ lọc Nhòe Mờ BokehTạo các giá trị cường độ và màu nội suy dựa trên vectơ đầu vàoSinh tạo các đường giao cắt nhau, ngay cả đối với các đối tượng đã tắt tùy chọn giao cắt nhau nữaTạo các đường phân ánh sáng/bóng tối từ một đối tượng ánh sáng tham chiếuSinh tạo bản đồ về chiều hướng của bụi nước như một kênh màu điểm đỉnhTạo màn chắn vẽ lồng cho từng vật thể và nguyên vật liệu bằng cách sử dụng các lượt kết xuất Màn Chắn Vẽ Lồng Bí Mật (Cryptomatte)Sinh tạo đường chuyển động cho các đối tượng được chọnSinh tạo nhiều nét xung quanh nét vẽ gốcSinh tạo nhiều nét vẽ từ một nétTạo các đường cong mới trên các điểm bằng cách nội suy giữa các đường cong hiện cóTạo khóa mới để cố định đối tượng/xương đã chọn vào máy quay phim trên các khung chưa khóa hóaSinh tạo cấu trúc liên kết khung lưới mới dựa trên hình dạng hiện tạiTạo các điểm đỉnh, các cạnh hoặc các mặt mới từ các phần tử đã chọn và di chuyển chúng dựa trên dịch chuyển trong khi vẫn giữ chúng được kết nối bằng ranh giới của chúngSinh tạo nhiễu rung rinh trong các nét Bút Chì DầuTạo xem trước đối tượngSinh tạo hình học bề mặt đại dương với độ phân giải đã địnhTạo các điểm tại tọa độ gốc của các các thực thể. Lưu ý: Các thực thể lồng nhau không bị ảnh hưởng bởi nút nàySinh tạo ra các điểm nội bên trong một thể tíchSinh tạo các điểm bên trong một khung lưới đồ thị thể tíchTạo nhiều điểm dàn trải ra trên bề mặt của một khung lướiSinh tạo chất liệu thủ tục hình dải hoặc vành nhẫn với nhiễuTạo xem trước cảnhTạo các xem trước cho tập tin .blend được chọnSinh tạo góc vát (dốc nghiêng) bằng cách cho thêm hình học vào các cạnh hoặc điểm đỉnh của khung lướiTạo mã định danh nhóm mịn màng cho mỗi nhóm mặt mịn, như các giá trị số nguyên duy nhất theo mặc địnhTạo nhiễu mềm mại (chuyển đổi mịn màng)Sinh tạo các nét vẽ từ các cạnh được đánh dấu FreestyleSinh tạo nét vẽ ra từ một khoảng các mức Hấp Thụ Quang XạSinh tạo nét vẽ ở các đường biên giới giữa các nguyên vật liệuSinh tạo nét vẽ từ các đường viền công tuaSinh tạo nét vẽ từ các cạnh nếp nhănSinh tạo các nét vẽ tại những điểm giao cắtSinh tạo nét vẽ từ các cạnh rời rạcSinh tạo nét vẽ từ các đối tượng trong bộ sưu tập nàySinh tạo nét vẽ từ đối tượng nàySinh tạo thông tin của hệ thống rồi lưu trong một tập tin văn bảnPhát sinh các giá trị dùng một hàm tích hợp sẵn trong nội bộSinh tạo trọng lượng điểm đỉnh dựa trên khoảng cách tới đối tượngSinh tạo trọng lượng điểm đỉnh dựa trên góc độ của nét vẽTạo các điểm đỉnh trong một đường thẳng và nối chúng bằng các cạnhDo Máy Sinh TạoTọa Độ được Phát SinhHình Học Sinh TạoChiều Cao Sinh TạoKhung Khóa Sinh TạoKhung Khóa Sinh Tạo Được ChọnMa Trận Sinh TạoLoại Sinh TạoChiều Rộng Sinh TạoCác tọa độ tạo ra sẽ được đặt quanh trung tâm của đối tượng phát luồngNhững tọa độ được phát sinh trong không gian của đối tượng phụ huynhKhung lưới đồ thị do máy tạo ra để thử ánh xạ UVHình ảnh do máy sinh tạoChiều cao của hình ảnh do máy sinh tạoLoại hình ảnh do máy sinh tạoChiều rộng ảnh do máy sinh tạoKhung lưới đồ thị UV cải tiến do máy sinh tạo ra, dùng để thử các ánh xạ UVSinh tạo các điểm trung gian để làm cho chuột di chuyển rất nhanh (Đặt thành 0 để tắt đi)Các pháp tuyến sinh tạo được cân trọng bởi cả hai diện tích mặt và góc độMa Trận biến hóa sinh tạo trong không gian thế giớiSinh tạo một khung lưới đối xứng, dùng cấu hình đối xứng của khung lướiSinh tạo các đường cong tóc mới trên khung lưới bề mặtSinh tạo các phpt với các góc tròn. Lưu ý: chỉ được hỗ trợ trong Cycles và có thể làm chậm kết xuấtSinh tạo nguyên vật liệu tương thích với Cycles/EEVEE, song sẽ không hữu hình với động cơ {:s}Sinh TạoMục Sinh TạoLỗi ngoại lệ xảy ra trong quá trình sinh tạo: Phát Hiện Thấy Có Các Bộ Điều Chỉnh Có Khả Năng Sinh Tạo!Bộ Điều Chỉnh-F Phát SinhPhổ ThôngSố Bit Lượng Tử Hóa Tổng QuátLực Đàn Hồi Phổ ThôngDữ liệu phổ thông mà không phải là dữ liệu màu, sẽ không áp dụng bất kỳ biến hóa màu nào cả (ví dụ, ánh xạ pháp tuyến)Thao tác nới ra/mở rộng tổng quát trong điêu khắcTrắc ĐịaTrắc ĐịaĐộ dày hình học của bề mặt khi tính toán GI nhanh và tính hấp thụ quang xạ môi trường. Giảm thiểu rò rỉ ánh sáng và sự mất mát tính hấp thụ quang xạ môi trường tiếp xúc.Hình HọcThuộc tính hình họcThuộc Tính Hình HọcThành Phần Hình HọcNhóm Hình Học Tùy ChỉnhDữ Liệu Hình HọcHệ Số Kết Thúc Hình HọcKhông Gian Hình HọcBộ Điều Chỉnh Hình HọcNút Hình HọcTrình Biên Soạn Nút Hình HọcỔ Cắm Hình Học của NútGiao Diện Ổ Cắm của Nút Hình HọcCây Nút Hình HọcCác Nút Hình HọcThực Thể Hóa Nút Hình Học (Thử Nghiệm)Các Nút Hình HọcDịch Chuyển Hình HọcXử Lý Hình HọcMức Cận Độ Hình HọcLượng Mẫu Vật Hình HọcKhông Gian Hình HọcKhông Gian Hình HọcHệ Số Hình Học Khởi ĐầuNgưỡng Hình HọcThuộc tính hình họcThuộc tính hình học lưu trữ các véctơ số nguyên 2DThuộc tính hình học lưu trữ các số nguyên 8-bitThuộc tính hình học lưu trữ màu RGBA dưới dạng giá trị dấu phẩy động sử dụng 32 bit trên mỗi kênhThuộc tính hình học lưu trữ màu RGBA dưới dạng giá trị nguyên dương sử dụng 8 bit trên mỗi kênhThuộc tính hình học lưu trữ ma trận số thực 4 x 4Thuộc tính hình học lưu trữ các booleanThuộc tính hình học lưu trữ các véctơ số thực 2DThuộc tính hình học lưu trữ vectơ 3D số thựcThuộc tính hình học lưu trữ các giá trị số thựcThuộc tính hình học lưu trữ các giá trị số nguyênThuộc tính hình học lưu trữ xoay chiềuThuộc tính hình học lưu trữ các chuỗi ký tựThuộc Tính Hình HọcKhông thể trích xuất hình học từ chính bản thân đối tượng chỉnh sửa đượcKhông thể trích xuất hình học được từ đối tượng bộ điều chỉnh đượcThuộc tính màu hình họcPhạm vi hình học mà tính toán sẽ lặp lại trên đóHình học sinh tạo ra trong lần lặp lại hiện tại. Sẽ được kết hợp với hình học từ tất cả các lần lặp lại khácKhông thể xóa bộ điều chỉnh hình học '%s'Bộ điều chỉnh hình dạng để thay đổi hình dạng của đường nétCác nút hình họcỔ cắm hình học của nútHình học được thực thể hóa trên các điểmHình Học thành Thực ThểHình Học Đến Tọa Độ GốcXóa một thuộc tính với cái tên đã được cung cấpThể loại phần tử để biến hóaHình học sử dụng cho thực thể dây buộc tóc (ưu tiên)Hình học có các phần tử hiện được hoạt động lặp lại xảy ra trên đóCác Nút Hình HọcTiếng Gruzia (ქართული)Tiếng Đức (Deutsch)Lấy Trình Mở RộngChọn Mục trong Danh SáchTruy Xuất Khung Lưới Đồ Thị có TênTránh xa đối tượng đã ấn định hoặc nguồn tín hiệu ấn định inh ỏi nhấtLấy đường dẫn cây nút như một chuỗi ký tựTruy xuất khung lưới đồ thị từ một hình học thể tích bằng tên chỉ địnhKhởi ĐầuBóng ẢoBóng ẢoTrục Vạn NăngCấp quyền truy cập cho các giá trị sự kiện có thể có của các phần tử của bố trí bàn phím mô thái (# KeyMapItem.propvalue), để xem xét nội dung APICuối cùng sinh nở các hạt không phản ứngLàm cho chiều dài đường đi thay đổi ngẫu nhiênGây cho Đường Cong-F bị thay đổi một cách ngẫu nhiênLàm cho tuổi thọ thay đổi ngẫu nhiênNgẫu nhiên hóa kích thước của hạtCho một dịch chuyển ngẫu nhiên vào vận tốc khởi đầuDụng CụĐồ Đạc AĐồ Đạc BTính Chất của Nhóm GizmoMàu Nêu Bật của GizmoMàu Chính của GizmoTính Chất của GizmoMàu Phụ của GizmoKích Thước GizmoGizmo Căn Chỉnh Góc NhìnNhóm Gizmo '%s' có tùy chọn 'ỔN ĐỊNH' (PERSISTENT) được bật lên!Không tìm thấy nhóm Gizmo '%s'!Nhóm đồ dùng mà gizmo này là một thành viên trong đóKhông tìm thấy thể loại nhóm Gizmo '%s'!Mục tiêu Gizmo '%s.%s' mong chờ là '%s', '%s.%s' là '%s'Tính chất mục tiêu Gizmo '%s.%s' mong chờ một mảng với chiều dài %dTính chất mục tiêu Gizmo '%s.%s' mong chờ một mảng với chiều dài %d, song tìm được là %dKhông tìm thấy tính chất mục tiêu Gizmo '%s.%s'Tính chất mục tiêu Gizmo '%s.%s', chỉ số %d phải thấp hơn %dGizmo điều chỉnh tiêu cự thấu kính của máy quay phim hoặc tỷ lệ của phép chiếu trực giaoGizmo để điều chỉnh khoảng cách hội tụ của máy quay phim (phụ thuộc vào các giới hạn hiển thị)Gizmo để điều chỉnh kích thước hình ảnh và vị tríGizmo để điều chỉnh địa điểmGizmo để điều chỉnh sự xoay chiềuGizmo để điều chỉnh tỷ lệGizmo để điều chỉnh kích thước đèn pha và đèn diện tíchGizmo (công cụ) để điều chỉnh chiều hướng của ánh sángGizmo để điều chỉnh trường lựcGizmoType (Thể Loại Dụng Cụ) '%s' là dành cho một nhóm dụng cụ 3D. Lệnh gọi lại (callback) 'draw_select' (vẽ cái chọn) chỉ được đặt ở nơi nào mà 'test_select' (thử nghiệm cái chọn) sẽ được sử dụng mà thôi.Không nhận ra thể loại Gizmo '%s'Dụng CụDụng cụ cho bộ điều chỉnh đang hoạt độngGizmos bị ẩn giấu trong góc nhìn nàyDụng Cụ:Lóe SángThủy Tinh (Vỡ)Thủy Tinh (Đặc)BSDF Thủy TinhBộ tô bóng giống thủy tinh hòa trộn giữa ánh khúc xạ và phản xạ ở các góc tớiBộ Lọc Mẫu TênToàn CầuTrục +X Toàn CầuTrục +Y Toàn CầuTrục +Z Toàn CầuTrục -X Toàn CầuTrục -Y Toàn CầuTrục -Z Toàn CầuTọa Độ Toàn CầuLực Hấp Dẫn Toàn CầuTóc Toàn CầuChiếu Sáng Toàn CầuẢnh Hưởng Toàn Cầu:Biến Hóa Toàn CầuThể Loại Toàn CầuHoàn Tác Toàn CầuX Toàn CầuY Toàn CầuZ Toàn CầuThanh chứa thông tin thống kê chung nằm ở đáy của màn hình, hiện diện toàn cầuThanh toàn cầu trên đỉnh của màn hình cho các sắp đặt toàn cầu của từng cửa sổLượng phần trăm con cái hạt toàn cầuLượng phần trăm con cái hạt toàn cầu trong khi kết xuấtTrọng lượng của trọng lực toàn cầuChỉ Số toàn cầu của mục trong số tất cả các mục trong giao diệnẢnh hưởng toàn cầu của các điều chỉnh hiện tại trên nhóm điểm đỉnhMức phân hóa tối đa toàn cầuMức phân hóa tối đa toàn cầu khi kết xuấtCài đặt sở thích toàn cầuSố khung hình nơi phim này sẽ bắt đầu chơi (ảnh hưởng toàn bộ các dữ liệu liên quan đến đoạn phim)Khoảng cách toàn cầu giữa các ký tựKhung hình bắt đầu toàn cầu của bộ phim/trình tự hình ảnh, giả định là khung hình đầu có dấu #1Khung hình khởi đầu toàn cầu của trình tự, giả định là khung hình đầu có một dấu #1Hoàn tác toàn cầu hoạt động bằng cách lưu giữ toàn bộ bản sao của tập tin trong bộ nhớ, do đó nó cần bộ nhớ nhiều hơnTắt toàn cầu trong dò ánh sáng mặt phẳngTắt Kết Xuất Toàn CầuTắt toàn cục trong kết xuất • Ctrl để cô lập bộ sưu tập • Shift để đặt bên trong bộ sưu tập và đối tượngTắt toàn cục trong kết xuất • Shift để đặt con cáiTắt toàn cầu trong các dò ánh sáng hình cầuKhông cho phép (tắt/vô hiệu hóa) trong cổng nhìn toàn cầuTắt toàn cục trong các cổng nhìn • Ctrl để cô lập bộ sưu tập • Shift để đặt bên trong các bộ sưu tập và đối tượngTắt toàn cục trong các cổng nhìn • Shift để đặt con cáiTắt toàn cầu trong các thăm dò thể tíchBóng BẩyBóng BẩyBSDF Bóng BẩyLượng Bật Nẩy của Ánh Bóng BẩyMàu Sắc của Ánh Bóng BẩyĐộ Sâu của Ánh Bóng BẩyÁnh Bóng Bẩy Trực TiếpÁnh Bóng Bẩy Gián TiếpMức Bóng Bẩy Hữu HìnhKhúc xạ ánh bóng loáng với sự phân bổ sắc nét hoặc vi mặt cắt, thường được sử dụng cho các nguyên vật liệu truyền ánh sángHừng SángMàu Hừng SángHiệu Ứng Hừng SángDải Hừng SángHừng Sáng Bên DướiHiệu ứng hừng sángChế Độ Hừng SángDuy hừng sáng các khu vực có alpha (không hỗ trợ trong chế độ pha trộn Thông Thường -- Regular blend mode)Chế Độ DínhDính kết hai thân cứng lại với nhauĐi đến đối tượng đã ấn định hay nguồn tín hiệu ấn định inh ỏi nhấtTiến tới kẻ thù gần nhất và tấn công khi ở trong phạm viĐi tới cây nút phụ huynhChuyển sang chế độ tư thế sao chép các màu xương tư thếMục TiêuĐộ ma sát của mục tiêu (vị trí mục tiêu của điểm đỉnh)Độ cứng lực đàn hồi của mục tiêu (vị trí mục tiêu của điểm đỉnh)Lực Hãm Mục TiêuMục Tiêu Mặc ĐịnhTối Đa của Mục TiêuTối Thiểu của Mục TiêuĐộ Cứng của Mục TiêuNhóm Điểm Đỉnh Mục TiêuKhoảng cách mục tiêu giữa các gốc đường cong cho đầu bút Mật ĐộTối đa của mục tiêu, trọng lượng của nhóm điểm đỉnh được đổi tỷ lệ để khớp với phạm vi nàyTối đa của mục tiêu. Trọng lượng điểm đỉnh sẽ được tỷ lệ hóa để khớp với phạm vi nàyTối thiểu của mục tiêu, trọng lượng của nhóm điểm đỉnh được đổi tỷ lệ để khớp với phạm vi nàyTối thiểu của mục tiêu. Trọng lượng điểm đỉnh sẽ được tỷ lệ hóa để khớp với phạm vi nàyĐối tượng mục tiêuVàngTỷ Lệ VàngTỷ Lệ VàngTam Giác Vàng ATam Giác Vàng BTốtTốt cho việc tái nhập khẩu glTF đã xuất khẩu từ Blender ra, và tái xuất khẩu glTF ra glTF sau khi biên soạn Blender. Đầu xương được đặt trên trục +Y cục bộ của chúng (trong không gian glTF)Độ mịn khá tốt và tốc độ cũng nhanhSắp Đặt về Bút Chì DầuNắmTúm Nắm Điểm Đỉnh đang Hoạt ĐộngNắm Bắt Con TrỏTúm Nắm Hình BóngTóm Nắm UVTúm nắm lấy và cố gắng tự động chắn lọc đường viền hình bóng của đối tượngDốc MàuMàu DốcChế Độ Tô Dốc MàuĐiểm Cao/Tắt của Dốc MàuĐiểm Thấp của Dốc MàuÁnh Xạ Dốc MàuKhoảng Cách Dốc MàuChế Độ Nét Dốc MàuChất Liệu Dốc MàuThể Loại Dốc MàuChiều Rộng Dốc MàuDốc màu từ trung tâm của các nét vẽ kiểu Chấm Tròn hoặc Hình Hộp (Vuông) (đặt bằng 1 để nét vẽ hoàn toàn đặc)Dốc màu nhuốmGamĐá Hoa Cương (Vỡ)Đá Hoa Cương (Đặc)Trình Biên Soạn Đồ ThịTọa độ X của con trỏ 2D trong Trình Biên Soạn Đồ ThịTọa độ Y của con trỏ 2D trong Trình Biên Soạn Đồ ThịThực thể Trình Biên Soạn Đồ Thị có lưu giữ một số đường cong ảo ảnhDữ liệu không gian của Trình Biên Soạn Đồ ThịTrình Biên Soạn Đồ Thị/Điều VậnCân bằng định nghĩa đồ họaĐịnh nghĩa đồ họa trong 2 phầnĐịnh nghĩa đồ họa trong 3 phầnĐiều vận đồ họa và các sắp đặt của hệ điều hànhĐồ ThịHành Động của các Phím Dấu Huyền/Dấu NgãĐá RămTrọng LựcTrọng LựcHệ Số Trọng LựcSuy Giảm của Trọng LựcTrọng lực trong các hướng X, Y, ZTrọng lực hay vectơ lực bên ngoàiGam Màu XámGam XámBút Chì DầuCài Đặt về Đầu Bút Chì DầuMàu của Nét Bút Chì DầuBộ Điều Chỉnh Màu Sắc Bút Chì DầuBộ Điều Chỉnh Gạch Ngang Bút chì DầuVẽ Nét Bút Chì DầuVẽ Bút Chì DầuChế Độ Biên Soạn Bút Chì DầuBộ Điều Chỉnh Phong Bao Bút Chì DầuBút Chì Dầu Bán Kính của TẩyKhoảng Cách Euclid của Bút Chì DầuKhung Hình Bút Chì DầuKhung Hình Bút Chì DầuNhóm Bút Chì DầuNội Suy Bút Chì DầuCấu Hình Nội Suy Bút Chì DầuKhung Khóa Bút Chì DầuBộ Điều Chỉnh Lưới Rào Bút Chì DầuTầng Bút Chì DầuNhóm Tầng Lớp Bút Chì DầuCác Tầng Lớp Bút Chì DầuKhoảng cách Manhattan của Bút Chì DầuCác Tầng Chắn Lọc của Bút Chì DầuCác Tầng Chọn Lọc của Bút Chì DầuKhe Nguyên Vật Liệu của Bút Chì DầuBộ điều Chỉnh Phản Chiếu Đối Xứng Bút Chì DầuBộ Điều Chỉnh Nhiễu Bút Chì DầuĐối Tượng Bút Chì Dầu không hỗ trợ thao tác đặt tọa độ gốc nàyĐối Tượng Bút Chì DầuBộ Điều Chỉnh Dịch Chuyển Bút Chì DầuĐộ Đục của Bút Chì DầuBộ Điều Chỉnh Độ Đục Bút Chì DầuCác Tùy Chọn Bút Chì DầuSơn bằng Bút Chì DầuKết Xuất Bút Chì DầuĐiêu Khắc Nét Bút Chì DầuHướng Dẫn Điêu Khắc Bút Chì DầuChế Độ Điêu Khắc Bút Chì DầuĐiêu Khắc Sơn bằng Bút Chì DầuSắp Đặt Bút Chì DầuBộ Điều Chỉnh Chất Liệu Bút Chì DầuBộ Điều Chỉnh Độ Dày Bút Chì DầuBộ Điều Chỉnh Thời Gian Bút Chì DầuBộ Điều Chỉnh Nhuốm Màu Bút Chì DầuĐiểm Đỉnh Bút Chì DầuSơn Điểm Đỉnh Bút Chì DầuCác Nét Vẽ Sơn Điểm Đỉnh của Bút Chì DầuĐiểm Đỉnh Bút Chì Dầu được ChọnKích Thước Điểm Đỉnh của Bút Chì DầuSơn Trọng Lượng Bút Chì DầuSơn Trọng Lượng Nét Bút Chì DầuBộ điều chỉnh xây dựng Bút Chì DầuCài đặt màu sắc Bút Chì Dầu cho nguyên vật liệuPhần tử Bút Chì Dầu có chứa dữ liệu của các tầng lớp và các đường congKhối dữ liệu Bút Chì DầuKhối dữ liệu của Bút Chì DầuCác khung hình Bút Chì DầuBút Chì Dầu từ các đối tượng Đường Cong hoặc Khung LướiCác nhóm tầng lớp Bút Chì DầuTầng Bút Chì Dầu hữu hình trong cổng nhìnTầng Lớp Bút Chì Dầu để ấn định các nét sinh tạoCác tầng lớp Bút Chì DầuBộ điều chỉnh chiều dài Bút Chì DầuNguyên vật liệu Bút Chì Dầu ấn định cho các nét vẽ sinh tạo raNút Bút Chì Dầu trong cây tầng lớp. Có thể là một tầng lớp hoặc một nhómCác sắp đặt của Bút Chì Dầu cho cảnhBộ điều chỉnh phân chia Bút Chì DầuBút Chì Dầu thành Đường CongCác Bút Chì Dầu• Bút Chì Dầu: {} tầng lớpBútChìDầuLớn HơnLớn HơnChế Độ Lớn HơnLớn Hơn hoặc Bằng NhauTiếng Hy Lạp (Ελληνικά)LụcKênh lụcKênh lụcKênh lục của trường màuLục-Hồng ĐiềuLục:Màu GhiGam XámKhung Lưới Đồ ThịKhung Lưới Đồ Thị 1Khung Lưới Đồ Thị 2Màu Khung Lưới Đồ ThịHiển Thị Khung Lưới Đồ ThịLấp Kín Khung Lưới Đồ ThịDốc MàuThông Tin về Khung Lưới Đồ ThịLaplaceMức Phân Hóa Khung Lưới Đồ ThịSố Đường Khung Lưới Đồ ThịTên của Khung Lưới Đồ ThịKhung Lưới Đồ Thị Trên Hình ẢnhSự Ngẫu Nhiên của Khung Lưới Đồ ThịTỷ Lệ Khung Lưới Đồ ThịĐơn Vị Tỷ Lệ của Khung Lưới Đồ ThịNguồn Hình Dạng Khung LướiLượng Phân Chia của Khung Lưới Đồ ThịKhung lưới đồ thị căn chỉnh với các điểm ảnh từ hình ảnhKhung lưới đồ thị cho phép các đường dọc và ngangKhung lưới đồ thị đẳng cự (đồng kích thước) với các đường dọcKích thước ô khung lưới đồ thị được tỷ lệ hóa theo các sắp đặt về hệ thống đơn vị của cảnhKhung lưới đồ thị trong đối tượng thể tích đã được chuyển đổi thành khung lướiKhung Lưới Đồ Thị thành Khung LướiCây khung lưới đồ thị đã được nạp vào trong bộ nhớThể loại khung lưới đồ thị chưa được hỗ trợĐường Khung Lưới Đồ ThịKhung Lưới Đồ ThịNhómNhóm '{}' ({})Cộng vào NhómID của NhómChỉ Số NhómĐầu Vào NhómTên NhómNút NhómĐầu Ra NhómLoại Bỏ khỏi NhómNút Ổ Cắm của NhómNhóm Ổ CắmNhóm theo Rãnh NLANhóm các mặt lại thành các vùng được bao quanh bởi các cạnh biên đã chọnNhóm của các tầng lớp Bút Chì DầuNhóm các tính chất ID (tên)Nhóm các thuộc tính hình họcNhóm điểm đỉnh, dùng để biến dạng khung rối và các mục đích khácNhóm các dải được chọn vào thành một siêu dảiNhóm lạiPhương Pháp Nhóm LạiNhóm các Đường Cong-F dành cho mục đích hiển thị, ví dụ như trong bảng hành động và trình biên soạn đồ thịNhómCác Nhóm Đường Cong-FMọc DàiTăng Diện Mặt Ấn ĐịnhTăng Diện Màn Chắn LọcTăng Tính Hữu HìnhTăng lên hoặc thu nhỏ các đường cong bằng cách thay đổi kích thước của chúng một cách đồng nhất, thay vì sử dụng phương pháp cắt tỉa đi hoặc ngoại suyTăng lựa chọn lên một điểmTăng tính hữu hình theo một mặt dựa trên cấu trúc khung lướiĐoán Tư Thế Kết Buộc GốcHướng DẫnĐường Cong Hướng DẫnHướng Dẫn Ánh Sáng Trực TiếpKhoảng Cách Hướng DẫnID Nhóm của Hướng DẫnTóc Hướng DẫnChỉ Số Hướng DẫnChắn Lọc Hướng DẫnChắn Lọc Hướng DẫnChế Độ Chỉ DẫnPhụ Huynh của Chỉ DẫnLựa Chọn Hướng DẫnPhương Trên của Hướng DẫnVận Tốc của Hướng DẫnĐường cong hướng dẫn, hoặc các điểm sử dụng, để lựa chọn các đường cong hướng dẫnBản đồ chỉ số hướng dẫn vốn được sử dụng cho thao tácBản đồ chỉ số hướng dẫn sẽ được sử dụng. Đầu vào này được ưu tiên hơnPhân khoảng của hướng dẫnTrường vận tốc Hướng Dẫn của phạm vi chất lỏngThời điểm không phụ thuộc vào sự dẫn dắt của đường cong tại điểm kết của hạtThành phần BSDF khuếch tán có hướng dẫn dựa trên sự phân bố ánh sáng đưa vào và tích cosine (tích dạng đóng kín)Hướng DẫnĐiều hướng cho quá trình vẽHướng DẫnThể Loại Phân Bổ Hướng DẫnNét Đánh DấuNgưỡng Độ Nhám Hướng DẫnChế độ hướng dẫnLốc xoáyNguồn Hướng DẫnHệ số vận tốc hướng dẫn (giá trị cao sẽ làm tăng tốc độ hướng dẫn)Trọng lực hướng dẫn (giá trị cao làm cho chậm lại)Sắc ĐộH.264H264 trong MP4H264 trong MatroskaH264 trong Matroska để rà quétHigh Dynamic Range: Phạm Vi Động Lý RộngCác HDRIHeterogeneous-compute Interface for Portability: Giao diện tính toán không đồng nhất cho Tính Di ĐộngHSLHSVSử dụng xử lý màu HSV (Sắc Thái, Độ Bão Hòa, Giá Trị)Giới Hạn KênhTóc/LôngThông Tin Đính TócBSDF TócThành phần Tóc BSDF để sử dụngĐường Cong TócNhiễu Đường Cong TócĐộng Lực Học của TócCấu Hình về Động Lực Học của TócTối Đa của Khung Lưới Đồ Thị TócTối Thiểu của Khung Lưới Đồ Thị TócĐộ Phân Giải của Khung Lưới Đồ Thị TócChiều Dài của TócNguyên Vật Liệu TócBán Kính TócHình Dáng của TócDây Buộc TócTỷ Lệ Dây Buộc TócKhối dữ liệu đường cong tócKhối dữ liệu tóc cho các đường cong của tócNăng động hóa tóc đã bị tắtCác hình mẫu của tóc nằm trong tọa độ không gian toàn cầuSắc tố của tóc. Chỉ định số lượng tuyệt đối của nó trong khoảng từ 0 đến 1Độ thô ráp của tóc. Giá trị thấp dẫn đến diện mạo giống kim loạiĐộ cứng của tóc cho các hiệu ứng viênSợi tócMột NửaSố Thực với Độ Chính Xác Một NửaHào QuangTay CầmTay Cầm 1Vị Trí Tay Cầm 1Kiểu Tay Cầm 1Tay cầm 1 được chọnTrạng thái chọn tay cầm 1Tay Cầm 2Vị Trí Tay Cầm 2Loại Tay Cầm 2Tay cầm 2 được chọnTrạng thái chọn tay cầm 2Xử Lý Toàn Bộ các Sự KiệnChiều Dài Tay CầmXử Lý các cạnh Chồng Đè Lên NhauLàm Mịn Tay CầmKiểu Tay CầmLựa Chọn theo Kiểu Tay CầmNút Lựa Chọn Thể Loại Tay CầmĐiểm Đỉnh của Tay CầmTay Cầm của Điểm Đỉnh được ChọnKích Thước Tay Cầm của Điểm ĐỉnhQuản lý các khu vực hành động dành cho các hành động của chuột hoặc các cử chỉDùng các bấm chuột để chọn các Dải NLAXử lý các nhấp chuột để chọn rãnh NLAXử lý quá trình thả URL trình mở rộngXử lý từng màu của điểm ảnh như một vectơ cá nhân trong dịch hình (chỉ ánh xạ mặt phẳng diện tích mà thôi)Xử lý những bấm chuột trên các kênh hoạt họaXử lý các bấm chuột để lựa chọn và kích hoạt các phần tửXử lý hành xử của văn bản khi nó không còn khít vừa nội bên trong hộp nữaKiểu tay cầmLoại tay cầm cho các khung khóa mớiCác kiểu tay cầmTay CầmBiên Độ Xúc TácThời Lượng Xúc TácTần Số Xúc TácXúc Tác Khớp với Đường Dẫn Người DùngTên Xúc TácChế độ ứng dụng xúc tácThời gian phản hồi xúc giác tính bằng giây. 0.0 là thời lượng hỗ trợ tối thiểu.Chế độ xúc giácHành động đầu ra rung xúc giác (tay), sẽ được áp dụng với một khoảng thời lượng, tần số và biên độCứngÁnh Sáng MạnhGamma:1.7, Phi Tuyến Tính gắn cố địnhLàm CứngCương Pháp TuyếnĐộ CứngHệ Số Độ CứngGiao Động Điều HòaGiảm Chấn Điều HòaTrọng lượng của hiệu ứng viên điều hòaTam Giác Hài Hòa ATam Giác Hài Hòa BHài HoàCó Tính Tích LũyCó Alpha Hay KhôngTự Động Làm MịnCó Áp Lực điều chỉnh mức Tự Động Làm MịnCó Bộ Điểm 3DCó Màu SắcCó Hệ Số Miết Nếp Gấp/NhúmCó Pháp Tuyến Tùy ChỉnhCó Dữ LiệuCó Khối Dữ LiệuHữu HướngCó Cấu Trúc ĐộngCó Đường Cong Ảo ẢnhCó Trọng LựcCó Áp Lực Điều Chỉnh Độ CứngCó Chiều CaoCó IKCó Rung NhẹCó Tầng LớpCó Không Gian Màu Tuyến TínhCó Tối ĐaCó Tối ThiểuCó Đường Chuyển ĐộngCó Hàng XómCó Khả Năng Vẽ LồngCó Tính Ổn ĐịnhCó Hệ Số NhúmCó Độ Sâu Bình DiệnCó Chiều Cao Bình DiệnCó Dịch Chuyển Bình DiệnCó Bán KínhCó Hệ Số Nghiêng GócCó Góc Chất Liệu Ngẫu NhiênCó Bình Diện Điêu KhắcCó Màu PhụÁp Lực Đổi Kích ThướcCó Nét MượtCó khả năng Suy Giảm Dần theo Khoảng TrốngCó Tính Phân KhoảngCó Điểm Nhấn Phản Xạ ChuẩnCó Áp Lực làm Cường ĐộNguồn có Góc Độ Chất LiệuCó Xoay NghiêngCó Cấu Trúc Liên Kết Nghiêng GócCó Góc NhìnCó Trọng LượngCó bộ sưu tập xuất khẩuPhiên hiện tại đã được lưu thành tập tin .blend trên đĩa chưaCó những thay đổi chưa được lưuMã BămGiá Trị BămGiá trị băm của bytecode biên dịch, để kiểm tra tính tương đồng nhanh chóngBăm bytecode biên dịch của bộ tô bóng tùy chỉnh, để kiểm tra tính bình đẳng nhanh chóngBảng băm (Hash table) có chứa dữ liệu về thực thể nútMã băm: {:s}Các thay đổi gần đây đã được lưu ra đĩa hay chưaĐầuĐầu được ChọnĐầu/ĐuôiTiêu ĐềNền Đầu ĐềVị Trí Tiêu ĐềVăn Bản của Tiêu ĐềNêu Bật Văn Bản của Tiêu ĐềBật/Tắt tính ẩn/hiện của tiêu đề và thanh bênKhông tìm kiếm được tiêu đềĐầuSức KhỏeNhiệtKhung Lưới Đồ Thị NhiệtTiếng Hê-Bơ-Rơ (תירִבְעִ)Héc-tô-gamẢnh Hưởng của IK Gót ChânChiều CaoChiều cao (tính theo đơn vị khung lưới phạm vi) của phát chất lỏng trên bề mặt khung lưới. Giá trị cao hơn sẽ khiến chất lỏng phát ra xa trên bề mặt khung lưới hơn. Nếu giá trị này và kích thước bộ phát là nhỏ hơn đơn vị khung lưới của phạm vi thì chất lỏng sẽ không được tạo raChiều Cao Tối ThiểuChiều cao trên bề mặt. Kết nối chất liệu ánh xạ chiều cao với đầu vào này nhéChiều cao từ mực nước biểnChiều cao vùng mẫu hình để nhận dạng của dấu mốc trong tọa độ màn hìnhChiều cao vùng lùng tìm của dấu mốc trong tọa độ màn hìnhChiều cao của mặt phẳng được tạo raChiều cao của hình nón sinh tạoChiều cao của nútChiều cao của sóngChiều Cao:Chế Độ Trực ThăngGiúp ĐỡTrình hỗ trợ để vẽ các đường trơn tru và sạch sẽ. Bấm 'Shift' để đảo ngược hiệu ứng (ngay cả khi tùy chọn này không được bật lên)Tính Chất Hỗ TrợHenyey-Greenstein, hàm pha mặc định cho sự tán xạ ánh sángThất GiácĐịa Hình Dị DạngĐặt các xương theo bố trí có lý. Thử làm cho các xương đẹp hơnHệ(16)Lục GiácKhung Lưới Đồ Thị Lục GiácẨn KhuấtẨn Giấu %dẨn GiấuẨn giấu các điểm đỉnh UV (được/chưa) chọnẨn giấu các điểm điều khiển (được/chưa) chọnẨn giấu các phần tử siêu cầu (chưa/được) chọnẨn giấu các điểm đỉnh, cạnh, hoặc các mặt (chưa/được) chọnẨn Giấu các mục tập tin .blend không phải là khối dữ liệu có siêu dữ liệu chỉ định nó là tài sảnHiển Thị Danh Sách Phím NóngẨn Giấu Bố Trí PhímẨn Giấu Tầng LớpẨn Giấu Tính Chất của Thao TácẨn Giấu các BảngTắt Khả Năng Lựa ChọnẨn Giấu Giá TrịẨn giấu (các) nguyên vật liệu Bút Chì Dầu đang hoạt động/không hoạt độngẨn giấu toàn bộ ngoại trừ bộ sưu tập này và các phụ huynh của nóẨn giấu toàn bộ các đối tượng và các bộ sưu tập nằm trong bộ sưu tập nàyẨn giấu thành phầnGiấu các tùy chọn về thanh lọcẨn giấu các khung hình nằm ngoài phạm vi khung hình chỉ địnhẨn Giấu trong Bộ Điều ChỉnhẨn Giấu trong Cổng NhìnẨn giấu các nguyên vật liệu không hoạt động, thay vì nguyên vật liệu đang hoạt độngẨn giấu hoặc hiển thị các điểm đỉnh nội trong vùng lựa chọnẨn giấu hoặc hiển thị các điểm đỉnh ở ngoài vùng lựa chọnẨn giấu hoặc hiển thị vùng/khu vựcẨn giấu các điểm từ cuối về đầu của mối nét (chẳng hạn để hoạt họa các nét như chúng đang bị xóa đi)Ẩn giấu các điểm theo trật tự chúng xuất hiện trong mỗi nét vẽ (chẳng hạn để hoạt họa các nét như chúng mờ dần và biến mất đi sau khi đã được vẽ ra)Ẩn giấu các đường cong đã chọn trên khung nhìn của Trình Biên Soạn Đồ ThịẨn giấu các mặt được chọnẨn giấu các đối tượng được chọn và các bộ sưu tậpẨn giấu các hạt đã chọnẨn giấu các giám sát được chọnẨn giấu các điểm đỉnh đã chọnẨn giấu các tầng lớp Bút Chì Dầu chưa/được chọnẨn giấu các hình học cơ bản nhỏ để cải thiện hiệu suất hoạt độngẨn giấu bộ sưu tập trong Tầng Góc Nhìn nàyẨn Giấu ổ cắmẨn giấu giá trị đầu vào của ổ cắmẨn giấu giá trị đầu vào của ổ cắm, ngay cả khi ổ cắm không được kết nốiẨn giấu khung lưới đặc và dịch chuyển lớp vẽ lồng về phía góc nhìn. Lựa chọn bị che khuất đi bởi hình học không hoạt động, trừ khi X-Quang được bật lênẨn giấu đường cong này trong Chế Độ Biên SoạnẨn giấu những cái chưa chọn, thay vì những cái đã chọnẨn giấu đường cong chưa được chọn, thay vì đường cong đã chọnẨn giấu các tầng chưa được chọn, thay vì các tầng đã được chọnẨn giấu đối tượng chưa chọn, thay vì đối tượng được chọnẨn giấu cái chưa được chọn, thay vì các điểm đỉnh đã chọnẨn giấu các đối tượng kết xuất chưa được chọn có cùng thể loại như cái đang hoạt động bằng cách đặt cờ hiệu ẩn kết xuấtẨn giấu các giám sát không được chọnẨn giấu các điểm đỉnhẨn/hiện toàn bộ các điểm đỉnh chắn lọc cao hơn ngưỡngẨn/hiện toàn bộ các điểm đỉnhẨn giấu/hiển thị một số điểm đỉnhẨn giấu toàn bộ các Đường Cong-F ngoại trừ những đường cong đang được hiển thị trong khung nhìnCấu Trúc Thứ BậcThứ BậcID Gốc của Hệ Thống Thứ BậcCaoMàu ThanhĐộ Tương Phản CaoĐộ Chính Xác CaoChất Lượng CaoPháp Tuyến Chất Lượng CaoBộ Giải Nghiệm Độ Nhớt CaoTốc độ làm việc caoChất lượng caoNội suy điểm ảnh chất lượng caoHạn trên của bước thời gian (trong đơn vị giây), đề phòng trường hợp phải tự động tạo các bước phụGiá trị cao hơn làm tăng độ phân giải về phía điểm nhìnHệ số càng cao thì nét vẽ càng mượtGiá trị cao hơn làm cho sự thay đổi đột ngột hơnGiá trị cao hơn tạo ra mức cắt tần số đột ngột hơnCao NhấtKích Thước Cao NhấtTần Số Cao NhấtGiá trị X cao nhất cho phépGiá trị Y cao nhất cho phépGiá trị Z cao nhất cho phépKích thước phân dạng cao nhấtTuổi thọ cao nhất có thể của hạtNêu Bật/Điểm NhấnGóc Độ Nêu BậtNêu Bật các Khung KhóaNêu Bật DòngNêu Bật KhoảngDuy nêu bật các tế bào thuộc thể loại Đối Tượng Rỗng mà thôiDuy nêu bật các tế bào thuộc thể loại Chất Lỏng mà thôiDuy nêu bật các tế bào thuộc thể loại Luồng Chảy Vào mà thôiDuy nêu bật các tế bào thuộc thể loại Chướng Ngại Vật mà thôiDuy nêu bật các tế bào thuộc thể loại Luồng Thoát Ra mà thôiNêu bật tập tin được chọnNêu bật tế bào, bất kể kiểu của chúng là gìNêu bật dòng hiện tạiNêu bật các thể tích tử với các giá trị của trường ánh xạ có màu nội trong khoảng phạm viCác Điểm NhấnTiếng Hindi (हिन्दी)Bản LềGợi ÝBiểu Đồ Tần XuấtBiểu đồ hiển thị thống kê của hình ảnhLịch SửMàu ThanhKhoảng Cách Điểm Bắn TrúngPháp Tuyến Điểm Bắn TrúngVị Trí Điểm Bắn TrúngGiữGiữ phím Alt để sử dụng công cụ đang hoạt động khi gizmo vốn thường đòi hỏi phải sử dụng Bố trí này không tương thích với tùy chọn đầu vào “Mô Phỏng Chuột 3 Nút" khi phím "Alt" được sử dụngGiữ Alt-NCT để đặt Con Trỏ (thay vì chỉ NCT không thôi), cho phép các công cụ kích hoạt khi nhấn xuống, thay vì kéo rê. Bố trí này không tương thích với cấu hình đầu vào “Mô Phỏng Chuột 3 Nút" khi phím "Alt" được sử dụngGiữ Phía TrướcGiữ nguyên các giá trị nội suy từ Đường Cong-F cho vài khung hình song không thay đổi nhịp điệuGiữ khung hình đầu tiên, nếu không có dải nào nằm trước trên rãnh, và luôn luôn giữ khung hình cuốiGiữ phím bổ trợ này xuống để mô phỏng nút chuột giữaGiữ nguyên các giá trị của khung khóa tại điểm đầu/cuốiGiữ ChỗDung Sai về Lỗ HổngLỗ HổngNhàMật OngMócTâm của MócBộ Điều Chỉnh MócBộ điều chỉnh móc để biến đổi vị trí các điểm của nét vẽBộ điều chỉnh móc để thay đổi vị trí của các điểm đỉnhMóc các điểm đỉnh được chọn với đối tượng mới kiến tạoMóc các điểm đỉnh đã chọn vào đối tượng được chọn đầu tiênMócChiều NgangCăn Chỉnh Chiều NgangKhoảng Cách Ngang từ trục Z ở cuối đường xoắn ốcKhoảng Cách Ngang từ trục Z tại điểm khởi đầu của xoắn ốcChiều Rộng Trường ẢnhBảng Liệt Kê theo Chiều NgangTách Phân theo Chiều NgangTỷ lệ tương quan theo chiều ngang (chỉ được sử dụng cho các phóng chiếu thông qua máy quay phim mà thôi)Tỷ lệ tương quan chiều ngang - dành cho đầu ra có điểm ảnh tiệm biến (biến dạng) hoặc không vuôngKích thước chiều ngang của ánh xạ nướngKích thước chiều ngang của ánh xạ nướng (chỉ bên ngoài thôi)Vị trí theo chiều ngang của cửa sổDịch chuyển chiều ngang từ tọa độ gốc của đối tượngVị trí ngang của hộp văn bản tương đối với Vị TríĐộ phân giải ngang của hình cầuTỷ lệ chiều ngang (chỉ được sử dụng cho các phóng chiếu thông qua máy quay phim mà thôi)Kích thước chiều ngang của diện tích bộ cảm biến ảnh trong milimétCăn chỉnh văn bản theo chiều ngangTên MáyGiờPhương pháp hiển thị Hình Dạng SóngĐịnh hướng của nét chú thích trong không gian 3D là thế nàoPhương pháp các nét vẽ được hoạt họa (chẳng hạn chúng có xuất hiện/biến mất hay không?)Giá trị số thực xấp xỉ là bao nhiêu để được cho là bằng nhauKhoảng cách suy giảm dần của đầu bút, kể từ cạnh vàoPhương pháp hiển thị các giá trị hệ sốKhoảng cách điểm điều khiển nằm là bao xa trên đường cong của nóDịch chuyển hoạt họa bao nhiêu khung hìnhKhoảng cách mà thao tác sẽ tính trung bình các giá trị khóa cho mỗi bên là bao xaTốc độ các màu được pha trộn trong sơn ướtTốc độ hiệu ứng co lại di chuyển trên bề mặt khung vẽTốc độ di chuyển của hiệu ứng lan tỏa trên bề mặt khung vẽTốc độ mà hướng của vận tốc thay đổi ngẫu nhiên nhanh là bao nhiêuĐộ phẳng của tócMức bất khả nén của chất lỏng (tốc độ của âm thanh)Cường độ (độ sáng) của phản xạ phản xạ chuẩnÂm lượng âm thanhSố lượng quần thể trong một hàngSố lượng xương bao gồm trong hiệu ứng IK - số 0 nghĩa là dùng toàn bộ các xươngSố lượng xương kết nối trong dây chuyềnSố lần tái tính toán sự va đập cần làm (giá trị cao hơn cho chất lượng tốt hơn, song chậm hơn)Lượng bản sao nét vẽ sẽ được hiển thịĐường dẫn phải cong bao nhiêu độ để tạo thêm một đoạn kết xuất nữaSố lượng khung hình mà Ánh Xạ Cũ đổi thànhSố lượng khung hình để phai mờSố lượng điểm điều khiển sử dụng để tạo các hạt mớiSố lượng hạt làm hiệu ứng viên (0 thì toàn bộ các đều là hạt)Số lượng điểm ảnh của đường đi cần có để có thể tạo thêm được một đoạn kết xuất nữaSố mẫu vật để tính toán trên mỗi khung hình là bao nhiêu. Hỗ trợ xử lý dữ liệu khung hình thứMỗi thể tích tử cần phải cắt lát ra bao nhiêu lầnSố lượng bước mà các đường dẫn sẽ được hiển thị (mũ 2)Số lượng bước mà đường dẫn được kết xuất (mũ 2)Số lượng bước sử dụng để hiển thị đường dẫnSố ô để thêmSố ô sẽ hiển thị trên nềnSố lần đầu bút Mật Độ sẽ thử cho thêm một đường cong mớiSố lần làm nhòe mờ các giá trị cho tất cả các phần tửSố lần lặp lại bộ lọc là bao nhiêuSố lần lặp lại bộ lọc là bao nhiêuLượng thay đổi trong màu sắc tác động đến sự sinh tạo màn chắn lọc là bao nhiêuQuá trình tạo khóm tác động độ xoắn vặn bao nhiêuLượng tăng cường các nếp gấp và thung lũng chũng là bao nhiêuLượng bọt tích trữ qua thời gian (chỉ với đại dương đã được nướng mà thôi)Lượng túm nắm sẽ đi theo chiều xoay của con trỏMức túm nắm để kéo các điểm đỉnh ra khỏi bề mặt trong khi túm nắmMức độ ảnh hưởng của biểu đồ trọng lượng (weightmap) đối với tham số trọng lượng là bao nhiêu, 0 là không gây ảnh hưởng gìLượng thu lại/nới ra của các cạnh mới trung gianLượng lực hiệu ứng viên sẽ bị mất đi khi va đập với đối tượng này (theo phần trăm)Lượng hòa trộn các pháp tuyến sinh tạo với những cái hiện cóMức bảo tồn hình dạng nguyên thủy khi làm mịnLượng làm mịn màng hình dạng kết quả, bỏ qua các chi tiết có tần số caoLượng làm mịn được áp dụng vào các bề mặt bóng bảy là bao nhiêuCường độ làm nhòe mờ dần áp dụng trên độ đục của nét vẽCường độ làm nhòe mờ dần áp dụng trên độ dày của nét vẽLượng tăng tốc bề mặt ảnh hưởng tới sự nhỏ giọtLượng vận tốc bề mặt ảnh hưởng tới sự nhỏ giọtLượng lực áp dụng sẽ lan truyền xuyên qua vải vócMức duy trì hình thể cũ của vải vóc, hành xử như một đối tượng thân mềmLượng nhúm của đầu bút nếp gấpLượng lực giảm đi là bao nhiêu khi hành động song song với một bề mặt, ví dụ: vải vócLượng chống cưỡng lực uốn cong của nguyên vật liệuLượng nguyên vật liệu cưỡng chống lực nénKhả năng ứng suất tính trượt (cắt/xô nghiêng/xô ngang) của nguyên vật liệuMức ứng suất tình trạng kéo giãn của nguyên vật liệuMức sai số mà đường cong bị tiêu hao được phép lệch lạc so với bản gốc'Trọng lượng' của đối tượng, không kể trọng lựcLượng ảnh hưởng của vị trí mỗi cá nhân điểm đỉnh tác động đến kết quảLượng tia xạ sử dụng để kết nối các điểm bên trong với nhau có thể đi lệnh hướng với pháp tuyến điểm đỉnhLượng kéo ra/nén vào của lực đàn hồi là bao nhiêu trước khi thay đổi chiều dài trong trạng thái nghỉLượng thay đổi của đoạn ở trạng thái nghỉ trong lực đàn hồi khi giới hạn kéo giãn bị giao thoaĐộ nghiêng của bút sẽ ảnh hưởng đến đầu bút như thế nào. Giá trị âm biểu thị đảo ngược chiều hướng nghiêng.Các con sóng sắp hàng với nhau là bao nhiêuLượng pha trộn với giá trị mặc địnhLượng pha trộn vào đường cong mịn màngLượng ưu tiên các khung lưới đồ thị tứ giác thông thường, cũng như các tứ giác chạm vào các tứ giác hiện có, là bao nhiêuLượng đơn giản hóa các giá trị nướng (0.0 nghĩa là tắt, càng cao thì càng được đơn giản hóa)Thành phần-z của vận tốc cần phải giữ bất biến là bao nhiêuPhương pháp mà các pháp tuyến sẽ được tính toán trong khi nhập khẩuTần suất mà các hàng sẽ dịch chuyển lệch đi. Giá trị 2 cung cấp kiểu mẫu hàng chẵn/lẻ.Tần suất các hàng có các viên gạch “bị ép bẹp”Tần số ước tính các giá trị được hoạt họa (trong đơn vị khung hình)Phương pháp các hạt được hiển thị trong cổng nhìnPhương pháp kết xuất hạtPhương pháp xử lý các hạt đã rời khỏi phạm viPhương pháp các mặt phẳng được định hướng tương đối với trục cục bộ của nhauMức công hiệu của đầu bút khi được áp dụngTốc độ trường lực suy giảm theo khoảng cáchPhương pháp tính góc lănCác nét vẽ sẽ bắt đầu xuất hiện/biến mất như thế nàoSự chuyển tiếp giữa các tầng chồng mịn màng là bao nhiêuĐộ hạ cánh nhẹ nhàng của quần thểCác nét vẽ được xây dựng như thế nàoSức mạnh của lực cần có để khởi sự gây ảnh hưởng tới một đơn vị quần thể trên mặt đấtSự ảnh hưởng của khoảng cách đến âm lượng là bao nhiêu, tùy thuộc vào mô hình khoảng cáchSức chất lỏng chống trả khả năng hợp lại (tỉ số của độ cứng)Phương pháp lựa chọn các thuộc tính cần loại bỏPhương pháp suy giảm dần áp dụng cho toàn vùng ranh giớiSự biến dạng của đầu bút sẽ tác động đến đối tượng thế nàoĐoạn phim sẽ được đặt khít vừa vào khung hình của máy quay phim như thế nàoPhương pháp đặt hình ảnh khít vào khung hình của máy quay phimPhương pháp ngoại suy hình ảnh ngoài ranh giới của nóPhương pháp khung lưới sẽ được phân hóa để kiến tạo một mức phân hóa mớiCác quy tắc trong danh sách sẽ được đánh giá thế nàoSự kéo dài của xúc tu được điều khiển như thế nàoCách tính ảnh hưởng của chất liệu (RGB & sự uốn quăn (Curl) cần có một chất liệu RGB, nếu không, Dốc Màu sẽ được sử dụng thay vì)'Phương pháp biến hóa sẽ được áp dụng vào mục tiêuPhương pháp chỉ định biến hóaKích thước thể tích tử được xác định như thế nàoPhương pháp mà mục này sẽ được xử lý bởi thao tác chèn thêm vào. Chỉ bật lên nếu dữ liệu đã được chèn thêm vàoPhương pháp tác động (sinh tạo) pháp tuyếnPhương pháp tác động các phần tử ở đích dùng các giá trị nguồnPhương pháp để căn chỉnh các mặt phẳngPhương pháp áp dụng tỷ lệ tùy biến và thang đo trong các tập tin FBX (Filmbox:Phòng Bán Vé Phim) được sinh tạo (Blender sử dụng thang đo của FBX để phát hiện đơn vị đo lường trong khi nhập liệu, song nhiều trình ứng dụng khác không xử lý theo cùng một cách)Phương pháp chọn số điểm đỉnh trên góc vê trònPhương pháp kiến tạo vận tốc hướng dẫnPhương pháp định nghĩa các tọa độ để hướng các pháp tuyến tùy chỉnh vàoPhương pháp xác định sự xoay chiều chung quanh cựcHình thức biểu hiện đối tượng trong cổng nhìnPhương pháp phân bổ các hạt trên yếu tố đã chọnPhương pháp xuất khẩu cảnh Blender sang động cơ kết xuất HydraPhương pháp xuất khẩu màu điểm đỉnhPhương pháp tìm các vị trí điểm cuối đối với chốt trục đã được cắt tỉaCách tìm điểm trên bề mặt để gắn vàoPhương pháp tạo các điểm từ đường cong cung cấp ở đầu vàoPhương pháp sinh tạo ảnhPhương pháp xử lý các mặt tại các điểm cực hội tụPhương pháp nội suy các giá trị giữa các thể tích tử kề cậnPhương pháp để so sánh các tầng nguồn và đíchPhương pháp hòa trộn những pháp tuyến sinh tạo với những cái hiện cóPhương pháp sử dụng để xử lý tình trạng đè gối lên nhau sau khi biến hóaPhương pháp lấy mẫu vật ánh sáng nềnPhương pháp đơn giản hóa nét vẽPhương pháp giải tỏa mâu thuẫn gây ra do những chênh lệch trong văn bản nội bộ và văn bản bên ngoàiPhương pháp để xác định lượng chi tiết cho khung lưới mớiPhương pháp để xác định lượng mẫu thí nghiệmPhương pháp lưu trữ bản đại diện cho đề án nàyPhương pháp phân chia các góc tứ giác (bất cứ phương pháp nào ngoài phương pháp Cắt Thẳng (Straight Cut) đều sẽ cản trở việc tạo ra các đa-giác (n-gons))Phương pháp đồng bộ hóa việc chơi lạiPhương pháp mở góiPhương pháp sử dụng các sắp đặt về mẫu vật của từng tầng góc nhìn mộtPhương pháp sử dụng bộ sưu tập này trong tính toán Line ArtPhương pháp sử dụng đối tượng này trong tính toán Line ArtPhương pháp ánh xạ trọng lượng thành các giá trị mới của chúngTrọng lượng từ nhóm B tác động trọng lượng của nhóm A thế nàoChiều rộng lan tỏa của ánh sáng phát ra là bao nhiêu, như trong trường hợp hộp lưới mềm tản sángKiểu thu-phóng trong khung hình để tập trung vào những vùng quanh khung hình hiện tạiSắc MàuChỉnh Sắc MàuĐường Cong Biến ĐộngChế Độ Sắc MàuBộ điều chỉnh sắc màu cho dải trình tựMức độ sắc màuDịch chuyển xoay chiều cho sắc màu, từ 0 (-180°) đến 1 (+180°). Lưu ý rằng 0 và 1 sẽ có cùng một kết quảSắc, Độ Bão Hòa, Độ SángSắc Màu, Độ Bão Hòa, Giá TrịSắc Màu/Độ Bão HòaSắc Màu/Độ Bão Hòa/Giá TrịSắc Màu:Lỗi vỏ bọcDanh hiệu mà người thường có thể đọc đượcTiếng Hungary (Magyar)Đa Phân Dạng Lai GhépĐiều Tra Gỡ Lỗi HydraĐộng Cơ Kết Xuất HydraTính chất của Hydra StormĐộng cơ kết xuất Hydra StormCác cài đặt của Hydra cho cảnhPhím Hyper đã nhấn, -1 cho bất kỳ trạng thái nào khácPhím Hyper đã được nhấn. Một bộ điều chỉnh bổ sung có thể được cấu hình trên Linux, thường là thay thế CapsLockChế độ Cosin HyperbolicChế độ Sin HyperbolicChế độ Tangent HyperbolicCác Chi Nhánh Phiên Dịch I18nCập Nhật Phiên Dịch I18nHình Cầu Đa Diện ĐềuIDHành ĐộngĐoạn Quay Hành ĐộngKhung RốiKhung RốiLàm Nhòe MờXươngRàng Buộc của XươngXươngĐầu BútĐầu BútTập Tin Bộ Nhớ ĐệmMáy Quay PhimMáy Quay PhimBộ Sưu TậpBộ Sưu TậpĐổi Sắc TháiRàng BuộcĐường CongCác Đường CongDữ LiệuThể Loại Khối Dữ LiệuHiệu ỨngĐối Tượng Trống RỗngThanh Lọc theo Thể LoạiĐảo LậtPhôngHừng SángBút Chì DầuBút Chì Dầu v3Bút Chì DầuĐường Cong TócThể Loại IDHình ẢnhKhóaLưới RàoLưới RàoThư ViệnĐènĐầu Dò Ánh SángBộ Thăm Dò Ánh SángNguồn Ánh SángPhong Cách Đường NétMàn Chắn LọcNguyên Vật LiệuNguyên Vật LiệuKhung LướiKhung LướiSiêu CầuSiêu CầuBộ Điều ChỉnhĐoạn PhimCây NútNútĐối TượngĐối TượngĐầu RaĐường Cong SơnBảng Pha MàuHạtHạtVật LýLàm Thô Điểm ẢnhMây Điểm ChấmKết XuấtMép/Vành MépCảnhCảnhMàn HìnhDải Trình TựKiểu Bộ Tô BóngNgả/Bóng TốiÂm ThanhLoaLoaDảiCác Bộ Điều Chỉnh DảiBề MặtXoáy LốcThể Loại ID Mục TiêuVăn BảnChất LiệuKiểu Chất LiệuCông CụThể LoạiChưa Xác ĐịnhTầng Góc NhìnThể TíchTán Xạ Thể TíchCác Thể Tích Lưu TrữBiến Dạng SóngTrình Quản Lý Cửa SổKhông Gian Làm ViệcThế GiớiID %s có tham chiếu thư viện không xứng khớp!ID %s có con trỏ thư viện null (rỗng, vô nghĩa) khi đang ở trong thư viện %s!ID %s nằm trong cơ sở dữ liệu địa phương trong khi được kết nối từ thư viện %s!Không tìm thấy ID %s trong thư viện %s nữa!ID %s sử dụng hình mẫu %s, song điểm tham chiếu 'từ' (đâu) của nó không hợp lệ (%p), sửa lại...ID '%s' đã kết nối rồi, không thể chỉnh sửa những vượt quyền của nó đượcID '%s' này không phải là một phần tử vượt quyềnID / Chỉ sốDữ Liệu IDThao Tác Dữ Liệu IDTừ IDMục ID Sử Dụng Con Trỏ IDID Vượt Quyền Thư ViệnID: Tính Chất Vượt Quyền Thư ViệnID: Thao Tác của Tính Chất Vượt Quyền Thư ViệnChắn Lọc IDID của các Nguyên Vật LiệuTên IDTính Chất của IDNhóm Tính Chất IDLoại IDID được duy trì là liên kếtTên IDTên ID của mụcTên ID của trình đơn mà cái này được gọiID của mỗi đường congID của danh mục để xóa điID (tên) của phần tửID hoặc Chỉ MụcID hoặc Chỉ MụcID dùng để nhóm các đường cong lại với nhau, dành cho việc kiến tạo bản đồ hướng dẫnLoại ID '%s' là loại không hợp lệ cho một đối tượngThể loại ID của chỉ mụcGiá trị IDKhối-IDKhối-ID đại diện cho dữ liệu nguồn, thường là ID_SCE (chẳng hạn Cảnh)Khối ID mà các khung khóa của bộ hình mẫu cần phải kèm vào (duy cho các Bộ Khóa Tuyệt Đối mà thôi)Khối-ID:Khối-ID sở hữu tính chất cụ thể cần sử dụng (phải đặc tính chất id_type (loại ID) trước)Khối-ID mà yếu tố chắn lọc sẽ phụ huynh hóa với hoặc với tính chất của nóCác Chỉ Danh/IDVăn Bản IESChất liệu IESĐường đi của ánh sáng IESĐộng Học NgượcĐiều Khiển IKTrọng Lượng IK Tuyến TínhĐiều Khiển IK Tuyến TínhVị Trí Cục Bộ của IKTham Số IKĐiều Khiển IK Xoay ChiềuTrọng Lượng Xoay Chiều IKTrình Giải Nghiệm IKKéo Giãn IKLoại IKĐiểm Tựa IK Cổ TayHạn Chế IK XKhóa IK XTối Đa IK XTối Thiểu IK XĐộ Cứng IK XHạn Chế IK YKhóa IK YTối Đa IK YTối Thiểu IK YĐộ Cứng IK YHạn Chế IK ZKhóa IK ZTối Đa IK ZTối Thiểu IK ZĐộ Cứng IK ZTrình giải nghiệm IK thì tham số này được định nghĩaĐộ cứng của IK quanh trục XĐộ cứng của IK quanh trục YĐộ cứng của IK quanh trục ZChỉ Số Khúc XạCấp Độ Chỉ Số Khúc XạMã ISO (ví dụ: "fr_FR")ITU 601ITU 709Nước Đá (Đập Vụn)Nước Đá (Đặc)Hình Nhị Thập Diện Cầu Tam Giác ĐềuBiểu TượngAlpha của Biểu TượngĐường Viền của Biểu TượngMàu của Biểu TượngID của Biểu TượngSố Điểm Ảnh cho Biểu TượngĐộ Tươi của Màu Biểu TượngKích Thước Biểu TượngĐảo Ngược Hữu HìnhCác thành phần điểm ảnh của biểu tượng, ở dạng số thực (là các giá trị RGBA nhập lại)Số điểm ảnh của biểu tượng, đơn vị byte (luôn luôn là 32 bit RGBA)'Rất tốt cho vòm bán cầu, không quan tâm đến kích thước của bộ cảm biếnXác định có {:d} rãnh có vấn đềĐịnh DanhĐịnh danh (không cần phải độc nhất) cho thư viện tài sảnĐịnh Danh Nhận Dạng Dự BịMã định danh cho một bộ kênh trong Hành Động này, và có thể được khối dữ liệu sử dụng để chỉ định cái gì sẽ được hoạt họaChỉ danh cho thư mục tập lệnh PythonMã định danh cho danh mục tài sản, được Blender sử dụng để tra cứu đường dẫn đến danh mục tài sản. Phải là UUID chiểu theo RFC4122.Giá trị nhận dạng cho lần nướng này, tức cái sẽ không thay đổi, ngay cả khi đổi tên nút nướng, nhóm lại hoặc rã nhóm đi chăng nữaMã định danh của trình gọi (trong trường hợp trình bổ sung gọi trình xuất khẩu này). Có thể hữu ích trong trường hợp Tiện Ích Mở Rộng được thêm vào bởi các trình bổ sung khácĐịnh danh của thao tác để thi hành khi có sự kiện xảy raĐịnh danh của operator để thi hành khi có sự kiện đầu vàoMã định danh của kệ tài sản để hiển thịĐịnh danh của phần tử để xóa bỏĐịnh danh của phần tử khôi phục lạiĐịnh danh của danh sách, nếu có cái nào được đưa vào tham số "list_id" của "template_list()"Định danh của ổ cắmĐịnh danh của công cụĐịnh danh của thư viện tài sảnThể loại định danh nhận dạng của khối IDNếu là 0 thì là toàn cầu; nếu là 1 thì dựa trên cường độ của điểm ảnhNếu là 0 thì toàn bộ các kênh đều tương tự; nếu là 1 thì mỗi cái đứng riêng độc lậpNếu một tập tin có cùng tên đã tồn tại rồi thì hãy sử dụng tập tin đó thay vì sao chépNếu một nguyên vật liệu có cùng tên đã tồn tại rồi thì hãy tham chiếu đến nguyên vật liệu đó thay vì nhập khẩuNếu một chất liệu tồn tại ở định dạng WebP thì hãy tải kết cấu WebP vào, thay vì chất liệu PNG/JPEG dự phòngNếu một điểm đỉnh nằm xa hơn khoảng cách này với bề mặt cách biệt thì nó sẽ không bị ảnh hưởngNếu tất cả các khung khóa biến hóa đối tượng là giống hệt nhau thì bắt buộc duy trì hoạt họa ở mức tối thiểuNếu toàn bộ các khung khóa đều giống hệt nhau trong một giàn điều khiển thì sự ép buộc sẽ duy trì hoạt họa ở mức tối thiểu. Khi tắt đi thì tất cả các kênh khả dĩ dành cho xương đều sẽ được xuất khẩu hết, ngay cả khi trống rỗng (hoạt họa tối thiểu, 2 khung khóa)Nếu có, hiển thị các dấu mốc trong một hàng riêng biệt ở dưới đáy của trình biên soạnNếu được chọn thì cập nhật khung hình đầu và cuối của cảnh để xứng khớp với những cái nằm trong kho AlembicNếu bật thì các cạnh không nhìn thấy sẽ bị loại trừ/bỏ quaNếu được bật thì ảnh chụp màn hình sẽ có chiều cao bằng với chiều rộngNếu được bật thì cường độ tràn vãi cho mỗi kênh màu có thể được chỉ định. Nếu bị tắt đi thì kênh tràn vãi sẽ có thang đo đơn vị, trong khi các kênh khác đề sẽ bằng 0Nếu xuất khẩu các nhóm mịn màng thì tạo các giá trị 'cờ bit' cho các nhóm ấy, thay vì sử dụng các giá trị số nguyên duy nhất. Giá trị cờ bit giống nhau có thể được tái sử dụng cho các nhóm mặt mịn khác nhau, miễn là chúng không có cạnh sắc hoặc các điểm đỉnh chung.Nếu là sai (false) thì các mặt sẽ bị hủy chọnNếu ít hơn 0 thì sẽ làm tối hình ảnh đi; nếu không, sẽ làm sáng lênNếu việc nạp các khung lưới đồ thị không thành công thì hiển thị thông điệp báo lỗi với các chi tiếtNếu khác 0 thì là khoảng cách tối đa mà các bề mặt khác sẽ đóng góp vào phép tính xấp xỉ GI nhanhNếu khác 0 thì là giá trị tối đa cho một mẫu vật trực tiếp, những giá trị cao hơn sẽ được thu nhỏ lại để tránh quá nhiều nhiễu và trì trệ quá trình đồng quy, mặc dù sẽ mất tính chính xácNếu khác 0 thì là giá trị tối đa cho một mẫu vật gián tiếp, những giá trị cao hơn sẽ được thu nhỏ lại để tránh quá nhiều nhiễu và trì trệ quá trình đồng quy, mặc dù sẽ mất tính chính xácNếu khác 0 thì là giá trị tối đa cho ánh sáng gián tiếp theo thể tích. Các giá trị cao hơn sẽ được thu nhỏ lại để tránh quá nhiều nhiễu và hội tụ chậm với cái giá phải trả là độ chính xác. Được sử dụng bởi các đầu dò ánh sáng.Nếu khác 0 thì là giá trị tối đa cho ánh sáng gián tiếp trên bề mặt. Các giá trị cao hơn sẽ được thu nhỏ lại để tránh quá nhiều nhiễu và hội tụ chậm với cái giá phải trả là độ chính xác. Được sử dụng bởi dò tia (ray-tracing) và các bộ dò ánh sáng (light-probes).Nếu khác 0 thì là giá trị tối đa cho sự đóng góp của ánh sáng theo thể tích. Các giá trị cao hơn sẽ được thu nhỏ lại để tránh quá nhiều nhiễu và hội tụ chậm với cái giá phải trả là độ chính xác. Được sử dụng bởi các đối tượng nguồn sáng.Nếu khác không thì là giá trị tối đa cho sự đóng góp của ánh sáng trên bề mặt. Các giá trị cao hơn sẽ được thu nhỏ lại để tránh quá nhiều nhiễu và hội tụ chậm với cái giá phải trả là độ chính xác. Được sử dụng bởi các đối tượng nguồn sáng.Nếu khác 0 thì là giá trị tối đa đóng góp của thế giới được ghi lại bên trong đầu dò ánh sáng thế giới. Sự đóng góp dư thừa sẽ được chuyển đổi thành một ánh sáng mặt trời. Cái này sẽ làm giảm sự rò rỉ ánh sáng do các nguồn sáng rất chói gây ra.Ngoài 'Không' ra thì (cái được chọn) sẽ là phương pháp thực thể hóa sử dụngNếu không xác định thì các bản kết xuất sẽ được khử nhiễu tại chỗNếu không sử dụng thì đặt là 1Nếu không phải là số không thì hàng của bảng UI, nơi nút cho bộ sưu tập này, sẽ được hiển thịNếu khác 0 thì là khoảng cách từ cái móc, nơi ảnh hưởng chấm dứtNếu sử dụng chức năng loại bỏ các miếng không kết nối, thì đây là cỡ tối thiểu để bảo tồn các phần tử, như tỷ lệ số các đa giác trong phần tử lớn nhấtNếu được đặt thì cho thêm một hình cơ bản biến hóa với đường dẫn đã cho vào sân khấu làm phụ huynh của dữ liệu đã xuất khẩuNếu được đặt thì cho thêm không gian tên cung cấp làm tiền tố cho các tên thuộc tính tùy chỉnh xuất khẩu. Việc làm này chỉ áp dụng cho các tên thuộc tính chưa có tiền tố mà thôi (ví dụ, nó sẽ áp dụng cho tên 'bar' nhưng không áp dụng cho tên 'foo:bar') và không áp dụng cho tên đối tượng và dữ liệu blender, tức cái luôn luôn được xuất khẩu trong không gian tên 'userProperties:blender' (các tính chất người dùng:blender)Nếu được đặt thì định hướng của điều khiển sẽ được lấy từ xương đã chỉ định raNếu tùy chọn Nhập Khẩu Xem Trước USD được bật lên thì phương pháp pha trộn nguyên vật liệu sẽ tự động được kích hoạt và hoạt động dựa trên độ đục của bộ tô bóng và độ opacityThreshold (ngưỡng về độ đục) cung cấp ở đầu vàoNếu góc giữa màu và màu khóa trong không gian CrCb lớn hơn góc tối đa này thì nó không được khóa hóa.Nếu góc giữa màu và màu khóa trong không gian CrCb nhỏ hơn góc tối thiểu này thì nó sẽ được khóa hóa.Nếu sự khác biệt màu trung bình giữa hai hình ảnh nhỏ hơn ngưỡng này, thì nó được khóa hóaNếu độ lệch màu trung bình giữa hai hình ảnh nhỏ hơn ngưỡng này, thì nó được khóa hóa một phần, nếu không thì nó không được khóa hóa.Nếu sự khác biệt về sắc thái giữa màu sắc và màu khóa hóa nhỏ hơn ngưỡng này, thì nó sẽ được khóa hóa.Nếu sự khác biệt về độ bão hòa giữa màu sắc và màu khóa hóa nhỏ hơn ngưỡng này thì nó được khóa hóa.Nếu sự khác biệt về giá trị giữa màu sắc và màu khóa hóa nhỏ hơn ngưỡng này, thì nó sẽ được khóa hóa.Nếu khoảng cách giữa màu sắc và màu khóa trong không gian màu đã cho nhỏ hơn ngưỡng này, thì nó được khóa hóa.Nếu khoảng cách giữa màu sắc và màu khóa trong không gian màu đã cho nhỏ hơn ngưỡng này, thì nó được khóa hóa một phần, nếu không, thì nó không được khóa hóa.Nếu tập tin này có nhiều kênh âm thanh, chúng sẽ bị kết xuất thành một kênhNếu đối tượng là một thực thể thì là đối tượng phụ huynh đã sinh tạo ra nóNếu mặt cắt chốt trục là hình tròn thì phủ kín các đầu của khung lưới sinh tạo ra với các đa giác (N-gons)Nếu lựa chọn phải được xoay chiều để khớp với con trỏNếu cái lựa chọn phải bám dính toàn phần hoặc bởi trung tâm của mỗi đối tượngNếu công cụ sử dụng đầu bút vẽ và bị hạn chế chỉ sử dụng thể loại đầu bút cụ thể nào đó. Mã định danh của thể loại đầu bútNếu có một cạnh lân cận có độ tương phản lớn hơn cạnh hiện tại nhiều lần theo Giới Hạn Tương Phản, thì cạnh hiện tại sẽ bị loại bỏ. Việc này giúp loại bỏ các cạnh giao nhau không mong muốn.Nếu đặt cái này, Bộ Khóa sẽ được gắn một ID tùy chỉnh, nếu không, nó sẽ lấy tên của lớp vốn dùng để xác định bộ Khóa (chẳng hạn, nếu tên lớp là "BUILTIN_KSI_location", và bl_idname chưa được xác định trong tập lệnh, thì bl_idname = "BUILTIN_KSI_location")Nếu cái này được bật lên thì tài sản sẽ nhận được một ID tùy chỉnh, nếu không thì tài sản sẽ lấy tên của lớp vốn được sử dụng để xác định tài sản (ví dụ, nếu tên lớp là "OBJECT_AST_hello", và bl_idname chưa được tập lệnh đặt thì bl_idname sẽ là “OBJECT_AST_hello”)Nếu cài đặt này được đặt thì trình xử lý tập tin sẽ nhận được ID tùy chỉnh, còn nếu không thì nó sẽ lấy tên của lớp (class) vốn sử dụng để xác định trình xử lý tập tin (ví dụ: nếu tên lớp là "OBJECT_FH_hello" và bl_idname chưa được tập lệnh đặt nội dung, thì bl_idname = "OBJECT_FH_hello")Nếu cái này được xác định thì uilist sẽ có một ID tùy chọn. Nếu không, nó sẽ lấy tên của lớp dùng để xác định uilist này (ví dụ, nếu tên lớp là "OBJECT_UL_vgroups", và bl_idname chưa được tập lệnh xác định, thì bl_idname = "OBJECT_UL_vgroups")Nếu ngôn ngữ này cần phải được sử dụng trong thao tác (operator) hiện tạiNếu 'đúng' thì các dây chuyền đường viền hình thể sẽ được tách phân tại ranh giới của chất liệuNếu 'đúng' thì chỉ nối các nét viền hình thể của cùng đối tượng mà thôiNếu là đúng (true) thì hiệu chỉnh sẽ được áp dụng trên kênh màu xanh lamNếu là đúng (true) thì hiệu chỉnh sẽ được áp dụng trên kênh màu xanh lụcNếu là đúng (true) thì hiệu chỉnh sẽ được áp dụng trên kênh màu đỏNếu đúng (true) thì dụng cụ sẽ hiển thị trong không gian màn hình. Nếu không thì nó sẽ ở trong không gian của đối tượngNếu đúng (true) thì giao diện hiện tại đang bị khóa lại bởi một tác vụ đang chạy và dữ liệu không nên bị các bộ đếm thời gian trình ứng dụng sửa đổi. Nếu không thì tác vụ đang chạy có thể xung đột với trình xử lý, gây ra kết quả không mong muốn, hoặc thậm chí là đổ vỡ nữa.Nếu 'đúng' thì không có sự mạch lạc nào biểu hiện trong nhiễu không gianNếu 'đúng' thì nhiễu không gian sẽ mịn màngNếu điểm đỉnh có nhiều cạnh nằm kề, nó sẽ bị vỏ hóa với chúng nó trực tiếpNếu bạn tin tưởng nguồn của nó thì hãy cho thêm kho lưu trữ vào và thử lại.Nếu bạn muốn sử dụng VC cho bất kỳ mục đích nào khác ngoài màu điểm đỉnh thì bạn nên sử dụng các thuộc tính tùy chỉnh.Bỏ QuaBỏ Qua Bấm Chuột ở Sau NềnBỏ Qua Kết NốiBỏ Qua Xương NgọnBỏ Qua Chốt Khóa Nguyên Vật LiệuBỏ Qua các Dải đã Giải Hoạt (Tắt)Bỏ Qua Lựa ChọnBỏ Qua Độ Sắc NétBỏ Qua Bám DínhBỏ Qua các Dải Âm ThanhBỏ Qua Tính Trong SuốtBỏ qua kênh alpha trong tập tin và làm cho hình ảnh trở nên hoàn toàn đụcBỏ qua các mặt được hướng quay đi khỏi góc nhìn (nhanh hơn)Bỏ qua các khung hình bên ngoài phạm vi xem trướcBỏ qua mã thời gian sinh tạo, lùng tìm trong luồng phim dựa trên dấu thời gian đã tính toánBỏ qua tỷ lệ của phụ huynh mà không bù trừ cho xô lệch của phụ huynh. Tái tạo ảnh hưởng của việc tắt hộp kiểm Thừa Kế Tỷ Lệ gốc.Bỏ qua số mẫu vật của mỗi tầng kết xuấtBỏ qua các điểm trên nét vẽ đi chệch khỏi các nét lân cận của chúng, với góc độ đi lệch nhiều hơn giá trị góc độ này, khi xác định hình dạng ngoại suyKhông quan tâm đến chiều hướng của trục, dùng sự xoay chiều ngắn nhất để căn chỉnhBỏ qua bố trí bàn phím cho gizmo nàyKhông quan tâm đến xương cuối cùng của mỗi dây chuyền (dùng để đánh dấu chiều dài của xương trước)Khi sắp xếp theo đường cong, bỏ qua độ dài tương đối của xươngBỏ qua hành động lựa chọn khi phần tử đã được chọn rồiBỏ qua {}Bỏ qua {} (bất đồng thể loại với {})Nguồn Sáng Chuẩn ANguồn Sáng Chuẩn BNguồn Sáng Chuẩn CNguồn Sáng Chuẩn D50Nguồn Sáng Chuẩn D55Nguồn Sáng Chuẩn D65Nguồn Sáng Chuẩn D75Nguồn Sáng Chuẩn D93Nguồn Sáng Chuẩn ENguồn Sáng Chuẩn F1Nguồn Sáng Chuẩn F10Nguồn Sáng Chuẩn F11Nguồn Sáng Chuẩn F12Nguồn Sáng Chuẩn F2Nguồn Sáng Chuẩn F3Nguồn Sáng Chuẩn F4Nguồn Sáng Chuẩn F5Nguồn Sáng Chuẩn F6Nguồn Sáng Chuẩn F7Nguồn Sáng Chuẩn F8Nguồn Sáng Chuẩn F9Nguồn Sáng Chuẩn LED-B1Nguồn Sáng Chuẩn LED-B2Nguồn Sáng Chuẩn LED-B3Nguồn Sáng Chuẩn LED-B4Nguồn Sáng Chuẩn LED-B5Nguồn Sáng Chuẩn LED-BH1Nguồn Sáng Chuẩn LED-RGB1Nguồn Sáng Chuẩn LED-V1Nguồn Sáng Chuẩn LED-V2Thanh Lọc theo Cách Chiếu SángHình ẢnhSauCả HaiHình HộpBàn CờCắt XénCắt Hình Lập PhươngKhối Lập PhươngCạnhBên Hình Ảnh TrốngMở RộngMở RộngPhủ KínPhẳng BẹtĐảo LậtTrướcSinh TạoTrình Tự Hình ẢnhÁnh XạPhản Chiếu Đối XứngHòa TrộnPhimMớiMới...Phóng ChiếuLặp LạiĐơn Hình ẢnhNguồnHình CầuHình ỐngÔ UDIMTrình Quan SátKhông thể lưu hình ảnh '%s' vào '%s'Hình ảnh '%s' không có dữ liệu ảnhHình ảnh '%s' không nạp được bộ đệm hình ảnhHình ảnh '%s' bị bỏ qua, không hỗ trợ đóng gói phim hoặc chuỗi hình ảnhHình Ảnh 1Hình Ảnh 2Ranh Giới Hình ẢnhCắt Tỉa Ranh Giới Hình ẢnhTọa Độ Hình ẢnhPhương Pháp Hiển Thị Hình ẢnhNút hình ảnhTrình Biên Soạn Hình ẢnhKhông tìm thấy Trình Biên Soạn Hình ẢnhTrình Biên Soạn Hình ẢnhTập Tin Hình ẢnhĐịnh Dạng Hình ẢnhID cho Hình ẢnhThông Tin Hình ẢnhHình ẢnhTên Hình ẢnhỔ Cắm Hình Ảnh của NútGiao Diện Ổ Cắm của Nút Hình ẢnhĐộ Đục của Hình ẢnhĐường Viền Hình ẢnhSơn Hình ẢnhTiềm Năng Sơn Hình ẢnhSơn Hình Ảnh không có khuôn inSơn Hình Ảnh không có chất liệu nào để sơn lên cảGhim Hình Ảnh LạiĐiểm ẢnhXem Trước Hình ẢnhChất Lượng Hình ẢnhTìm Kiếm Hình ẢnhTrình Tự Hình ẢnhKhổ ẢnhDải Hình ẢnhChất Liệu bằng Hình ẢnhChất Liệu Hình ẢnhNgưỡng Hình ẢnhÔ Hình ẢnhNgười Sử Dụng Hình ẢnhDữ liệu không gian của trình biên soạn UV và hình ảnhHình Ảnh và các sắp đặt hiển thị trong nền của Cổng Nhìn 3DĐộ sâu màu của hình ảnhTỉ lệ độ sáng của hình ảnhBộ đệm điểm ảnh của hình ảnh trong các giá trị dấu phẩy độngHình ảnh không thể lưu được. Đường dẫn: "%s" không hợp lệHình ảnh không thể lưu được. Hãy sử dụng một định dạng tập tin khác: "%s"Không tìm thấy hình ảnhKhông tìm thấy dữ liệu hình ảnhTên của khối dữ liệu hình ảnhTên của khối dữ liệu hình ảnh để mở góiKhối dữ liệu hình ảnh tham chiếu một hình ảnh bên ngoài hay hình ảnh đóng góiKhối dữ liệu của hình ảnhHình ảnh được hiển thị và biên soạn trong không gian nàyHình ảnh được hiển thị trên nền dấu giám sát trong quá trình biên soạn đoạn phimKhông thể khởi động trình biên soạn hình ảnh được. Hãy đảm bảo rằng đường dẫn trong Cài Đặt Sở Thích > Đường Dẫn Tập Tin là hợp lệ, và Blender có quyền thi hành nóĐường dẫn cho tập tin hình ảnh khi lưu raĐịnh dạng hình ảnh không phải là định dạng phimHình ảnh đã thay đổi và chưa được lưuHình ảnh có góc nhìn trái và phảiHình ảnh có nhiều góc nhìnChiều cao của hình ảnhHình ảnh không thể chỉnh sửa đượcHình ảnh đã được đóng gói. Phải mở gói trước khi biên soạnHình ảnh được phóng chiếu phẳng bẹt dùng tọa độ X và Y của vectơ chất liệuHình ảnh được phóng chiếu từ hình ống dùng trục Z làm tâmHình ảnh được phóng chiếu theo vòm hình cầu dùng trục Z làm tâmHình ảnh được phóng chiếu dùng các thành phần khác nhau cho mỗi bên của khung hộp viền không gian đối tượngNút hình ảnhHình ảnh chưa được đóng góiĐối tượng hình ảnh chỉ có thể được thêm vào trong Chế Độ Đối Tượng mà thôiĐộ đục của hình ảnh để pha trộn với màu nềnHình Ảnh hay Đoạn PhimĐường dẫn hình ảnh chưa được ấn địnhKhông tìm thấy đường dẫn hình ảnh {!r} được, hình ảnh có thể đã được đóng gói hoặc chưa được lưuCác thành phần điểm hình ảnh, ở dạng số thực (các giá trị RGBA nhập lại)Số điểm ảnh, trong đơn vị byte (luôn luôn là 32 bit RGBA)'Dữ liệu của hình ảnh phóng chiếu không hợp lệHình ảnh cần có 4 kênh màu để sơnHình ảnh cần có 4 kênh màu để sơn: %sLỗi xảy ra trong khi lưu hình ảnh: bề mặt không hợp lệLỗi xảy ra trong khi lưu hình ảnh: lượng bộ nhớ còn trống không đủỔ cắm hình ảnh của nútDải hình ảnhHình ảnh quá nhỏHình ảnh sử dụng làm khung vẽHình ảnh sử dụng để làm nguồn rập khuônHình ảnh được sử dụng làm mục tiêu sơnHình ảnh dùng làm khuôn inChiều rộng của hình ảnhĐầu vào Hình Ảnh/Màu Sắc, cái sẽ được áp dụng biến hóa màu RGBTên tập tin Hình Ảnh/PhimTên tập tin Hình Ảnh/Phim (không đọc lại dữ liệu)Trình Biên Soạn Hình Ảnh/UVHình ẢnhHình Ảnh & Âm ThanhHình ảnh sẽ được kết xuất trong Trình Biên Soạn Hình Ảnh mở tối đaHình ảnh được kết xuất trong một cửa sổ mớiHình ảnh được kết xuất trong Trình Biên Soạn Hình ẢnhHình ảnh được kết xuất mà không thay đổi giao diện người dùngHình ảnh được lưu với dữ liệu RGB (màu)Hình ảnh được lưu với dữ liệu RGB và Alpha (nếu hỗ trợ)Không thể sao chép các hình ảnh trong khi kết xuất đượcHình ảnh được lưu trong thang độ xám 8-bit (duy PNG, JPEG, TGA, TIF mà thôi)Phần ảo trong chỉ số khúc xạ của chất dẫn điện, thường được gọi là kNgay Lập TứcCon Cái Trực TiếpHệ Đo Lường Anh QuốcNgụ ÝNhập KhẩuNhập Khẩu Toàn Bộ các Nguyên Vật LiệuNhập Khẩu Hoạt HọaNhập Khẩu CSVNhập Khẩu Enum như các Chuỗi Ký TựNhập Khẩu hoạt họa của FBXNhập khẩu tập tin FBX vào cảnh hiện tạiNhập Khẩu thông tin về Bề Mặt Phân Hóa của FBX thành các bộ điều chỉnh bề mặt phân hóaThông Tin Nhập KhẩuPhương Pháp Nhập KhẩuNhập Khẩu OBJNhập khẩu các nhóm OBJ như các nhóm điểm đỉnhNhập Khẩu tập tin thể tích OpenVDBNhập khẩu PLYĐường Dẫn Nhập KhẩuNhập Khẩu Cài Đặt Sở Thích Từ Phiên Bản TrướcNhập Khẩu STLNhập Khẩu SVG thành đường congNhập Khẩu SVG vào thành Bút Chì DầuChức Năng Bổ Sung về Nhập Khẩu CảnhNhập Khẩu Cảnh dưới dạng Bộ Sưu TậpCài Đặt Nhập KhẩuNhập Khẩu Kế Hoạch Phân HóaNhập Văn BảnNhập Khẩu các Chất LiệuNhập Khẩu Xem Trước USDNhập khẩu các thuộc tính USD vào không gian tên 'userProperties' (các tính chất người dùng) dưới dạng các tính chất tùy chỉnh của Blender. Không gian tên sẽ bị xóa khỏi các tên thuộc tínhNhập khẩu các thực thể đồ thị cảnh USD như các thực thể bộ sưu tập vậyNhập khẩu giàn cảnh USD vào cảnh hiện tạiNhập Khẩu các Nguyên Vật Liệu & Hình Ảnh Chưa Sử DụngNhập Khẩu VDBNhập Khẩu Chất Liệu Định Dạng WebPNhập khẩu khung lưới từ một tập tin STLNhập khẩu đám mây điểm từ một tập tin PLYNhập một chuỗi văn bản từ một tập tin văn bảnNhập khẩu toàn bộ các thuộc tính tùy chỉnh USD dưới dạng các tính chất tùy chỉnh Blender. Các không gian tên sẽ được giữ nguyên trong các tên tính chấtNhập khẩu tập tin PLY như một đối tượngNhập khẩu tập tin STL như một đối tượngNhập Khẩu các pháp tuyến tùy chỉnh, nếu có (nếu không, Blender sẽ tính toán chúng)Nhập Khẩu các pháp tuyến tùy biến, nếu có (nếu không, Blender sẽ tính toán chúng lại)Nhập khẩu các thuộc tính điểm đỉnh tùy chỉnhNhập Khẩu từng nguyên vật liệu USD làm nguyên vật liệu Blender độc nhấtNhập khẩu từng OBJ 'g' thành một đối tượng riêng biệtNhập khẩu từng OBJ 'o' thành một đối tượng riêng biệtNhập Khẩu từng nguyên vật liệu USD làm nguyên vật liệu Blender độc nhấtNhập Khẩu hình học kết xuất cuối cùngNhập hình học từ một tập tin CSVNhập khẩu hình học từ một tập tin OBJNhập Khẩu dữ liệu phiên dịch của trình bổ sung từ các tập PONhập khẩu hình học hướng dẫnNhập khẩu cấu hình khóa từ tập lệnh PythonNhập khẩu các nguyên vật liệu & hình ảnh chưa được ấn định cho bất kỳ một khung lưới nàoChỉ nhập khẩu các cấu trúc USD cơ bản đã định nghĩa mà thôi. Khi tắt đi thì cái này cho phép nhập khẩu các cấu trúc USD cơ bản chưa định nghĩa, chẳng hạn như những cấu trúc cơ bản có bộ chỉ định vượt quyềnDuy nhập khẩu hình cơ bản tại đường dẫn đã cho và các hậu duệ của nó. Chúng ta có thể chỉ định nhiều đường dẫn trong một danh sách, phân cách chúng bằng dấu phẩy (,) hoặc dấu chấm phẩy (;) nhéThể Loại Tùy Chọn về Nhập LiệuNhập Khẩu hình học đại diệnChức năng bổ sung về nhập khẩu cảnh dưới dạng các tính chất tùy chỉnh. Các tính chất tùy chỉnh hiện tại sẽ bị viết đè lênNhập khẩu các hình ảnh được đánh số tuần tự dưới dạng một trình tự hình ảnh hoạt họa, thay vì các mặt phẳng riêng biệtThể loại mục tiêu để Nhập KhẩuNhập khẩu các chất liệu dưới dạng dữ liệu đã được đóng góiNhập khẩu tài sản dưới dạng khối dữ liệu sao chép, trong khi tránh né tình trạng nhiều bản sao dữ liệu lồng nhau, thường là các dữ liệu nặng nề. Ví dụ: chất liệu của một tài sản vật liệu, hoặc khung lưới của một tài sản đối tượng, không cần phải sao chép mỗi khi tài sản này được nhập khẩu. Thay vào đó, các thực thể của tài sản chia sẻ (dùng chung) một dữ liệuNhập khẩu tài sản tựa khối dữ liệu sao chép, không có liên kết gì với khối dữ liệu tài sản ban đầu cảNhập khẩu tài sản dưới dạng khối dữ liệu liên kết và đóng gói nó vào trong tập tin hiện tại (hòng đảm bảo rằng nó không thay đổi trong trường hợp dữ liệu thư viện bị sửa đổi, không còn khả dụng nữa, v.v.)Nhập khẩu tài sản dưới dạng khối dữ liệu sao chép, để tránh né tình trạng nhiều bản sao dữ liệu lồng nhau, thường là các dữ liệu nặng nề. Ví dụ, chất liệu của một tài sản nguyên vật liệu, hoặc khung lưới của một tài sản đối tượng, thì không cần phải sao chép mỗi khi nhập khẩu tài sản này. Thay vào đó, các thực thể của tài sản sẽ dùng chung dữ liệu.Nhập khẩu tài sản tựa khối dữ liệu sao chép, không có liên kết gì với khối dữ liệu tài sản ban đầu cảNhập khẩu tài sản dưới dạng khối dữ liệu kết nốiNhập khẩu cảnh dưới dạng một bộ sưu tậpNhập Khẩu các tính chất người dùng thành những tính chất tùy biếnNhập Khẩu thuộc tính màu của điểm đỉnhNhập khẩu dữ liệu thể tích từ tập tin .vdbNhập khẩu {} tập tinNhập-Xuất KhẩuNhập-Xuất Khẩu BVH từ các đối tượng khung rốiXuất-Nhập Khẩu dưới dạng glTF 2.0Trọng Lượng Tầm Quan TrọngKích thước bản đồ về mức quan trọng = độ phân giải x độ phân giải/2; Những giá trị cao hơn sẽ tạo nhiễu ít hơn, song sẽ sử dụng nhiều bộ nhớ hơn và tốc độ thi hành sẽ bị ảnh hưởngID Nhập KhẩuNhập Khẩu AlembicNhập Khẩu USDKhông thể tái đồng bộ %s khối dữ liệu và các phụ thuộc của nó, vì thiếu mất tham chiếu liên kếtCải tiến và ổn định hình dạng đã được nâng cấpPerlin Cải TiếnHạn Định Xung LựcGiới hạn xung lượng cần phải đạt tới trước khi ràng buộc bị phá hủyTrong Nhóm đang Hoạt ĐộngTrên KhôngỞ Đằng TrướcTrong Phạm ViX VàoZ VàoTrong máy quay phim vượt quyền cục bộ, cho dù hình nền này là từ máy quay phim tham chiếu kết nối, hay là cục bộ đối với cái vượt quyềnTrong dữ liệu vượt quyền cục bộ, cho dù rãnh NLA này đến từ dữ liệu tham chiếu liên kết hay cục bộ với vượt quyềnTrong một đối tượng vượt quyền, hoặc là ràng buộc này đến từ đối tượng tham chiếu liên kết, hay là cục bộ đối với cái vượt quyềnTrong một đối tượng vượt quyền cục bộ, liệu bộ điều chỉnh này đến từ đối tượng tham chiếu liên kết hoặc là cục bộ với trường hợp vượt quyềnVừa lật đảo khả năng biên soạn, vừa tác động đến tầm nhìn (ẩn/hiện) nữaTrong chế độ liên kết cấu trúc động, phương pháp tính toán mức chi tiết của khung lướiTrong chế độ liên kết cấu trúc động, phương pháp để thêm hay xóa chi tiết của khung lướiTrong chế độ dịch chuyển thì là khoảng cách giữa mỗi ổ cắm trên mỗi trục. Trong chế độ điểm cuối thì là vị trí của đỉnh cuối cùngĐang Xúc TiếnỞ chế độ tinh chỉnh, hiển thị hiệu ứng của các dãnh nằm trên dải tinh chỉnhBước Trung GianThẻ Không Hoạt ĐộngChỉ SốInsơLiên ThuộcBao GồmBao Gồm cái đang Hoạt ĐộngBao Gồm Toàn Bộ các Tác Động của XươngBao Gồm cái đã Chỉnh SửaBao Gồm Tiêu CựBao Gồm các Tay CầmBao Gồm Nhãn HiệuBao Gồm cả NLA bị Thất LạcBao Gồm các Bộ Sưu Tập Lồng NhauBao Gồm cái Không Chỉnh SửaBao gồm biến số 'self' (bản thân) trong không gian tên, hầu cho các điều vận có thể tham chiếu các dữ liệu đang thay đổi một cách dễ dàng (đối tượng, xương, v.v.)Bao gồm lời ghi chú tự tạo trong siêu dữ liệu của hình ảnh/videoBao gồm bộ sưu tập đang hoạt động và các bộ sưu tập lồng nhauBao gồm toàn bộ các thể loại Khung KhóaBao gồm toàn bộ các ánh xạ UV khung lưới trong xuất khẩuBao gồm toàn bộ các khung hình trong cảnhBao gồm toàn bộ các đối tượng nhìn thấy đượcSử dụng alpha của đầu vào thứ hai cho thao tác nàyHiển thị khối dữ liệu hoạt họa không có (mất/thất lạc) dữ liệu NLA nữa (duy trình biên Trình Biên Trình Biên Soạn NLA mà thôi)Bao gồm phần đuôi của xương như yếu tố cuối cùng trong dây chuyềnBao gồm các kênh từ những đối tượng/xương không thấy đượcBao gồm bộ sưu tập trong Tầng Góc Nhìn đang hoạt độngBao gồm cả các trình điều vận vốn dựa vào bất kỳ giá trị dự phòng nào để đánh giá chúng trong thanh lọc Duy Hiển Thị Lỗi, ngay cả khi tính toán của trình điều vận là thành công đi chăng nữaBao gồm cả tiêu cự trong sắp đặt sẵnBao gồm các tay cầm của khung khóa khi tính toán phạm viBao gồm các thuộc tính màu sắc của khung lưới trong xuất khẩuBao gồm các pháp tuyến của khung lưới xuất khẩu trong quá trình xuất khẩuChỉ bao gồm các khung hình đang hoạt động mà thôiChỉ bao gồm đối tượng đang hoạt động mà thôiBao gồm các vật cản trở đã chọn để ngả bóng tối từ vật phát xạ đang hoạt độngBao gồm các khung hình đã chọnBao gồm các đối tượng được chọnBao gồm các vật tiếp nhận đã chọn để thu nhận ánh sáng từ đối tượng phát xạ đang hoạt độngBao gồm tên tập tin .blend trong siêu dữ liệu của hình ảnh/videoBao gồm thấu kính của máy quay phim đang hoạt động trong siêu dữ liệu của ảnhBao gồm ngày tháng hiện tại trong siêu dữ liệu của hình ảnh/videoBao gồm số khung hình trong siêu dữ liệu của hình ảnhBao gồm tên máy (hostname) đã kết xuất khung hìnhBao gồm các tầng lớp màn chắn lọc khi kết xuất tầng lớp góc nhìnBao gồm tên của máy quay phim đang hoạt động trong siêu dữ liệu của hình ảnhBao gồm tên của đối tượng đang hoạt động và số khung hình hiện tại trong lớp thông tin văn bản vẽ lồngBao gồm tên của cảnh đang hoạt động trong siêu dữ liệu của hình ảnh/videoBao gồm tên của dải trình tự nằm trước trong siêu dữ liệu của hình ảnhBao gồm tên của dấu mốc cuối cùng trong siêu dữ liệu của hình ảnhBao gồm tên của chiều hướng góc nhìn trong lớp thông tin văn bản vẽ lồngBao gồm số khung hình được hiển thị mỗi giây trong lớp thông tin văn bản vẽ lồng trong khi hoạt họa đang được chơi lạiBao gồm lượng bộ nhớ sử dụng tối đa trong siêu dữ liệu của hình ảnhBao gồm thời gian kết xuất trong siêu dữ liệu của hình ảnhBao gồm phạm vi khung hình kết xuất trong siêu dữ liệu của hình ảnh/videoBao gồm mã thời gian của khung hình được kết xuất ở định dạng HH:MM:SS.FF (giờ:phút:giây.số khung hình) vào siêu dữ liệu của hình ảnhBao gồm bản thân hình mặt trời trong kết quả đầu raBao gồm bộ sưu tập này nhưng không tạo ra các đường giao cắtBao gồm đối tượng này nhưng không sinh tạo ra các đường giao cắtBao gồm bộ lựa chọn này khi sao chép vào bảng nhớ tạm. Nếu không chỉ định thì toàn bộ các bộ sẽ được sao chép.Bao gồm các phân-nhóm của công cụBao gồm các biến hóa được tạo ra bởi các phụ huynh mục tiêu vào không gian cục bộ của mục tiêuBao gồm các khối dữ liệu liên kết không sử dụng đến trong quá trình xóaBao gồm các khối dữ liệu cục bộ không sử dụng đến trong quá trình xóaBao gồm sự hình dung dữ liệu và các khung hình hoạt họa liên quan đến Bút Chì DầuBao gồm sự diễn họa của dữ liệu hoạt họa liên quan đến Phong Cách Đường NétBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến khối dữ liệu kết nối với bộ điều chỉnhBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến khung rốiBao gồm sự diễn họa trực quan dữ liệu hoạt họa liên quan trong tập tin bộ đệm nhớBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến máy quay phimBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến đường congBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến tócBao gồm sự hình dung dữ liệu hoạt họa liên quan đến lưới ràoBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến nguồn sángBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến nguồn sángBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến nguyên vật liệuBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến khung lướiBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến siêu cầuBao gồm sự diễn họa trực quan dữ liệu hoạt họa liên quan đến đoạn phimBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến nútBao gồm sự diễn họa dữ liệu hoạt họa ở mức đối tượng (hầu hết các biến hóa)Bao gồm sự diễn họa dữ liệu hoạt họa liên quan đến hạtBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến đám mây điểmBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến cảnhBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến hình mẫuBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến loaBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến chất liệuBao gồm sự diễn hoạ dữ liệu hoạt họa liên quan tới âm lượngBao gồm sự diễn họa dữ liệu hoạt họa liên quan đến thế giớiBao GồmHướng Nhìn VàoNút đầu ra không tương thíchBộ khóa gắn sẵn không đầy đủ, hình như thiếu thông tin về thể loạiKhung rối không đúng cho thể loại '{:s}'Khung rối không đúng...Ngữ cảnh bật/tắt người dùng giả cho khối dữ liệu đang thi hành là ngữ cảnh không đúngNgữ cảnh để thao tác việc ngắt kết nối phông chữ không đúngNgữ cảnh không đúng để thi hành ngắt kết nối dữ liệu đối tượngTăng Mức Tương PhảnTăng lên để có khoảng cách dịch chuyển đồng đềuTăng độ cao nhảyTăng hoặc giảm lượng dịch hìnhTăng hoặc giảm giá trị của các khóa đã chọn so với khóa lân cậnTăng số phân đoạnPhân Khoảng/Gia LượngSố tăng dùng trong tên của tập tinTăng DầnDần dần sửa lại đường cong theo phép gia tăng (chất lượng cao)Thụt lề cho văn bản được chọnThụt dòng văn bản đã chọn hoặc tự động hoàn chỉnh câu cúThụt dòng dùng dấu cách trốngThụt dòng dùng ký tự TabChỉ SốChỉ số %d không hợp lệDựa Trên Chỉ SốTên Tầng Chỉ SốChỉ Số Khúc Xạ của các hạt tán xạChuyển Đổi Chỉ SốMục Chuyển Đổi Chỉ SốChỉ số tương ứng với phím tắt, ví dụ phím số 1 tương ứng với chỉ số 1, v.v.Chỉ Số trong Đường CongChỉ Số trong MặtChỉ Số trong Thanh Công CụChỉ số dùng cho lượt "Chỉ Số Màu"Chỉ số cho lượt "Chỉ Số Tầng Lớp"Chỉ số lượt kết xuất cho "Chỉ Số Nguyên Vật Liệu"Chỉ số cho lượt kết xuất "Chỉ Số Đối Tượng"Chỉ số của các tập tin bộ nhớ đệmSố mã về chỉ số của nhóm điểm đỉnhChỉ số rãnh hành động NLA để thực hành thao tác đẩy xuống trên đóChỉ Số của cái Gần NhấtChỉ Số Khúc Xạ (IOR) cho phản xạ và truyền xạ phản chiếu đều. Đối với hầu hết các nguyên vật liệu thì IOR nằm trong khoảng từ 1.0 (chân không và không khí) đến 4.0 (gecmani). Giá trị mặc định 1.5 là giá trị gần đúng cho thủy tinhChỉ Số Khúc Xạ (IOR) được sử dụng cho các tia xạ đi vào phần tử dưới bề mặtChỉ số AOV đang hoạt độngChỉ số của tầng lớp chú thích đang hoạt độngChỉ số của dấu trang đang sử dụng (-1 nếu không có)Chỉ số của ngôn ngữ đang hoạt động trong tập ngôn ngữChỉ số của tầng đang hoạt động trong danh sách toàn bộ các tầng màn chắn lọcChỉ số của nhóm ánh sáng đang hoạt độngChỉ số khe của bộ đường nét đang hoạt độngChỉ số của khe chất liệu đang hoạt độngChỉ số của đối tượng đang hoạt độngChỉ số khe của hệ thống hạt đang hoạt độngChỉ số của dấu mốc tư thế đang hoạt độngChỉ số của thư mục gần đây sử dụng (-1 nếu không có)Chỉ số của dấu trang hệ thống đang sử dụng (-1 nếu không có)Chỉ số của thư mục hệ thống đang sử dụng (-1 nếu không có)Chỉ số khe chất liệu sơn đang hoạt độngChỉ số của khe chất liệu đang hoạt độngChỉ số của giám sát đang hoạt động trong danh sách các dấu mốc giám sát chống rung xoay chiềuChỉ số của giám sát đang hoạt động trong danh sách các dấu mốc giám sát chống rung dịch chuyểnChỉ số của khung lưới đồ thị thể tích đang hoạt độngChỉ số của ký tự nằm ngay sau đoạn được chọn trong dòng cuối của vùng chọnChỉ số bản rập khe sơn chất liệuChỉ số của dòng văn bản hiện tại trong bộ sưu tập các dòng văn bảnChỉ số của ký tự hiện tại trong dòng hiện thời, cũng là chỉ số khởi đầu của ký tự trong đoạn được chọn, nếu cóChỉ Số của mỗi Đường CongChỉ số của Dòng Văn Bản cuối cùng trong (vùng) lựa chọnChỉ số của khe nguyên vật liệu dùng cho quá trình kết xuất hạtChỉ số của mặt khung lưới mà hình tam giác là một phần của nóChỉ số của phần tử gần nhấtChỉ số của điểm lân cận trước đó trên phân đoạnChỉ số khúc xạ (IOR) của màng mỏngChỉ số khúc xạ xác định độ cong của tia. Ở mức 1.0 tia xạ truyền xuyên thẳng qua như trong vật liệu trong suốt vậy; giá trị cao hơn sẽ gây ra độ lệch góc lớn hơn. Giá trị mặc định là 1.55 (Chỉ số khúc xạ của keratin)Chỉ số của trọng lượng nguồn trong nhóm điểm đỉnh đang hoạt độngChỉ số của tầng lớp Bút Chì DầuChỉ số của phần tử đang hoạt động trong phạm vi chỉ địnhChỉ số của mục đang hoạt độngChỉ số của đối tượng đang hoạt độngChỉ số của thư viện tài sản đang được biên soạn trong Cài Đặt Sở Thích Giao Diện Người DùngChỉ số của đường cong hướng dẫn nằm gần nhất cho mỗi đường cong được sinh tạo raChỉ số của bộ sưu tập để ấn định các xương đã chọn vào. Khi thao tác cần phải tạo một bộ sưu tập xương mới thì hãy sử dụng new_collection_name (tên của bộ sưu tập mới) để xác định tên bộ sưu tập, và đặt tham số này thành chỉ số phụ huynh của bộ sưu tập xương mới nhéChỉ số của bộ sưu tập để đổi tầm nhìn (bật/tắt hiển thị)Chỉ mục của bộ sưu tập để di chuyển các xương đã chọn vào. Khi thao tác cần phải tạo một bộ sưu tập xương mới thì đừng cho tham số này vào và đưa new_collection_name (tên của bộ sưu tập mới) vào nhéChỉ số của lần lặp lại hiện tại. Bắt đầu đếm từ số 0Chỉ số của bộ lựa chọn hiện đang hoạt độngChỉ số của phần tử trong hình học nguồn. Lưu ý rằng cùng một chỉ số có thể xảy ra nhiều lần khi hoạt động lặp lại qua nhiều thành phần cùng một lúcChỉ Số kho lưu trữ cho tiện ích mở rộng đang được chỉnh sửa trong Cấu Hình Giao Diện Người DùngChỉ số của nhóm mặt nội bên trong mỗi vùng cạnh biên giớiChỉ số vòng mạch đầu tiên của mặt nàyChỉ số của thực thể sử dụng cho mỗi một điểm. Cái này chỉ được sử dụng khi Chọn Thực Thể được bật lên mà thôi. Theo mặc định thì chỉ số của điểm sẽ được sử dụngChỉ số của đường cong hướng dẫn chính trên mỗi đường congChỉ số của chất liệu sử dụng cho các nét vẽ sinh tạo (0 = duy trì nguyên vật liệu gốc)Chỉ số của thông/thông báoChỉ số điểm gốc của một đường congChỉ Số của thư mục tập lệnh cần xóaChỉ Số của phân khúc cần loại bỏChỉ số của sợi trong bím tóc mà mỗi đường cong thuộc vềChỉ số của dấu nhãn sẽ biên soạnChỉ số của điểm đỉnh đầu chóp của một đường congChỉ số của bộ sưu tập xương này trong mảng armature.collections_all (khung rối.bộ sưu tập_toàn bộ). Lưu ý rằng việc tìm kiếm chỉ số này đòi hỏi phải rà quét toàn bộ các bộ sưu tập xương, vì vậy hãy cẩn thận khi truy cập mục này.Chỉ số của bộ sưu tập này trong danh sách con cái của phụ huynh nó. Lưu ý rằng việc tìm kiếm chỉ số này đòi hỏi phải rà quét toàn bộ các bộ sưu tập xương, vì vậy hãy cẩn thận khi truy cập mục này.Chỉ số của đường cong nàyChỉ số của cạnh nàyChỉ số của mặt nàyChỉ số của vòng mạch nàyChỉ số của mạch lưới tam giác nàyChỉ số của điểm nàyChỉ số của điểm đỉnh nàyChỉ số nằm ngoài phạm viChỉ số để xóaChỉ số dành cho tính chất nào đó bị ảnh hưởng bởi Đường Cong-F, nếu cóChỉ số cho sắp đặt cụ thể, nếu cóChỉ SốBáo hiệu rằng đây là hành động khắc phục lỗi. Hành động khắc phục sẽ được kích hoạt dựa trên sự kích hoạt của hai hành động khác (sử dụng Khung Hình Kết Thúc, nếu cả hai đầu vào đều ở Khung Hình Kết Thúc, và Khung Hình Khởi Đầu nếu một trong hai đầu vào ở Khung Hình Khởi Đầu)Biểu thị rằng một cấu hình phím đã được người dùng định nghĩaBiểu thị rằng một ấn định phím được sử dụng để phiên dịch các sự kiện mô thái cho một operatorBáo hiệu rằng tính toán biến số gần đây nhất đã sử dụng giá trị dự phòngBáo hiệu rằng có bất kỳ thay đổi nào có thể nhìn thấy mà người dùng gây ra kể từ khi đầu bút được nhập khẩu hoặc được đọc vào từ tập tinÁm chỉ rằng người dùng bổ sung có được đặt hay không (chủ yếu dành cho các tác vụ nội bộ / điều tra gỡ lỗi)Chỉ SốChỉ số không thể được lặp lạiChỉ số phải nằm trong phạm viCác chỉ số phải được sắp xếp theo thứ tự tăng dầnChỉ số của những mạch lưới tạo nên tam giácChỉ số của các điểm đỉnh tam giácChỉ số của các điểm đỉnh kết buộc với bộ điều chỉnh. Đối với các đường cong Bézier thì xử lý thì các tay cầm xử lý cũng được tính là các điểm đỉnh bổ sung.Chỉ số của các điểm đỉnh cho trường hợp có quan hệ phụ huynh với điểm đỉnhGián TiếpÁnh Sáng Gián TiếpDuy Gián TiếpKhối dữ liệu thư viện gián tiếp, không thể cục bộ hóa được, Shift + Nhấp Chuột để kiến tạo một hệ thống thứ bậc vượt quyền thư việnDuy gián tiếpCá NhânTrọng Tâm Cá NhânTọa Độ Gốc Cá NhânĐường Viền Hình Bóng Cá NhânCắt nội riêng từng mặt mộtCá nhân các tập tin cho từng góc nhìn một với tiền tố được xác định bởi các góc nhìn của cảnhCác cá nhân xương tư thế của khung rốiTiếng Indonesia (Bahasa indonesia)Tương Thích Công NghiệpCấu TrúcBơm PhồngThổi phồng khung lướiThổi phồng đối tượng đang hoạt động lên bằng khoảng cách nướng đã chỉ định. Điều này giúp cho việc khớp với các điểm nằm gần bên ngoài các khung lưới đối tượng đã được chọnThổi phồng đối tượng đang hoạt động lên bằng khoảng cách nướng đã chỉ định. Điều này sẽ trợ giúp việc xứng khớp với các điểm nằm gần bên ngoài các khung lưới đối tượng đã chọn.Thổi phồng vải vóc lênLuồng Chảy VàoTập Mức Luồng Chảy VàoẢnh HưởngKhoảng Tác ĐộngTỷ Lệ Ảnh HưởngGiới Hạn Tác ĐộngKhoảng cách ảnh hưởng từ đối tượngKhoảng tác động của bộ thăm dò tia xạHệ số ảnh hưởng làm thay đổi tính chất của bộ điều chỉnhTác động của các siêu phần tửTác động của dấu giám sát mới kiến tạo vào giải nghiệm cuối cùngSự ảnh hưởng của thuật toán chống rung đối với vị trí của đoạn phimSự ảnh hưởng của thuật toán chống rung đối với sự xoay chiều của đoạn phimSự ảnh hưởng của thuật toán chống rung đối với tỷ lệ của đoạn phimẢnh hưởng của mật độ mục tiêu trong mô phỏngẢnh hưởng của ràng buộc bổ sungTác động của sự biến dạngẢnh hưởng của hàm đến các chuỗi môi dướiẢnh hưởng của hàm trên miệng bị khóaẢnh hưởng của IK thứ hai đến điều khiển xoay chiều của gót chânTác động của hệ số thu-phóng trong tốc độ cuộnẢnh hưởng của dấu giám sát này trong quá trình chống rung 2DẢnh hưởng của giám sát này vào giải nghiệm cuối cùngSắp đặt về ảnh hưởng sẽ do Đường Cong-F điều khiển, thay vì được xác định tự độngThông TinNền Trước của Biểu Tượng Thông TinThông tin về trạng thái hiện tại của bộ nhớ đệmDữ liệu về không gian thông tinThông tin đã được ghi vào khối dữ liệu văn bản %s rồi nhé!Thông TinThông tin về chỉ danh (ID) đã được cập nhậtThông tin về một thực thể giúp hệ thống tài sản có thể xử lý thực thể đó như một tài sảnThông tin về không gian màu được sử dụng cho các khối dữ liệu trong tập tin blendThừa KếThừa Kế Độ Lăn ở ĐuôiThừa Kế Độ XoayThừa Kế Tỷ LệThừa kế toàn bộ các ảnh hưởng do sự thay đổi về tỷ lệ của phụ huynh gây raThừa kế tỷ lệ, song xóa các xô lệch của con cái trong định hướng của trạng thái nghỉThừa kế tỷ lệ đồng đều, đại diện sự thay đổi tổng thể trong thể tích của phụ huynhKhởi ThủyKhởi động cài đặt cho thao tác nâng cấp của svn I18nKhởi ĐầuMàu Khởi ĐầuVị Trí Điểm Bắn TrúngTruy Vấn Khởi ĐầuChiều Dài Trạng Thái Nghỉ Khởi ĐầuNhiệt Độ Khởi ĐầuVận Tốc Khởi ĐầuSức lực khởi đầu của quần thể khi được sinh tạoMàu khởi đầu của bề mặtMức nhòe mờ ở mép ban đầu của thao tác nới ra/mở rộngKhởi Tạo Mặt Ấn ĐịnhKhởi thủy dải với màu sắc nàyBên Trong/Nội TạiGóc của Hình Nón NộiNếp Gấp Bên TrongMàn Chắn Lọc NộiGóc Cắt Bên TrongCận Độ Bên TrongBán Kính TrongVùng Bên Trong và được ChọnĐộ Dày Bên TrongĐiểm Đỉnh NộiĐộ dày mặt trong (chỉ dùng cho thân mềm)Phục Hồi Vùng ẢnhĐầu VàoĐầu Vào 1Đầu Vào 2Không Gian Màu Sắc Cung CấpTrường Nhập LiệuĐường Dẫn Tập Tin Đầu VàoMục Đầu VàoMục NhậpMa Trận Cung CấpTên Đầu VàoNút Đầu VàoSố Mẫu Vật Cung CấpThể Loại Đầu VàoĐiểm Trắng Đầu VàoNhập một khối dữ liệu hình ảnhSắp đặt của không gian màu sắc cung cấpMàu đầu vào cần ánh xạ thành màu đenMàu đầu vào cần được ánh xạ thành màu trắngCấu hình nhập liệu, cùng các ấn định phím bấmĐường cong đầu vào không có kiểu BézierDữ liệu đầu vào cho vùng mô phỏngThuộc tính không tồn tại: "{}"Hình học đầu vào không có phần tử nào trong phạm vi lặp lại.Hình học cung cấp ở đầu vào có chứa thể loại/kiểu chưa được hỗ trợ: Khung lưới đồ thị đầu vào có biến hóa không tương thích tồn tạiNhập tập tin hình ảnh hoặc phimNhập hình ảnh hoặc phim từ khối dữ liệu đoạn phim, thường được sử dụng để giám sát chuyển độngDòng nhập liệu cho bàn giao tiếp tương tácMàn chắn lọc đầu vào từ khối dữ liệu màn chắn, được tạo ra trong trình biên soạn hình ảnhGiá trị số đầu vào cho các nút khác trong câyGiá trị số đầu vào cho các nút khác trong câyỔ cắm đầu vào hay ra của một nútThể loại ổ cắm đầu vào hoặc đầu raTính chất đầu vào của một GizmoCác tính chất đầu vào của một Nhóm GizmoCác lượt kết xuất cung cấp ở đầu vào từ một kết xuất của cảnhĐộ dài mục tiêu của cạnh trong khung lưới mớiSố lượng các mặt mục tiêu cung cấp trong khung lưới mớiTọa Độ của Chất Liệu GốcNhập thời gian cảnh hiện tại, tính bằng giây hoặc số khung hìnhNgưỡng đầu vào cho các hành động nút bấm/trụcNgưỡng đầu vào cho các hành động véctơ 2D/số thựcĐầu vào để sử dụng khi ổ cắm không kết nối. Đòi hỏi "Ẩn Giấu Giá Trị”.Loại đầu vào sử dụng cho đoạn phim của CảnhGiá trị đầu vào được sử dụng cho ổ cắm chưa kết nốiThể Loại Đầu Vào/Đầu RaĐầu VàoVàoChènChèn Thêm vào SauChèn Thêm vào TrướcChèn Thêm Khung Khóa - Chỉ Khi Cần ThiếtChèn Thêm Khung Khóa - Trực QuanChèn thêm Khung Khóa vào Bộ Khóa chỉ định, với trình đơn liệt kê các Bộ Khóa có thể sử dụng, nếu không xác địnhChèn Khung Khóa chưa được thực hiện cho chế độ nàyChỉ chèn các Khung Khóa cho các tính chất vốn đã được hoạt họaChèn ĐiểmChèn Điểm vào một phân đoạn đường congChèn Ký Tự UnicodeChèn thêm một khung hình trống rỗng vào tất cả các tầng lớp có thể chỉnh sửa đượcChèn thêm một khung hình trống rỗng vào khung hình của cảnh hiện tạiChèn thêm một khung khóa cho toàn bộ các phần tử trong mảngChèn thêm một khung khóa cho toàn bộ toàn bộ các tính chất có thể được hoạt họa trong bộ giàn xây dựng nhân vật (duy cho các xương đã chọn)Chèn thêm một khung khóa cho toàn bộ toàn bộ các tính chất có thể được hoạt họa trong bộ giàn xây dựng nhân vật (có lợi khi dàn dựng một cú máy)Chèn thêm một khung khóa cho tính chất Giao Diện Người Dùng hiện tại đang hoạt độngChèn thêm một khung khóa vào các Đường Cong-F được chọn tại điểm con trỏChèn thêm một khung khóa vào Đường Cong-F đang hoạt động tại điểm con trỏChèn thêm một khung khóa trên toàn bộ các Đường Cong-F nhìn thấy được và có thể biên soạn được, dùng giá trị hiện tại của mỗi đường congChèn thêm một khung khóa vào mỗi Đường Cong-F đang tồn tạiChèn thêm một khung khóa vào các kênh vị trí và các kênh xoay chiềuChèn thêm một khung khóa vào mỗi kênh vị trí và xoay chiều, tính toán đến cả các hiệu ứng của các ràng buộc và các mối quan hệ nữaChèn thêm một khung khóa vào các kênh vị trí và kênh tỷ lệChèn thêm một khung khóa vào mỗi kênh vị trí và tỷ lệ, lưu tâm đến hiệu ứng của các ràng buộc và các mối quan hệ nữaChèn thêm một khung khóa vào các kênh vị tríChèn thêm một khung khóa vào mỗi kênh vị trí, tính toán đến cả các hiệu ứng của các ràng buộc và các mối quan hệ nữaChèn thêm một khung khóa vào mỗi kênh vị trí, xoay chiều, và tỷ lệ, lưu tâm đến các hiệu ứng của các ràng buộc và các mối quan hệ nữaChèn thêm một khung khóa vào mỗi kênh vị trí, xoay chiều và tỷ lệCộng thêm một khung khóa vào các kênh xoay chiều và kênh tỷ lệChèn thêm một khung khóa vào mỗi kênh xoay chiều và tỷ lệ, lưu tâm đến các hiệu ứng của các ràng buộc và các mối quan hệ nữaChèn thêm một khung khóa vào các kênh xoay chiềuChèn thêm một khung khóa vào mỗi kênh xoay chiều, tính toán đến cả hiệu ứng của các ràng buộc và các mối quan hệ nữaChèn thêm một khung khóa vào các kênh tỷ lệChèn thêm một khung khóa vào mỗi kênh tỷ lệ, lưu tâm đến hiệu ứng của các ràng buộc và các mối quan hệ nữaChèn thêm một khung khóa vào Đường Cong-F được chọn, dùng giá trị hiện tại của mỗi đường congChèn thêm một khung khóa vào Đường Cong-F đang hoạt động, dùng giá trị hiện tại của đường congChèn thêm một khung khóa cho các dấu giám sát được chọn tại khung hình hiện tạiChèn một mục mới vào bộ sưu tập sau mục được tham chiếu, trong subitem_reference_name/_id hoặc _indexChèn một mục mới vào bộ sưu tập, trước mục được tham chiếu, trong subitem_reference_name/_id hoặc _index (KHÔNG SỬ DỤNG)Chèn vào sau bảngChèn vào sau ổ cắmChèn vào trước bảngChèn vào trước ổ cắmChèn thêm khe hở vào giữa khung hình hiện tại với dải đầu tiên bên phải, không phụ thuộc vào sự lựa chọn hay trạng thái khóa của dảiChèn vào trong bảngChèn thêm các khung khóa dựa trên 'biến hóa trực quan'Chèn thêm khung khóa cho những dịch chuyển thêm về vị tríChèn thêm khung khóa cho những biến đổi về xoay chiềuChèn thêm khung khóa cho hệ số tỷ lệ thêmChèn thêm khung khóa cho các kênh chỉ địnhChèn các khung khóa vào khung hình hiện tại bằng cách sử dụng bộ khóa đang hoạt động, hoặc cấu hình người dùng nếu không có bộ khóa nào đang hoạt động cảChèn thêm dấu ngắt dòng tại vị trí con trỏChèn khung khóa hình mẫu chắn lọc tại khung hình hiện tại cho tầng màn chắn lọc đang hoạt độngCộng thêm khung khóa mới tại vị trí con trỏ vào Đường Cong-F đang hoạt độngChèn thêm các nút đã chọn vào trong một nhóm nútChèn thêm văn bản tại vị trí con trỏViệc chèn thêm khung khóa bị thất bại:Bỏ qua việc chèn thêm khóa vào {:d} khối dữ liệu vì thiếu khe hành động.Bỏ qua việc chèn thêm khóa vào {:d} khối dữ liệu vì đường dẫn RNA không hợp lệ đối với chúng.Bỏ qua việc chèn thêm khóa vào {:d} khối dữ liệu vì không có tầng lớp nào có thể chấp nhận khóa.Bỏ qua việc chèn thêm khóa vào {:d} khối dữ liệu vì không có dải nào có thể chấp nhận khóa.Bỏ qua việc chèn thêm khóa vào {:d} khối dữ liệu vì chúng không thể chỉnh sửa được.Bỏ qua việc chèn thêm khóa vào {:d} khối dữ liệu vì chúng không thể hoạt họa được.Ranh giới của mặt cắt nộiCắt nội những các mặt mới từ các mặt được chọnCắt nội vùng dọc theo các cạnh hiện cóBên TrongNội Trong Khu Vực Chú ThíchLề Lót TrongKhoảng cách bên trong (trong đơn vị giao diện) từ cạnh của khu vực khởi đầu hành động liaĐường cắt góc bên trong là vòng cungĐường cắt góc bên trong là sắc nhọnChỉ Số Thẩm TraChỉ số điều tra nằm ngoài phạm viCài ĐặtLắp đặt một nguồn ánh sáng do người dùng định nghĩaLắp đặt một trình bổ sungCài đặt một bản mẫu trình ứng dụngLắp Đặt HDRI tùy chỉnhLắp Đặt Ánh Sáng MatCap Tùy ChỉnhLắp Đặt Ánh Sáng Studio tùy chỉnhCài đặt trình mở rộng từ các tập tin vào kho lưu trữ quản lý cục bộCài đặt tập tin nàyĐã Cài ĐặtCài đặt bố trí phím đã bị thất bại: {:s}Thực ThểKhung Viền Giới Hạn của Thực ThểTạo Thực Thể Bộ Sưu TậpTrọng Lượng Bộ Sưu Tập Thực ThểThực Thể Hóa Bộ Sưu TậpThực Thể Hóa Bộ Sưu Tập khi Chèn Thêm VàoThực Thể Hóa Bộ Sưu Tập khi Liên KếtSố Lượng Thực ThểKích Thước của Thực Thể Trống RỗngĐổi Tỷ Lệ Thực Thể Hóa Các MặtChỉ Số Thực ThểBộ Điều Chỉnh Thực Thể HóaThực ThểThực Thể Hóa Dữ Liệu Đối TượngDịch Chuyển Thực ThểThực ThểID Ngẫu Nhiên của Thực thểXoay Chiều Thực ThểTỷ Lệ của Thực ThểTỷ Lệ của Thực ThểBiến Hóa Thực ThểBiến Hóa Thực ThểKiểu Thực Thể HóaTạo bản sao một bộ sưu tập hiện đang tồn tạiThực Thể Hóa trên ĐiểmThực Thể Hóa trên ĐiểmThực thể hóa (biến thành thật/tạo bản sao) những bộ sưu tập được chọn vào cảnh đang hoạt độngBộ Sưu Tập đã được Thực Thể HóaĐối Tượng đã được Thực Thể HóaThực Thể Hóa ViênThực ThểBỏ qua thực thểThực Thể thành Tầng LớpBỏ qua các thực thể trong hình học cung cấp ở đầu vàoThực thể của đối tượng hoặc của bộ sưu tậpThực Thể thành Điểm• Thực Thể: {}Thực Thể HóaSinh tạo các đối tượng con cái (bản sao) trên toàn bộ các mặtSinh tạo các đối tượng con cái (bản sao) trên toàn bộ các điểm đỉnhKhởi tạo các bộ sưu tập dưới dạng trống rỗng, thay vì liên kết chúng vào tầng góc nhìn hiện tạiKhởi tạo các ID dữ liệu đối tượng (tức là tạo các đối tượng cho chúng nếu cần)Thay vì mỗi đầu bút dùng một màu riêng biệt, toàn bộ các đầu bút sử dụng cùng một màu sắcThay vì các mẫu vật đầu vào của mỗi đầu bút, giá trị sẽ được chia sẻ trên khắp các đầu bútThay vì mỗi đầu bút dùng một cường độ riêng biệt, toàn bộ các đầu bút sẽ sử dụng cùng một cường độThay vì mỗi đầu bút dùng một cường độ riêng biệt, toàn bộ các đầu bút sẽ sử dụng cùng một cường độThay vì mỗi đầu bút dùng một trọng lượng riêng biệt, toàn bộ các đầu bút sẽ sử dụng cùng một trọng lượngSố NguyênNgõ Vào 2SốNguyên8Số Nguyên64-bit Số NguyênMảng Số NguyênThuộc Tính IntegerGiá Trị Thuộc Tính IntegerToán Số NguyênỔ Cắm Nút IntegerGiao Diện Ổ Cắm của Nút IntegerGiá Trị Số NguyênVéctơ Số NguyênỔ cắm cho số nguyên của nútTọa độ điểm ảnh số nguyênGiá trị số nguyên (integer) trong thuộc tính hình họcTích HợpTích hợp biến dạng từ đầu vào của bộ điều chỉnh này với tọa độ bộ đệm khung lưới (hữu ích cho các hình mẫu)Tích PhânLoại Tích PhânLoại Tích PhânSắp Đặt Sẵn về Tích PhânĐã phát hiện thấy mã nhị phân của Intel. Dự kiến hiệu suất hoạt động sẽ giảm đi.Tăng Cường Chi TiếtCường ĐộCường độ rung xúc tác, dao động trong khoảng từ 0,0 đến 1,0Cường độ nhiễuCường độ của tầng lớp nước láng bóng, mô phỏng các sợi rất nhỏ trên bề mặtBán Kính Tương TácBán kính tương tác = 4 * kích thước hạtĐiều Hướng Tương TácBảng điều khiển Python tương tácBàn giao tiếp lập trình tương tác để biên soạn thâm sâu và phát triển tập lệnhThêm đối tượng một cách tương tácĐổi số khung hình hiện tại một cách tương tácXác định phạm vi khung hình sử dụng để chơi lại một cách tương tácBay lượn một cách tương tác quanh khung cảnhĐiều hành một cách tương tác quanh khung cảnh (sử dụng cấu hình về chế độ (đi bộ/bay lượn)'Hướng các máy ảnh và các nguồn sáng vào một vi trí một cách tương tác (Ctrl dịch chuyển)Đặt số khung hình hiện tại và con trỏ giá trị một cách tương tácĐi bộ trong cảnh một cách tương tácĐi bộ hoặc điều hướng tự do chung quanh cảnh một cách tương tácĐiểm Giao CắtGiao DiệnPhông Giao DiệnKhai báo giao diện cho cấu trúc cây nút nàyBán Kính NộiBán Kính Bên TrongXen KẽKiểu Xen KẽXen KẽNội BộThuộc Tính IntegerLỗi nội bộ xảy ra - khối Dữ Liệu Hoạt Họa (AnimData) không hợp lệLỗi Nội Bộ: kích thước mảng cạnh không đúng: %u thay vì %uLỗi Nội Bộ: mảng các mặt có kích thước sai: %u thay vì %uLỗi Nội Bộ: kích thước của mảng vòng mạch không đúng: %u thay vì %uMa Sát Bên TrongVăn bản IES (Illuminating Engineering Society: Hội Kỹ Sư Chiếu Sáng) nội bộĐường Kết Nối Nội BộMức Lệch Hướng Tối Đa của Lực Đàn Hồi Bên TrongChiều Dài Lực Đàn Hồi Bên Trong Tối ĐaNội Lực Đàn HồiNhóm Điểm Đỉnh của Lực Đàn Hồi Bên TrongBộ nhớ tạm nội bộ không có tư thế nào cảBộ nhớ tạm nội bộ trống rỗngBảng nhớ tạm nội bộ không phải là từ một nguyên vật liệuBộ nhớ tạm nội bộ không phải từ chế độ tư thếLỗi lầm nội bộ xảy ra!Các kết nối giữa đầu vào-đến-đầu ra nội bộ để ngắt hoạt độngChủ sở hữu nội bộLỗi nội bộ thư viện tư thế xảy ra. đang hủy thao tácTập lệnh tô bóng nội bộ để định nghĩa bộ tô bóngSử dụng nội bộ (biên soạn một data_path (đường_dẫn_dữ_liệu) của tính chất)Kết xuất quá biên giới của hình ảnh, ngầm bên trong, để tránh hiệu ứng không gian màn hình bị biến mấtCần phải có kết nối Internet để cài đặt và cập nhật các trình mở rộng trực tuyến. Cần phải có kết nối internet để cài đặt trình mở rộng từ internet.Liên Mạng Thế Giới:Khoảng Cách Đồng TửNội SuyNội Suy Đường CongNội suy nét Bút Chì Dầu giữa các khung hìnhNội Suy Đường Cong TócChiều Dài Nội SuySố Điểm Nội SuyBán Kính Nội SuyNội Suy Hình DạngNội suy toàn bộ các cạnh của nguồn mà cái dự phóng ở đích đập vào, dọc theo pháp tuyến riêng của nó (từ các điểm đỉnh)Nội suy toàn bộ các đa giác nguồn bị giao cắt bởi sự dự phóng của đích, dọc theo pháp tuyến của riêng của nóNội suy giữa các mẫu vật 2×2Nội suy giữa các khung hình khởi đầu và cuối của hành động, dùng thanh trượt Thời Gian Tính Toán, thay vì dùng xương/đối tượng Mục TiêuNội suy giữa các pháp tuyến gốc và những cái mớiNội suy giữa các pháp tuyến gốc và những cái mớiNội suy tóc bằng các đường cong Chốt Trục Cơ SởNội suy những hạt mới từ những cái tồn tạiNội suy các điểm ảnh bằng bộ lọc được chọnNội suy bán kính của các điểm được chọnNội suy sự xoay nghiêng của các điểm được chọnNội suy trọng lượng của các điểm lựa chọnNội SuyCác nội suy giữa các khung hình Khởi Đầu và Cuối của Hành ĐộngNội suy những pháp tuyến tùy chỉnh hiện tại sang khung lưới kết quảNội suy các đường cong hướng dẫn hiện có trên khung lưới bề mặtNội SuyĐường Cong Nội SuySuy giảm dần của nội suySố Hướng Dẫn Nội SuyNội Suy Xoay NghiêngThể Loại Nội SuyNội Suy Loại UNội Suy Loại VNội Suy Loại WNội Suy UHệ số nội suy giữa trọng lượng bút hiện tại, và trọng lượng của điểm điều khiểnNội suy dự phòng cho các hoạt họa lấy mẫu, khi tính chất không được khóa hóaPhương pháp nội suyPhương pháp nội suy sử dụng cho phân đoạn của Đường Cong-F từ Khung Khóa này đến cái tiếp tớiPhương pháp nội suy để dùng cho những thể tích khói/lửaPhương pháp nội suy sử dụng cho thể tích khói/lửa trong chế độ lập thểPhương pháp nội suy sử dụng cho các thể tíchPhương pháp nội suy sử dụng cho các thể tích trong chế độ đặc/lập thểPhương pháp nội suy sử dụng trong lần chạy 'Nội Suy Trình Tự' tiếp tớiChế độ nội suy sử dụng cho khung khóa đầu tiên của Đường Cong-F mới được thêm vào (các khung khóa sau đó sẽ dùng sự nội suy từ khung khóa nằm trước)Nội suy để sử dụng đối với sự xê dịch của điểm ảnh phụ (sub-pixel) và những sự xoay chiều do chống rungKiểu nội suy cho các hình mẫu tuyết đốiNội Suy:Giao CắtChế Độ Giao Cắt NhauGiao cắt lựa chọn hiện tạiGiao cắt các mặt được chọn với những cái chưa được chọnCác Cạnh Giao CắtGiao CắtDuy Giao CắtMức Độ Ưu Tiên Giao CắtKiểu Giao CắtGiao Cắt với Đường Viền Công TuaSự giao cắt do bộ sưu tập này tạo ra sẽ có giá trị màn chắn lọc nàyDuy giao cắtGiao CắtKhoảng thời gian giữa các vết sơn của Bút Phun SơnKhoảng thời gian biến dạng khi viễn tải trong chế độ điều hướngGây rung nhẹ/sự ngẫu nhiên trong các nét vẽGây rung nhẹ trong khi bóp méo, tuy có thể nhanh hơn, song có thể tạo ra kết quả lốm đốm hạt hoặc nhiễuKhông Hợp LệLỗi Ngữ Cảnh Bất Hợp LệKhoảng Cách Mờ DầnNhập Liệu Không Hợp LệLỗi Đầu Vào Bất Hợp LệPhạm vi chỉ số UDIM xác định là bất hợp lệÁnh xạ UV không hợp lệ: Các hải đảo UV không được chồng gối lên nhauĐã tìm thấy neo chốt bất hợp lệ ('%s'). Cần phải kiến tạo vượt quyền thư viện từ khối dữ liệu '%s'Đối tượng lồng không hợp lệ, khung lưới lồng phải có cùng số lượng mặt phẳng với đối tượng đang hoạt độngChỉ số bảng màu không hợp lệ: %dNgữ cảnh không hợp lệNgữ cảnh không hợp lệ cho bộ khóaĐồ thị phụ thuộc không hợp lệPhạm vi khung hình không hợp lệ: (%d-%d)Phạm vi khung hình không hợp lệ (%d - %d). Khung Hình Khởi Đầu lớn hơn Khung Hình Kết ThúcTổng số khung hình không hợp lệTiêu đề không hợp lệĐã tìm thấy gốc thứ bậc bất hợp lệ ('%s'). Cần phải kiến tạo vượt quyền thư viện từ khối dữ liệu '%s'Chỉ số bất hợp lệ %d cho các phân đoạn Xương-Dẻo của '%s'!Khung lưới không hợp lệ; xin xem chi tiết hơn trên bảng điều khiển dòng lệnhĐối tượng bất hợp lệ: xác minh đường dẫn đối tượngĐôi chỉ danh ID cũ/mới không hợp lệ ('%s' / '%s')Chỉ số bộ điều chỉnh gốc không hợp lệ '%d'Mã định danh bảng điều khiển không hợp lệMẫu đường dẫn tập tin là không hợp lệ trong nút Đầu Ra Tập Tin. Bỏ qua việc ghi tập tin.Độ phân giải không hợp lệTrật tự lựa chọn không hợp lệTên khe cắm '%s' là tên không hợp lệ: tên không được để trống.UV bề mặt không hợp lệ trên đường cong {}Mục tiêu không hợp lệ %r (nhất định phải là 'KHUNG RỐI' hoặc 'ĐỐI TƯỢNG')Sắp đặt mục tiêu không hợp lệMục tiêu không hợp lệ!Tên ẩn số không hợp lệ, bấm vào đây để xem chi tiếtChỉ số nhóm điểm đỉnh không hợp lệChỉ số điểm đỉnh không hợp lệ %d (dự kiến là giá trị phải nằm trong phạm vi từ 0 đến %d)Trục không hợp lệ/chưa đặtĐảo NghịchĐảo Nghịch Hạn ĐịnhĐảo Nghịch MàuĐảo Nghịch Khuếch ĐạiĐảo Nghịch GammaĐộng Học Ngược (IK)Đảo Nghịch Màu NângMa Trận Đảo NghịchĐảo Nghịch Dịch ChuyểnĐảo Nghịch Ma Trận của Phụ HuynhĐảo Nghịch Năng LượngĐảo Nghịch Bậc HaiĐảo Nghịch Tỷ LệĐảo Nghịch DốcĐảo Nghịch Áp Lực Làm MịnChế Độ Căn Bậc Hai Nghịch ĐảoSuy Giảm Dần Bậc Hai Nghịch ĐảoĐảo nghịch mô hình khoảng cáchMô hình khoảng cách đảo nghịch với hạn địnhĐảo nghịch ma trận biến hóa của tầng lớp phụ huynhĐảo nghịch ma trận phụ huynh của đối tượng tại thời điểm được phụ huynh hóaĐảo nghịch sự lựa chọn (vượt quyền 'Chọn Toàn Bộ' khi Đúng)Chế Độ Đảo NgượcĐảo NghịchĐảo Ngịch AlphaVòng Cung Đảo NgượcĐảo Bộ Sưu TậpĐảo Ngược Thanh Lọc Bộ Sưu TậpĐảo Ngược MàuĐảo Ngược Loại BỏĐảo Ngược Độ CongĐảo Ngược Dời HìnhĐảo Nghịch Thứ TựĐảo Ngược Suy Giảm DầnĐảo Nghịch Khung Lưới Đồ ThịĐảo Nghịch Tầng LớpĐảo Nghịch Lượt Tầng LớpĐảo Nghịch Nguyên Vật LiệuĐảo Nghịch Lượt Nguyên Vật LiệuĐảo Ngược Ma TrậnĐảo Ngược GhimĐảo Nghịch Trục LiaĐảo Nghịch Trục Lao Lên Xuống (X)Đảo Ngược Áp Lực cho Độ Dày ĐặcĐảo Ngược Áp Lực cho Dòng LưuĐảo Ngược Áp Lực cho Độ ĐậmĐảo Ngược Áp Lực đối với Hòa Trộn ƯớtĐảo Ngược Áp Lực đối với Duy Trì Độ ƯớtĐảo nghịch các giá trị RGBĐảo Nghịch Trục Lăn (Z)Đảo Ngược Xoay ChiềuĐảo Ngược Xoay ChiềuĐảo Nghịch Lựa ChọnĐảo Ngược Thanh Lọc Đường Viền Hình BóngĐảo Ngịch Bụi NướcĐảo Ngược cái Chưa Được ChọnĐảo Nghịch Nhóm Điểm ĐỉnhĐảo Ngược Trọng Lượng AĐảo Ngược Trọng Lượng BĐảo Ngịch Hướng Thu-Phóng của Bánh XeĐảo Nghịch XĐảo Nghịch Trục XĐảo Nghịch YĐảo Nghịch Trục YĐảo Nghịch Trục Lúc Lắc (Y)Đảo Nghịch ZĐảo Nghịch Trục ZĐảo Nghịch Hướng Thu-PhóngĐảo ngược màu, tạo ra âm bảnĐảo nghịch hành động trong suốt thời gian của nét vẽĐảo nghịch hành động của bút cho khoảng thời lượng của nét vẽĐảo nghịch trọng lượng của nhóm điểm đỉnh đang hoạt độngĐảo Ngược các pháp tuyến ảnh hưởngĐảo nghịch toàn bộ các giá trị alpha trong hình ảnhĐảo nghịch kênh alphaĐảo ngược và vẽ vòng cung ngược lạiĐảo nghịch kênh lamĐảo ngược màu sắc, tạo ra một bản âmĐảo nghịch nét đích, hầu cho nó khớp với đầu và cuối của nét nguồnĐảo ngược lựa chọn hiện tạiĐảo nghịch quá trình thanh lọc dấu chỉ mặtĐảo nghịch thanh lọc tìm kiếmĐảo nghịch thanh lọc (hiển thị phần tử ẩn giấu và ngược lại)Đảo nghịch kênh lụcĐảo nghịch các kênh của hình ảnhĐảo ngược thanh lọc tầng lớpĐảo ngược thanh lọc lượt tầng lớpĐảo ngược khóa toàn bộ các nhóm điểm đỉnh của đối tượng đang hoạt độngĐảo ngược khóa các nhóm điểm đỉnh đã chọn của đối tượng đang hoạt độngĐảo ngược khóa các nhóm đỉnh chưa chọn của đối tượng đang hoạt độngĐảo Nghịch màn chắn lọcĐảo nghịch thanh lọc nguyên vật liệuĐảo nghịch thanh lọc lượt nguyên vật liệuĐảo ngược giá trị trọng lượng đầu raĐảo ngược ghim (tháo) cho lựa chọn thay vì đặt ghimĐảo nghịch kênh đỏĐảo nghịch lựa chọn của toàn bộ các phần tửĐảo nghịch thứ tự các kênh trong bảng hành độngĐảo ngược các giá trị nhóm điểm đỉnh nguồnĐảo ngược kết quả ổn định hóa để đưa chuyển động trở lại hình ảnhĐảo nghịch vị trí XĐảo nghịch sự xoay chiều XĐảo nghịch vị trí YĐảo nghịch sự xoay chiều YĐảo nghịch vị trí ZĐảo nghịch sự xoay chiều ZĐảo nghịch trục chuyển động của chuột trong thu-phóngĐảo nghịch chiều hướng của ánh xạ độ gồ ghề để đẩy xuống bề mặt, thay vì đẩy raĐảo ngược độ cong phần nới dài của nét vẽĐảo ngược các phần tử nới ra/mở rộng đang hoạt độngĐảo nghịch chiều hướng của mặtĐảo nghịch hướng mờ dần của ánh xạ tuyến tínhĐảo nghịch màu khuếch đạiĐảo nghịch màu gammaĐảo nghịch màn chắn lọc đã sinh tạoĐảo ngược ảnh hưởng của nhóm điểm đỉnh AĐảo ngược ảnh hưởng của nhóm điểm đỉnh BĐảo nghịch màu nâng sángĐảo nghịch trạng thái khóa của toàn bộ các nhóm điểm đỉnhĐảo nghịch màn chắn lọcĐảo nghịch màu màn chắn lọc đen/trắngĐảo Ngược sự điều chế về áp lực cho độ dày đặcĐảo ngược sự điều chế về áp lực cho dòng lưuĐảo ngược sự điều chế áp lực về độ đậmĐảo ngược sự điều chế áp lực trong hòa trộn ướtĐảo ngược sự điều chế áp lực trong sự duy trì độ ướtĐảo nghịch đầu vào của chuộtĐảo nghịch sự thanh lọc theo trạng thái của đối tượngĐảo nghịch màu dịch chuyểnĐảo nghịch màu năng lượngĐảo ngược kết quả suy giảm dần của trọng lượngĐảo ngược góc độ xoay chiềuĐảo nghịch màu dốcĐảo nghịch chiều hướng của ánh xạ về bụi nướcĐảo ngược lớp khuôn inĐảo nghịch ảnh hưởng của nhóm điểm đỉnhĐảo ngược khả năng nhìn thấy được của toàn bộ các điểm đỉnhĐảo ngược trọng lượng của nhóm điểm đỉnh đang hoạt độngĐảo ngược về Cạo hoặc Phủ ĐầyĐảo ngược ảnh hưởng của nhóm điểm đỉnhĐảo nghịch ảnh hưởng của nhóm điểm đỉnh (duy thu lại mà thôi)Đảo ngược ảnh hưởng chắn lọc của nhóm điểm đỉnhĐảo nghịch trọng lượng nhóm điểm đỉnhĐảo nghịch bật/tắt của bộ sưu tập (Lỗi Thời)Đảo nghịch những gì được coi là đối tượng và những gì không phảiĐảo NghịchChắn Lọc Khe Hốc Đảo NgượcĐảo Nghịch ĐượcKhởi ĐộngKích hoạt toàn bộ các trình xuất khẩu vốn được cấu hình cho tất cả các bộ sưu tậpKêu gọi toàn bộ các trình xuất khẩu đã cấu hình trên bộ sưu tập nàyKêu gọi thao tác xuất khẩuThành phần hướng nội của lực xoáy lốcSắtKhông thể tạo chất liệu Atlas bức xạ đượcKích Thước Bể Bức XạKích Thước Tầm Nhìn của Sự Tỏa SángĐang Hoạt ĐộngĐang Hoạt ĐộngLà Thuộc TínhCó Căn Chỉnh với Trục hay KhôngĐã Nướng XongLà Tia Máy Quay PhimLà Mục Tiêu Điều KhiểnLà Cần Nắm Điều KhiểnLà Dữ LiệuLà Tia Khuếch TánVòng CạnhĐẩy Trồi Đa TạpCạnh Có Mịn Màng KhôngCó Thể Biên SoạnLà Chế Độ Biên SoạnLà Trống RỗngTính ToánMặt có Nằm Trên Cùng Mặt Phẳng KhôngMặt Có Mịn Màng KhôngCó Sử Dụng Dự Phòng KhôngMàu Tô Phủ có Hữu Hình KhôngLà FloatLà Ô Sinh Tạo RaLà Tia Bóng BẩyLà Bút Chì DầuLà HDRBị Ẩn GiấuCó Bắn Trúng KhôngNằm Trong Thứ BậcLà Gián TiếpKiểm Tra Đầu RaLà Bản SaoGiao Diện Bị Khóa Lại Hay KhôngLà Nội BộLà Hành Động đã Phân Tầng LớpLà Hành Động CũĐã Được NạpLà Vượt Quyền Cục BộCó phải là Cài Đặt Microsoft Store KhôngTên có Hợp Lệ KhôngLà Mở RaLà Trực GiaoLà Đầu RaLà Phối CảnhĐược Ghim XuốngLà Bề DiệnLà Cổng Ánh SángLà Tia Phản XạĐòi HỏiLà Trình TựLà Tia Bóng TốiLà Tia Lập DịLà Chốt Trục Tuần HoànLà SợiLà Điểm Đầu của NétNét Vẽ có Hữu Hình KhôngLà Vượt Quyền Hệ ThốngTiêu Đề UILà Tia Lan TruyềnHợp Lệ hay KhôngDịch Chuyển Hợp Lệ hay KhôngLà Cổng NhìnLà Tia Tán Xạ Thể TíchCó phải dấu mốc đã bị giải hoạt ở khung hình hiện tại hay khôngLà một phần của chuỗi IKTên biến số AOV có xung khắc hay khôngKhối ID này có được kết nối gián tiếp hay khôngTên này có hợp lệ để làm ẩn số của điều vận khôngCó phải ô hình ảnh này là sinh tạo ra hay khôngCó phải phần tử ấn định phím này đã được người dùng sửa đổi hay khôngCó phải phần tử ấn định phím này do người dùng xác định hay không (không chỉ thay thế một phần tử gắn sẵn)Hải ĐảoSố Hải ĐảoChỉ Số Hải ĐảoLề của Hải ĐảoChế độ lựa chọn hải đảoHải đảo sẽ nằm nguyên tại vị trí khi chắp vá các hải đảoĐộ Chính Xác về các Hải ĐảoCô LậpCô Lập Hành ĐộngCô Lập Dữ Liệu Đa Người DùngBiệt lập các xương được chọn ra thành một khung rối riêngĐẳng CựNó không thể là một từ dành riêng trong Python đượcNó không thể để trống rỗng đượcNó không thể chứa các dấu chấm (ví dụ: 'a.dot') đượcNó không thể chứa các dấu cách (ví dụ: 'một dấu cách trống') đượcNó không thể chứa các ký tự đặc biệt (không nằm trong bảng chữ cái, hoặc không phải là chữ số)Nó không thể bắt đầu bằng một con số đượcNó không thể bắt đầu bằng một ký tự đặc biệt, như: '$', '@', '!', '~', '+', '-', '_', '.', hoặc ' ' đượcTiếng Ý (Italiano)Chữ NghiêngGóc nghiêng của ký tựPhần TửĐịnh Dạng Hình ẢnhĐịnh danh của Phần TửThể Loại MụcMục hiện không có người dùng và sẽ bị xóa điChỉ mục hiện không có người dùng và sẽ bị xóa đi. Bấm vào để bảo vệ nó khỏi bị xóa điPhần tử trong một Ấn Định PhímMục trong một giao diện cây nútChỉ mục chưa được bảo vệ khỏi tình trạng bị xóa điChỉ mục đã được bảo vệ để khỏi bị xóa điMục/Phần TửMở Rộng Phần TửKhông Tìm Thấy MụcNhững phần tử trong bảng hành động, ánh xạ một sự kiện XR đến một thao tác, tư thế, hoặc đầu ra xúc tác nào đóNhững phần tử trong bản ấn định phím, kết nối một thao tác với một sự kiện đầu vàoCác mục trong giao diện nútCác mục trong bảng nútLần Lặp LạiChỉ số lặp lại được sử dụng bởi các tính năng thẩm tra như nút quan sát hoặc thẩm tra ổ cắmSố Lần Lặp LạiSố lần lặp lại: {:d} .. {:d} (trung bình {:d})Thủ tục lặp lại không đồng quyJ2KJP2JPEGĐịnh dạng JPEG (.jpg)Định dạng JPEG (.jpg)Chất Lượng JPEGChất lượng JPEG của hình ảnh đại diệnNén mất dữ liệu giống JPEG trên các khối hình ảnh 256 hàngNén mất dữ liệu giống JPEG trên các khối hình ảnh 32 hàngJPEG 2000Tiếng Nhật (日本語)Rung NhẹRung Nhẹ Máy Quay PhimKhung Khóa Rung NhẹKhung Khóa Rung Nhẹ được ChọnÁp Lực Rung NhẹĐơn Vị Rung NhẹMàu đầu bút làm rungRung lắc vị trí máy quay phim để tạo hiệu ứng làm mờ chính xác bằng cách sử dụng các mẫu vật kết xuất (chỉ dành cho kết xuất cuối cùng mà thôi)Hệ số rung nhẹ của bán kính đầu bút cho những nét vẽ mớiRung nhẹ trong không gian màn hình hoặc tương đối với kích thước đầu bútRung nhẹ vị trí của đầu bút, trong đơn vị điểm ảnh, trong khi sơnRung nhẹ vị trí của đầu bút trong khi sơnRung NhẹBóng Tối Nhiễu HóaBóng Tối Nhiễu Hóa (Cổng Nhìn)Lượng Rung NhẹRung nhẹ xảy ra trong không gian màn hình, trong đơn vị điểm ảnhRung nhẹ xảy ra tương đối với kích thước của đầu bútChắp Nối/Hội NhậpHội Nhập VùngKết Hợp BóHội Nhập XuốngHội Nhập Hình HọcChế Độ Hội Nhập Hình HọcHội Nhập TráiHoàn Lại các Nút trong Khung HìnhHội Nhập các Màu Mẫu trong Bảng PhaHội Nhập PhảiHội Nhập các Chuỗi Ký TựSao Chép Nét VẽHội Nhập các Tam GiácHội Nhập LênNối các điểm đầu/cuối nếu trùng nhau (tắt thì không có đường cong nào khép kín cả)Hội nhập các nhóm tầng lớp Bút Chì Dầu thành mộtHội nhập các khu vực được chọn vào thành cửa sổ mớiHội nhập các đối tượng được chọn vào đối tượng đang hoạt độngHội nhập các giám sát được chọnNối nét vẽ cuối cùng với các nét vẽ trước đó trong tầng lớp đang hoạt động theo khoảng cáchHội nhập khung lưới mới thành hình học tách rời mà không thi hành bất cứ thao tác lôgic bool nàoChắp nối hai đường cong với nhau bằng đầu kết của chúngSự hòa nhập đạt được kết quả là %d điểm đỉnh, giới hạn là %ldKết Buộc Khớp NốiKhớp NốiKhNối:%s/%s | Xương:%s/%sNhảyĐộ Cao Khi Nhảy LênTốc Độ NhảyNhảy đến Khung KhóaNhảy con trỏ đến dòngNhảy đến Dòng SốNhảy đến một mục khác trong trình biên soạn tính chấtNhảy đến một tập tin cho trình biên soạn văn bảnNhảy đến cuối đường dẫn hiện tạiNhảy đến khung ảnh đầu/cuối trong phạm vi khung hìnhNhảy đến khung hình bị thất bại tiếp theoNhảy đến khung hình bị thất bại trước đâyNhảy đến khung hình trước đây/tiếp theoNhảy đến dấu mốc trước đây/tiếp theoNhảy đến khung hình đặc biệtNhảy về đầu đường dẫn hiện tạiNhảy đến khung hình cuối cùng của phạm vi khung hìnhNhảy khi ở chế độ đi bộChỉ thêm mép lề, bỏ qua mọi tỷ lệ của UVCanh ĐềuK0K1K2K3K4giaoDiện_biếnThể_vậtLiệu_KHRNén KTX2GiữDuy Trì Điểm Neo ChốtDuy Trì Hoạt HọaTrục Giữ NguyênDuy Trì Ranh GiớiGiữ Nắp ĐầuGiữ Kết NốiDuy Trì Đường Công-TuaDuy Trì các GócDuy Trì Góc Cạnh, Mối NốiDuy Trì Góc Cạnh, Mối Nối, Chỗ Lõm VàoDuy Trì Hiện TạiDuy Trì Thứ BậcDuy Trì Đầu VàoGiữ Phân Đoạn Cuối CùngGiữ Chiều DàiTuần HoànGiữ Bộ Điều ChỉnhGiữ Lại các Nút Có TênDuy Trì Pháp TuyếnDuy Trì Dịch ChuyểnGiữ MởDuy Trì Bản GốcDuy Trì Phạm ViGiữ GốcDuy Trì Hình ThểDuy Trì sự Sắc NhọnGiữ Lại/Duy Trì các Cạnh Sắc NhọnGiữ Đơn ThểDuy Trì Biến HóaDuy trì sự đồng bộ hóa giữa UV và lựa chọn của khung lưới trong Chế Độ Biên SoạnDuy Trì Giao Diện Người DùngDuy Trì Biến Hóa Thế GiớiGiữ một phiên bản dự phòng (.blend1) của tập tin khi lưu với các xem trước bị xóa điGiữ một phiên bản dự phòng (.blend1) của các tập tin khi lưu, với các xem trước được sinh tạoGiữ nguyên toàn bộ kích thước chất liệu hiện tạiPhân phối các bản nhân đôi giữ độ dày đồng đềuLiên tiếp áp dụng ảnh hưởng tô sơn trong khi chuột được bấm giữ (phun)Giữ các nút con cáiDuy trì sự căn chỉnh tiêu đề hiện tạiDuy trì khung hình và không thay đổi với thời gianGiữ không cho đi xuyên qua các quần thể khácGiữ cho dụng cụ hiển thị ngay cả khi nút không được chọn nữaDuy trì sự ấn định của nguyên vật liệu cho đầu bútGiữ nguyên các ranh giới phi đa tạp của khung lưới đầu vào bằng cách tránh né biến hóa kép ở đóChỉ giữ lại các khung hình trên khung hình 0 mà thôiDuy trì tập tin gốc sau khi sao chép nó vào thư mục cấu hìnhDuy trì các đối tượng gốc, thay vì thay thế chúngDuy trì các nét ban đầu và kiến tạo một bản sao trước khi tái phóng chiếuDuy trì các tập tin chất liệu ban đầu, nếu có thể. CẢNH BÁO: nếu bạn sử dụng nhiều hơn một chất liệu, trong khi tiêu chuẩn PBR chỉ đòi hỏi có một cái, thì chỉ một chất liệu là được sử dụng mà thôi. Điều này có thể tạo ra kết quả nằm ngoài ý muốn đấy nhéGiữ lại các các giám sát gốcGiữ chiều dài đường dẫn bất biếnKhông cho đường dẫn giao cắt với vật phátDuy trì dữ liệu kết xuất lại để tăng tốc quá trình tái kết xuất và kết xuất hoạt họa được nhanh hơn, tuy mức sử dụng bộ nhớ sẽ tăng lênGiữ cho hình mẫu gốc nguyên dạngDuy trì các cạnh sắc nhọn như đã được tính toán cho các pháp tuyến phân tách mặc định, thay vì đặt một đơn pháp tuyến được cân trọng cho mỗi điểm đỉnhGiữ kích thước pháp tuyến bất biến, tương đối với góc nhìn 3DDuy trì dịch chuyển của dải tương đối với khung hình hiện tại khi dán vàoGiữ cho đầu bút neo chốt vào vị trí đầu tiênDuy trì các nắp đầu nguyên xi và không dát phẳng chúng khi xóa điGiữ lại các nút con cái của nhóm và chỉ xóa bản thân nhóm đi mà thôiDuy trì bản đồ góc nhìn đã tính toán để tránh phải tính lại nếu hình học khung lưới không thay đổiDuy trì sự hiển thị của khối dữ liệu hiện tạiDuy trì các kết nối đầu vào ở các nút được sao chépDuy trì sự hữu hình (nhìn thấy được) của các đối tượng chất lỏng trong quá trình kết xuấtGiữ bộ điều chỉnh nằm ở cuối cùng danh sáchDuy trì phần của các khung lưới đồ thị vốn được coi là chung (common) giữa tất cả các toán hạngDuy trì phần của khung lưới được coi là chung (common) giữa các toán hạngGiữ cho vị trí của phân đoạn cuối trong chuỗi IK cố địnhHiển thị đối tượng phát khói khi kết xuấtGiữ chất liệu ở độ dài bất biến, bất kể chiều dài của mỗi nét vẽ là bao nhiêuGiữ các giá trị của nhóm đang hoạt động trong khi bình thường hóa những cái khácGiữ nguyên biến hóa thế giới của các nét vẽ từ bảng nhớ tạm không thay đổiGiữ "nhiễu" zig-zag trong kết chuỗi ban đầuGiữ các mặt tam giác hóa đạt được qua quá trình tiêu hao (duy thu lại mà thôi)Lưu giữ các điểm đỉnh được ấn định vào ít nhất một nhóm nào đó khi dọn dẹpDuy trì nguyên độ đục và chi tiết của thể tích, bất kể tỷ lệ của đối tượng là bao nhiêuViệc duy trì các bộ điều chỉnh sẽ làm tăng lượng đa giác khi quay trở lại chế độ đối tượngGiữ sắc màu bất biếnKiểu Dữ Liệu Điểm ĐỉnhTối Ưu Hóa Hạt NhânBán Kính Hạt NhânCác hạt nhân có thể được tối ưu hóa dựa trên nội dung cảnh. Khi khởi đầu kết xuất thì các hạt nhân tối ưu hóa được đề nghị. Nếu không có hạt nhân tối ưu hóa nào để sử dụng thì quá trình kết xuất sẽ tiếp tục bằng cách sử dụng hạt nhân chung cho đến khi bộ tối ưu hóa có sẵn để sử dụng trong bộ nhớ đệm. Việc này có thể dẫn đến khả năng sử dụng nhiều thêm CPU trong một thời gian ngắn (hàng chục giây đồng hồ)Tinh Chỉnh Khoảng Cách Ký TựKhóaKhóaKhóa %dKhóa Hóa Toàn Bộ các XươngKhối Hình MẫuMàu KhóaCấu Hình PhímCấu Hình Phím BấmCấu Hình PhímKhung KhóaẤn Định PhímPhần Tử trong Ấn Định PhímCác Ấn Định Phím BấmVận tốc góc của hình mẫuCấu hình phím có thể được mở rộng bằng các bổ sung, và được thêm vào cấu hình đang hoạt động khi xử lý các sự kiệnVị trí của hình mẫuVị trí hình mẫu cho một hệ thống hạt qua thời gianBức đặc tính vị trí, xoay, phóng to và tùy chọnKhóa được ánh xạ tới khung hình cụ thể nào đó, tức cái có thể di chuyển được, để thay đổi tốc độ chơi lạiCác ấn định phím bấm được sắp đặt làm một bộ phận của cấu hình nàyXoay chiều của hình mẫu dùng QuatenionVận tốc của hình mẫuTập Hợp PhímCài Đặt Sở Thích về Bố Trí PhímKhông thể xóa Cấu Hình Phím '%s'Cấu Hình PhímKeyMap (bố trí phím) "%s" (cơ sở) phải là keymap (bố trí phím) của người dùngKeyMap (bố trí phím) "%s" (khác) phải là một keymap (bố trí phím) bổ sung hoặc là cái đang hoạt độngKeyMap (bố trí phím) "%s" không xứng khớp với "%s"Mục KeyMap (bố trí phím) "%s" không phải là một phần của keymap (bố trí phím)Không tìm thấy Bố Trí Bàn Phím '%s' trong Cấu Hình Bàn Phím '%s'Các Phần Tử Ấn Định PhímKết quả mục KeyMap (bố trí phím) có thể không chính xác vì bản cập nhật đang chờ xử lý, hãy gọi `context.window_manager.keyconfigs.update()` để đảm bảo là có thể tìm thấy kết quả xứng khớp.Không tìm thấy Chi Mục Bố Trí Bàn Phím '%s' trong Cấu Hình Bàn Phím '%s'Bố trí phím là giống nhauSắp Đặt Sẵn của Bàn PhímBàn PhímKhóa HóaTrạng Thái Hình Mẫu HóaThời Định Khóa HóaMục tiêu của hệ thống hạt đã được khung khóa hóa là mục tiêu hợp lệKhung KhóaKhung Khóa ADải Hoạt Họa Khung KhóaKhung Khóa BĐường Viền Khung KhóaĐường Viền Khung Khóa được ChọnKhung Khóa Chèn Thêm Cần ThiếtTrình Đơn Rẻ Quạt Chèn Khung KhóaPhân Khoảng của Khung KhóaSố của Khung KhóaĐiểm của Khung KhóaHệ Số Tỷ Lệ Khung KhóaKhung Khóa được ChọnChọn Khung KhóaTạo khung khóa từ những biến hóa cuối cùng (với các ràng buộc được áp dụng nữa)Khung khóa không nằm trong Đường Cong-FThao tác dán khung khóa không khả dụng trong chế độ Bút Chì Dầu hoặc chế độ chắn lọcKhông thể dán khung khóa trong chế độ màn chắn lọcKhung khóa để đặtKhung Khóa HóaNhững Giám Sát đã Khung Khóa HóaKhung KhóaSố Khung Khóa Đứng SauSố Khung Khóa Đứng TrướcSố khung khóa chung quanh con trỏ mà chúng ta thu-phóng vàoKhông thể thêm khung khóa vào Đường Cong-F đã lấy mẫu vậtKhóa HóaSắp Đặt về Khung Khóa HóaKhóa HóaMàu Nền KhóaBộ KhóaTên Bộ KhóaĐường Dẫn của Bộ KhóaCác Đường Dẫn Bộ Khóa nhằm xác định các sắp đặt sẽ được khóa hóa cùng với nhauBộ Khóa xác định đường dẫn/sắp đặt sẽ được khóa hóa (tức là không nhờ vào thông tin ngữ cảnh)Bộ Khóa không chứa đường dẫn nào cảBộ KhóaToàn Bộ các Bộ KhóaBộ Khóa '%s' - đã thành công trong việc thêm %d khung khóa vàoKhông tìm thấy bộ khóa '%s'Không thể thêm bộ hình mẫuBộ Khóa thất bại trong việc chèn thêm các khung khóa vàoViệc xóa bất cứ khung khóa nào trong bộ bị thất bạiBộ khóa hiện là đang hoạt động, tức cái có thểKhông thêm được đường dẫn bộ hình mẫuKhông xóa được đường dẫn của bộ hình mẫuĐường dẫn của Bộ KhóaKhông xóa được các đường dẫn của bộ hình mẫuBộ Hình MẫuBố Trí PhímẤn định phím do người dùng đặtSố Điểm Điều KhiểnBước Hình MẫuKhronos PBR sRGB Trung TínhMã Hóa Hình Ảnh Trung Tính PBR của Khronos cho Màn Hình sRGBKhronos PBR sRGB Trung TínhHủy Diệt HạtHủy diệt hạt sau khi các hạt va đập nhauKi-lô-gamKilômétKi lô mét mỗi giờĐộng HọcRàng Buộc Động HọcĐộng Năng Tối ĐaXoắn VặnBiên Độ Xoắn VặnHệ Số Biên Độ Xoắn VặnTần Số Xoắn VặnHệ Số về Tần Số Xoắn VặnKiểu Xoắn VặnHình DiềuChế Độ Nhuốm MàuDịch chuyển tương đối biết trước của cú máy gốc, sẽ bị trừ đi (ví dụ: đối với cú máy lia, có thể hoạt họa được)Tiếng Hàn Quốc (한국어)Đạo Hàm Kr EpsilonĐạo hàm epsilon của Kr để tính toán các đường công-tua gợi ýTiếng Kyrgyz (Кыргыз тили)Thư Viện: %s: '%s' được kết nối trực tiếp từ '%s' (phụ huynh '%s'), nhưng là kiểu dữ liệu không thể kết nối đượcThư Viện: %s: '%s' vắng mặt trong '%s', phụ huynh '%s'Thư Viện: Dữ liệu tham chiếu đến tập tin .blend chính: '%s' từ '%s'Thư Viện: đối tượng vắng mặt trong cảnh: '%s'Nút Chuột TráiLZWNhãn HiệuKích Thước Phông Trên Nhãn HiệuKích Thước NhãnGắn nhãn các nút đổi tuyến dựa trên nhãn của các nút đổi tuyến kết nốiNhãn để hiển thị ổ cắm kiểu thứ trong Giao Diện Người DùngNhãn để hiển thị kiểu ổ cắm trong Giao Diện Người DùngĐộ Khuyết RỗngRanh Giới LambdaHệ Số LambdaHệ số LambdaHệ số Lambda trong ranh giớiPhản xạ khuếch tán Lambert và Oren-NayarTruyền xạ khuếch tán LambertBộ tô bóng phát xạ LambertBóng ĐènKhông Gian Cá Nhân Trên Mặt ĐấtLực Dính Mặt ĐấtĐộ Hạ Cánh Nhẹ NhàngĐịa RanhCác Điều Khiển cho Địa DanhĐịa RanhNgôn NgữID của Ngôn NgữTên Ngôn NgữNhãn hiệu ngôn ngữ (ví dụ: "French (Français)" (tiếng Pháp))Ngôn ngữ sử dụng trong bản phiên dịchNgôn NgữNgôn ngữ để cập nhật trong kho lưu trữ công việcLaplaceBiến Dạng LaplaceBộ Điều Chỉnh Biến Dạng LaplaceBộ Điều Chỉnh Làm Mịn LaplaceLàm mịn các điểm đỉnh được chọn theo phương pháp LaplaceBiếnDạngLaplaceMịnHóaLaplaceToCuốiID Khe của Hành Động Trước ĐâyKhung Hình CuốiGiá trị cuối cùng của phạm vi ĐLVHKhung hình cuối của hành động để sử dụngKhung hình cuối của Hành Động để sử dụngKhung cuối cùng trên dòng thời gian của hành độngKhung hình cuối cùng của phân đoạnKhung hình cuối cùng để thuyên chuyểnVị trí được biết đến trước đây của tư thế quan sát (điểm tâm nằm giữa hai mắt) trong không gian thế giớiXoay chiều sau cùng của tư thế quan sát (giữa hai mắt) trong không gian thế giớiPhần tử được chọn cuối cùngKhông tìm thấy cái được chọn cuối cùngTiện quanh một trục, coi khung lưới cung cấp như một hình khuôn/mặt cắtVĩ Tuyến Tối ThiểuLưới RàoMớiBiến Dạng của Lưới RàoBộ Điều Chỉnh Lưới RàoKhối dữ liệu giàn lưới xác định một khung lưới đồ thị dùng để biến dạng những đối tượng khácKhối dữ liệu của lưới ràoBộ điều chỉnh biến dạng bằng lưới ràoĐối tượng lưới rào sử dụng để biến dạngCác Lưới RàoLưới RàoKhởi động Blender không có --offline-mode (chế độ ngoại tuyến)Đã khởi chạy với "--offline-mode (chế độ phi trực tuyến)", không thể thay đổi đượcTầng LớpKhông tìm thấy tầng lớp '%s' trong đối tượng '%s'Tầng Nằm TrênTầng Nằm DướiBộ Sưu Tập Tầng LớpSố Tầng LớpNhóm Tầng LớpNhóm Tầng Lớp đã bị khóa lại hoặc không nhìn thấy đượcCác Nhóm Tầng LớpChỉ Số Tầng LớpÁnh Xạ Tầng LớpChế Độ Tầng LớpCác Đối Tượng của Tầng LớpĐộ Đục của TầngLượt Tầng LớpSố Mẫu Vật của TầngSự Lựa Chọn Tầng LớpBước Tầng LớpTrọng Lượng TầngTầng nằm trên cái đang hoạt độngTầng đã được cho thêm vàoTầng nằm dưới cái đang hoạt độngBộ sưu tập tầng lớpCon cái của bộ sưu tập tầng lớpTầng trong hình ảnh đa tầngTầng lớp đã được thêm vào như một màn chắn lọcTầng lớp đã bị khóa lại hoặc không nhìn thấy đượcTầng được chọn để biên soạn trong Bảng Hành ĐộngTên của tầngKhông tìm thấy tầng lớp trong dữ liệu chú thíchTầng lớp của bộ nhớ đệm, sử dụng để nạp hoặc vượt quyền dữ liệu từ tầng lớp đầu tiênTầng màu cho điểm đỉnh trong khối dữ liệu của Khung LướiThanh lọc lượt tầng lớpĐặt Thành Tầng LớpThu Ghi Phân TầngTầng LớpNhuốm Màu Tầng LớpTầng Lớp làm Thực ThểTầng lớp để các điều khiển FK nằm trên đóTầng lớp cho những điều khiển IK tùy chọn nằm trên đóTầng lớp cho những điều khiển chính nằm trên đóTầng lớp cho các điều khiển thứ cấp nằm trên đóCác tầng lớp dành cho những điều khiển tinh chỉnh nằm ở đóCác tầng lớp bao gồm trong quá trình nội suyCác tầng lớp của bộ nhớ đệmCác tầng lớp được sử dụng như các đường ranh giớiTLớp:%s | KhHình:%s | Nét Vẽ:%s | Điểm:%sBố TríKhông thể sử dụng các bố trí bảng trong ngữ cảnh này đượcKết Nối Lười BiếngNguồn Lười Biếng!Mục Tiêu Lười Biếng!ChìChức năng tương tự như khóa dẫn đầu dành cho việc tiếp cận các công cụTiền DẫnDa ThuộcĐể nguyên như vậyĐể nguyên ở trạng thái hiện tạiGiữ nguyên định hướngTráiMắt TráiTay Cầm Bên TráiĐã Chọn Tay Cầm TráiĐã Chọn Tay Cầm TráiKiểu Tay Cầm Bên TráiKhóa TráiLân Cận Bên TráiTrực Giao Bên TráiPhối Cảnh Bên TráiTrạng thái lựa chọn của tay cầm bên tráiGóc dưới bên trái của vùng tìm kiếm trong tọa độ đã bình thường hóa tương đối với vị trí của dấu mốcTrái/PhảiChânTrình Bổ Sung CũCác Trình Bổ Sung CũHành Xử CũLoại Thiết Bị Tính Toán CũNhiễu CũPháp Tuyến CũViết Đè CũĐường Dẫn Mục Tiêu CũRàng buộc theo dõi cũ trước đây rất hay bị giả tượng xoắn vặnMã định danh duy nhất thể loại nút cũ, là thừa, không cần thiết, với thuộc tính bl_idnameCác tầng lớp màu điểm đỉnh cũ. Đã lỗi thời. Xin hãy sử dụng các thuộc tính màu thay vì.Bản quyền hợp pháp và các điều kiện dành cho mô hìnhChiều DàiTrung Bình Chiều DàiHệ Số Chiều DàiChế Độ Chiều DàiBộ Điều Chỉnh Chiều DàiĐơn Vị Độ DàiTrọng Lượng tùy Chiều DàiChiều dài (khoảng cách) đến vị trí của tư thế nghỉChiều dài trong không gian hình họcChiều dài theo tỷ lệ chiều dài của nét vẽChiều dài của AChiều dài chu trình đường gạch ngang được đo theo số mẫu vật của nét vẽChiều dài của các đường dẫn con cáiChiều dài của đường dẫn được hiển thị, trong số khung hìnhChiều dài của mỗi đường congChiều dài của mỗi đường cong được cuộnChiều dài của mỗi khung hìnhChiều dài của mỗi cá nhân cạnhChiều dài của mỗi phân đoạnĐộ dài của Tay Cầm Bézier thứ nhất (duy cho các Xương-B)Chiều dài của các đường cong mới được thêm vào khi nó không được nội suy từ các đường cong khácChiều dài của các tia xạ, xác định khoảng cách các mặt khác cách xa là bao nhiêu, trước khi có hiệu ứng mờ khuất điĐộ dài của chỉ số sắp xếp lại nhất định phải bằng số đường congĐộ dài của Tay Cầm Bézier thứ nhì (duy cho các Xương-B)Chiều dài của kích thước phải giống với kích thước lựa chọnChiều dài gạch ngang thứ 1 của đường gạch ngangChiều dài gạch ngang thứ 1 để tách phânChiều dài kẽ hở thứ nhất của đường gạch ngangChiều dài khoảng cách trống thứ 1 để tách phânChiều dài gạch ngang thứ 2 của đường gạch ngangChiều dài gạch ngang thứ 2 để tách phânChiều dài kẽ hở thứ 2 của đường gạch ngangChiều dài khoảng cách trống thứ 2 để tách phânChiều dài gạch ngang thứ 3 của đường gạch ngangChiều dài gạch ngang thứ 3 để tách phânChiều dài kẽ hở thứ 3 của đường gạch ngangChiều dài khoảng cách trống thứ 3 của đường gạch nốiChiều dài của vòng cungChiều dài của xươngChiều dài của xương. Thay đổi sẽ di chuyển đầu cuối của đuôi.Chiều dài của độ sâu được thêm vào hướng Z địa phương, dọc theo đường cong, vuông góc với pháp tuyến của nóChiều dài của đuôi tóc ở cuối bím tócChiều dài của đường cong tóc sinh tạo raChiều dài của tócChiều dài phần đầu của đường thẳngChiều dài phần đuôi của đường thẳngChiều dài đỉnh đầu để xóaChiều dài để khít vừa mảng vàoChiều dài để tạo tay cầm Bézier của các khung khóa đã chọnTrọng lượng của hiệu ứng viên Lennard-JonesLăng KínhBiến Dạng của Thấu KínhĐơn Vị Thấu KínhTiêu cự của thấu kính (mm)GiảmNhỏ HơnChế Độ Nhỏ HơnNhỏ Hơn hoặc Bằng NhauNếu ít hơn giới hạn 90 độ thì góc được sử dụng trong phạm vi sắc tháiĐể cho khói tan biến mất theo thời gianHãy để cho bộ điều vận xác định giá trị của tính chất nàyĐể định hướng của đối tượng phát sinh định vận tốc khởi đầu của hạtCho phép chuột đảo (chuyển tiếp) quanh ranh giới góc nhìn, để chuyển động của chuột không bị giới hạn bởi kích thước của màn hình (được sử dụng trong biến hóa, kéo rê các điều khiển Giao Diện Người Dùng, v.v.)Để đối tượng đặt vận tốc khởi đầu của hệ thống hạtCho pháp tuyến bề mặt định vận tốc khởi đầu của hạtCho tiếp tuyến bề mặt đặt tốc độ bắt đầu của hạtĐể hệ thống hạt mục tiêu đặt vận tốc khởi đầu của hạtCho phép văn bản tràn ra ngoài hộpCho phép vectơ nằm cách xa vị trí của hệ thống hạt mục tiêu đặt vận tốc khởi đầu cho hạtMức ĐộTầng Lớp Kết ThúcTập MứcTầng Lớp Khởi ĐầuMức chi tiết trong nhiễu hỗn loạn thêmMức độ làm mịn trên đường lăn để bao gồm sự biến thiên của hình dạngMức độ phân chiaĐại diện tập mức của chất lỏngĐại diện tập mức của luồng chảy vàoĐại diện tập mức của các chướng ngại vậtĐại diện tập mức của luồng thoát raMức Độ/Số Tầng BậcMức Cổng NhìnNạp lại Thư Viện: Quá trình thay thế toàn bộ các tham chiếu tới khối dữ liệu cũ '%s' bằng cái đã nạp lại bị thất bại, cái cũ (%d người dùng còn lại) phải được lưu tồn và được đổi tên thành: '%s'Thư ViệnThư ViệnThư viện “%s” cần phải tái đồng bộ các trường hợp vượt quyềnThư viện '%s', '%s' có nhiều thực thể, lưu và nạp lại!Thư Viện (Dữ Liệu Đối Tượng)Tham chiếu thư viện (tập tin blend) trong dữ liệu BlendImportContext (Ngữ Cảnh Nhập Khẩu Blend). Hiện tại chỉ được bộc lộ dưới dạng dữ liệu duy-đọc cho các bộ tiền/hậu xử lý nhập khẩu blend mà thôiTrình Duyệt Thư ViệnThư Viện Có Thể Chỉnh SửaChỉ số ID thư viện %s trong thư viện %s, điều này không đúng!Không tìm thấy ID thư viện %s tại đường dẫn dự kiến %s!ID thư viện đại diện cho tập tin blend mà ID được nhập khẩu vào. Không có giá trị gì cho đến khi ID đã được liên kết hoặc chèn thêm vào rồiTên Thư ViệnThao Tác Thư ViệnThư Viện Có Thể Vượt QuyềnID Vượt Quyền Thư ViệnVượt Quyền Thư ViệnThao Tác Vượt Quyền Thư ViệnThao Tác Khắc Phục Sự Cố Vượt Quyền Thư ViệnChế Độ Quan Sát Vượt Quyền Thư ViệnVượt Quyền Thư ViệnVượt Quyền Thư Viện Cần đồng bộ hóa lạiĐường Dẫn Thư ViệnTham Chiếu Yếu của Thư việnKhối dữ liệu của thư việnCơ sở dữ liệu thư viện với con trỏ khối dữ liệu thư viện NULL (trống rỗng)!Tập tin thư viện được kết nối với khối dữ liệuTập tin thư viện, nạp cảnh trốngID vượt quyền thư viện được sử dụng làm gốc của hệ thống thứ bậc vượt quyền mà ID này là thành viên của nóDữ liệu vượt quyền thư việnCác khối dữ liệu vượt quyền thư viện chỉ hỗ trợ lưu giữ Bộ Nhớ Đệm Trên Đĩa mà thôiVượt quyền thư viện khối dữ liệu kết nối, nhấp chuột để hoàn toàn cục bộ hóa, dùng tổ hợp Shift + Nhấp Chuột để xóa vượt quyền thư viện và chuyển đổi nếu có thể biên soạn đượcCác mẫu vượt quyền thư viện đã bị xóa sạch rồi: xóa toàn bộ các dữ liệu vượt quyền khỏi khối dữ liệu '%s'Đường dẫn '%s' không tồn tại, xin sửa lại khi trước lưuĐường dẫn thư viện '%s' đã hợp lệ rồi, xin tái nạp thư việnKhông thể biên soạn đường dẫn thư viện được, xin hãy sử dụng thao tác Đổi Vị Trí (Relocate) nhéThư viện để nạp lạiThư viện để tìm lạiGiấy PhépĐã được cấp phép chiểu theo Giấy Phép Công Chúng GNUTuổi ThọTuổi ThọHệ Số Tuổi ThọTuổi thọ của hệ thống hạtTuổi ThọNgẫu Nhiên Hóa Tuổi ThọTuổi thọ của sóng trong số lượng khung hình, số không (zê-rô) nghĩa là vô hạnNângLực NângNâng/Gamma/Khuếch ĐạiNguồn/Ánh Sáng/ĐènDiện TíchTự ĐộngSauLấy Mẫu Vật Phát XạTrướcTrước và SauĐènThămDòÁnhSángVật Liệu BắtMớiKhông CóBề DiệnĐiểmNăng LượngHình CầuĐèn RọiCường ĐộXưởngMặt TrờiThể LoạiSử Dụng Nhiệt ĐộThể TíchThế GiớiTùy Ứng Ánh SángGóc Độ Ánh Sáng: %.3fMàu của Ánh SángĐường Viền Công Tua Ánh SángChiều Hướng của Ánh SángSuy Giảm Dần của Ánh SángNhóm Ánh SángNhóm Ánh SángTỷ Lệ Cường Độ Ánh SángLiên Kết Ánh SángNhững Đặc Biệt về Liên Kết Ánh SángLiên Kết Ánh Sáng cho %sĐối Tượng Ánh SángĐầu Ra Ánh SángĐường Đi của Ánh SángĐường Đi của Ánh SángCông Suất Ánh Sáng: %.3fĐầu Dò Ánh SángThể Tích Thăm Dò Ánh SángĐầu Dò Ánh Sáng Thể Tích Loại Bỏ Mặt SauKhối dữ liệu Bộ Thăm Dò Ánh Sáng dành cho những đối tượng tóm bắt ánh sángKhối dữ liệu Thăm Dò Ánh SángCác Bộ Thăm Dò Ánh SángBộ Thăm Dò Ánh SángKích Thước Bể Chứa Đầu Dò Ánh Sáng Thể TíchBán Kính Ánh Sáng: %.3fNguồn Sáng Tham ChiếuGiới Hạn Mẫu Vật Ánh SángKích Thước Đèn X: %.3fKích Thước Đèn Y: %.3fKích Thước Ánh Sáng: %.3fNgưỡng Ánh SángCây Ánh SángLoại Nguồn Ánh SángMàu của ánh sángNhiệt độ màu ánh sáng tính bằng KelvinKhối dữ liệu bố trí ánh sáng cho một cảnhKhối dữ liệu về nguồn ánh sángNăng lượng ánh sáng phát ra trên toàn bộ diện tích của ánh sáng trong mọi chiều hướng, theo đơn vị công suất bức xạ (W)Liên kết ánh sáng các vật cản trở đã chọn với đối tượng phát xạ đang hoạt độngLiên kết ánh sáng từ các vật tiếp nhận đã chọn với đối tượng phát xạ đang hoạt độngCài đặt liên kết ánh sángCài đặt liên kết ánh sáng của các đối tượng và các bộ sưu tập con cái của một bộ sưu tậpCài đặt liên kết ánh sáng của bộ sưu tậpCài đặt về liên kết ánh sáng của đối tượng bộ sưu tậpTrạng thái tiếp nhận ánh sáng hoặc bóng tối của đối tượng hoặc bộ sưu tậpĐầu dò ánh sáng nắm bắt ánh sáng tiến vào từ một hướng duy nhất trên một bề diệnĐầu dò ánh sáng nắm bắt ánh sáng tần số thấp bên trong một thể tíchĐầu dò ánh sáng nắm bắt ánh sáng chính xác từ mọi hướng tại một điểm duy nhất trong không gianSự phân bố tán xạ ánh sáng trên bề mặt gồ ghềKích thước ánh sáng dùng cho quá trình lấy mẫu tia bóng tối (bóng tối Dò Tia)Cường độ ánh sáng trước khi áp dụng sự sửa đổi về suy giảm dầnNguồn sáng sử dụng cho bố trí ánh sáng Studio trong chế độ chuyển sắc lập thể (Solid)Các Nguồn Ánh SángQuangKếMớiLàm SángChế Độ Làm SángÁp lực càng nhẹ càng gây làm mịn nhiềuNhóm Ánh SángĐồng Bộ Hóa Nhóm Ánh SángNhóm ánh sáng mà đối tượng trực thuộcNhóm ánh sáng mà thế giới thuộc về nóBố Trí Ánh SángPhương pháp bố trí ánh sáng cho Tô Bóng Cổng Nhìn Lập Thể/Chất LiệuChế Độ Ánh SángÁnh sáng cho khối dữ liệu Thế GiớiĐộ SángĐộ Sáng:Nguồn Ánh SángNhững nguồn ánh sáng tác động đối tượng Bút Chì DầuNguồn ánh sáng dùng để hiển thị các đối tượng trong chế độ vẽ lập thểNguồn ánh sáng được sử dụng để hiển thị các đối tượng ở chế độ chuyển sắc cho chất rắnSố Phân Đoạn ChiThể Loại ChiGiaoĐiểmKhớpĐá Vôi (Vỡ)Đá Vôi (Đặc)Giới HạnKhoảng Cách Giới HạnRàng Buộc Khoảng Cách Giới HạnBộ Điều Chỉnh-F Hạn ChếGiới Hạn Phạm Vi Khung HìnhHạn Chế Vị TríRàng Buộc Hạn Chế Vị TríPhương Pháp Hạn ChếChế Độ Giới HạnGiới Hạn Bán KínhHạn Chế Xoay ChiềuRàng Buộc Hạn Chế Độ XoayHạn Chế Tỷ LệGiới Hạn Kích ThướcRàng Buộc Giới Hạn Kích ThướcGiới Hạn Cường ĐộGiới Hạn Bề MặtGiới Hạn Góc Nhìn trong Nội DungGiới Hạn XGiới Hạn YGiới Hạn ZChỉ hợp nhất điểm đỉnh khi khoảng cách thấp hơn giá trị nàyGiới hạn ứng dụng đầu bút ở khoảng cách chỉ định bởi phân khoảngHạn định các phần tử va đập chỉ hoạt động trong Bộ Sưu Tập này mà thôiGiới hạn hoạt động của các vật va đập trong bộ sưu tập này mà thôiHạn chế trọng lượng biến dạng liên quan với một điểm đỉnh xuống một số nhất định bằng cách xóa những trọng lượng nhỏ nhấtKhoảng cách giới hạn trong các tọa độ được bình thường hóaGiới hạn hoạt động của các hiệu ứng viên trong bộ sưu tập này mà thôiChỉ cho phép các đối tượng chất lỏng hoạt động trong nhóm này mà thôiGiới hạn để bám dính các điểm đỉnh ở giữa vào tâm trụcGiới hạn các lực hoạt động trong bộ sưu tập này mà thôiGiới hạn số lượng đèn tối đaHạn chế độ dốc dựng đứng của thân sóng giữa các điểm mô phỏng (dùng những giá trị cao hơn để sóng được mịn hơn, song chi tiết sẽ bị thuyên giảm)Hạn chế sự hợp nhất hình họcHạn chế chuyển động quanh trục XHạn chế chuyển động quanh trục YHạn chế chuyển động quanh trục ZGiới hạn chuyển động theo hướng ban đầu của quan sátHạn chế xoay chiều quanh trục XHạn chế xoay chiều quanh trục YHạn chế xoay chiều quanh trục ZHạn chế tốc độ giám sát để thấy được tác động dễ dàng hơn (điều này không ảnh hưởng đến chất lượng giám sát)Hạn chế kích thước chất liệu là 1024 điểm ảnhHạn chế kích thước chất liệu là 128 điểm ảnhHạn chế kích thước chất liệu là 2048 điểm ảnhHạn chế kích thước chất liệu là 256 điểm ảnhHạn chế kích thước chất liệu là 4096 điểm ảnhHạn chế kích thước chất liệu là 512 điểm ảnhHạn chế kích thước chất liệu là 8192 điểm ảnhHạn chế kích thước chất liệu sử dụng trong quá trình kết xuất cuối cùngHạn chế kích thước chất liệu sử dụng bởi quá trình kết xuất cổng nhìnHạn chế lượng đổi tỷ lệ tự độngKhoảng cách giới hạn từ đối tượng mục tiêuGiới hạn khoảng cách từ bề diện dịch chuyển mà một điểm đỉnh có thể bị ảnh hưởngGiới hạn khoảng cách sử dụng cho quá trình phóng chiếu (đặt = 0 để tắt)Hạn chế vị trí của đối tượng bị ràng buộcGiới hạn giá trị tối đa của bán kính để tránh các miếng phi lê chồng gối lên nhauGiới hạn số lượng kết nối internet đồng thời mà các hoạt động trực tuyến có thể thực hiện cùng một lúc. 0 là tắt giới hạn đi.Giới hạn thời gian kết xuất (ngoại trừ thời gian đồng bộ hóa). Đặt bằng 0 để tắt giới hạn điGiới hạn độ phân giải ở mức 1 đơn vị từ nguồn sáng, thay vì tương đối với điểm ảnh nằm trong bóng tốiHạn chế độ xoay của đối tượng bị ràng buộcHạn chế tỷ lệ của đối tượng bị ràng buộcHạn chế kích thước của chất liệu để tiết kiệm bộ nhớ đồ họaHạn chế phạm vi thời gian/giá trị sửa đổi của Đường Cong-FGiới hạn chiều cao dòng thời gian ở khe kênh sử dụng tối đaGiới hạn trongHạn Chế trong Phạm Vi Khung HìnhGiới Hạn trong Phạm Vi Chơi LạiGiới Hạn trong Phân đoạnGiới Hạn trong Cổng NhìnGiới hạn hiệu ứng hừng sáng trong màu đã chọnHạn chế dịch chuyển trên hướng trục XHạn chế dịch chuyển trên hướng trục YHạn chế dịch chuyển trên hướng trục ZChiếu Sáng Toàn Cầu Hạn ChếGiới HạnGiới HạnĐặt khoảng giới hạn thanh trượt của Giá Trị Tính Chất trong một phạm vi nhất định. Các giá trị nằm ngoài phạm vi này nhất định phải được điền vào một cách thủ côngSai số tuyến tínhĐường Nét/ThẳngMỹ Thuật Đường NétBộ Điều Chỉnh Line ArtCài Đặt về Line ArtNhững cài đặt về Line Art cho nguyên vật liệuNhững cài đặt về Line Art cho đối tượngThể loại nguồn của nét Line ArtĐầu DòngNgắt DòngMàu của Đường NétAlpha của Màu Đường NétKênh Lam của Đường NétKênh Lục của Đường NétKênh Đỏ của Đường NétCuối DòngDòng Báo LỗiDòng Thông TinDòng Đầu VàoSố DòngNền của Số DòngDòng Đầu RaSự Ưu Tiên của NétBán Kính TrongMẫu vật theo đường vẽBộ Sưu Tập Bộ Đường NétTên Bộ Đường NétBộ Đường NétPhân Khoảng của DòngPhong Cách Đường NétBộ Điều Chỉnh Alpha Phong Cách NétBộ Điều Chỉnh Màu Sắc của Phong Cách NétBộ Điều Chỉnh Hình Dạng của Phong Cách NétBộ Điều Chỉnh Phong Cách NétĐầu Ra Phong Cách NétBộ Điều Chỉnh Độ Dày Phong Cách Đường NétKhối dữ liệu về Phong Cách Đường NétPhong Cách Đường NétĐộ Dày của Đường NétChế Độ Độ Dày của Đường NétKiểu Đường NétChiều Rộng NétMàu của đường nét khi kết xuất Phong Cách Đường Nét FreestyleSố của dòng để nhảy đếnDòng chữ trong một khối dữ liệu Văn BảnKhông xóa được bộ đường nét '%s'Bộ đường nét liên quan đến các tham số về đường nét và phong cáchTên bộ đường nétBộ đường nét của các đường nét liên quan và các tham số về phong cáchSắp đặt phong cách đường nétĐộ dày nét dựa vào nhiễu ngẫu nhiênĐộ dày nét dựa vào góc giữa hai mặt kề nhauĐộ dày nét vẽ dựa vào độ cong tỏa tròn của các bề mặt khung lưới 3DĐộ dày nét cho đường chuyển độngĐộ dày của đường nét trong số điểm ảnhChế độ độ dày của đường nét cho cách vẽ nét FreestyleDòng để nhảy đếnBộĐườngNétBộ Đường Nét %iPhongCáchĐườngNétKhe Chất Liệu Phong Cách NétTuyến TínhAP0 tuyến tính với điểm trắng ACESAP1 tuyến tính với điểm trắng ACESTuyến tính BT.2020 với điểm trắng chiếu sáng D65BT.709 tuyến tính với điểm trắng chiếu sáng D65CIE-XYZ D65 tuyến tínhCIE-XYZ E tuyến tínhTuyến Tính Hạn ĐịnhDCI-P3 D65 Tuyến TínhDCI-P3 tuyến tính với điểm trắng chiếu sáng D65Giảm Chấn Tuyến TínhLực Cản Tuyến TínhE-Gamut tuyến tính với điểm trắng D65 chiếu sángNgoại Suy Tuyến TínhFilmLight E-Gamut Tuyến TínhDụng Cụ Tuyến TínhDốc Màu Tiếp TuyếnÁnh Sáng Tuyến TínhChế Độ Ánh Sáng Tuyến TínhBộ Điều Chỉnh Tuyến TínhMô Tơ Tuyến TínhRec.2020 Tuyến TínhRec.709 Tuyến TínhVận Tốc Tuyến Tính Giới Hạn trước khi Giải HoạtVận Tốc Tuyến Tính mà dưới nó bộ mô phỏng sẽ ngưng đối tượng được mô phỏngMô hình tuyến tínhMô hình khoảng cách tuyến tính có hạn địnhSuy giảm dần tuyến tínhNội suy tuyến tínhNội suy tuyến tính giữa các giá trị Từ Tối Thiểu (From Min) và Từ Tối Đa (From Max)Nội suy tuyến tính giữa các khung khóaĐộ nhớt tuyến tínhPha trộn tuyến tính dữ liệu một cách mịn màng vào các khung hình ranh giới của lựa chọnĐổi tỷ lệ dọc theo trục Z của không gian bộ điều chỉnh một cách tuyến tínhMỹ Thuật Đường NétĐường NốiDuy Đường NétCác dòng văn bảnNhững Đặc Biệt của Bộ Đường NétKết NốiKết Nối cái Đang Hoạt Động với cái Được ChọnKết Nối Dữ Liệu Hoạt HọaKết nối các Bộ Sưu TậpKết Nối Phông Chữ với Văn BảnKết Nối Bộ Sưu Tập Thực ThểGiới Hạn Kết NốiKết Nối Nguyên Vật LiệuKết Nối Nguyên Vật Liệu VớiKết Nối Dữ Liệu Đối TượngTrạng Thái Liên KếtLiên kết nút đang hoạt động với các nút được chọn dựa trên các tiêu chí khác nhauKết nối sau bộ sưu tậpKết nối toàn bộ với xươngKết nối toàn bộ với đối tượngKết nối trước bộ sưu tậpKết nối giữa các bộ sưu tậpLiên kết giữa các nút trong cây nútKết nối từ một tập tin Thư Viện .blendLiên kết từ đầu ra nàyKết nối các bộ sưu tập từ cảnh hiện tại (bản sao hờ)Liên kết bên trong bộ sưu tậpKết nối bị ẩn giấu vì các ổ cắm vô hình (không nhìn thấy được)Liên kết đã bị giải hoạt và có thể bỏ qua đượcKết nối là hợp lệKết nối nguyên vật liệu với đối tượng hoặc với dữ liệu của đối tượngKết nối các đối tượng vào một bộ sưu tậpKết nối các đối tượng vào một bộ sưu tậpKết nối những bộ sưu tập được chọn với cảnh đang hoạt độngLiên kết các dải đã chọn với nhau lại để đơn giản hóa việc lựa chọn nhómKết nối lựa chọn với một cảnh khácKết nối các đối tượng hoặc các khối dữ liệu thay vì bổ sung thêmKết Nối với Bộ Sưu TậpKết Nối với Bộ Sưu TậpKết Nối với Bộ Sưu TậpKết Nối với Nút Quan SátKết nối tới nút quan sátKết Nối/Thuyên Chuyển Dữ LiệuKết NốiBản Sao Kết NốiDữ Liệu Kết NốiKhối Dữ Liệu Kết NốiTay Cầm Kết NốiMã Định Danh Phiên Làm Việc của ID Liên KếtChỉ Danh ID kết nối sử dụng làm tham chiếu bởi sự vượt quyền nàyNướng Đóng GóiThời Gian Kết NốiCác hành động liên kết sẽ được nhân đôi cho mỗi dải đã chọn.Bộ sưu tập xương liên kết không thể chỉnh sửa đượcKhông thể đổi tên các khối dữ liệu vốn đã liên kết đượcCác khối dữ liệu kết nối đều sẽ không cho phép biên soạn bộ nhớ đệmPhải bật Bộ Đệm Đĩa lên để nướng đối tượng kết nốiCác khối dữ liệu kết nối hoặc vượt quyền thư viện đều không cho phép cho thêm vào hoặc xóa bỏ bộ nhớ đệmĐịnh kết nối hay bổ sung thêm từ một định dạng tập tin .blend rất xưa cũ (%d.%d), sự chuyển đổi hoạt họa sẽ không được thi hành! Có thể, bạn nên dùng bản Blender hiện tại để lưu tập tin thư viện của mình thì hơnKết NốiCác liên kết chỉ có thể đi vào một vùng, chứ không thể đi ra đượcChất LỏngPhạm Vi Chất LỏngNguyên Vật Liệu Phạm Vi Chất LỏngNângLiệt kê nội dung tập tin .blendThành Phần Danh SáchMàu cho Phần Tử trong Danh SáchKhít Vừa Chiều DàiTên Danh SáchLiệt kê nội dung của toàn bộ các thư mục nhánh, một tầng đệ quyLiệt kê nội dung của toàn bộ các thư mục nhánh, ba tầng đệ quyLiệt kê nội dung của toàn bộ các thư mục nhánh, hai tầng đệ quyLiệt kê toàn bộ các thao tác trong khối văn bản, có lợi cho việc biên soạn tập lệnhLiệt kê danh sách các đối tượng nằm dưới chuột (chỉ trong chế độ đối tượng mà thôi)Danh Sách các AOVDanh sách của các Nhóm Ánh SángDanh sách các Tầng Chọn LọcDanh sách các Tầng Lớp Chắn LọcDanh sách toàn bộ các bộ sưu tập xương của khung rốiDanh sách có các bộ điều chỉnh độ trong suốt của alphaDanh sách các hình ảnh nềnDanh sách các phân đoạn hoạt họa móc nốiLiệt kê các đồ dùng trong Ánh Xạ GizmoDanh sách các khung lưới đồ thị và siêu dữ liệu được nạp vào bộ nhớDanh sách các nhóm xương để dễ dàng lựa chọnDanh sách các thư viện để tìm kiếm và nhập khẩu ID ấy từ đó vào. ID sẽ được nhập từ tệp đầu tiên trong danh sách có chứa ID đóDanh sách các bộ điều chỉnh màu nétDanh sách có các bộ điều chỉnh độ dày của nétDanh sách các chỉ danh (ID) bí mật của đối tượng và nguyên vật liệu để bao gồm trong lớp vẽ lồngLiệt kê các tính chất vượt quyềnDanh sách các thao tác vượt quyền cho một tính chấtDanh sách các bộ điều chỉnh hình học của nét vẽLiệt kê các thành viên có quyền chuyển giao thay đổi vào kho mã nguồn của BlenderTiếng Litva (Lietuviškai)Biên Soạn Trực TuyếnMở Gói Trực TuyếnTrực tuyến thanh lọc văn bảnChuỗi ký tự để thanh lọc khi tìm kiếm trực tiếpNạpNạp các Cài Đặt Sở Thích "{}" của Xưởng Sản Xuất.Nạp Tập Tin Khởi Động "{}" của Xưởng Sản Xuất và các Cài Đặt Sở ThíchNạp các Cài Đặt Sở Thích của Xưởng Sản XuấtNạp Tập Tin Khởi Động Mặc Định của Xưởng Sản Xuất và các Cài Đặt Sở ThíchNạp Cài Đặt Sở Thích {:s} của Xưởng Sản XuấtNạp mô-đun OptiX ở chế độ điều tra và gỡ lỗi: mức độ chi tiết ghi nhật ký thấp hơn, cho phép các kiểm tra xác thực, và hạ thấp mức tối ưu hóaNạp Giao DiệnNạp một tập tin nắm bắt chuyển động BVH (Bounding Volume Hierarchy : Cây Phân Cấp Giới Hạn Thể Tích)Nạp một tập tin FBXNạp một tập tin SVGNạp một Cảnh của Wavefront OBJNạp một tập tin bộ nhớ đệmNạp một tập tin glTF 2.0Nạp phông mới từ một tập tinNạp một sắp đặt sẵnĐọc một trình tự khung hình hoặc một tập tin phimĐọc một tập tin âm thanhNạp một tập tin âm thanh và biến thành mono (đơn kênh)Nạp kho AlembicNạp và áp dụng tập tin kiểu mẫu XML của BlenderNạp các cài đặt sở thích mặc định của nhà sản xuất. Sử dụng "Lưu các Cài Đặt Sở Thích" để ấn định vĩnh viễn các thay đổi trong cài đặt sở thíchNạp tập tin khởi động mặc định của nhà sản xuất và các cài đặt sở thích. Sử dụng "Lưu Tập Tin Khởi Động" and "Lưu các Cài Đặt Sở Thích" để ấn định vĩnh viễn các thay đổiNạp các cài đặt sở thích đã lưu trước đâyNạp bản hướng dẫn sử dụng trực tuyếnNạp âm thanh với phimTải tập tin blend mặc định ('khởi động dùng cài đặt của xưởng sản xuất'). Việc làm này độc lập với tập tin khởi động thông thường mà người dùng có thể lưu lạiNạp các sắp đặt về phiên dịch từ tập tin JSon ổn địnhNạp sắp đặt về giao diện người dùng từ tập tin .blendNạp sắp đặt về giao diện người dùng trong tập tin .blendNạp sắp đặt về giao diện người dùng khi đọc các tập tin .blendQuá trình nạp “%s” đã bị thất bại: Đang Nạp các Thư Viện Tài SảnQuá trình nạp các cài đặt xuất khẩu đã bị thất bại. Đã xóa các cài đặt bị hư hoại đi rồiQuá trình nạp bị thất bại: Xem Trước NútĐang nạp...Cục BộTiếp Tuyến +X Cục BộTiếp Tuyến +Z Cục BộTiếp Tuyến -X Cục BộTiếp Tuyến -Z Cục BộMáy Quay Phim Cục BộBộ Sưu Tập Cục BộKhối Dữ liệu Cục bộVị Trí Cục BộMa Trận Cục BộKhông Gian Cục BộKhông Gian Cục Bộ (Định Hướng của Chủ Nhân)Lên/Xuống Cục BộGóc Nhìn Cục BộCục Bộ Với Phụ HuynhXoay chiều cục bộ của dụng cụ. Chỉ dùng nếu các biến hóa cục bộ là sử dụng trong chế độ góc nhìn 3DĐộ dài đơn vị không gian cục bộ tách phân các vectơ pháp tuyến của các góc mặt tam giác nàyVéctơ pháp tuyến, đơn vị chiều dài trong không gian cục bộ, của mặt nàyVéctơ pháp tuyến, đơn vị chiều dài trong không gian cục bộ, cho tam giác nàyVectơ tiếp tuyến, đơn vị chiều dài trong không gian cục bộ, của điểm đỉnh này, cho mặt này (phải được tính toán trước bằng cách sử dụng hàm calc_tangents)Ma trận biến hóa cục bộ của tầng lớpCục Bộ Hóa Toàn BộCục bộ hóa toàn bộ các dữ liệu bổ sung, bao gồm cả những cái được kết nối gián tiếp từ những thư viện khácVị TríVị Trí & Xoay ChiềuVị Trí & Tỷ LệVị Trí (Không Gian Đối Tượng)Trục Vị TríẢnh Hưởng Vị TríChế Độ Hòa Trộn Vị TríVị Trí XVị Trí YVị Trí ZVị trí để thêm các nút mớiVị trí cho đối tượng mới được thêmVị trí Tâm của khối lượngVị trí của tập tin đại diện tùy chọnVị trí của đầu xươngVị trí của điểm đỉnh đầu xương tương đối với khung rốiVị trí của điểm đỉnh xương tương đối với phụ huynh của nóVị trí đầu xương của kênhVị trí của dấu mốc trên khung hìnhVị trí đỉnh đuôi của xươngVị trí đầu cuối của đuôi xương tương đối với khung rốiVị trí đầu cuối của đuôi xương tương đối với phụ huynh của nóVị trí đuôi xương của kênhVị trí của mục tiêu mà đối tượng sẽ không thể xuyên qua đượcVị trí của mục tiêu điều khiển tương ứng với hành động trong không gian thế giớiVị trí của trình mở rộng để cài đặtVị trí hình mẫu của tóc trong hệ thống tọa độ địa phương của nó, tương đối với mặt phátVị trí hình mẫu của tóc trong không gian đối tượngVị trí của nút trong toàn bộ khung vẽVị trí của nút trong khung phụ huynh của nóVị trí của đối tượngVị trí của văn bảnVị trí của ký tự này trong dữ liệu văn bản (chỉ dành cho các đường cong văn bảnVị trí của điểm đỉnh trong không gian khu vựcVị trí của điểm đỉnh trong không gian đã bình thường hóaDịch chuyển đối với vị trí để áp dụng vào tư thế cơ sở khi xác định vị trí quan sátVị trí trên đĩa nơi lưu trữ dữ liệu nướngDuy vị tríVị Trí sang DeltaVị trí để thêm điểm đỉnh mới vàoVị trí để lưu giữ các tập tin đại diệnVị Trí, Xoay Chiều & Tỷ LệVị Trí, Xoay Chiều, Tỷ Lệ & các Tính Chất Tùy ChọnVị Trí:Vị TríKhóaKhóa cái đang Hoạt ĐộngĐiều Chỉnh KhóaKhóa Theo TrụcKhóa Ranh GiớiChốt Máy Quay vào Góc NhìnKhóa Chiều HướngKhóa Chiều HướngKhóa Di Chuyển Nâng LênKhóa Di Chuyển Nâng LênKhóa các ĐầuKhóa Khung Hình LạiKhóa Lựa Chọn Khung HìnhKhóa Đường Chân TrờiKhóa IK XKhóa Giao DiệnKhóa Vị TríKhóa Dấu MốcKhóa các Điểm Đỉnh Ranh Giới của Khung LướiPhương Pháp KhóaChế Độ Khóa Đối TượngKhóa Thứ TựKhóa các Hải Đảo đã được Ghim XuốngKhóa Pháp Tuyến của Đa GiácKhóa GốcKhóa Xoay ChiềuKhóa Xoay Chiều (Góc 4D)Khóa Xoay Chiều khi Đổi Tỷ LệKhóa Xoay Chiều (4D)Khóa Tỷ LệKhóa Hình MẫuKhóa ĐỉnhRàng Buộc Giám Sát Cố ĐịnhKhóa Định Hướng Lên TrênKhóa Giá TrịKhóa XKhóa Vị Trí XKhóa Xoay Chiều XKhóa YKhóa Vị Trí YKhóa Xoay Chiều YKhóa ZKhóa Vị Trí ZKhóa Xoay Chiều ZKhóa hành động thi hànhHành động khóa sẽ thi hành trên nhóm điểm đỉnhKhóa toàn bộ các tầng lớp Bút Chì Dầu để ngăn ngừa chúng khỏi bị chỉnh sửa một cách bất ngờKhoá toàn bộ các nguyên vật liệu Bút Chì Dầu để ngăn ngừa chúng khỏi bị sửa đổi một cách bất ngờKhóa toàn bộ các hình mẫuKhóa tất cả các hình mẫu của đối tượng đang hoạt độngKhóa toàn bộ các nhóm điểm đỉnhKhóa toàn bộ các nhóm điểm đỉnh của đối tượng đang hoạt động lạiKhóa và ẩn giấu bất kỳ nguyên vật liệu nào không sử dụng đếnKhóa bất cứ nguyên vật liệu nào không sử dụng đến trong toàn bộ các nét vẽ nào đã chọnKhóa các điểm đỉnh ranh giới trong quá trình đơn giản hóa để tránh những khoảng trống trên các khung lưới kết nốiKhóa KênhKhóa khung hình hiện tại được hiển thị bởi tầngKhóa góc nhìn đường cong vào con trỏ thời gian khi chơi lại và giám sátKhóa, không cho biên soạn thành phần 'góc độ' của sự xoay chiều bằng 4 thành phần khi biến hóaKhóa, không cho biên soạn sự xoay chiều bằng 4 thành phần bởi các thành phần (thay vì Euler)Khóa, không cho biên soạn vị trí khi biến hóaKhóa, không cho biên soạn xoay chiều khi biến hóaKhóa, không cho biên soạn tỷ lệ khi biến hóaKhóa giao diện trong khi kết xuất để dành thêm bộ nhớ cho bộ kết xuấtKhóa chuyển động vào chuyển động được khôi phục lại của máy quay phimKhóa chuyển động vào chuyển động đã tái dựng của đối tượngKhóa chuyển động vào giám sát chuyển động của mục tiêuKhóa chuyển động vào đường dẫn mục tiêuKhông thấy có cái nào bị khóa cả!Khóa các kho lưu trữ - để kiểm thử khóaKhóa xoay chiều theo trục giữa các đầu đường congKhóa các nhóm đỉnh đã được chọn và mở khóa các nhóm đỉnh chưa được chọn của đối tượng đang hoạt độngKhóa các giám sát được chọnKhóa các nhóm điểm đỉnh đã chọn của đối tượng đang hoạt động lạiKhóa dải lại để nó không thể biến hóa đượcKhóa các dải hầu cho chúng không thể biến hóaKhóa thứ tự của các mục được hiển thị (người dùng không thể thay đổi nó)Khóa vị trí của điểm gốcKhóa vị trí của các điểm đỉnh trong khu vực suy giảm dần của mô phỏng, nhằm tránh né các giả tượng và kiến tạo sự chuyển đổi êm ái với các khu vực không bị ảnh hưởngKhóa góc nhìn vào đối tượng/xương đang hoạt độngKhóa vị trí đỉnh khi làm mịnChốt vào XươngChốt vào Con TrỏChốt vào Đối TượngKhóa vào Lựa ChọnKhóa vào Con Trỏ Thời GianKhóa các nhóm đỉnh chưa được chọn của đối tượng đang hoạt động lạiKhóa xoay chiều góc nhìn trong các góc nhìn bên trong Đỉnh/Trước/PhảiKhóa cổng nhìn vào dấu mốc được chọn trong khi chơi lạiKhóa Tương ĐốiKhóa/Giải Hoạt/Chặn Âm ThanhKhóa/Mở khóa toàn bộ các tầng lớpKhóa/mở khóa giám sát được chọnBị KhóaTrục bị KhóaẢnh Hưởng Khóa LạiDấu Mốc Bị KhóaGiám Sát Chốt ChặtRàng Buộc Giám Sát Chốt ChặtNhững Giám Sát đã bị Khóa LạiKhóaLogMã hóa Log với điều chỉnh Chroma và xoay chiều các màu cơ bản, cùng với 25 Mức Dải ĐộngMức Ghi Nhật KýThuật toán nắn hình màu sắc cho giống phim cơ sở lôgarit với 16.5 stops của kinh tuyến, và 25 stops của dải độngGamma khi chuyển đổi không gian logaĐiểm đen chuẩn khi chuyển đổi không gian màu logaĐiểm trắng chuẩn khi đổi không gian màu logaNhật ký của các thao tác, cảnh báo và các thông điệp báo lỗiThông báo thông tin danh sách kênh trong thiết bị đầu cuối. Thao tác này chỉ khả dụng trong bản dựng có tính năng điều tra gỡ lỗi của Blender mà thôiLogarít A cơ số BChế Độ LogaritTiêu tan dùng thuật toán LogaAND LôgicOR LôgicTóc DàiKhung Khóa DàiKhung Khóa Dài được ChọnDanh Sách Dài DòngDài NhấtĐường Chéo Dài NhấtKinh Tuyến Tối ThiểuDáng VẻNhìn xa trướcNhìn VàoTìm kiếm công cụ phù hợp nhất cho kiểu đầu bút cung cấp và kích hoạt công cụ đóTra cứu ma trận biến hóa từ một tập tin ở bên ngoàiTra cứu biến hóa từ một tập tin bên ngoàiTuần HoànMàu của Mạnh LướiSố lần nhắc lạiVòng Mạch CắtCặp Vòng MạchTrượt Đẩy theo Mạch LướiKhởi Đầu Vòng MạchTổng Số Vòng MạchTam Giác Hóa Vòng MạchTuần Hoàn và Đảo NgượcLặp lạiXoay vòng ngược chiều và thuận chiều, khởi đầu ngược chiềuMạch lưới cắt không hoạt động bình thường khi hiển thị khung lưới biên soạn bị biến dạngVòng mạch trong khối dữ liệu của Khung LướiLặp vòng phụ huynhTuần hoàn quá trình chơi lại hoạt họaVòng MạchVòng mạch không kết nối với nhau bởi các cạnh lưới/ranh giớiCác vòng mạch của khung lưới (các góc của mặt)Đường vòng ở mỗi bên của mặt cắt ngangRời RạcRời Rạc là Đường Công-TuaCác Cạnh Rời RạcCác Cạnh Rời Rạc làm Đường Viền Công TuaCác Điểm Rời RạcCác cạnh rời rạc sẽ có thể loại là đường công tuaHoàn Toàn Bảo Tồn Chất LượngXuất Bảo ToànNén mã hóa theo độ dài loạt không mất dữ liệuNén wavelet không mất dữ liệu, có hiệu quả đối với hình ảnh nhiễu/lấm tấm hạtNén zip không mất dữ liệu của khối hình ảnh 16 hàngNén zip không mất dữ liệu, mỗi hàng hình ảnh được nén riêng biệtNén mất dữ liệu cho hình ảnh số thực dấu phẩy động 16 bit, ở tỷ lệ cố định 2.3:1Nén mất dữ liệu cho hình ảnh số thực 32 bit (lưu trữ 24 bit của mỗi số thực dấu phẩy động)ThấpMàu TrầmĐộ Tương PhảnChất Lượng ThấpKhung Lưới Độ Phân Giải ThấpThường/DướiGiới hạn dưới (bao gồm cả) để thêm trọng số của điểm đỉnh vào vgroup (nhóm điểm đỉnh)Giới Hạn DướiChữ ThườngGiới Hạn Dưới về Độ LõmDưới TráiBộ Nhớ Ít HơnDưới PhảiGiới Hạn Góc Dưới của XGiới Hạn Dưới của XGiới hạn dưới của góc XGiới Hạn Góc Dưới của YGiới Hạn Dưới của YGiới hạn dưới của góc YGiới Hạn Góc Dưới của ZGiới Hạn Dưới của ZGiới hạn dưới của góc ZHạn dưới của bước thời gian (trong đơn vị giây), đề phòng trường hợp phải tự động tạo các bước phụGiới hạn dưới cho phong bao tại điểm điều khiển nàyGiới hạn dưới của khoảng phạm vi nêu bậtGiới hạn dưới của phạm vi đầu vào khi áp dụng ánh xạNgưỡng hạn định dưới để đánh dấu các tế bào chất lỏng là các đỉnh ngọn sóng (giá trị thấp hơn dẫn đến lượng các tế bào được đánh dấu nhiều hơn)Ngưỡng hạn định dưới để đánh dấu các tế bào chất lỏng nơi không khí bị lưu giữ lại (giá trị thấp hơn dẫn đến lượng các ô được đánh dấu nhiều hơn)Ngưỡng hạn định dưới để ám chỉ tốc độ của chất lỏng mà tại đó các tế bào khởi công phát ra hạt (giá trị thấp hơn sẽ làm cho số lượng hạt, nói chung, nhiều hơn)Khoảng cách dưới từ Giá Trị Tham Chiếu để ảnh hưởng với tỷ lệ 1:1 mặc địnhThấp hơn để có số nhóm phóng chiếu nhiều hơn, cao hơn để biến dạng ít hơnDùng nửa phần dưới của chất liệu làm đỉnh cho nét vẽGiới hạn dưới của xoay chiều quanh trục XGiới hạn dưới của dịch chuyển theo trục XGiới hạn dưới của sự xoay chiều quanh trục YGiới hạn dưới của dịch chuyển theo trục YGiới hạn dưới của sự xoay chiều quanh trục ZGiới hạn dưới của dịch chuyển theo trục ZGiới hạn dưới về độ lõm của khung lưới (các giá trị cao hơn thường có xu hướng làm mịn và làm đầy lên các vùng lõm)Kiểu chữ thường hay chữ hoaGiá trị thấp hơn mang lại một đường cong mượt mà hơnCác giá trị thấp sẽ giảm thiểu sự rò rỉ của nền sau sang các phần tử ở nền trướcGiới hạn Trên/Dưới cho sự biến dạngThấp NhấtTần Số Thấp NhấtChất Lượng Thấp NhấtGiá trị X thấp nhất cho phépGiá trị Y thấp nhất cho phépGiá trị Z thấp nhất cho phépGóc thấp nhất của hộp viền thị saiTuổi thọ thấp nhất có thể của hạtĐộ SángĐồ Thị Sóng Ánh SángHừng SángKhóa về Độ Sáng (Luminance)Khóa về Độ Sáng (Luminance)Khung Lưới Đồ Thị MACNC4NC5NC6NC7MDDHệ Thống Micro 4/3: Micro Four ThirdsNút Chuột GiữaHành Động của Nút Chuột GiữaMP2MP3MPEG-1Âm Thanh MPEG-1 Lớp IIMPEG-2Âm Thanh MPEG-2 Lớp IIIMPEG-4Ảo ThuậtChất Liệu Ảo ThuậtNam ChâmTrọng lượng của hiệu ứng viên nam châmPhóng ToĐộ LớnCấp số A (giá trị tuyệt đối của A)ChínhPhím 1 đến 0 trên bàn phím chính cư xử giống như bàn phím số (tiện lợi cho các máy tính laptop)Hành Động ChínhCác Chú Thích ChínhKhung Rối ChínhTrục ChínhCác Đầu Bút ChínhBộ Nhớ Đệm ChínhMáy Quay Phim ChínhBộ Sưu Tập ChínhĐường Cong ChínhPhông ChínhHình Học ChínhBút Chì DầuĐường Cong Tóc ChínhHình Ảnh ChínhMục ChínhLưới Rào ChínhThư Viện ChínhBộ Thăm Dò Ánh Sáng ChínhNguồn Sáng ChínhPhong Cách Đường Nét ChínhMàn Chắn Lọc Chủ YếuNguyên Vật Liệu ChínhKhung Lưới ChínhSiêu Cầu ChínhĐoạn Phim ChínhCây Nút ChínhĐối Tượng ChínhĐường Cong Sơn ChínhBảng Pha Màu ChínhSắp Đặt Chính của HạtĐám Mây Điểm ChínhCảnh ChínhMàn Hình ChínhÂm Thanh ChínhLoa ChínhVăn Bản ChínhChất Liệu ChínhCác Thể Tích ChínhQuản Lý Cửa Sổ ChínhKhông Gian Làm Việc ChínhThế Giới ChínhTrục chính cho chuyển độngSắp đặt cơ bản chínhCấu trúc dữ liệu chính biểu tả một tập tin .blend và toàn bộ các khối dữ liệu của nóChiều hướng chính của các con sóng khi chúng (một phần nào đó) sắp hàng với nhauDuy Trì Thể TíchRàng Buộc Duy Trì Thể TíchDuy trì thể tích bất biến dọc theo một trục tỷ lệ hóaDuy trì quan hệ phụ huynh và con cáiGiữ vận tốc, tầm bay hay đi lang thangDuy trì sự đối xứng trên một trụcDuy trì thể tích trong khi đối tượng bị kéo giãnDuy trì trọng lượng tương đối của nhómDuy trì độ dày đồng đều bằng cách điều chỉnh các góc sắc nhọn (chậm, nên tắt đi khi không cần đến)Được bảo hành bởi các lập trình viên của cộng đồngNgười Bảo TrìBán Kính ChínhSố Phân Đoạn ChínhChính/PhụĐa SốĐa SốTạoTuần Hoàn Hóa (Bộ Điều Chỉnh-F)Biến Dữ Liệu thành Đơn Người DùngTạo Lỗ HổngGắn Làm Nội BộCục Bộ HóaBắt các công cụ của Chế Độ Điêu Khắc bóp méo khung lưới cơ sở trong khi xem trước sự dời hình ở các mức phân hóa cao hơnBiến các Đối Tượng được Chọn Thành Đơn Người DùngBiến các Dải Đã Chọn Thành Đơn Người DùngBiến Thành Đơn Người DùngBiến Thành Đơn Người DùngĐồng Đều HóaBiến Thành Độc NhấtTạo bản sao của toàn bộ các khung khóa được chọnTạo bản sao của toàn bộ các khung khóa được chọn và di chuyển chúngTạo một bản sao (các) khung hình Bút Chì Dầu đang hoạt độngTạo bản sao của tầng Bút Chì Dầu đang hoạt độngTạo bản sao của tầng Bút Chì Dầu đang hoạt động sang đối tượng được chọnTạo một bản sao của nhóm điểm đỉnh đang hoạt độngTạo bản sao toàn phần của cảnh hiện tạiTạo một liên kết giữa các ổ cắm đầu ra và đầu vào đã chọnTạo liên kết từ ổ cắm này sang ổ cắm khácLàm cho chốt trục tuần hoàn bằng cách nhấp vào các điểm cuốiBiến tập tin văn bản đang hoạt động thành tập tin nội bộLàm cho toàn bộ các pháp tuyến ảnh hưởng nằm song songTuyệt đối hóa toàn bộ các đường dẫn tham chiếu đến những tập tin bên ngoàiTương đối hóa các đường dẫn đến những tập tin bên ngoài, làm cho chúng tương đối với tập tin .blend hiện tạiBắt toàn bộ các người dùng của các khối dữ liệu lựa chọn phải sử dụng, thay vì một cái được chọn mớiLàm cho toàn bộ các những người dùng của các khối dữ liệu được chọn trở thành sử dụng, thay vì cái hiện tại (được bấm chuột)Tạo một điều khiển bàn tay IK bổ sung xoay quanh đỉnh bàn tayTạo một hình ảnh từ góc nhìn 3D lớn nhất để tái phóng chiếuTạo các chú thích trên dữ liệu đang hoạt độngBiến toàn bộ các chỉnh sửa, trong bất kỳ danh mục nào, trở thành vĩnh cửu, bằng cách viết sắp đặt hiện tại vào thư viện tài sảnLàm cho lựa chọn hình hộp truyền xuyên qua và trượt đẩy trình tự khi con trỏ chuột lơ lửng trên một dảiHiển thị các kênh đã nhóm trong kênh nàyTạo bản sao của các nhóm nút khi nhân đôi (sao chép) các nút trong trình biên soạn nútTạo bản sao của các phần tử đã chọn và di chuyển chúngTạo bản sao của các nét Bút Chì Dầu đã chọn và di chuyển chúngTạo các bản sao của xương được chọn, nội trong cùng một khung rốiTạo các bản sao của những xương được chọn, nội trong cùng một khung rối, và di chuyển chúngTạo bản sao các phần tử siêu cầu được chọn và di chuyển chúngBắt đường cong con cái phải xoay chiều dọc theo đường điThực hiện cắt ngay cả khi dải không được chọn, duy trì trạng thái lựa chọn sau khi cắt xongTạo dữ liệu đơn người dùng, áp dụng bộ điều chỉnh, và xóa nó khỏi danh sách.Làm các cạnh 'bay như cánh buồm'Làm cho các pháp tuyến của mặt và của điểm đỉnh hướng ra ngoài hoặc hướng vào trong khung lướiTạo các mặt sử dụng trọng lượng điểm đỉnh tối thiểu đã ấn định cho các điểm đỉnh của chúng (hãy đảm bảo là các mặt mới vẫn song song với các mặt ban đầu nhé, hoạt động chậm, nên tắt đi khi không cần thiết)Tạo nhóm từ các nút đã chọnGiảm lượng bồng lên của tócLàm tóc dài hơnLàm tóc dài ra hay ngắn lạiLàm tóc bồng lên nhiều hơnLàm tóc ngắn hơnLàm bồng tóc lênLàm cho hình ảnh trở nên trong suốt bên ngoài bán kínhBiến các đối tượng thực thể gắn với đối tượng này thành thậtKhiến thực thể viên (đối tượng sử dụng để tạo bản sao) nhìn thấy được trong cổng nhìnKhiến thực thể viên (đối tượng sử dụng để tạo bản sao) nhìn thấy được khi kết xuấtBiến thành nội bộCục bộ hóa các khối dữ liệu thư viện kết nối vào tập tin nàyBiến hành động kết nối thành cục bộ cho từng dải mộtCục bộ hóa dữ liệu kết nối vào mỗi đối tượngCục bộ hóa các nguyên vật liệu vào mỗi khối dữ liệuBiến tập tin mô-đun trở thành bộ phận nội bộ sau khi nạp songTạo thêm không gian cho các cảnh lớn khít vừa vặn bằng cách phân phối bộ nhớ trên các thiết bị được kết nối với nhau (ví dụ: qua NVLink) thay vì sao chép nóLàm cho dữ liệu hoạt họa của đối tượng trở thành cục bộLàm cho dữ liệu đối tượng (khung lưới, đường cong v.v.), dữ liệu hoạt họa trở thành cục bộ tại mỗi đối tượngLàm cho chỉ tầng lớp đang hoạt động là có thể nhìn thấy/chỉnh sửa được mà thôiTạo đường dẫn của các tập tin blend thư viện sử dụng tương đối với tập tin blend hiện tạiLàm cho các đường cong đã ẩn giấu trước đây lại hiện ra trong góc nhìn của Trình Biên Soạn Đồ ThịLàm sợi tóc được chọn có cùng độ dàiLàm cho đối tượng được chọn xuất hiện trong Trình Biên Trình Biên Trình Biên Soạn NLA bằng cách thêm Dữ Liệu Hoạt Họa vàoLàm cho những đối tượng được chọn nổ tungLàm cho các đối tượng đã chọn trở thành chất lỏngTương đối hóa các hình mẫu, nếu không, chơi các tư thế như một trình tự, dùng thời gian tính toánBắt quá trình mô phỏng phải tôn trọng sự biến dạng trong khung lưới cơ sởBiến dữ liệu đối tượng thành đơn người dùngBiến thành các đối tượng đơn người dùngBắt các bán kính da của các điểm đỉnh đã chọn trên mỗi trục bằng nhauĐảm bảo màu đang hoạt động sẽ được xuất khẩu trước. Có thể quan trọng vì một số phần mềm khác có thể loại bỏ các thuộc tính màu khác đi ngoài thuộc tính đầu tiênBiến mục tiêu thành phụ huynh 'tháo lắp được' của chủ nhânGắn tập tin văn bản vào nội bộ sau khi nạpLưu văn bản nội bộLưu văn bản nội bộ (tạo bản sao riêng)Cố định chiều xoay HDR và không đi theo máy quay phimBiến ổ cắm boolean đang hoạt động thành một nút bật/tắt cho bảng điều khiển phụ huynh của nóBiến xương điều khiển thành xương cơ chế vô hình trong mắt người dùng, và chỉ bị ảnh hưởng bởi các ràng buộc mà thôiĐặt tập tin hiện tại làm tập tin khởi động mặc địnhLàm cho tư thế hiện tại (quay trở về) tương đồng với tư thế phân tích của nóLàm cho tư thế hiện tại giống hơn, hoặc xa hơn, với tư thế nghỉBiến các cài đặt sở thích hiện tại thành mặc địnhBắt vòng cạnh phải khớp với hình dạng của vòng cạnh kề cạnhLàm cho hình ảnh kết xuất nằm sau toàn bộ các đối tượngKhiến tầng lớp hiển thị đứng trước các đối tượngLàm cho bố trí ánh sáng cố định và không đi theo máy quay phimLàm cho đối tượng hiển thị ở đằng trước những cái khácBắt đối tượng phải giám sát một đối tượng khác, bằng các phương pháp/ràng buộc khác nhauBiến dữ liệu của đối tượng thành đơn người dùng nếu cầnLàm cho bảng điều khiển bật/tắt một ổ cắm đơnLàm cho bề mặt dày lênLàm cho các giá trị của các tay cầm khung khóa đã chọn giống với các khung khóa tương ứng của chúngLàm cho phiên bản Blender này mở các tập tin Blend cho toàn bộ các người dùng. Đòi hỏi quyền hạn cao cấp.Biến cái này thành một chất liệu cơ sở nútKhiến đầu bút này bôi nhòe nước sơn hiện tại trong khi nó di chuyểnKích hoạt bộ sưu tập nàyBắt đường cong hoặc bề mặt này tuần hoàn trên hướng UBắt đường cong nurbs và bề mặt này hành động giống như một đường cong Bézier trong chiều hướng UBắt bề mặt nurbs này khớp với các điểm kết trong hướng UBắt bề mặt nurbs này hành động giống như một chốt trục Bézier trong chiều hướng VBắt các bề mặt nurb này khớp với các điểm kết trong hướng VBiến chốt trục này thành một vòng tuần hoàn kínLàm kín chốt trục nàyBắt bề mặt này tuần hoàn trên hướng VTạo các thành tố điều khiển cho các nhân đôi kết nối xương bên trái và bên phải với tỷ lệ X âm cho bên phải, dựa trên sự đối xứng của tên xươngLàm cho hướng dẫn đường đi trở nên tất định, tức là các kết xuất với cùng giá trị điểm ảnh sẽ có thể tái tạo, lúc nào cũng giống nhau. Tính năng này sẽ làm chậm huấn luyện lạiQuản LýQuản Lý các Bản Phiên Dịch Giao Diện Người DùngQuản Lý Dữ Liệu Không Sử Dụng ĐếnQuản lý các trình bổ sung vốn được cài đặt thông qua các Trình Mở RộngBắt BuộcChuyển hướng để tránh né va đập với quần thể khác và các đối tượng làm lệch hướng trong tương lai gần đâyKhoảng Cách ManhattanĐa-TạpĐiều chỉnh tọa độ chất liệu của cả hai, nét vẽ và vùng tô kínĐiều khiển phương pháp cách cường độ ánh sáng suy giảm theo khoảng cách. Thường được sử dụng cho các hiệu ứng phi vật lý; trong thực tế, cường độ ánh sáng luôn luôn suy giảm theo bậc haiĐiều khiển đối tượng trong môi trường 3DChỉ điều chỉnh tọa độ chất liệu tô kín mà thôiChỉ điều chỉnh tọa độ chất liệu của nét vẽ mà thôiThủ CôngHiệu Chuẩn Thủ CôngTự Điều Chỉnh Mức Chi TiếtKhoanh Phạm Vi Khung Hình Thủ CôngĐịnh Hướng Thủ CôngĐặt Phạm Vi Thủ CôngTỷ Lệ Thủ CôngNén Ép & Kéo Giãn Thủ CôngChỉnh sửa thủ côngTự Kiến Tạo Sau NàyTự Kiến Tạo Sau Này (Đơn Thân)Thêm ORG, MCH hoặc DEF một cách thủ công theo nhu cầu.Tự xác định số luồng một cách thủ côngXác định phạm vi khung hình một cách thủ côngĐặt phân chia khung lưới đồ thị một cách thủ côngĐặt tay cầm thủ công với sự xoay chiều của cả hai được đồng bộ hóa như mộtThiết lập thủ công đường dẫn để lưu trữ trình mở rộng. Khi tắt đi thì thư mục trình mở rộng của người dùng sẽ được tạo ra.Đặt độ phân giải của ánh xạ mẫu vật thủ công. Những giá trị cao hơn sẽ làm cho chậm hơn và đòi hỏi nhiều bộ nhớ hơn, song giảm được nhiễuChỉ định phạm vi khung hình chơi lại cho hành động (phạm vi này sẽ được một số công cụ sử dụng, nhưng sẽ không ảnh hưởng gì đến quá trình tính toán hoạt họa)Ánh XạÁnh Xạ TừÁnh Xạ Phạm ViĐộ Phân Giải của Bản ĐồÁnh Xạ Vuốt ThonÁnh Xạ TớiÁnh Xạ Tới X TừÁnh Xạ Tới Y TừÁnh Xạ Tới Z TừKiểu Ấn ĐịnhÁnh Xạ UVCân nhắc đến tỉ lệ khung hình của hình ảnh liên hệ đến nguyên vật liệu khi ánh xạ UVÁnh xạ UV lấy vị trí điểm đỉnh sau khi bộ điều chỉnh Bề Mặt Phân Hóa đã được áp dụngÁnh xạ các UV tới vùng của máy quay phim, cân nhắc tới độ phân giải và tỉ lệ tương quanÁnh xạ tọa độ X và Y trực tiếpÁnh xạ chất liệu bằng cách sử dụng các tọa độ UV để áp dụng một chất liệu vào các đối tượng trong quá trình tổng hợpÁnh xạ toàn bộ các giá trị dưới 0.5 về 0.0, còn toàn bộ các giá trị khác thì bằng 1.0 (Làm tròn số)Ánh xạ một hành động sang biến hóa các trục của một xươngÁnh xạ một số thực float cung cấp ở đầu vào tới một đường cong và xuất ra một giá trị số thực floatÁnh xạ ảnh hưởng của đối tượng vuốt thon vào phần bo tròn của đường congÁnh xạ các thành phần của vector đầu vào với các đường congÁnh xạ một bộ màu sang một bộ màu khác để tính xấp xỉ diện mạo của dải động cao (HDR)Ánh xạ áp lực của bảng vẽ đến bán kính đường congÁnh xạ hệ số hình học thành chiều dài của một phân đoạn và lượng phân hóa của phân đoạnÁnh xạ hệ số hình học sang thành chiều dài của một chốt trụcÁnh xạ hệ số hình học sang số phân đoạn của chốt trục (độ phân giải U)Ánh xạ cường độ chất liệu vào dải màu. Lưu ý rằng giá trị alpha sẽ được sử dụng cho các chất liệu hình ảnh. Hãy bật "Tính Toán Alpha" lên đối với các hình ảnh không có kênh alpha.Ánh xạ các biến hóa của mục tiêu đến đối tượngÁnh xạ dùng vectơ pháp tuyếnÁnh xạ các giá trị trong phạm vi từ 0 đến 1, dựa trên giá trị điểm ảnh tối thiểu và tối đaÁnh xạ các giá trị thành màu sắc bằng cách sử dụng một dốc màuÁnh xạ dùng trục Z làm trục tâmÁnh XạÁnh Xạ Đường CongÁnh Xạ Khởi ĐầuKiểu Ánh XạÁnh Xạ XÁnh xạ từ hình dạng mục tiêu đến điểm đánh trúngĐá HoaĐá Hoa (Vỡ)Đá Hoa (Đặc)Chất Liệu Đá HoaLềCột LềPhương Thức Mép LềThể Loại LềMép lề bao quanh chất lưu chảy để tối giảm sự giao thoa của ranh giớiKhoảng giới hạn sử dụng để loại trừ trong không gian máy quay phimLề phân cách để giảm thiểu rò rỉ từ các hải đảo kề cạnhMép lề cần cân nhắc đến khi chỉnh sửa đường khâu UV trong quá trình sơn. Số cao hơn sẽ cải thiện khả năng sửa đường khâu trong các bản đồ phân tầng (mipmap), song sẽ làm giảm hiệu suất hoạt động.Đánh DấuĐánh Dấu là Lỏng LẻoĐánh Dấu Là GốcĐánh Dấu Đường KhâuĐánh dấu các Đường Khâu dọc theo các cạnh bo trònĐánh Dấu là Sắc NhọnĐánh dấu các hành động không có Đường Cong-F để xóa chúng đi, sau khi đã lưu & nạp lại tập tin, song bảo tồn "các thư viện hành động"Đánh dấu các cạnh bo tròn là sắc nhọnĐánh dấu các cạnh ranh giới là đường khâuĐánh dấu các cạnh viền là sắc nhọnĐánh dấu những khung khóa, nơi mà dòng lưu giá trị của khóa thay đổi chiều hướng, dựa trên sự so sánh với các khóa kề cạnhĐánh dấu các cạnh UV được chọn là đường khâuĐánh dấu các điểm đỉnh được chọn là rời rạcĐánh dấu các điểm đỉnh đã chọn là gốcĐánh dấu/xóa dấu các điểm đỉnh được chọn là rời rạcDấu MốcDấu mốc %.2f dịch chuyển %sDấu mốc %d dịch chuyển %sHiển Thị Dấu MốcTên Dấu MốcTên của Dấu MốcĐường Viền Dấu MốcNướng cái Đã ChọnSắp Đặt về Dấu MốcDấu mốc dùng để đánh dấu các điểm (cần ghi nhớ) trên lịch trình thời gianDấu mốc không hoạt động tại khung hình hiện tạiDấu mốc hoạt động tại khung hình hiện tạiDịch chuyển dấu mốc %sVị trí dấu mốc trên khung hình trong tọa độ đã được bình thường hóaTrạng thái lựa chọn của dấu mốcCác Dấu MốcCác dấu mốc đã bị khóa lại rồiNhững dấu mốc riêng cho hành động này; Dùng để gắn nhãn hiệu cho các tư thếDấu mốc dùng trong toàn bộ các lịch trình thời gian cho cảnh hiện tạiMàn Chắn LọcVẽĐều ĐặnDịch Chuyển của Mép NhòeTô Phủ KínCông Cụ Chắn LọcMớiLàm MịnRanh Giới của Màn Chắn LọcMàu Chắn Lọc RaHiển Thị Màn Chắn LọcBiên Soạn Màn Chắn LọcChỉ danh ID của Màn Chắn Lọc được sử dụng làm nguồn cung cấp màn chắn lọc cho bộ điều chỉnhThể Loại Màn Chắn Lọc Cung CấpTầng Màn Chắn LọcTầng Màn Chắn LọcÁnh Xạ Màn Chắn LọcBộ Điều Chỉnh Màn Chắn LọcChắn các Điểm Đỉnh Không NhómPhụ Huynh Chắn LọcChế Độ về Áp Lực Chắn LọcSắp Đặt Màn Chắn LọcMàn Chắn Lọc: Thu Nhỏ/Phình ToĐiểm Trên Chốt Trục Chắn LọcCác Điểm Trên Chốt Trục Chắn LọcĐiểm UW Trên Chốt Trục Màn Chắn LọcChốt Trục Chắn LọcKích Thước Khuôn InVị Trí của Khuôn InDải Màn Chắn LọcChất Liệu Chắn LọcĐộ Đục của Chất Liệu Màn Chắn LọcAlpha của Chất Liệu Chắn LồngKhe Chất Liệu Chắn LọcThời Gian của Màn Chắn LọcCông Cụ Chắn LọcTầng mạch lưới UV chắn lọcChỉ số tầng mạch lưới UV chắn lọcChỉ số tầng mạch lưới UV chắn lọcGiá Trị Màn Chắn LọcNhóm Điểm Đỉnh Chắn LọcChắn lọc tầng lớp đang hoạt động với tầng lớp ở trên hoặc dướiHoạt họa Màn Chắn Lọc đồng hành với khung hình trong cảnhHoạt họa Màn Chắn Lọc nằm lệch với điểm đầu của đoạn phimCác bit chắn lọc để xứng khớp từ cài đặt của Bộ Sưu Tập Line ArtCác bit Màn Chắn Lọc để xứng khớp với các cài đặt Line Art Nguyên Vật LiệuChắn lọc bộ sưu tập trong Tầng Góc Nhìn đang hoạt độngKhối dữ liệu Màn Chắn Lọc định nghĩa màn chắn lọc cho quá trình tổng hợpMàn Chắn Lọc được hiển thị và biên soạn trong không gian nàyMàn chắn làm cho các đường cong có đủ điều kiện để được lựa chọn làm hướng dẫnTầng Màn Chắn Lọc '%s' không chứa chốt trục đã choKhông tìm thấy tầng Màn Chắn Lọc '%s' trong màn chắn lọc '%s'Tên của tầng Màn Chắn LọcKhông tìm thấy tầng Màn Chắn Lọc cho chốt trục đã choMức độ Màn Chắn Lọc sử dụng khi chế độ là 'Giá Trị'; 0.0 nghĩa là không chắn lọc và 1.0 là chắn lọc ở mức độ cao nhấtBộ điều chỉnh cho dải trình tựDùng bộ điều chỉnh Màn Chắn Lọc để che giấu các phần của khung lướiKhông tìm thấy Màn Chắn LọcChọn lọc duy các vùng màu tiếp giápChắn lọc các đối tượng trong bộ sưu tập ra khỏi Tầng Góc NhìnChắn lọc các đối tượng trong bộ sưu tập ra khỏi tầng góc nhìn • Ctrl để cô lập bộ sưu tập • Shift để đặt bên trong bộ sưu tậpSơn màn chắn lọc tùy theo hố hốc trong hình học của khung lướiChốt Trục của Màn Chắn LọcMàn Chắn Lọc mà trình tự này đang sử dụngMàn chắn lọc để pha trộn hiệu ứng tổng thểChắn lọc một bên của một đường xác định bởi con trỏChắn lọc nội trong hình chữ nhật xác định bởi con trỏChắn lọc nội trong hình dạng xác định bởi con trỏTầng Màn Chắn LọcChắn LọcChất Liệu Chắn LọcChất liệu chắn lọcTên của nhóm điểm đỉnh chắn lọcMàn Chắn LọcKhối dữ liệu Màn Chắn LọcKhối LượngĐơn Vị Khối LượngKhối Nhóm Điểm ĐỉnhKhối Lượng Từ Kích ThướcKhối lượng của mỗi một hạt mô phỏngKhối lượng của các hạtChínhĐiều Khiển ChínhVật Liệu BắtVật Liệu BắtKhớpKhớp Kiểu ChữKhớp Chỉ SốKhớp Giao CắtKhớp Chắn LọcKhớp Đầu RaXứng Khớp Mật Độ ĐiểmKhớp Tham ChiếuSo Khớp Chuỗi Văn BảnKhớp Thể LoạiKhớp cài đặt tuyệt đối/tương đối với đường dẫn đầu vàoNhững sắp đặt về theo dõi chuyển độngKhớp các pháp tuyến của những các mặt mới với những các mặt kề cạnhKhớp nhóm điểm đỉnh đầu ra dựa vào tênKhớp các đường dẫn với giá trị nàyXứng khớp ánh sáng trong thế giới thực dùng các tập tin IES, tức cái lưu trữ sự phân bổ cường độ hữu hướng của các nguồn sángKhớp các tầng dữ liệu mục tiêu sẽ bị ảnh hưởng bằng tênKhớp các tầng dữ liệu mục tiêu sẽ bị ảnh hưởng bằng trật tự (các chỉ số)Khớp không gian chất liệu với khung hộp viền của đối tượngKhớp phần đầu các tên của nhóm điểm đỉnh từ đối tượng khung lưới. Khớp toàn bộ khi bỏ trốngKhớp tỷ lệ của góc nhìn của máy quay phim và kích thước ảnh kết xuất giống nhau 1:1Khớp với pháp tuyến bề mặtDữ liệu kiểm soát chuyển động của máy quay để giám sátDữ liệu kiểm soát chuyển động để giám sátDữ liệu bảng hành động kiểm soát chuyển độngDữ liệu về dấu mốc kiểm soát chuyển động trong giám sátDữ liệu tái dựng và giám sát chuyển động của đối tượngDữ liệu dấu mốc theo dõi di chuyển của bình diện trong giám sátDữ liệu theo dõi di chuyển của bình diện để giám sátDữ liệu về chuyển động của máy quay phim được khôi phục từ bộ giám sátDữ liệu khôi phục của quá trình theo dõi chuyển động từ dấu giám sátDữ liệu theo dõi chuyển động cho quá trình giám sátLoại nguồn sáng tương xứngNguyên Vật LiệuPha Trộn AlphaCắt AlphaAlpha BămChế Độ Pha TrộnVải VócKhối Lập PhươngPhẳngChất LỏngTócMớiĐụcKiểu Xem Trước Kết XuấtQuả Bóng Chuyển SắcHình CầuĐộ DàyKhông thể chuyển đổi nguyên vật liệu %s được vì Chế Độ Pha Trộn và Chế Độ Bóng Tối khác nhau (cần điều chỉnh thủ công)Không thể chuyển đổi nguyên vật liệu %s được vì sự pha trộn alpha bất thường xảy ra (cần điều chỉnh thủ công)Không thể tìm thấy nguyên vật liệu '%s' đượcThuộc Tính của Nguyên Vật LiệuRanh Giới Nguyên Vật LiệuRanh Giới Nguyên Vật LiệuRanh Giới Nguyên Vật LiệuCác Nhóm Nguyên Vật LiệuChỉ Số Nguyên Vật LiệuThể Loại Tầng Lớp Nguyên Vật LiệuLine Art Nguyên Vật LiệuNguyên Vật Liệu Kết Nối VớiChắn Lọc Nguyên Vật LiệuChế Độ Nguyên Vật LiệuTên của Nguyên Vật LiệuTên Nguyên Vật Liệu Xung ĐộtỔ Cắm Nút Nguyên Vật LiệuGiao Diện Ổ Cắm của Nút Nguyên Vật LiệuDịch Chuyển của Nguyên Vật LiệuĐầu Ra Nguyên Vật LiệuVượt Quyền Nguyên Vật LiệuLượt Nguyên Vật LiệuNguyên Vật Liệu Sắp Đặt SẵnNguyên Vật Liệu Sắp Đặt SẵnXem Trước Nguyên Vật LiệuTính Chất Nguyên Vật LiệuMục Đích Nguyên Vật LiệuLựa Chọn Nguyên Vật LiệuNút Lựa Chọn Vật LiệuKhe Nguyên Vật LiệuKhe Nguyên Vật LiệuNhững Đặc Biệt về Nguyên Vật LiệuBước Nguyên Vật LiệuBiến Thể của Nguyên Vật LiệuKhối dữ liệu về nguyên vật liệu xác định hình dạng của các đối tượng hình học khi kết xuấtKhối dữ liệu về nguyên vật liệu của khe nguyên vật liệu nàyKhối dữ liệu của nguyên vật liệuNguyên vật liệu dành cho các mặt bo tròn (-1 nghĩa là dùng các mặt tiếp giáp)Chỉ số nguyên vật liệu của các mặt được sinh tạo, -1 để tự động làmThể loại tầng lớp nguyên vật liệu của khe sơn mớiChất liệu của các đường cong tóc được sinh tạo raLượt nguyên vật liệuSắp Đặt về Nguyên Vật LiệuNút tô bóng nguyên vật liệuKhe nguyên vật liệu trong một đối tượngChỉ số khe nguyên vật liệu của ký tự nàyChỉ số khe nguyên vật liệu của đường cong nàyChỉ số khe vật liệu của mặt nàyChỉ số khe nguyên vật liệu của tam giác nàyTên khe nguyên vật liệuKhe nguyên vật liệu dùng cho quá trình kết xuất hạtKhe nguyên vật liệu trong đối tượngỔ cắm nguyên vật liệu của một nútNguyên vật liệu dùng để thay thế toàn bộ các nguyên vật liệu khác trong Tầng Góc Nhìn nàyNguyên vật liệu sử dụng cho thanh lọcNguyên vật liệu sử dụng để viền các nét vẽNguyên vật liệu sử dụng cho mục đích dùng làm nguồn bổ sung thứ cấp cho đầu bút nàyNguyên vật liệu sử dụng cho các nét vẽ dùng đầu bút nàyGiá trị mà nguyên vật liệu không gây ra sự dời hìnhCác Nguyên Vật LiệuMạng Lưới MaterialXNguyên Vật LiệuNguyên Vật Liệu & Chất LiệuToánNút Toán HọcMa TrậnGiá Trị Thuộc Tính Ma TrậnĐịnh Thức của Ma TrậnMa Trận Thế GiớiỔ Cắm Ma Trận của NútGiao Diện Ổ Cắm của Nút Ma TrậnĐối Tượng của Ma TrậnMa Trận Định HướngMa Trận Thế GiớiMa trận liên quan đến vị trí, độ xoay, và tỷ lệ (bao gồm cả các delta), trước khi các ràng buộc và sự phụ huynh hóa được áp dụngMa trận kết hợp cả hai thông tin: vị trí và xoay chiều của xương (vị trí của đầu, chiều hướng, và độ lăn), trong không gian khung rối (không bao gồm/hỗ trợ chiều dài/kích cỡ của xương)Ma trận kết hợp vị trí và xoay chiều của con trỏGiá trị ma trận trong thuộc tính hình họcỔ cắm giá trị ma trận của một nútLớp Vẽ LồngID của Lớp Vẽ Lồng (Matte):Nút Lớp Vẽ LồngĐối Tượng LồngĐối Tượng Lớp Vẽ Lồng:Lớp Vẽ LồngTối ĐaGóc 2D Tối ĐaChiều Dài 2D Tối ĐaTăng Tốc Tối Đa Trên Không TrungVận Tốc Xoay Tối Đa Trên Không TrungTốc Độ Tối Đa Trên Không TrungGóc Lớn NhấtKhung-B Tối ĐaSố Tối Đa Khung Hình-BMức Uốn Cong Tối ĐaNhòe Tối ĐaSố Lần Bật Nẩy Tối ĐaSố Hạt Con cái Tối ĐaMức Nén Tối ĐaMức Trệch Hướng Tối Đa trong khi Kiến TạoĐộ Cong Tối ĐaĐộ Sâu Tối ĐaĐộ Dời Hình Tối ĐaKhoảng Cách Tối ĐaKhoảng Cách Phần Tử Tối ĐaMức Sai Số Tối ĐaGóc Độ Mặt Tối ĐaChiều Cao Tối ĐaXung Lượng Tối ĐaTăng Tốc Tối Đa Trên ĐấtVận Tốc Xoay Tối Đa Trên ĐấtTốc Độ Tối Đa Trên Mặt ĐấtVĩ Độ Tối ĐaSố Đèn Tối ĐaKinh Độ Tối ĐaSố Hàng Xóm Tối ĐaTần Số Tối ĐaKhoảng Cách Tối Đa cho Tia XạSố Mẫu Tối ĐaLực May Vá Tối ĐaGóc Độ Hình Dạng Tối ĐaMức Xiêu Vẹo Tối ĐaMức Co Lại Tối ĐaKích Thước Tối ĐaTốc Độ Tối ĐaChiều Dài Tối Đa của Lực Đàn Hồi trong khi Kiến TạoSố Bước Tối ĐaSố Bước Tối ĐaMức Phân Hóa Tối ĐaĐộ Phân Chia Tối ĐaMức Căng Thẳng Tối ĐaLượng Bộ Nhớ Tối Đa cho Chất Liệu Trên Mỗi TrườngĐộ Dày Tối ĐaNgưỡng Tối ĐaVận Tốc Tối ĐaSố Điểm Đỉnh Tối Đa cho quá trình Xem Trước Di Chuyển Trắc ĐịaDời Hình Điểm Đỉnh Tối ĐaX Lớn Nhất:Y Lớn Nhất:Lượng co vải lại tối đaSố lượng đường kết nối tối đa cho phép của ổ cắm nàyKích thước của hình nhòe bokeh cho trường ảnh (thấp thì nhanh hơn)Tối ĐaSố lượng bước/khung hình tối đa của bộ giải nghiệmTỷ Lệ Tối ĐaChiều dài Lực Đàn Hồi Tối Đa * Kích Thước Hình CầuTốc độ tối đa trên mỗi tế bào (số CFL lớn hơn sẽ giảm thiểu số bước mô phỏng và thời gian tính toán.)Tối Đa HóaTối Đa Hóa Diện TíchTối Đa Hóa Diện TíchTối ĐaGóc 2D tối đa để tách phân các dây chuyềnĐộ Cong Tối ĐaKhoảng Cách Tối ĐaSai Số Tối ĐaKhoảng Cách Tối ĐaGiá trị chiều cao tối đa cho thấu kính hình trụ trung tâmSố Lần Nhắc Lại Tối ĐaTiềm Năng Năng Lượng Động Năng Tối ĐaTuổi Thọ Tối ĐaGiá trị Kinh Độ tối đa cho thấu kính trụ trung tâmChế Độ Tối ĐaKhoảng Cách Tỏa Tròn Tối ĐaBán Kính Tối ĐaĐộ Phân Giải Tối ĐaTiềm Năng Không Khí Bị Lưu Giữ Lại Tối ĐaGiá Trị Tối ĐaÂm Lượng Tối ĐaTiềm Năng Đỉnh Sóng Tối ĐaX Tối ĐaGiá trị X tối đa của vùng kết xuấtGiá trị tối đa X để cắt hình ảnhY Tối ĐaGiá trị Y tối đa của vùng kết xuấtGiá trị tối đa Y để cắt hình ảnhZ Tối ĐaTăng tốc tối đa trên không trung (tương đối với tốc độ tối đa)Tăng tốc tối đa trên đất (tương đối với tốc độ tối đa)Khoảng cách tối đa cho phép giữa phần tử nguồn và đích, dành cho ánh xạ không có cấu trúc liên kếtSố đường cong hướng dẫn nằm gần tối đa được tính đến cho nội suyGóc tối đa giữa các pháp tuyến của mặt sẽ được cân nhắc là mịn màngGóc tối đa giữa các pháp tuyến cũ và mớiGóc độ tối đa để hiển thịGóc tối đa để sửa đổi độ dàyGóc độ tối đa cho Giới Hạn IKXung lượng góc tối đa tuyến tính của mô tơVận tốc xoay tối đa trên không trung (tương đối với 180 độ)Vận tốc xoay tối đa trên đất (tương đối với 180 độ)Giá trị tối đa cho độ cứng khi uốn congKhoảng cách làm nhòe mờ tối đa mà một điểm ảnh có thể lan tỏa raRanh giới tối đa của thể tíchĐộ sáng tối đa để cân nhắc khi loại bỏ các nhiễu sáng đột ngột trong nhòe mờ bokeh dựa trên mức lân cận (thấp hơn thì sẽ nhanh hơn)Tổn thất tối đa khi tấn công mỗi giâyGiá trị tối đa của độ cưỡng lực nénChiều dài 2D tối đa của đường cong phi tuyến cho các dây chuyền đã chọnHệ số giảm chấn tối đa khi giá trị tới hạn (trong tình trạng tắc nghẽn) xấp xỉ 0 (giá trị cao hơn làm cho kết quả ổn định hơn, ít tính phản ứng hơn)Mật độ tối đa của tócKhoảng cách tối đa cho phép giữa đường cong Bézier mới và hình học đuôi ban đầuKhoảng cách tối đa giữa các phần tử để hợp nhấtKhoảng cách tối đa giữa nét vẽ gốc và hình dạng đa giác hóa ước tínhKhoảng cách tối đa giữa các điểm đỉnh đã được hàn gắnKhoảng cách tối đa để bám dính vào các điểm ảnhKhoảng cách tối đa để trường lực có hiệu lựcKhoảng cách tối đa để tính âm lượng, không kể khoảng cách của đối tượngKhoảng cách tối đa từ đầu bút tới bề mặt khung lưới để tác động sơnKhoảng cách tối đa khi quần thể có thể tấn côngKhoảng cách tối đa để phân tỏa các đối tượng trên mỗi trụcKhoảng cách tối đa để lùng tìm các phần rời rạc không kết nối trong khung lướiChiều dài cạnh tối đa dành cho điêu khắc liên kết cấu trúc động (làm mẫu số của đơn vị blender - giá trị càng lớn thì chiều dài cạnh càng nhỏ)Độ dài cạnh tối đa cho điêu khắc với Liên Kết Cấu Trúc Động (tính theo phần trăm của kích thước đầu bút)Chiều dài cạnh tối đa dành cho điêu khắc với liên kết cấu trúc động (trong số điểm ảnh)Sai số tối đa trong khi phân bướcGóc mặt tối đa cho các cạnh mịnĐộ đo chiều dày tối đaMức tối đa của thanh trượtĐộ cao tối đa khi nhảy lênSố lần nhắc lại tối đa trong khi phân bướcTốc lực tối đa của khớp nối trong đơn vị rad/giây đồng hồVĩ độ tối đa (góc dọc) cho thấu kính Vuông Góc ĐềuĐộ dài tối đa vectơ màu của hạtChiều sâu giao cắt tối đa trong không gian đối tượng (tắt nếu đặt = 0.0)Mức tối đa sự giao cắt bề mặt sử dụng để tác động các con sóng (đặt = 0.0 để tắt)Lượng ánh sáng đóng góp tối đa, thuyên giảm nhiễuXung lượng tối đa tuyến tính của mô tơKinh độ tối đa (góc ngang) cho thấu kính Vuông Góc ĐềuBộ nhớ tối đa cho chất liệu trường thể tích tính bằng đơn vị Mb (trừ khi bị vượt quyền bởi trường cấu trúc cơ bản (prim))Lượng bộ nhớ sử dụng tối đa trong đơn vị megabyte (0 nghĩa là vô hạn)Số lượng khung-B tối đa giữa các khung hình không phải là khung-B; tác động tới cỡ tập tin và khả năng rà lướtSố lượng lõi của Bộ Xử Lý sẽ sử dụng cùng một lúc trong khi kết xuất (dành cho những hệ thống có Bộ Xử Lý nhiều lõi)Số lượng ô (tế bào) thêm tối đaLượng bật nẩy tối đa của ánh sáng nền đóng góp vào bản kết xuấtSố lượng bật nẩy tối đa mà ánh sáng sẽ đóng góp vào bản kết xuấtSố lượng chu trình tối đa cho phép sau khung khóa cuối cùng (0 = vô cực)Số lượng chu trình tối đa cho phép trước khung khóa đầu tiên (0 = vô cực)Số trọng lượng biến dạng tối đaLượng bật nẩy tối đa của khuếch tán, giới hạn bởi mức tối đa tổng thểSố lượng hạt chất lỏng tối đa cho phép trong mô phỏng nàySố khung hình tối đa mà quá trình kiến dựng ảnh hưởng (build effect) có thể hoạt động (trừ phi một khung khóa Bút Chì Dầu nào đó xảy ra trước khi thời gian này kết thúc)Số khung hình tối đa để hiển thị sau khung hình hiện tạiLượng khung hình tối đa hiển thị sau khung hình hiện tại (0 = không hiển thị bất cứ khung hình nào sau cái hiện tại)Số khung hình tối đa hiển thị trước khung hình hiện tạiLượng khung hình tối đa hiển thị trước khung hình hiện tại (0 = không hiển thị bất cứ khung hình nào trước cái hiện tại)Lượng bật nẩy tối đa của ánh bóng bẩy phản quang, giới hạn bởi mức tối đa tổng thểSố lần lặp lại tối đa để đồng quy trong trường hợp tái lặpSố dòng tối đa được lưu giữ trong bộ đệm của bàn giao tiếpSố tầng lớp che khuất tối đa cho các nét sinh tạo raSố lượng hạt tối đa sinh tạo cho mỗi tế bào bọt nước trên mỗi khung hìnhSố lượng hạt tối đa cho mỗi ngọn sóng trên mỗi khung hìnhSố lượng hạt tối đa cho mỗi tế bào (đảm bảo rằng mỗi tế bào có tối thiểu số lượng hạt này)Lượng tối đa số tập tin mở gần đây để ghi nhớSố bước mô phỏng tối đa thi hành đối với một khung hìnhSố lần tối đa lặp lại quá trình giải nghiệmSố lượng chất liệu tối đa %d đã được thêm vào rồiLượng bật nẩy tối đa của tia truyền xạ, giới hạn bởi tổng tối đaSố lần bật nẩy tối đa của tia trong suốt. Số này không phụ thuộc vào số lần bật nẩy tối đa khácSố lượng điểm đỉnh tối đa trong khung lưới sử dụng làm mép nhòe dần trắc địa khi di chuyển tọa độ gốc của thao tác mở rộng. Nếu tổng số điểm đỉnh lớn hơn giá trị này thì mép nhòe dần sẽ là hình cầu khi di chuyểnSố sự kiện tán xạ tối đa trong thể tíchTrọng lượng tối đa của VGroup A và VGroup BĐộ đục tối đa của xương trong chế độ hiển thị khung dâyGiá trị tối đa của ánh xạKhoảng cách tỏa tròn tối đa để trường lực có hiệu lựcGóc tối đa từ chân đến đỉnh (khoảng cách đỉnh/khoảng cách chân dành cho tóc dài)Độ xoay chiều tối đaĐộ xoay chiều tối đa trên mỗi trụcĐộ nhám tối đa để sử dụng cho quy trình dò tia. Các bề mặt có độ nhám cao hơn sẽ sử dụng phép xấp xỉ GI nhanh. Giá trị 1 sẽ tắt tính xấp xỉ GI nhanh đi.Tỷ lệ ngẫu nhiên hóa tối đa trên mỗi trụcLực may vá tối đaGiá trị tỷ lệ hóa tính trượt (cắt/xô nghiêng/xô ngang) tối đaKích thước tối đa của một điểm ảnh bản đồ bóng tối. Giá trị cao hơn sử dụng ít bộ nhớ, song chất lượng bóng tối sẽ bị giảm đi.Tốc độ nhảy tối đaTốc độ tối đa, trong đơn vị giao diện trên mỗi giây đồng hồTốc độ tối đa trên không trungTốc độ tối đa trên mặt đấtHệ số tỷ lệ hỗ trợ tối đa cho các xương điều khiển chốt trụcSố lượng giao cắt bề mặt Tối Đa được sử dụng bởi phương pháp giao cắt thể tích chính xác. Sẽ tạo ra giả tượng nếu vượt quá. Số lượng cao hơn sẽ làm tăng mức sử dụng bộ nhớ VRAM.Nhiệt độ tối đa của lửa (giá trị cao sẽ làm cho lưỡi lửa bùng lên nhanhh)Giá trị ứng suất tình trạng căng thẳng tối đaĐộ dày tối đaĐộ dày tối đa theo hướng chủ yếuGiá trị tối đaGiá trị tối đa cho quá trình cắt xénGiá trị tối đa cho phạm vi của kênh mục tiêuHệ số kéo giãn thể tích tối đaÂm lượng tối đa, bất kể đối tượng gần bao nhiêuSiêuCầuTrung BìnhTrọng Lượng Bo Cạnh Trung Bình:Nếp Gấp Trung Bình:Bán Kính Trung Bình X:Bán Kính Trung Bình Y:Bán Kính Trung Bình:Xoay Nghiêng Trung Bình:Nếp Gấp Điểm Đỉnh Trung Bình:Trọng Lượng Trung Bình:Đo ĐạcĐo kích thước đầu bút tương đối với CảnhĐo kích thước đầu bút tương đối với Góc NhìnĐo kích thước đầu bút tương đối với góc nhìn hoặc cảnhĐo lường khoảng cách và góc độ • {:s} bất kỳ chỗ nào để tạo đo lường mới • Kéo rê phân đoạn đo lường để đo một góc • {:s} để xóa đo lường đang hoạt động • Bấm Ctrl trong khi kéo để bám dính • Shift trong khi kéo rê để đo độ dày bề mặtĐo LườngKiểu Ấn ĐịnhMáy chơi phương tiện truyền thông cho phim video và các trình tự hình ảnh dạng PNG/JPEG/SGITrung VịTâm Trung VịĐiểm Trung VịTâm mặt bằng phương pháp trung bình hóaTrung Vị:Trung BìnhĐộ Tương Phản CaoChất Lượng Trung BìnhĐịnh Dạng Giữa (Hasselblad)MêlaninNồng Độ MelaninĐộ Đỏ của MêlaninBộ NhớBộ Nhớ & các Giới HạnGiới Hạn Bộ Nhớ ĐệmGiới hạn lượng bộ nhớ sử dụng cho bộ nhớ đệm (trong đơn vị megabyte)Bộ Nhớ: %sTrình ĐơnKhông tìm thấy trình đơn "%s"Màu Nền của Trình ĐơnNền Trình ĐơnLỗi Trình ĐơnTrình Đơn Mở RộngTên ID của Trình ĐơnTrình MụcMàu cho Phần Tử của Trình ĐơnTrình MụcThiếu Trình Đơn:Tên Trình ĐơnỔ Cắm Trình Đơn của NútGiao Diện Ổ Cắm của Nút Trình ĐơnĐổi Trình ĐơnTrình Đơn Vô ĐịnhMàu cho Thành Tố Trình ĐơnTrình đơn lựa chọn xươngTrình đơn lựa chọn đối tượngỔ cắm trình đơn của một nútTrình đơn để tìm kiếm trong đóTrình ĐơnHợp NhấtHợp Nhất CộngHợp Nhất Hoạt HọaHợp Nhất các Hoạt HọaKhoảng Cách Hợp NhấtHợp Nhất các Điểm Đỉnh ở Đầu CùngHệ Số Hợp NhấtHợp Nhất các Tầng LớpHợp Nhất các NútHợp Nhất Khấu TrừHợp Nhất Sự Đè Gối Lên NhauHội Nhập Xoay Chiều Và Tỷ Lệ của Phụ HuynhHợp Nhất các Nút được ChọnHợp Nhất các Nút được Chọn sử dụng các Nút Hình HọcHợp Nhất các Nút được Chọn sử dụng Toán HọcHợp Nhất các Nút được Chọn sử dụng Hòa TrộnHợp Nhất các Nút được Chọn sử dụng Tô BóngHợp Nhất Khấu TrừGiới Hạn Hợp NhấtKiểu Hợp NhấtNếu có thể thì hợp nhất các hình cơ bản USD với Xform phụ huynh của chúng: USD không cho phép UsdGeomGprim (Hình Học Cơ Bản USD) lồng nhau. Xform trung gian sẽ được xác định để giữ cho tập tin USD hợp lệ.Hợp nhất các tọa độ UV có chung một điểm đỉnh để giải thích sự không chính xác trong một số bộ điều chỉnhHợp nhất UVHợp Nhất Điểm ĐỉnhHội nhập các tính chất công cụ đang hoạt động khi kích hoạt (không viết đè lên cái tồn tại)Hội nhập các tam giác kề cạnh thành tứ giácHội nhập các điểm đỉnh kề cạnh (khoảng cách giữa các vòng xoay phải là 0)Hòa nhập toàn bộ các hình học ở vùng giao cắtHội nhập toàn bộ các kênh âm thanh thành một kênhHợp Nhất theo Hành ĐộngHợp Nhất theo Khoảng CáchHợp Nhất theo Tên Rãnh NLAHội nhập các pháp tuyến tùy chỉnh của những điểm đỉnh đã chọnHội nhập cái đầu tiên/cuối cùng khi góc độ là một vòng xoay hoàn chỉnh (360 độ)Phương pháp hợp nhất sử dụngHợp nhất phụ huynh XformHội nhập các điểm theo khoảng cáchHội nhập, thay vì kiến tạo, các mặt mớiHợp nhất các nút được chọnHội nhập các điểm đỉnh được chọn với những các chưa chọnHội nhập các điểm đỉnh được chọnHợp nhất các hình học được sinh tạo riêng biệt thành một hình duy nhấtHợp nhất hoạt họa của các đối tượng được chọn vào hành động của đối tượng đang hoạt động. Các hành động sẽ không bị xóa đi bởi thao tác này, song có thể kết thúc với số người dùng bằng 0Kết hợp các hình tam giác lại thành các đa giác bốn cạnh khi có thểHợp nhất bằng cách sử dụng các nút Alpha Chồng LênHợp nhất bằng cách sử dụng các nút Toán HọcHợp nhất bằng cách sử dụng nút Boolean Khung Lưới hoặc nút Hội Nhập Hình HọcHợp nhất bằng cách sử dụng các nút Hòa TrộnHội nhập các điểm đỉnh dựa trên mức cận độ của chúngHội nhập các điểm đỉnh trong các bản sao kề cạnhHội nhập các điểm đỉnh là bản sao đầu tiên và bản sao cuối cùngHợp nhất các điểm đỉnh hoặc các điểm trong một khoảng cách nhất địnhHội nhập các điểm đỉnh trong giới hạn đã địnhHợp Nhất:Đã hợp nhất các ID %d từ '%s' Main thành '%s' Main; %d ID và %d thư viện đã là một phần của Main đích, và %d ID bị thiếu vắng trong Main đích, đã phóng thích cùng với Main nguồn rồiTên Hoạt Họa Hợp NhấtHợp nhất các điểm đỉnh theo khoảng cáchKhung LướiSố Lượng Các Mặt Kề CạnhSố Lượng Cạnh Kết NốiSố lượng Các Mặt Quanh một CạnhSố Lượng Mặt trong Hải ĐảoGóc ĐộBám Dính vào Góc ĐộDiện Tích/Khu VựcDiện Tích 3DTrung BìnhBo TrònHình Dạng Ranh GiớiHình TrònCắt XénSụp ĐổHình NónĐồng Bề DiệnKhuôn GờNếp GấpKhuôn ChópKhối Lập PhươngHình TrụChiều HướngHiển Thị Thể Loại Kéo GiãnGóc Độ MặtLấp ĐầyMàu Tô PhủPhẳngBằng Thẳng/MịnDấu Cạnh FreestyleDấu Mặt FreestyleKhung Lưới Đồ ThịNhị Thập Diện Cầu Tam Giác ĐềuChiều DàiChiều Dài 3DĐường NétNguyên Vật LiệuChế ĐộĐã Thay ĐổiMớiKhông CóPháp TuyếnĐối TượngChỉ Số Đối TượngChu ViGhim XuốngPhẳngBình DiệnSố Cạnh của Đa GiácSắp Đặt SẵnTương ĐốiVành MépTrònMàn HìnhĐường KhâuĐộ Sắc NétMịn MàngHình CầuBụi NướcSố/Phân/BướcHỗ Trợ Đường VòngSuzanne (Đầu Khỉ)Thể LoạiBỏ Phân ChiaNếp Gấp Điểm ĐỉnhNhóm Điểm ĐỉnhChiều Hướng Pháp TuyếnKhung lưới '%s' không có dữ liệu điểm đỉnh daKhung lưới '%s' có một hoặc nhiều đa giác hơn 4 điểm đỉnh. Không thể tính toán/xuất khẩu không gian tiếp tuyến cho nó đượcKhLưới '%s', Thuộc Tính '%s' (phạm vi %d, thể loại %d) không thể chuyển đổi sang USD đượcKhung Lưới 1Khung Lưới 2Phân Tích Khung LướiCác Thuộc Tính Khung LướiLôgic Bool trên Khung LướiRanh Giới Khung LướiTự Động Chắn Lọc dùng Ranh Giới của Khung LướiBộ Nhớ Đệm Khung LướiKhung Lưới Hình TrònBiến Dạng Khung LướiCạnh của Khung LướiCạnh của Khung LướiChế Độ Biên Soạn Khung LướiLớp Vẽ Lồng Chế Độ Biên Soạn Khung LướiMáy Sinh Tạo Khung LướiHải Đảo Khung LướiĐường Khung LướiMạch LướiTam Giác của Mạch LướiTam Giác của Mạch LướiVòng Mạnh của Khung LướiChế Độ Khung LướiLưới Vector Pháp TuyếnPháp Tuyến của Khung LướiĐa Giác của Khung LướiĐa Giác của Khung LướiĐiêu Khắc Khung LướiChế Độ Chọn Khung LướiChế Độ Lựa Chọn Khung LướiBộ Nhớ Đệm Trình Tự Khung LướiTỷ lệ đơn giản hóa lướiTầng Điểm Đỉnh Da của Khung LướiKhung Lưới NguồnDiễn Họa Thông Tin Thống Kê về Khung LướiSơn Chất Liệu Khung LướiTầng Lớp UV của Khung LướiĐòi hỏi phải có ánh xạ UV của khung lướiĐiểm Đỉnh của Khung LướiMàu Điểm Đỉnh của Khung LướiTầng Màu cho Điểm Đỉnh của Khung LướiSơn Điểm Đỉnh Khung LướiĐiểm Đỉnh Khung LướiThống Kê về sự Hình Dung Khung LướiThể Tích Khung LướiThể Tích Khung Lưới + Mức Cận ĐộSơn Trọng Lượng Khung LướiThành phần khung lưới chứa dữ liệu điểm, góc, cạnh và mặtThành phần của khung lưới chỉ bao gồm các tam giác mà thôi, cho phép những sự tương tác chi tiết hơn, hơn là những bao lồiKhối dữ liệu xác định các bề mặt hình họcKhối dữ liệu của khung lướiBộ điều chỉnh biến dạng khung lướiBộ điều chỉnh biến dạng khung lưới để làm biến dạng với các khung lưới khácChi tiết khung lưới không thay đổi sau mỗi nét vẽ, chỉ sử dụng Phủ Tràn (Flood Fill)Chi tiết khung lưới bất biến trong không gian thế giới chiểu theo kích thước chi tiếtMức chi tiết của khung lưới tương đối với bán kính của đầu bútMức chi tiết khung lưới tương đối với kích thước của đầu bút và cỡ chi tiếtKhung lưới không có thuộc tính màu đang hoạt động "%s"Khung Lưới từ các đối tượng Đường Cong, Bề Mặt, Siêu Cầu, Văn Bản hoặc Đám Mây ĐiểmMáy Sinh Tạo Khung LướiKhung lưới không có dữ liệu UVKhung lưới không có dữ liệu màu điểm đỉnh (VCol)Khung lưới không có diện tích mặtKhung lưới không có các mặt nào để ấn định chất liệu cảĐối tượng khung lưới mà đường cong có thể dính vàoĐối tượng khung lưới để biến dạng vớiĐối tượng khung lưới để dùng làm nắp ở đầuĐối tượng khung lưới dùng để làm nắp ở cuốiĐối tượng khung lưới dùng trong phép toán Bool(Các) đối tượng khung lưới không có điểm đỉnh/cạnh/mặt nào đang hoạt động cảTỷ Lệ Khung LướiSắp đặt về khung lướiKhung lưới cần phải được mở gói trước khi nướng dữ liệu đa phân giảiKhung lưới mục tiêu để co vào đóKhung Lưới thành Đường CongKhung Lưới thành Khung Lưới Đồ Thị Độ Dày ĐặcKhung Lưới thành các ĐiểmKhung Lưới sang Khung Lưới Đồ Thị SDFKhung Lưới thành Thể TíchBộ Điều Chỉnh Khung Lưới thành Thể TíchTam Giác của Mạch LướiCác Khung LướiKhung lưới không có hình mẫu (shape keys)• Khung Lưới: {} điểm đỉnh, {} cạnh, {} mặtĐệmChứaMạngLướiBiếnDạngKhungLướiBộ Điều Chỉnh Biến Dạng Khung LướiĐệmTrìnhTựKhungLướiMeshUVLoop (lỗi thời)Khung LướiThông ĐiệpQuá trình trích xuất thông điệp bị thất bại!Siêu Đối TượngSiêu Ngăn XếpSiêu Trình tựDải SiêuDải Siêu được ChọnNgăn xếp của siêu đoạn phim, đoạn cuối cùng là siêu đoạn hiện đang biên soạnSiêu DảiSiêu CầuMớiSiêu cầu '%s; không chứa chốt trục đã choPhần Tử Siêu CầuCác Phần Tử Siêu CầuKhối dữ liệu siêu cầu để xác định các bề mặt của bong bóngKhối dữ liệu của siêu cầuPhản ảnh thay đổi khi biên soạn Siêu CầuPhần tử siêu cầuKiểu siêu cầuCác Siêu CầuSiêu CầuSiêu Dữ LiệuNền Siêu Dữ LiệuĐầu Vào Siêu Dữ LiệuVăn Bản Siêu Dữ LiệuMetalMetalRT cho dò tia. Sử dụng ít bộ nhớ hơn cho các cảnh dùng nhiều đường cong và có thể mang lại hiệu suất tốt hơn trong các trường hợp cụ thểKim LoạiBSDF Kim LoạiPhản xạ kim loại với phân bổ mặt vi mô và fresnel kim loạiMẫu Giàn Siêu đã được viết thành khối dữ liệu văn bản {:s}Giàn siêu đã được viết thành khối dữ liệu văn bản {:s}MétMétSố Mét Trên Mỗi Đơn VịMét mỗi giâyMét trên giây bình phươngPhương PhápPhương Pháp Tứ GiácPhương pháp tính toán các phép toán boolPhương pháp tính toán kích thước mặt phẳngPhương pháp điều chế sự pha trộn của các dải phimChế độ dành cho việc mở rộng vùng lựa chọn điểm đỉnh của UVPhương pháp làm cho văn bản trong giao diện người dùng kết xuất sắc nét (Text Hinting)Phương pháp để đọc mã thời gian của đầu vàoPhương pháp để kết xuất tán xạ dưới bề mặtPhương pháp lấy mẫu đầu vàoPhương pháp lấy mẫu vật cho dòng lưu có độ phân giải caoPhương pháp đặt nguyên vật liệu trên các mặt mớiPhương pháp làm mịn các giá trị giữa các các điểm ảnhPhương pháp tách phân các đa giác nhiều cạnh (n-gons) thành các tam giácPhương pháp tách phân các tứ giác thành các tam giácPhương pháp khử răng cưa trong cổng nhìn 3DPhương pháp khử răng cưa khi kết xuất cổng nhìn 3DPhương pháp khử răng cưa khi kết xuất hình ảnh cuối cùngPhương pháp để pha trộn các tầng màn chắn lọcPhương pháp cầu nối nhiều vòng mạch lại với nhauPhương pháp tính sự tương tác của khí động lực họcPhương pháp hợp nhất các khóa được dán với những cái tồn tạiPhương pháp sửa đổi hình họcPhương pháp sửa đổi Đường Cong-F hiện cóPhương pháp biểu thị độ sâuPhương pháp để sắp xếp thứ tự các kênh trong cửa sổ của bảng hành độngPhương pháp tính góc xoay chiềuPhương pháp điều khiển thời gian chơi lạiPhương pháp để hiển thị/tô bóng đối tượng trong Khung Nhìn 3DPhương pháp đặt ảnh và góc độ tầm nhìn khít vào bộ cảm biếnPhương pháp phóng chiếu hình ảnh 2D trên đối tượng có vectơ chất liệu 3DPhương pháp đổi tỷ lệ mặt phẳng bằng khung hình máy quay phimPhương pháp đặt tọa độ gốc xoay chiều cho các phân đoạn của đầu bútPhương pháp phân khoảng các vòng cạnh UVPhương pháp sử dụng để chỉ định trọng lượngPhương Pháp sử dụng để phân tán các điểmPhương pháp sử dụng để tách phânPhương pháp sử dụng cho phép dời hìnhPhương pháp sử dụng cho tiếp tuyếnPhương pháp kết hợp kết quả của các Hành Động đang Hoạt Động với kết quả của ngăn xếp NLAPhương pháp để kết hợp kết quả của dải phim với những kết quả đã tích tụPhương pháp sử dụng để xóa khung hình Bút Chì DầuPhương pháp sử dụng để xóa dữ liệu khung lướiPhương pháp để xác định tỷ lệ trục X và Z của các xươngPhương pháp sử dụng để xác định tỷ lệ trục Y của xương, tức cái được tính thêm trên hình dạng và tỷ lệ của bản thân đường congPhương pháp sử dụng để hiển thị các hình ảnh trên màn hìnhPhương pháp sử dụng để tiêu hủy các điểm của nét vẽPhương pháp sử dụng để ước tính giá trị của Đường Cong-F ở khoảng ngoài các khung khóa đầu tiên và cuối cùngPhương pháp sử dụng để đơn giản hóa các điểm nét vẽPhương pháp sử dụng để làm mịnPhương pháp sử dụng để chuyển đổi số thực thành số nguyênPhương pháp dùng để xác định Tên Nhóm nào sẽ sử dụngPhương pháp sử dụng để mô tả sự xoay chiềuPhương pháp cho xác định màu của Đường Cong-F trong Trình Biên Soạn Đồ ThịPhương pháp sử dụng để xác định các tay cầm điều khiểnPhương pháp sử dụng để xác định bán kính và vị tríPhương pháp sử dụng để xác định khi nào sẽ ngưng sự truyền lan tư thế sang các khung khóaPhương pháp để ánh xạ các cạnh nguồn đến các cạnh đíchPhương pháp dùng để ánh xạ những các mặt ở nguồn đến những cái ở đíchPhương pháp sử dụng để ánh xạ các góc các mặt ở nguồn đến các cái ở đíchPhương pháp sử dụng để ánh xạ điểm đỉnh ở nguồn đến những cái ở đíchPhương pháp sử dụng để xứng khớp mục tiêu và các tính chất điều vậnPhương pháp sử dụng để đối chiếu các đường dẫnPhương pháp sử dụng để mô tả sự xoay chiềuMétĐộ nhám của mặt vi mô (0.0 là phản chiếu gương hoàn hảo, 1.0 là hoàn toàn nhám)Vảy Vi-MôMô hình đa tán xạ dựa trên vảy vi-mô giữa các sợi định hướng bình thườngMicrometMicrô giâyCài đặt Microsoft StoreTrung MứcGiữaVị Trí của Điều Khiển GiữaSố Điều Khiển Trung GianHành Động của Nút Chuột GiữaTrung ĐộTrung ĐiểmBám Dính vào Điểm GiữaĐiểm GiữaTrung ĐộKết Trung SắcKhởi Trung SắcSố ÔCó thể trông khá hơn là chế độ Điều Độ (Temperance), song lại cũng có thể gây ra lỗi lầm nữa. Xương có một con cái sẽ đặt đỉnh đầu của nó tại gốc của con cái. Sự đổi tỷ lệ bất đồng đều có thể sẽ làm hỏng toàn bộ các, cho nên phải cẩn thậnSố ÔMiles mỗi giờMiligamMilimétMi-li giâyTối ThiểuGóc 2D Tối ThiểuChiều Dài 2D Tối ThiểuTốc Độ Tối Thiểu Trên Không TrungGóc Nhỏ NhấtĐộ Cong Tối ThiểuKhoảng Cách Tối ThiểuChiều Cao Tối ThiểuVĩ Độ Tối ThiểuLượng Bật Nẩy Tối Thiểu của Ánh SángKinh Độ Tối ThiểuTối Thiểu, Tối ĐaTần Số Tối ThiểuLượng Mẫu Vật Tối ThiểuSố Bước Tối ThiểuĐộ Dày Tối ThiểuLượng Bật Nẩy Tối Thiểu của Tia Trong SuốtX Nhỏ Nhất:Y Nhỏ Nhất:Giá trị tối thiểu và tối đa là giống nhau!Tối Thiểu/Tối ĐaNhỏĐộ Sáng Bộ Trục NhỏKích Thước Bộ Trục NhỏLoại Trục NhỏTối ThiểuSố lượng bước/khung hình tối thiểu của bộ giải nghiệmThông Tin Tối ThiểuChiều dài Lực Đàn Hồi Tối Thiểu * Kích Thước Hình CầuKhoảng cách tối thiểu chấp nhận được giữa hai điểm đặc trưngGiá trị tương quan tối thiểu giữa kiểu mẫu so sánh và nguồn tham chiếu mà vẫn được coi là giám sát thành côngTối Thiểu HóaHạn Chế Kéo Dãn. Biến Đổi %.2fTối ThiểuGóc 2D tối thiểu để tách phân các dây chuyềnLượng mẫu vật chống răng cưa (AA: Anti-Aliasing) tối thiểu trong quá trình lấy mẫu vật tùy ứng, hòng phát hiện những nét đặc trưng hình thể bị nhiễu nặng nề, trước khi ngừng lấy mẫu vật. Đặt bằng 0 để tự động sắp đặt dựa trên giới hạn nhiễuLượng mẫu vật khử răng cưa (AA: Anti-Aliasing) tối thiểu cho quá trình lấy mẫu vật tùy ứng, nhằm phát hiện những nét đặc trưng của hình thể bị nhiễu tạp, trước khi ngừng lấy mẫu vật. Đặt bằng 0 để tự động sắp đặt dựa trên giới hạn nhiễu. Dành cho các kết xuất cổng nhìnĐộ Cong Tối ThiểuKhoảng Cách Tối ThiểuSai Số Tối ThiểuPhân Khoảng Khung Lưới Đồ Thị Tối ThiểuGiá trị chiều cao tối thiểu cho thấu kính hình trụ trung tâmSố Lần Nhắc Lại Tối ThiểuTiềm Năng Năng Lượng Động Năng Tối ThiểuChiều Dài Tối ThiểuTuổi Thọ Tối ThiểuGiá trị Kinh Độ tối thiểu cho thấu kính trụ trung tâmChế Độ Tối ThiểuKhoảng Cách Tỏa Tròn Tối ThiểuKéo Giãn Tối ThiểuTiềm Năng Không Khí Bị Lưu Giữ Lại Tối ThiểuGiá Trị Tối ThiểuSố Điểm Đỉnh Tối ThiểuÂm Lượng Tối ThiểuTiềm Năng Đỉnh Sóng Tối ThiểuX Tối ThiểuGiá trị X tối thiểu của vùng kết xuấtGiá trị tối thiểu X để cắt hình ảnhY Tối ThiểuGiá trị Y tối thiểu của vùng kết xuấtGiá trị tối thiểu Y để cắt hình ảnhZ Tối ThiểuLượng chất lỏng tối thiểu cần có, còn không thì tế bào sẽ được coi là trống rỗngGiá trị biên độ tối thiểu cần thiết để tác động đến phong baoGóc độ tối thiểu để hiển thịGóc tối thiểu để sửa đổi độ dàyGóc độ tối thiểu cho Giới Hạn IKRanh giới tối thiểu của thể tíchChiều dài 2D tối thiểu của đường cong cho các dây chuyền đã chọnMật độ tối thiểu của một tế bào thể tích để chứa đựng một điểm khung lưới đồ thịMật độ tối thiểu của một thể tích tử để chứa đựng một điểm khung lưới đồ thịKhoảng cách tối thiểu giữa các mặt vải trước khi phản ứng đối với sự va đập xảy raKhoảng cách tối thiểu giữa các đối tượng va đập trước khi phản ứng đối với va đập xảy raKhoảng cách tối thiểu giữa các nút, dành cho quá trình Tự Động Dịch Chuyển các nútKhoảng cách tối thiểu giữa hai hướng dẫnKhoảng cách tối thiểu giữa hai hướng dẫn cho bản đồ hướng dẫn mớiKhoảng cách tối thiểu cho suy giảm dần của trườngKhoảng cách tối thiểu từ điểm cuối cùng trước khi lựa chọn tiếp tụcKhoảng cách tối thiểu từ điểm cuối trước đó đến điểm nét vẽ tiếp tụcSai số tối thiểu trong khi phân bướcĐộ đo chiều dày tối thiểuMức tối thiểu của thanh trượtCường độ tối thiểu để kích hoạt sự hừng sángSố lần nhắc lại tối thiểu trong khi phân bướcVĩ độ tối thiểu (góc dọc) cho thấu kính Vuông Góc ĐềuCường độ ánh sáng tối thiểu để nguồn sáng có thể đóng góp phần mình trong bố trí ánh sángKinh độ tối thiểu (góc ngang) cho thấu kính Vuông Góc ĐềuGiá trị màn chắn lọc tối thiểu để (có thể) cân nhắc điểm đỉnh là hợp lệ, hòng trích xuất mặt ra khỏi khung lưới gốcSố lần bật nẩy tối thiểu của ánh sáng. Đặt giá trị này cao sẽ giúp thuyên giảm lượng nhiễu trong những lần bật nẩy đầu tiên, song đối với những hình học phức tạp, như các đường cong và thể tích, nó có thể kém hiệu quảSố tầng lớp che khuất tối thiểu cho các nét sinh tạo raSố lượng hạt tối thiểu cho mỗi tế bào (đảm bảo rằng mỗi tế bào có tối thiểu số lượng hạt này)Số lượng điểm ảnh tối thiểu giữa mỗi đường khung lưới đồ thị trong Cổng Nhìn 2DSố bước mô phỏng tối thiểu thi hành đối với một khung hìnhSố lần bật nẩy tối thiểu của tia trong suốt. Đặt giá trị này cao sẽ giúp thuyên giảm lượng nhiễu trong những lần bật nẩy đầu tiên, song đối với những hình học phức tạp, như các đường cong và thể tích, thì nó có thể kém hiệu quảTrọng lượng tối thiểu của VGroup A và VGroup BGiá trị tối thiểu của ánh xạKhoảng cách tỏa tròn tối thiểu cho suy giảm dần của trườngBán kính tối thiểu khi áp lực tối thiểu được áp dụng (đồng thời là giá trị nhỏ nhất khi vuốt thon)Góc tối thiểu từ chân đến đỉnh (khoảng cách đỉnh/khoảng cách chân dành cho tóc dài)Kích thước tối thiểu của một điểm ảnh bản đồ bóng tối. Giá trị cao hơn sẽ sử dụng bộ nhớ ít hơn song chất lượng bóng tối sẽ giảm đi.Tốc độ tối thiểu trên không trung (tương đối với tộc độ tối đa)Nhiệt độ tối thiểu của lửa (giá trị cao sẽ làm cho lưỡi lửa bùng lên nhanh hơnĐộ dày tối thiểuĐộ dày tối thiểu trong hướng nằm vuông góc với hướng chủ yếuGiá trị tối thiểuGiá trị tối thiểu cho quá trình cắt xénGiá trị tối thiểu cho phạm vi của kênh mục tiêuGiá trị tối thiểu cho lựa chọn ngẫu nhiênGiá trị tối thiểu cho trọng lượng điểm đỉnhHệ số kéo giãn thể tích tối thiểuÂm lượng tối thiểu, bất kể đối tượng cách xa bao nhiêuMinkowski 1/Lũy Thừa MinkowskiKhoảng cách MinkowskiLũy thừa MinkowskiBán Kính PhụSố Phân Đoạn PhụThiểu SốPhútPhản Chiếu Đối XứngPhản Chiếu Đối Xứng thành Tên XươngTrục Phản Chiếu Đối XứngĐịa Cầu GươngXương Phản Chiếu Đối XứngBiên Soạn Phản Chiếu Đối XứngBộ Điều Chỉnh Phản Chiếu Đối XứngĐối Tượng Phản Chiếu Đối XứngPhản Chiếu Đối Xứng Điều KhiểnPhản chiếu đối xứng thể loại Rigify và các tham số của xương được chọn sang phía đối diện. Các tên phải được kết thúc bằng L/R (Trái/Phải)Phản Chiếu Đối Xứng Biến HóaPhản Chiếu Đối Xứng UPhản Quang Phản Chiếu Đối Xứng UDIMPhản Chiếu Đối Xứng VPhản Ảnh Phiên Hoạt Động của VRPhản Chiếu Đối Xứng Nhóm Điểm ĐỉnhPhản Chiếu Đối Xứng Điểm ĐỉnhPhản Chiếu Đối Xứng Trọng LượngPhản Chiếu Đối Xứng các Thành Tố Điều KhiểnPhản Chiếu Đối Xứng với Phụ HuynhPhản Chiếu Đối Xứng XPhản Chiếu Đối Xứng YPhản chiếu đối xứng toàn bộ các điểm điều khiển mà không đảo nghịch sự biến dạng của lưới ràoPhản chiếu đối xứng toàn bộ các trọng lượng nhóm điểm đỉnhPhản chiếu đối xứng dọc theo các trục X, Y và/hoặc Z địa phương, đảo chiều tại tọa độ gốc của đối tượngÁnh xạ địa cầu gương cho bản đồ môi trườngPhản chiếu đối xứng đầu bút sang bên kia trục XPhản chiếu đối xứng đầu bút sang bên kia trục YPhản chiếu đối xứng đầu bút sang bên kia trục ZNhóm phản chiếu đối xứng bị khóa. Bãi bỏPhản chiếu đối xứng các phần tử được chọn quanh một hay nhiều trụcPhản chiếu đối xứng tọa độ chất liệu U quanh vị trí của điểm đảo chiềuPhản chiếu đối xứng tọa độ chất liệu V quanh vị trí của điểm đảo chiềuPhản chiếu đối xứng trục XPhản chiếu đối xứng trục YPhản chiếu đối xứng trục ZPhản chiếu đối xứng lựa chọn xươngPhản chiếu hình mẫu hiện tại phản chiếu đối xứng theo trục X địa phươngPhản chiếu đối xứng sự nhắc lại hình ảnh theo chiều XPhản chiếu đối xứng sự nhắc lại hình ảnh theo chiều YPhản chiếu đối xứng các nhóm điểm đỉnh trái/phải trong khi sơn. Trục đối xứng là do các cài đặt về phản chiếu đối xứng xác định.Phản chiếu đối xứng chuyển động của tay cầm này lên tay cầm kiaPhản quang phản chiếu đối xứng tọa độ chất liệu quanh vị trí tâm điểm của mỗi ôPhản chiếu đối xứng nhóm điểm đỉnh, đảo trọng lượng và/hoặc các tên, chỉ biên soạn các điểm đỉnh được chọn mà thôi, đảo lật khi cả hai bên đều được chọn, nếu không, sao chép từ cái chưa được chọnPhản chiếu đối xứng nhóm điểm đỉnh (ví dụ: Phải->Trái)Phản chiếu đối xứng trọng lượngPhản Chiếu Đối Xứng%sDịch chuyển của UV được phản chiếu đối xứng trên trục UDịch chuyển của UV được phản chiếu đối xứng trên trục VĐã phản chiếu đối xứng các tham số của {:d} xươngBộ điều chỉnh phản chiếu đối xứngLinh TinhLinh TinhHòa Trộn MàuThiếu thành phần %s%s%s trong xoay chiều Euler đối với ID='%s' và Đường dẫn RNA'%s'=Thiếu 'cửa sổ' trong ngữ cảnhTrình bổ sung thiếu vắngCác Trình Bổ Sung Thiếu VắngDữ Liệu bị Thiếu VắngHình Học Bị ThiếuThiếu Nguyên Vật LiệuThiếu Trình Đơn: %sThiếu Cấu Hình OpenColorIOThiếu Vắng Bảng Điều KhiểnThiếu Khuôn InThiếu Chất LiệuThiếu ánh xạ UV để gắn các đường cong lên bề mặt tính toánThiếu ánh xạ UV để gắn các đường cong lên bề mặt ban đầuThiếu UVThiếu tên xương nhéThiếu tiêu đềThiếu thư việnThiếu tính chất cho ổ cắm đầu vào "%s"Các tập tin về tập lệnh bị thất lạcThiếu bề mặt khung lướiPhát hiện thấy thiếu %s%s%s%s!Thiếu: %sThiếu: %s.%sSương MùLượt về Sương MùSắp đặt sương mù đối với khối dữ liệu Thế GiớiKhớpGóc Cắt Bên NgoàiHình Dạng Mặt Cắt GócHình Dạng của Góc CắtHòa TrộnHòa Trộn (Cũ)Hòa Trộn MàuHệ Số Hòa TrộnVị Trí ZChế Độ Hòa TrộnNút Hòa TrộnVị Trí Nút Hòa TrộnXoay Chiều WtỷLệ_iBộ Hòa Trộn Tô BóngHệ Số Hòa Trộn Nét VẽHệ Số Hòa TrộnHòa trộn các giá trị thuộc tính của những phần tử lân cậnHệ Số Hòa TrộnHệ số hòa trộn của các địa điểm pháp tuyếnChế độ hòa trộnHòa trộn giá trị nguồn với cái ở đích, dùng giới hạn đã định làm hệ sốHòa trộn âm thanh của cảnh vào một tập tin âm thanhHòa trộn trọng lượng của hai nhóm điểm đỉnhHòa trộn hai màu cung cấp ở đầu vàoHòa trộn hai bộ tô bóng với nhau. Thường được sử dụng để phân tầng lớp nguyên vật liệuHòa trộn các giá trị với nhau theo hệ sốKết hợp âm thanh lại thành mono (đơn kênh)Bộ Đệm Pha TrộnMô TháiCác Sự Kiện Mô TháiẤn Định Mô TháiCác Thao Tác Mô TháiĐối với cấu hình phím cho trình bổ sung, bố trí phím mô thái sẽ không được hỗ trợChế ĐộThể Loại Chế ĐộChế độ sử dụng để xác định nguyên tắc hợp nhấtChế độ tính toán các giá trị của kênh xoay chiềuChế độ tính toán pháp tuyến đường congChế độ để xác định kích thước thể tích tử theo mong muốnChế độ chèn thêm khung khóa tự động cho các Đối Tượng và các Xương (cài đặt mặc định để sử dụng cho các Cảnh mới)Chế độ xử lý màuChế độ tô phủ kín đường congChế độ thao tác cho quá trình sơn phóng chiếuChế độ mà các công cụ lấy nhập liệu cung cấp từ giao diện vàoChế độ xác định độ dàiChế độ hiển thị các khung hìnhChế độ vẽ vùng giới hạn của diện tíchChế độ nạp các góc nhìn của hình ảnhChế độ nạp các góc nhìn của phimChế độ sử dụng để áp dụng chất liệuChế độ sử dụng để hòa trộn với màu xuất chất liệuMô phỏng cả ba quá trình vật lý trong một thể tích, được biểu diễn bằng các hệ số tương ứng.Các Chế ĐộĐã bị Sửa ĐổiNgày Thay ĐổiCạnh đã được Sửa ĐổiBộ Điều ChỉnhKhốiChế ĐộSắc CạnhMịn MàngĐếnThể Tích TửBộ điều chỉnh "%s" không nằm trong danh sách các bộ điều chỉnh của đối tượngBộ điều chỉnh "%s" không nằm trong danh sách các bộ điều chỉnh của đối tượngBộ điều chỉnh '%s' không nằm trong đối tượng '%s'Bộ điều chỉnh '%s' đã không được sao chép sang bất cứ đối tượng nào cảDụng Cụ Bộ Điều ChỉnhTên Bộ Điều ChỉnhThao Tác Bộ Điều ChỉnhTính Chất của Bộ Điều ChỉnhThể Loại Bộ Điều ChỉnhUID của Bộ Điều ChỉnhBộ điều chỉnh ảnh hưởng dữ liệu hình dạng của một đối tượngBộ điều chỉnh tác động/sinh tạo pháp tuyến tùy chỉnhBộ điều chỉnh chỉ có thể được thêm vào đối tượng '%s' một lần mà thôiKhông thế áp dụng bộ điều chỉnh với khung lưới có hình mẫuBộ điều chỉnh có chứa nút đã bị giải hoạt rồiKhông thể thêm bộ điều chỉnh (xem thông tin ở bàn giao tiếp để biết chi tiết)Không thể thêm bộ điều chỉnh vào (%s : %s) (xem chi tiết trong bàn giao tiếp)Bộ điều chỉnh đã bị vô hiệu hóaBộ điều chỉnh cho dải trình tựBộ điều chỉnh cho những giá trị của Đường Cong-FBộ điều chỉnh có dữ liệu đã được nướngBộ điều chỉnh đã bị vô hiệu hóaBộ điều chỉnh hoặc là bị vô hiệu hóa, hoặc có lỗi xảy ra. Bỏ qua áp dụngBộ điều chỉnh bị vô hiệu hóa, bỏ qua áp dụngTên bộ điều chỉnhTài sản nhóm nút của bộ điều chỉnh chưa được ấn định vào một danh mục nào cả. Danh mục có thể được ấn định trong Trình Duyệt Tài Sản nhéSố của bộ điều chỉnh để ấn định vàoSố của bộ điều chỉnh để xóaBộ điều chỉnh đòi hỏi hơn 3 các mặt cung cấp ở đầu vàoBộ điều chỉnh yêu cầu dữ liệu gốc, vị trí ngăn xếp không hợp lệBộ điều chỉnh yêu cầu dữ liệu gốc, vị trí ngăn xếp không hợp lệTrạng thái bộ điều chỉnhBộ điều chỉnh cho đúc thành hình dạng khácBộ điều chỉnh thuyên chuyển dữ liệu từ một khung lưới nguồnKhông tìm thấy bộ điều chỉnh nào trong ngăn xếp cảBộ Điều ChỉnhBộ điều chỉnh tác động toàn bộ các Đường Cong-F trong Hành Động tham chiếuBộ điều chỉnh tác động dữ liệu hình học của đối tượngBộ điều chỉnh ảnh hưởng hình dạng của Đường Cong-FBộ điều chỉnh ảnh hưởng dải nàyKhông thể thêm bộ điều chỉnh vào đối tượng '%s'Không thể áp dụng bộ điều chỉnh trong Chế Độ Biên Soạn đượcBộ điều chỉnh không thể áp dụng được đối với dữ liệu vượt quyền (override data)Không thể áp dụng các bộ điều chỉnh vào dữ liệu đa người dùngĐiều chỉnh toàn bộ khung lưới dùng sự biến dạng co kéo như cao-suSửa ĐổiSửa Đổi cái đang Hoạt ĐộngSửa Đổi Đường UốnSửa Đổi cái Ẩn KhuấtSửa Đổi Khuôn In Màn Chắn LọcSửa Đổi Tài Sản Tư ThếSửa Đổi Độ Sắc NétSửa đổi khuôn in chủ yếu hoặc khuôn in màn chắn lọcSửa đổi màu tô kín và màu của nét vẽDuy sửa đổi màu tô kínSửa đổi nhãn của toàn bộ các nút đã chọnSửa đổi trọng lượng của một nhóm điểm đỉnhThay đổi các tính chất như bán kính điểm đỉnh của đường cong, cỡ phông chữ và phong bao của xươngDuy sửa đổi màu của nét vẽĐiều chỉnh độ đậm của nét vẽSửa đổi khung lưới cơ sở cho phù hợp với khung lưới biến dạngSửa đổi kích thước chi tiết của cấu trúc động một cách tương tácSửa đổi chiều hướng của pháp tuyến bề mặtSửa đổi chiều hướng của các pháp tuyến bề mặt dùng phương pháp cân trọngSửa đổi cường độ của ánh sáng mà điểm thăm dò này nắm bắtSửa đổi kích thước thể tích tử một cách tương tác. Sử dụng trong trình kiến tạo lại thể tích tửSửa đổi hình học của nét vẽ để nó tương ứng với đường hướng chínhSửa đổi hình học của nét vẽ để nó trông giống hình đa giác hơnMô-Đun-HóaĐiều biến màu sắc của các vệt và ảo ảnh để tạo hiệu ứng phân tán quang phổMô-ĐunGỡ Lỗi Mô-ĐunTên Mô-ĐunTên mô-đunTên mô-đun của trình bổ sung để tắt điTên mô-đun của trình bổ sung để bật lênTên mô đun của trình bổ sung để mở rộngTên mô-đun của trình bổ sung để xóaCác mô-đun đã được cài đặt ({:s}) từ {!r} vào {!r}Chế Độ Đồng Dư ThứcPhép chia tìm số dư Modulo, tuần hoàn cho cả toán hạng âm và toán hạng dươngModulo là phần dư của A / BĐơn KênhPhông Đơn CáchHơn một bộ sưu tập đã được chọnNhiều mục, hơn một cái, đã được chọnCó nhiều động cơ kết xuất có thể sử dụng đượcKết quả nhấp nhô (biến thiên vị trí), giống với địa hình thực hơnHơn nữa...Nhiều Hơn/Ít HơnBiến đổi thành hình cầuVữaKích Thước VữaVữa MịnPhép tính chiều dày cơ bản nhấtĐể biểu hiện ngắn gọn nhất, dùng dấu '+' làm dấu phân cách cho số khung hình nhỏ hơn một giây, xén gọn hai bên trái và phải của mã thời gian tùy theo nhu cầuChuyển ĐộngLàm Nhòe Mờ Chuyển ĐộngVị Trí Làm Nhòe Mờ Chuyển ĐộngSố Bước Chuyển ĐộngMô hình chuyển độngĐường Chuyển ĐộngĐiểm trong Bộ Nhớ Đệm của Đường Chuyển ĐộngCác Điểm của Đường Chuyển ĐộngSắp Đặt Đường Chuyển ĐộngĐường Chuyển Động cho phần từ nàyNhững sắp đặt của Đường Chuyển Động cho quá trình diễn họa hoạt họaNhững sắp đặt của Đường Chuyển Động cho diễn họaĐường Chuyển ĐộngSố Bước Chuyển ĐộngNgưỡng Chuyển ĐộngGiám Sát Chuyển ĐộngKhông tìm thấy ràng buộc Giám Sát Chuyển Động cần chuyển đổi nào cảKhông tìm thấy đối tượng Giám Sát Chuyển ĐộngPhạm vi khung hình của đường chuyển động không phù hợp đối với %s (%d đến %d)%sCác điểm của đường chuyển động sẽ được đưa vào không gian máy quay phim của máy quay đang hoạt động. Điều này có nghĩa là chúng sẽ chỉ trông đúng đắn khi nhìn qua máy quay đó mà thôi. Không hỗ trợ chuyển đổi máy quay phim thông qua việc sử dụng các dấu mốc.Số Bước của Chuyển ĐộngCông cụ giám sát chuyển độngĐộng CơChuộtRàng Buộc Định Hướng của ChuộtNgưỡng Kéo Rê ChuộtSự Kiện của ChuộtVị Trí ChuộtVị Trí X của ChuộtVị Trí Y của ChuộtChuột Lựa ChọnMức Nhạy Cảm của ChuộtChuột XChuột YNút chuột dùng để lựa chọnPhong cách con trỏ chuột để sử dụng trong giai đoạn của operator mô tháiVị trí chuộtVị trí chuột, trong tọa độ bình thường hóa, 0.0 đến 1.0, nằm nội trong ranh giới của hình ảnhVị trí chuột để chọn kênhVị trí chuột để chọn thực thể gần nhấtGiá trị đường di chuyển chuột cho các thao tác thu ghi các đường như vậyDi ChuyểnDi Chuyển Tay Cầm Kề CậnChiều Hướng Di ChuyểnDi Chuyển Toàn Bộ ĐiểmDi Chuyển ĐiểmDi Chuyển Phân ĐoạnDải PhimThể Loại Chế ĐộDi chuyển các UV tùy theo phương pháp hợp nhấtDi chuyển một nút để ngắt rời các đường kết nốiDi chuyển một điểm hoặc các tay cầm của nóDi chuyển mục đang hoạt độngChuyển về đứng sau bộ sưu tậpDi chuyển toàn bộ các phần tử đã chọn về vị trí đầu, duy trì trật tự tương đối của chúng. Cảnh báo: Việc làm này cũng sẽ ảnh hưởng đến chỉ số của các phần tử chưa được chọn đấy nhéDi chuyển toàn bộ các khe của hành động trên đối tượng đang hoạt động vào các hành động riêng biệt mới tạo. Toàn bộ các người dùng của các khe đó sẽ được ấn định sang cho các hành động mới. Hành động hiện tại sẽ không bị xóa đi, song sẽ trống rỗng, và có thể kết thúc trong tình trạng không có người dùng nào cảDi chuyển dọc theo trục XDi chuyển dọc theo trục YDi chuyển dọc theo trục hướng trước của điều khiểnDi chuyển dọc theo trục điều hướng về đằng sauDi chuyển dọc theo trục điều hướng xuống dướiDi chuyển dọc theo trục điều hướng về đằng trướcDi chuyển dọc theo trục điều hướng về bên tráiDi chuyển dọc theo trục điều hướng về bên phảiDi chuyển dọc theo trục điều hướng lên trênDi chuyển dọc theo trục sau của quan sát viênDi chuyển dọc theo trục trước của quan sát viênDi chuyển dọc theo trục trái của quan sát viênDi chuyển dọc theo trục phải của quan sát viênDi chuyển một mục trong danh sách lên hoặc xuốngDi Chuyển và Gắn VàoDi chuyển khu vực đến đâyDi chuyển tài sản ra khỏi danh mục nào đóDi chuyển tài sản vào danh mụcDi chuyển tài sản ra khỏi danh mục nào đóDi chuyển tài sản vào danh mụcDi chuyển về đứng trước bộ sưu tậpDi chuyển giữa các bộ sưu tậpChuyển quy tắc quần thể xuống trong danh sáchChuyển quy tắc quần thể lên trong danh sáchChuyển trạng thái quần thể xuống trong danh sáchChuyển trạng thái quần thể lên trong danh sáchDi chuyển các xương vào một bộ sưu tậpDi chuyển danh mục {} vào trong {}Di chuyển danh mục {} lên cấp bậc cao nhất của cấu trúc câyDi chuyển ràng buộc xuống trong ngăn xếp ràng buộcDi chuyển ràng buộc lên trong ngăn xếp ràng buộcDịch chuyển khung hình hiện tại về phía trước/về phía sau bằng một số đã choDi chuyển con trỏ trong văn bảnDi chuyển vị trí con trỏDi chuyển con trỏ đến thể loại vị tríDi chuyển các đường cong để điểm đầu tiên nằm chính xác trên khung lưới bề mặtDi chuyển chiều hướngDi chuyển hiệu ứng xuống dưới ngăn xếpChuyển hiệu ứng lên trên trong ngăn xếpDi chuyển nhanh hơn (đi bộ hoặc bay lượn)Di chuyển về phía trước một vài đơn vị cùng một lúcDi chuyển tay cầm của điểm mới thêm vào một cách tự doDi chuyển các tay cầm sau khi đóng chốt trục lạiDi chuyển đầu vào và đầu ra từ trong bộ điều chỉnh sang nhóm nút mớiDi chuyển vào trong bộ sưu tập (Ctrl để kết nối)Di chuyển vào trong bộ sưu tập (Ctrl để kết nối, Shift để phụ huynh hóa)Di chuyển đối tượng thực thể xuống dưới trong danh sáchDi chuyển đối tượng thực thể lên trong danh sáchDi chuyển sẽ bị ảnh hưởng bởi sắp đặt về bám dínhDi chuyển tầng lớp trong danh sách, các dữ liệu của các tầng lớp nằm dưới trong danh sách sẽ được sử dụng để viết đè lên dữ liệu từ các lớp cao hơn ở trênDi chuyển bộ điều chỉnh trong ngăn xếp xuống phía dướiDi chuyển bộ điều chỉnh, lên và xuống, trong ngăn xếpDi chuyển bộ điều chỉnh trong ngăn xếp lên phía trênDi chuyển hình ảnh nền của nútDi chuyển các nút và gắn vào khungDi chuyển hình học của đối tượng đến tọa độ gốc của đối tượngDi chuyển tọa độ gốc của đối tượng đến vị trí con trỏ 3DChuyển các đối tượng vào một bộ sưu tậpChuyển các đối tượng tới một bộ sưu tập mớiChuyển mục tiêu hạt xuống dưới trong danh sáchChuyển mục tiêu hạt lên trên trong danh sáchDi chuyển các điểm ra khỏi đường đi, giống như chải lược trên chúng vậyDi chuyển các cạnh của khu vực được chọnDi chuyển các tập tin đã chọn vào thùng rác hoặc thùng tái chếDi chuyển phần tử được chọnDi chuyển các phần tử được chọn ra phía ngoài, trong khung hình cầu, quanh trung tâm hình họcDi chuyển các khung khóa đã chọn đến vị trí nằm giữa tương đối với các khóa liền kềChuyển các đối tượng được chọn ra khỏi Góc Nhìn Cục BộDi chuyển các dấu mốc cảnh được chọn vào Hành Động đang hoạt động, biến chúng thành các dấu mốc 'tư thế' cục bộDi chuyển hình mẫu đang hoạt động lên/xuống trong danh sáchDi chuyển các dải xuống một rãnh nếu có chỗDi chuyển các dải được chọn lên một rãnh nếu có chỗDi chuyển nét vẽ được chọn vào một tầng lớp khácDi chuyển các dấu mốc thời gian được chọnDi chuyển lựa chọn sang một tầng lớp mớiDi chuyển chậm hơn (đi bộ hoặc bay lượn)Di chuyển điểm đầu của các dải đến thời điểm xác địnhDi chuyển các dải sao cho các dải biến hóa khít vừa vặnHơi di chuyển nét vẽ về phía máy ảnh một tí, để tránh bị cắt xén đi, trong khi vẫn bảo tồn chiều sâu cho cổng nhìnDi chuyển khe chất liệu lên và xuốngDi chuyển con trỏ 3D tới địa ranh VR đã chọnDi chuyển tầng Chú Thích (Annotation) đang hoạt động lên/xuống trong danh sáchDi chuyển Màu đang hoạt động lên/xuống trong danh sáchDi chuyển tầng lớp Bút Chì Dầu đang hoạt động hoặc NhómDi chuyển Bộ Lựa Chọn đang hoạt động lên/xuống trong danh sách các bộDi chuyển dấu trang đang hoạt động lên/xuống trong danh sáchDi chuyển đoạn dấu gạch ngang đang hoạt động lên hoặc xuốngDi chuyển tầng đang hoạt động lên/xuống trong danh sáchDi chuyển nguyên vật liệu đang hoạt động lên/xuống trong danh sáchDi chuyển phân đoạn thời gian đang hoạt động lên hoặc xuốngDi chuyển nhóm điểm đỉnh lên/xuống trong danh sáchDi chuyển máy quay phim hầu cho các đối tượng được chọn nằm ở trong khung của máy quay phimDi chuyển hình ảnh nguồn rập khuônDi chuyển tay cầm gần hơn của điểm đỉnh kề cậnDi chuyển (những) dòng hiện đang chọn lên/xuốngDi chuyển con trỏ trong khi đang lựa chọnDi chuyển toàn bộ điểm dùng các tay cầm của nóDi chuyển tay cầm dọc theo góc độ hiện tại của nó+Di chuyển các khung khóa dọc theo nội dungDi chuyển bộ điều chỉnh trong danh sáchDi chuyển chuột để thay đổi kích thước chi tiết cấu trúc động. NCT: xác nhận kích thước, ESC/NCP: hủy, SHIFT: chế độ chính xác, CTRL: lấy mẫu kích thước chi tiếtDi chuyển các khe đã chọn vào một hành động mới được tạoDi chuyển góc nhìnChuyển góc nhìn đến để đóng khung những đối tượng được chọnDi chuyển góc nhìn đến khung hình hiện tạiDi chuyển góc nhìn đến trung tâm của lựa chọnChuyển vào Bộ Sưu TậpChuyển vào Bộ Sưu TậpDi Chuyển về ĐầuDi Chuyển về CuốiDi Chuyển đến Tầng LớpDi Chuyển đến Bộ Sưu Tập Xương MớiDi Chuyển sang Bộ Sưu Tập MớiDi Chuyển sang Tầng Lớp MớiDi chuyển đến trung tâm các nhóm lân cận và khớp với vận tốc của chúngDi chuyển đến thư mục tiếp theoDi chuyển đến thư mục phụ huynhDi chuyển đến cây nút phụ huynh, xóa khỏi nhómDi chuyển tới thư mục trướcDi chuyển các thực thể hình học ở cấp cao nhất trong không gian cục bộ hoặc toàn cầuDi chuyển các đoạn đến chỗ trống gần hất cho giải quyết lấn trênDi chuyển {} lên trên {}Di chuyển {} xuống dưới {}Di chuyển {} vào {}Di chuyển {} lên trên {}Di chuyển {} {} xuống dưới {}Di chuyển {} vào {}Di Chuyển/Tách Phân VùngDi chuyển/xoay/rẽ tương đối với quan sát hoặc điều khiển của VRĐã di chuyển %i khe vào hành động của đối tượng đang hoạt độngDải di chuyển đã nằm bên trong siêu dải cung cấpDải di chuyển là phụ huynh của siêu dải cung cấpChuyển ĐộngDi chuyển vị trí các điểm nắm bắt ra khỏi bề mặt để tránh các giả tượngPhimĐoạn PhimTrình Biên Soạn Đoạn PhimBản Đại Diện của Đoạn PhimNgười Dùng Đoạn PhimKhối dữ liệu của Đoạn PhimĐoạn Phim để lấy dữ liệu giám sát từ đó raĐoạn PhimBiến Dạng PhimTập Tin PhimTập Tin PhimĐịnh Dạng PhimCác Đối Tượng PhimCác Giám Sát Bình Diện trong PhimDải PhimBảng Hành Động Giám Sát PhimGiám Sát PhimDữ Liệu về Dấu Mốc Giám Sát Bình Diện của PhimDấu Mốc Giám Sát Bình Diện của PhimCác Giám Sát PhimĐoạn phim đã được hiển thị và biên soạn trong vùng nàyKhông tìm thấy đoạn phimĐoạn phim mà chuỗi này sử dụngChưa ấn định đoạn phim nào sử dụng để lấy dữ liệu giám sát từ đó raTập tin phimDải phimDữ liệu máy quay trong việc giám sát phimDữ liệu giám sát phimDữ liệu dấu mốc giám sát phimDữ liệu đối tượng giám sát phimĐối tượng trong phim để theo đuổiĐối tượng giám sát phim để đi theo (nếu bỏ trống thì sẽ dùng máy quay phim)Dữ liệu giám sát bình diện trong phimQuá trình giám sát phim khôi phục dữ liệu máy quayDữ liệu khôi phục của quá trình giám sát phimSắp đặt cho quá trình giám sát phimDữ liệu chống rung trong quá trình giám sát phimDữ liệu về giám sát theo dõi phimDấu giám sát phim để đi theoĐoạn PhimGiám Sát đang Hoạt ĐộngNguồn Chú ThíchBộ ĐiểmĐoạn PhimBảng Hành ĐộngĐồ ThịDuy Trì Bản GốcDấu MốcCác Dấu MốcChắn LọcChế ĐộGiám Sát Bình DiệnLũy ThừaDấu Giám SátGiám SátGóc NhìnDải MovieClipKhối dữ liệu của Đoạn Phim tham chiếu một tập tin phim ở ngoàiGiám Sát Phim '%s' không thể xóa đượcDuy Trì Chuyển ĐộngKhung Khóa Duy Trì Chuyển ĐộngKhung Hình Duy Trì Chuyển Động được ChọnDi chuyển các đối tượng bằng việc kéo rê chuột, xác nhận khi thả nútDiChuyểnChuộtLiaChuộtXoayChuộtThuPhóngChuộtThôngMinhDiCuyểnThứChuộtThuPhóngChuộtKhông tìm thấy Mtex (kết nối giữa nguyên/chất liệu) cho loại nàyĐa Khung HìnhĐa Đầu VàoSắp Xếp Thứ Tự ID của Nhiều Đầu VàoNhiều Bộ Điều ChỉnhĐa Phản ỨngHệ thống nhiều máy quay phim, chỉnh sửa các máy quay phim riêng biệtTrình giải nghiệm IK đa ràng buộc, lưu trạng thái đầy đủ (stateful)Sơn Đồng LoạtĐa Góc NhìnThanh Lọc Đa-Từ Mờ ẢoTìm Kiếm Khớp Nhiều TừBiên Soạn Đa Khung HìnhMô hình tán xạ tóc đa tỷ lệ của Huang và cộng sự năm 2022, phù hợp để xem ở cả khoảng cách gần và xa, hỗ trợ mặt cắt hình elip và có điểm nhấn sáng chính xác hơn theo hướng tán xạ về phía trước.Cử Chỉ Đa Chạm (Multi-touch Gestures)Dải Chọn Đa Máy QuayKênh Nguồn Đa Máy Quay PhimĐa Phân DạngĐa Khung HìnhĐa TầngNhóm đa sơn bị khóa. Bãi bỏĐa Bộ Nhớ ĐệmĐa Động CơĐa Các MặtĐa Cân TrọngLấy Mẫu Đa Cân TrọngLấy Mẫu Đa Cân TrọngBội Số Lò XoBội Số Lò XoNhiều Nét VẽĐa Góc NhìnPhát hiện thấy có nhiều trình bổ sung có tên giống nhau!Có thể sử dụng nhiều trình xử lý tập tin, thả để chọn cái nào sẽ sử dụngBội số các tập tin hình ảnh, như một trình tựLưu nhiều hình ảnh vào cùng một đường dẫn: "%s" là điều không thể làm đượcLấy nhiều Mẫu theo Trọng Số được sử dụng để kết hợp các đóng góp của ánh sáng trực tiếp từ ước tính sự kiện tiếp theo và dò đường dẫn về phía trướcNhiều nét vẽ xuất hiện/biến mất cùng một lúcHệ số nhân khi sử dụng các bộ điều chỉnh về nhanh hay chậmVượt Quyền Nhân BộiNhân với Khởi Đầu/Kết Thúc để tạo nên tổng số điểm đếmSố NhânSố nhân dùng làm tần số phân hóa hình học ngoại biên góc nhìn của máy quay phim. Tần Số Phân Hóa của các đối tượng được tăng dần lên tùy khoảng cách xa của chúng trong góc nhìn của máy quay phim. Các giá trị thấp sẽ cho chất lượng phản quang và bóng tối của các đối tượng nằm ngoài màn hình cao hơn, song các giá trị cao hơn sử dụng ít bộ nhớ hơnHệ số nhân để đổi tỷ lệ ô được chọn sang ánh xạ màu sắcHệ số nhân để đổi tỷ lệ các vectơSố nhân dành cho khoảng cách giữa các đường khung lưới đồ thị trong Góc Nhìn 3DHệ số nhân cho giá trị chiều cao để điều khiển khoảng cách tổng thể cho ánh xạ gồ ghềHệ số nhân cho độ đậm của các nét vẽ mớiHệ số nhân cho độ dày của các nét vẽ mớiSố nhân cho ảnh hưởng sóng của đầu bút nàySố nhân của các tính chất đường kínhSố nhân cho tốc độ của chướng ngại vậtSố nhân của tốc độ nguồn được đưa sang cho chất lỏng (tốc độ nguồn sẽ khác 0 nếu đối tượng chuyển động)Số nhân sử dụng để điều khiển độ lớn của các véctơ vận tốc, dành cho các hiệu ứng thời gianNhânChế Độ Nhân CộngNhân AlphaNhân kênh Chậm Rãi Vào của Xương-Dẻo bằng các giá trị tỷ lệ cục bộ của tay cầm đầu. Cái này được làm sau tùy chọn Đổi Tỷ Lệ Chậm Rãi và sẽ không bị ảnh hưởng bởi nó.Nhân kênh Chậm Rãi Ra của Xương-Dẻo bằng các giá trị tỷ lệ cục bộ của tay cầm cuối. Cái này được làm sau tùy chọn Đổi Tỷ Lệ Chậm Rãi và sẽ không bị ảnh hưởng bởi nó.Nhân Các Màu LênNhân Độ SâuHệ Số NhânNhân Khối Lượng với Kích ThướcNhân Ma TrậnChế Độ NhânBộ Điều Chỉnh Nhân BộiNhân Pháp TuyếnNhân RDải Nhân MàuNhân trọng lượng của nhóm A với trọng lượng của nhóm BNhân Nhóm Điểm Đỉnh với Phong BaoNhân Trọng LượngNhân alpha cùng với các kênh màuNhân tác động của đầu bút với alpha của dốc màu vận tốcNhân chiều sâu nút của đầu bút (phép dời hình, làn sóng) với alpha của dốc màu vận tốcNhân màu với alpha (khuyến nghị cho đầu vào Blender)Nhân các giá trị phần tử với nhauNhân lực với 1/khoảng cách²Nhân chiều dài của đường với tốc độ hạtNhân khối lượng với kích thướcNhân véctơ pháp tuyến với lựa chọnNhân vị trí và đường viền với cường độNhân tốc độ vẽ đã ghi lại với một hệ sốNhân giá trị nguồn với cái ở đích, dùng giới hạn đã định làm hệ sốNhân kênh Chậm Rãi Vào của Xương-Dẻo với giá trị tỷ lệ Y cục bộ của tay cầm đầu. Cái này được làm sau tùy chọn Đổi Tỷ Lệ Chậm Rãi và sẽ không bị ảnh hưởng bởi nó.Nhân kênh Chậm Rãi Ra của Xương-Dẻo với giá trị tỷ lệ Y cục bộ của tay cầm cuối. Cái này được thực hiện sau tùy chọn Đổi Tỷ Lệ Chậm Rãi và sẽ không bị ảnh hưởng bởi nó.Nhân trọng lượng đã tính toán với các giá trị hiện có trong nhóm điểm đỉnhNhân tốc độ hiện tại của trình tự với số này hay ánh xạ lại khung hình hiện tại sang khung hình nàyNhân với cỡ lọc, sử dụng trong Ánh Xạ MIP (Multum In Parvo : Nhiều Trong Ít) và Nội SuyNhân các giá trị chậm rãi kết quả với hệ số Tỷ Lệ Vào/Ra YNhân cường độ của mỗi điểm ảnhNhân độ dài ban đầu với một hệ sốNhân bán kính của điểm chốt trục với bán kính vuốt thonNhân các ma trận biến hóaNhân trọng lượng bằng phong bao cho toàn bộ các xương, thay vì hành xử như sự pha trộn dựa trên Nhóm Điểm Đỉnh. Các trọng lượng chỉ định vẫn được sử dụng và chỉ các xương liệt kê mới được xem xét đến.Nhân với hệ số tốc độĐa Phân GiảiBộ Điều Chỉnh Đa Phân GiảiQuá trình nướng dữ liệu đa phân giải đòi hỏi đối tượng đa phân giảiBộ điều chỉnh đa phân giải báo lỗi, bỏ qua áp dụngĐa Phân GiảiBộ điều chỉnh khung lưới đa phân giảiGGX Đa Tán XạNhạcPhải ở trong chế độ lựa chọn điểm đỉnhPhải có xương đang hoạt động mới có thể thêm ràng buộc IK vào đượcPhải có nhiều điểm điều khiển hơn số Bậc (Order)Tắt/Giải HoạtChặn/Giải hoạt tính của các dải (được/chưa) chọnGiải Hoạt Đoạn PhimChặn âm thanh của kênhChặn/Tắt sắp đặt mở rộng cho bộ điều chỉnhGiải Hoạt đoạn phim và hiển thị nền màu đenGiải hoạt/chặn hoặc kích hoạt các dải được chọnChặn âm thanh loaChặn/Tắt hoạt tính bộ điều chỉnh nàyChặn/Giải hoạt tính các dải không được chọn, thay vì các dải được chọnĐã Chặn Âm ThanhDải đã Giải HoạtCỡ Gói Tin Dồn KênhTần Số Dồn KênhCỡ gói tin dồn kênh (byte)Tần Số Dồn Kênh (số bit/giây)Đa-GiácBán Kính Hình Cầu-NPhương Pháp Đa GiácPhím N mở trình đơn rẻ quạt để bật/tắt vùngN-Degrees of Freedom: N-Góc Độ Tự DoKhóa Đường Chân TrờiNDOF Chuyển ĐộngĐiều Hành Góc Nhìn trong NDOFMặt Đa GiácĐỉnh-Mặt Đa GiácSử Dụng Ước Tính NLADải NLADải NLA 'chuyển cảnh' giữa các đoạn kề cạnhCác Điều Khiển cho Dải NLATên Dải NLADải NLA đứng làm vỏ chứa cho các dải kề cạnhDải NLA đang hoạt độngDải NLA được chơi lại ngược chiều (chỉ khi thời gian được xác định tự động mà thôi)Dải NLA đã được chọnDải NLA tham chiếu một số Hành Động nào đóDải NLA đại diện một sự kiện âm thanh cho các loa phát thanhDải NLACác Dải NLA trong rãnh NLA nàyCác Dải NLA mà dải này đứng làm vỏ chứa cho chúng (nếu nó là Siêu loại)Rãnh NLATên Rãnh NLARãnh NLA đang hoạt độngRãnh NLA tự tính toán bản thân mình (ví dụ: Hành Động đang hoạt động và toàn bộ các rãnh NLA khác trong cùng khối AnimData (Dữ Liệu Hoạt Họa) đều bị tắt - vô hiệu hóa)Rãnh NLA bị khóaRãnh NLA đã được chọnRãnh NLA là cái duy nhất được tính toán trong khối dữ liệu hoạt họa này, trong khi toàn bộ các rãnh khác bị chặn âm thanhRãnh NLANhững rãnh NLA (ví dụ: các Tầng Lớp Hoạt Họa)Chế Độ Hiệu Chỉnhh NLADữ liệu không gian của trình biên Trình Biên Trình Biên Soạn NLANgăn xếp NLA được ước tính khi đánh giá khối nàyKhông tìm thấy Dải NLA '%s' trong rãnh '%s'Các Đường Cong-F của Dải-NLANURBSĐường U đang Hoạt Động của NURBSĐường V đang Hoạt Động của NURBSĐường U của NURBSĐường V của NURBSThứ tự NURBS theo chiều hướng U. Giá trị càng cao thì ảnh hưởng của mỗi điểm đến diện tích sẽ lớn hơn, song hiệu suất hoạt động sẽ kém hơn.Thứ tự NURBS theo chiều hướng V. Giá trị càng cao thì ảnh hưởng của mỗi điểm đến diện tích sẽ lớn hơn, song hiệu suất hoạt động sẽ kém hơn.Trọng lượng NURBSTênTên (id : chỉ danh) của thao tác để kích hoạtĐặt Tên TheoVạ Đập MặtThanh Lọc TênTên theo đối tượng nguồn có một hậu tốTên trùng lặp: Thanh lọc tên bằng ký tự đại diện kiểu unix như '*', '?' và '[abc]'Tên cho đối tượng khung lưới và nguyên vật liệu mớiTên cho nguồn khe sơn mớiTên cho sắp đặt sẵn trướcTên cho tài sản đầu bút mớiTên cho tài sản tư thế mớiTên từ hình ảnh nạp vàoTên của Nhóm Hành Động mà (các) sắp đặt cho đường dẫn này sẽ được ấn định vàoTên của khối ID để mở góiTên của Xương Phụ Huynh cho cái móc (nếu có), đồng thời cũng tính toán lại và xóa dịch chuyển điTên của Xương Tư Thế (PoseBone) để dùng làm mục tiêuTên của Hình MẫuTên của ánh xạ UVTên của Nhóm Điểm Đỉnh, tức cái xác định các Mấu Neo ChốtTên của Nhóm Điểm Đỉnh, cái quyết định ảnh hưởng của bộ điều chỉnh trên mỗi điểmTên của tầng màu sắc Điểm ĐỉnhTên của tập tin hoặc thư mục nằm trong danh sách tập tinTên của bộ sưu tập xương sẽ được bổ sung vào. Chỉ sử dụng cái này nếu bạn muốn tạo một bộ sưu tập xương mới và ấn định các xương đã chọn vào nó mà thôi. Để ấn định vào một bộ sưu tập hiện có thì đừng sử dụng tham số này và sử dụng collection_index (chỉ số của bộ sưu tập) nhéTên của bộ sưu tập xương sẽ được bổ sung vào. Chỉ sử dụng cái này nếu bạn muốn tạo một bộ sưu tập xương mới và di chuyển các xương đã chọn vào đó mà thôi. Để di chuyển vào một bộ sưu tập hiện có thì đừng cho tham số này vào và sử dụng collection_index (chỉ số của bộ sưu tập) nhéTên của thuộc tính màuTên của bộ điều chỉnh để tái xác địnhTên của bộ điều chỉnh để xóaTên của thuộc tính mớiTên của thuộc tính màu mớiTên của thư mục mớiTên của màn chắn lọc mớiTên của tầng màn chắn lọc mớiTên của nhóm mới kiến tạo nênTên của nhóm ánh sáng mới kiến tạoTên của thao tác (đã dịch) để gọi khi sự kiện hành động xảy raTên của thao tác (đã phiên dịch) để thi hành đối với sự kiện đầu vàoTên của xương phụ huynh trong trường hợp có quan hệ cha conTên của xương phụ huynh. Duy sử dụng khi đối tượng phụ huynh là một khung rối mà thôi.Tên của đối tượng phụ huynh trong khối dữ liệu chỉ định, nơi sự phụ huynh hóa xảy raTên của đối tượng phụ huynh thứ trong khối dữ liệu chỉ định, nơi sự phụ huynh hóa xảy raTên của đơn hoạt họa glTF sẽ được xuất khẩuTên của tầng daTên của biến số AOVTên của AOV mà đầu ra này viết vàoTên của thuộc tính Alembic được sử dụng trong việc sinh tạo dữ liệu về nhòe mờ chuyển độngTên của Thuộc TínhTên của Nhóm Ánh SángTên của Bảng Pha MàuTên của Nhóm Điểm Đỉnh, tức cái quyết định ảnh hưởng của bộ điều chỉnh trên mỗi điểmTên của bảng hành độngTên của kết buộc trong bảng ánh xạ hành độngTên của phần tử ánh xạ hành độngTên của Bộ Tô Bóng AOV đang hoạt độngTên của thuộc tính nhằm để trích xuất biến hóa từ đó raTên bộ sưu tập xương để ấn định xương này vào đó; để trống để ấn định vào bộ sưu tập xương đang hoạt độngTên của bộ sưu tập xương để tạo raTên của bộ sưu tập xương để tách xương này khỏi nó; để trống để tách xương đang hoạt động khỏi bộ sưu tậpTên của xương cần tách ra khỏi bộ sưu tập; để trống để sử dụng xương đang hoạt độngTên của bộ sưu tập để lựa chọnTên của ràng buộc để biên soạnTên của người kiến tạo tài sảnTên của định hướng biến hóa tùy chọnTên của phân khúc gạch ngangTên của khối dữ liệu mà thao tác sử dụngTên của tập tinTên của tập tinTên của khung lưới đồ thị cho thành phần trục X của trường vận tốc nếu nó được chia thành nhiều khung lưới đồ thịTên của khung lưới đồ thị cho thành phần trục Y của trường vận tốc nếu nó được chia thành nhiều khung lưới đồ thịTên của khung lưới đồ thị cho thành phần trục Z của trường vận tốc nếu nó được chia thành nhiều khung lưới đồ thịTên của hành động xúc tác áp dụng khi thực hiện hành động nàyTên của cấu hình phímTên của bảng ấn định phímTên của tầng lớpTên của chất liệuTên của trình đơnTên của bộ điều chỉnhTên của bộ điều chỉnh có chứa nútTên của bộ điều chỉnh để biên soạnTên của bộ điều chỉnh để tiến hànhTên của bộ sưu tập mớiTên của định hướng tùy chọn mớiTên của tầng lớp mớiTên của nhóm tầng lớp mớiTên của bộ sưu tập mới được thêm vàoTên của xương mới kiến tạoTên của trình đơn hình rẻ quạtTên của sắp đặt sẵn, dùng để đặt tên đường dẫnTên của bộ sưu tập xương tham chiếuTên của thể loại giàn điều khiển để sinh tạo ra một bản mẫuTên hiệu ứng tô bóng (shaderfx) để chỉnh sửaTên của kheTên của khe, để hiển thị trong giao diện người dùng. Tên này kết hợp với thể loại khối dữ liệu của khe sẽ trở thành tên duy nhất trong Hành Động của nóTên của ổ cắmTên loại ổ cắmTên của tập tin nguồnTên của bộ điều chỉnh để biên soạnTên Kiểu MẫuTên của trường vận tốc, hoặc tên cơ sở nếu vận tốc được chia thành nhiều khung lưới đồ thịTên của tầng lớp màu điểm đỉnh dùng cho bọt sóngTên của tầng lớp màu điểm đỉnh sử dụng làm bản đồ chiều hướng bay của bụi nướcTên của không gian làm việc để bổ sung và kích hoạtTên của bộ sưu tập tầng lớp này (giống cái dùng cho bộ sưu tập của nó)Tên màu điểm đỉnh để xuất khẩuTên của nhóm điểm đỉnh xác định lượng tần số phát khói trên bề mặtThanh Lọc theo Tên hoặc ThẻTên có thể được hiển thị trong Giao Diện Người Dùng cho thành phần nàyTên ánh xạ đến khối dữ liệu tham chiếuTên để dùng trong các biểu thức của tập lệnh/hàm số (không được dùng dấu chấm hay dấu cách, và phải bắt đầu bằng một chữ cái)Tên sử dụng để lưu kết quả xuất của bề mặt nàyTên: {:s}Thuộc Tính được Đặt TênThuộc Tính được Đặt TênNhóm có TênLựa Chọn Tầng Lớp có TênNút Tầng Lớp có TênTênKhông Gian TênNanometBăng Tần HẹpĐộ HẹpTự NhiênTốc Độ Vẽ Tự NhiênLôgarit Tự NhiênChiều hướng cuộn tự nhiênĐiều HướngGizmo Điều HướngKích Thước Gizmo Điều HướngĐiều hướng vào các thư mục bằng cách nhấp vào chúng một lần thay vì hai lầnĐiều hướng cảnh VR bằng cách cầm nắm điều khiểnĐiều HướngSauHướng Trước của Điều KhiểnXuốngVề TrướcTráiChế ĐộPhảiRẽ TráiRẽ PhảiLênHướng Nhìn SauHướng Nhìn TrướcHướng Nhìn TráiHướng Nhìn PhảiThanh Điều HướngĐiều Khiển về Điều HướngVị Trí Điều HướngĐiều HướngXoay Chiều của Điều HướngTỷ Lệ Điều HướngNền của Thanh Điều HướngNDOF1NDOF10NDOF1NDOF2NDOF2NDOF3NDOF4NDOF5NDOF6NDOF7NDOF8NDOF9NdofSauNdofTrộiVượtNdofKhítNdofTrướcNDOFĐct1NDOFĐct2NDOFTrĐơnNdofChĐộngNdofLiaThuPhóngNDOFLNghịchKĐHNDOFLThuậnKĐHNdofXoayChiềuNDOFXoáyNghịchKĐHNDOFXoáyThuậnKĐHNDOFXoayNghiêngNghịchKĐHNDOFXoayNghiêngThuậnKĐHGầnBình Diện GầnĐộ Dày GầnKhoảng cách cắt gần của máy quay phim bóng tốiMô hình tán xạ tóc gần trường của Chiang và cộng sự năm 2016, phù hợp để nhìn cận cảnh, song nhiễu nhiều hơn khi nhìn từ xa.Gần NhấtGóc Cạnh Gần Nhất và Pháp Tuyến Mặt Giống NhấtGóc Tối Cận cùng Pháp Tuyến Giống NhấtGóc Tối Cận của Mặt Gần NhấtCạnh Gần NhấtCạnh Gần Nhất được Nội SuyĐiểm Đỉnh của Cạnh Gần NhấtMặt Gần NhấtCạnh Mặt Gần NhấtMặt Gần Nhất được Nội SuyĐiểm Đỉnh của Mặt Gần NhấtCó Hàng XómĐiểm Gần Nhất Trên Bề MặtĐỉnh Gần NhấtĐiểm Đỉnh Gần NhấtVị Trí CổVị trí bắt đầu của cổCần phải lựa chọn ít nhất 4 điểm giám sát để kiến tạo một bình diệnHình Tháp NhọnHình Tháp NhọnCần ít nhất hai dải chọn nằm kề nhau với một kẽ hở ở giữa chúngĐảo Ngược Thể TíchLàm giảm ảnh hưởng bên trong khối thể tíchĐảo lật trục căn chỉnhĐảo nghịch hiệu ứng của nhóm điểm đỉnh tạo khómĐảo nghịch hiệu ứng của nhóm điểm đỉnh mật độĐảo nghịch hiệu ứng của nhóm điểm đỉnh về trườngĐảo nghịch hiệu ứng của nhóm điểm đỉnh về xoắn vặnĐảo nghịch hiệu ứng của nhóm điểm đỉnh về chiều dàiĐảo nghịch hiệu ứng của nhóm điểm đỉnh về sự xoay chiềuĐảo nghịch hiệu ứng của nhóm điểm đỉnh 1 về độ rápĐảo nghịch hiệu ứng của nhóm điểm đỉnh 2 về độ rápĐảo nghịch hiệu ứng của nhóm điểm đỉnh về độ gồ ghề ở đỉnhĐảo nghịch hiệu ứng của nhóm điểm đỉnh về kích thướcĐảo nghịch hiệu ứng của nhóm điểm đỉnh về tiếp tuyếnVô hiệu hóa tác động của nhóm điểm đỉnh xoắn vặnVô hiệu hóa tác động của nhóm điểm đỉnh về vận tốcPhản ĐịnhÂmTrục ÂmKhung Hình ÂmKhung Hình Âm được trượt đẩy đi hoặc cắt xénBên ÂmTrục X ÂmTrục Y ÂmTrục Z ÂmLũy thừa âm cho giá trị độ nhớt (để đơn giản hóa quá trình nhập những giá trị nhỏ, ví dụ 5*10^-6)Đảo ngược quá trình làm mịn khung lưới (làm mịn âm/tiêu cực)Chỉ số điểm đỉnh âm trong bộ_chỉ số_điểm đỉnh (vertex_indices_set)Chỉ Số Hàng XómLoại Bỏ Lân CậnNgưỡng Lân CậnKhông có nút nào có đầu ra cảLồngId lồng nhau của nútKhông được phép lồng một nhóm nút bên trong bản thân nóMạngGiới Hạn Kết Nối MạngThời Gian Chờ MạngTrung LậpGiá trị trung hòa dịch hình, tức giá trị sẽ không gây ra dịch hình. Giá trị thấp hơn làm cho bề mặt di chuyển vào trong, giá trị cao hơn đẩy bề mặt ra ngoàiKhông Bao GiờKhông Bao Giờ Không CóKhông bao giờ đổi thẻ khi bấm vào một biểu tượng trong mục lụcKhông bao giờ thu các nút hợp nhất mới lạiMớiDanh Mục MớiChế Độ Làm Mềm Mại Đường Cong MớiSử Dụng các Công Cụ Đường Cong MớiDữ Liệu MớiMàu cho Đường Cong-F Mới - XYZ đến RGBTính Năng MớiTập Tin MớiNhóm MớiLoại Tay Cầm cho Cái MớiID MớiHình Ảnh MớiLoại Khung Khóa MớiTầng Lớp MớiĐối Tượng MớiĐối Tượng MớiĐường Dẫn MớiSắp Đặt Sẵn MớiBản Đồ UV MớiCửa Sổ MớiĐộ dời hình mới được thêm vào ảnh hưởng đã cóBản thực hiện mới có thể sử dụng được từ phiên bản 2.8Các khóa mới sẽ là BézierCác khóa mới sẽ là bất biếnCác khóa mới sẽ là tuyến tínhDòng mới chưa được hỗ trợ, hãy gọi thao tác này nhiều lần nhéTên mới cho dấu mốcGiá trị mẫu vật mới cho các bộ điều chỉnh tiếp tớiTốc độ mới của phân đoạn được tính lại thời gianNét vẽ mới từ các điểm/các nét vẽ đã chọnCác nét mới được vẽ bên dưới tất cả các nét vẽ trong tầng lớpĐiểm đỉnh mới kiến tạo đang bị trượt đẩyNewtonTiếp TheoKý Tự Tiếp TheoChỉ Số Cạnh Tiếp TheoCái Thất Bại Tiếp TheoKhung Khóa Tiếp TheoDòng Tiếp TheoDấu Mốc Tiếp TheoNút Tiếp TheoTrang Tiếp TheoDải Tiếp TheoChỉ Số Điểm Đỉnh Tiếp TheoTừ Tiếp TheoKiểu/thao tác pha trộn tiếp theoPhần tử tiếp theo đã bị ẩn giấu mất rồiTiếp Theo hay Lựa ChọnKý tự gõ tiếp sẽ in trên ký tự trước, dành cho việc gõ chữ cái đặc biệtƯớc Tính Sự Kiện Tiếp TheoDảiNLARãnhNLAKhông thể xóa rãnh NLA '%s' đượcKhông tìm thấy 'Kết Nối' trong tập tin %rKhông tìm thấy 'Sắp Đặt Toàn Cầu' trong tập tin %rKhông tìm thấy 'Đối Tượng' trong tập tin %rKhông tìm thấy đối tượng nào là 'Tương Đối Với' cả, xin hãy đặt một đối tượng cụ thể, rõ ràng hoặc đảm bảo rằng có một đối tượng nào đó là đang hoạt độngKhông tìm được Bộ Biên Tập Đặc Tính nào (chưa đinh ghìm) để hiển thị họa tiết phía trongKhông tìm thấy cổng nhìn 3D nào để sử dụng nó kiến tạo hình ảnh được cảKhông có khe Hành Động nào đã được ấn định, vì vậy không có gì để hủy ấn định cảKhông có Hành Động nào trong tập tin .blend cảKhông có Hành Động đang Hoạt ĐộngKhông Có Bối Cảnh Đang Hoạt ĐộngKhông có khối Dữ Liệu Hoạt Họa nào trong chế độ hiệu chỉnh để thoát ra cảKhông có khối dữ liệu hành động nào để bước vào chế độ hiệu chỉnh cảKhông Khử Răng CưaKhông Kéo Rê Tài SảnKhông Lập Chỉ Mục Tài SảnKhông Có Âm ThanhKhông Có Xương đang Hoạt ĐộngKhông Thay ĐổiKhông Kết Nối Các VùngKhông Đồng QuyNút được ChọnKhông Tuần HoànKhông Có Khối Dữ LiệuKhông Có Khối Dữ LiệuKhông Tan BiếnKhông có Đường Cong-F cho sự xoay chiều Euler để chỉnh sửaKhông có Xoay Chiều Euler nào có thể chỉnh sửa được cảKhông thể chỉnh sửa sự xoay chiều Euler. Phải chắc chắn là mỗi sự xoay chiều đề có khung khóa cho toàn bộ các thành phần, Đường Cong-F cho chúng có thứ tự XYZ tuần tự và đã được chọn rồiKhông có Đường Cong-F nào để thêm các khung khóa vào cảKhông có Bộ Điều Chỉnh-F để sao chépKhông có Bộ Điều Chỉnh-F để dánKhông Đảo LậtKhông Bị Vấn Đề Nghẽn Tắc trong Trục Vạn NăngKhông có dữ liệu Bút Chì DầuKhông có khung hình Bút Chì Dầu nào để vẽ lên cảKhông có khung hình Bút Chì Dầu nào để vẽ trọng lượng lên cảKhông có khối ID và/hoặc Dữ Liệu Hoạt Họa nào để xóa khung khóa khỏi nó cảKhông Có Đường Giao CắtKhông có Trình MụcKhông Có Mục nào Hiện HữuKhông có Bộ Khóa nào đang Hoạt Động cảKhông Có Vượt Quyền Thư ViệnKhông Hạn ChếKhông Có Nguyên Vật LiệuKhông Hợp NhấtKhông Có Ràng Buộc MớiKhông Dịch ChuyểnĐầu Ra của NútKhông Tự Động Tái Đồng Bộ Hóa Vượt QuyềnKhông Có Tính ChấtKhông có con trỏ RNA nào khả dĩ để có thể lấy lại các giá trị dùng cho quá trình khung khóa hóa từ đóKhông có con trỏ RNA nào để truy xuất các giá trị cho Đường Cong-F này hếtKhông Có Tập Tin Gần ĐâyKhông Tái Phóng ChiếuKhông có Thế Giới Thân Cứng nào để thêm Ràng Buộc Thân Cứng vào cảKhông có Thế Giới Thân Cứng để xuất khẩuKhông có Thế Giới Thân Cứng để xóaKhông Có Chất LiệuKhông có ô UDIM nào được kiến tạo cảKhông có dữ liệu UV trên khung vẽKhông tìm thấy tầng UV có tên là "%s" trong đối tượng "%s"Không có tầng lớp UV nào cảKhông tìm thấy ánh xạ UV trong đối tượng tính toán "%s"Không Có VideoKhông có hành động nào để xóa khung khóa khỏi nó đối với ID = %sKhông có khối Dữ Liệu Hoạt Họa nào đang hoạt động để sử dụng (chọn một trình mở rộng khối dữ liệu trước đã, hoặc sắp đặt các dấu cờ (flags) thích đáng cho một khối Dữ Liệu Hoạt Họa)Không có đối tượng khung lưới nào đang hoạt động cảKhông có Đường Cong-F nào đang hoạt động để thêm một khung khóa vào. Hãy chọn một Đường Cong-F có thể biên soạn được trước đãKhông có tầng lớp Bút Chì Dầu nào đang hoạt động cảKhông có tầng lớp Bút Chì Dầu nào đang hoạt động để dán vào cảKhông có Bộ Khóa nào đang hoạt động cảKhông có đường dẫn của Bộ Khóa đang hoạt động nào để xóa đi cảKhông có Bộ Khóa đang hoạt động nào để cho thêm đường dẫn trống vàoKhông có Bộ Khóa đang hoạt động nào để xóa cảKhông có Bộ Khóa đang hoạt động nào để xóa đường dẫn khỏi đó cảKhông có Bộ Khóa đang hoạt động nào để xóa tính chất khỏi đó cảKhông có Bộ Khóa đang hoạt động nào để sử dụng cảKhông tìm thấy tầng UV nào đang hoạt động trong đối tượng "%s" cảKhông có hành động đang hoạt động nào để vận hành cảKhông có hành động đang hoạt động nào để đẩy xuốngKhông tìm thấy ảnh đang hoạt động trong nguyên vật liệu "%s" (%d) cho đối tượng "%s"Không có tài sản nào đang hoạt động cảKhông có thuộc tính nào đang hoạt động cảKhông có xương nào đang hoạt động cảKhông có bộ sưu tập xương nào đang hoạt động cảKhông có xương nào đang hoạt động cảKhông có xương nào đang hoạt động để sao chép từ đó sang cảKhông có xương đang hoạt động có ràng buộc cho chépKhông có đầu bút nào đang hoạt động cảKhông có máy quay phim đang hoạt độngKhông có máy quay phim nào đang hoạt động trong cảnh cảChưa đặt máy quay phim nào hoạt động cảKhông có bộ sưu tập nào đang hoạt động cảKhông có thuộc tính màu nào đang hoạt động để nướng sang cảKhông có đối tượng có thể biên soạn nào đang hoạt động cảKhông tìm thấy yếu tố đang hoạt động nào!Không thấy có mặt đang hoạt độngKhông có khung hình đang hoạt động để xóaKhông có nhóm đang hoạt độngKhông tìm thấy hình ảnh đang hoạt động trong khe chất liệu (%d) cho đối tượng "%s"Không tìm thấy hình ảnh nào đang hoạt động cả. Hãy thêm nguyên vật liệu vào hoặc nướng ra một tập tin ở bên ngoàiKhông tìm thấy hình ảnh nào đang hoạt động cả. Hãy thêm nguyên vật liệu vào hoặc nướng mà không dùng tùy chọn Phân Tách Nguyên Vật LiệuKhông có phần tử nào đang hoạt động cảKhông có phần tử nào đang hoạt động để có thể đổi tên cảKhông có khung khóa nào đang hoạt động trên Đường Cong-F cảKhông có tầng lớp đang hoạt độngKhông có tầng lớp nào đang hoạt động để sao chép cảKhông có phong cách đường nét nào đang hoạt động trong cảnh hiện tại cảKhông có bộ đường nét nào đang hoạt động và không có phong cách đường nét nào liên quan với nó để điều khiển bộ điều chỉnh đượcKhông có bộ đường nét nào đang hoạt động để có thể cho thêm một phong cách đường nét mới vàoKhông có dấu mốc nào đang hoạt động cảKhông có đối tượng khung lưới nào đang hoạt động cảKhông có nút nào là đang hoạt động cả.Không có đối tượng đang hoạt độngKhông tìm thấy đối tượng nào đang hoạt động cảKhông có đối tượng đang hoạt động để thêm ràng buộc vào đượcĐối tượng đang hoạt động không phải là một đối tượng Bút Chì Dầu đã được chọnKhông có giám sát bình diện nào đang hoạt động cảKhông có xương tư thế đang hoạt động nào để thêm ràng buộc vào cảKhông có dải nào đang hoạt động!Không có dải phim nào đang hoạt động để bước vào chế độ hiệu chỉnh cảKhông có dấu giám sát nào đang hoạt động cảKhông có dấu giám sát đang hoạt động nào để hội nhập vào cảKhông có rãnh nào đang hoạt động để thêm dải phim vào cả, chọn một rãnh hiện tồn tại, hoặc cho thêm một rãnh mới trước khi thử lại nhéKhông có nhóm điểm đỉnh đang hoạt độngKhông có nhóm điểm đỉnh nào đang hoạt động để có thể sơn. Bãi bỏKhông tìm thấy góc nhìn nào đang hoạt động trong cảnh "%s"Không có cửa sổ đang hoạt động nào trong ngữ cảnh cả!Chưa thấy cung cấp mô-đun trình bổ sung nào cả!Không còn khung lưới nào đã chọn có số lượng điểm đỉnh bằng nhau để hội nhập nữaKhông bám dính vào góc độKhông có khối dữ liệu nào có thể hoạt họa được cả, xin vui lòng báo cáo là lỗiKhông tìm thấy dữ liệu hoạt họa nào để kiến tạo tài sản từ đó được cảKhông có dữ liệu hoạt họa nào để chuyển đổi trên đối tượng: {!r}Không tìm thấy rãnh hoạt họa nào tại chỉ mục %d cảKhông có đối tượng nguồn để chú thíchKhông có khối dữ liệu tài sản nào trong tập tin hiện tại được chọn cả (tài sản phải được lưu trữ trong tập tin hiện tại để có thể chỉnh sửa hoặc xóa chúng đi)Không có khối dữ liệu tài sản nào đã được chọn/tập trung vào cảKhông tìm thấy tài sản nào tại đường dẫn "%s" hếtKhông có Operator nào trong ngữ cảnh cảKhông có tài sản nào đã được chọn cảKhông có thuộc tính nào trên các đối tượng có nguyên vật liệu nàyKhông có kênh nào khả dụng cho khung hình hiện tại.Không có bộ sưu tập xương nào được đặt tên là '%s' cảKhông có bộ sưu tập xương nào có nút UI ấn định cho nó cả - xin vui lòng kiểm tra bảng phụ UI của Các Bộ Sưu Tập XươngKhông có xương nào đã được chọn cả, chẳng có gì để ấn định cho bộ sưu tập xương hếtKhông có xương nào đã lựa chọn cả. Chẳng có gì để xóa ấn định khỏi bộ sưu tập xương hếtKhông có khu vực ranh giới nào được chọn cảKhông có đầu bút nào đã được chọn cảKhông tìm thấy có máy quay phim nàoKhông tìm thấy máy quay phim nào trong cảnh "%s" cảKhông tìm thấy máy quay phim nào trong cảnh "%s" cả (sử dụng trong quá trình tổng hợp cảnh "%s")Không có thay đổi nào để lưu cảKhông có kênh nào để thêm khung khóa vào đượcKhông có kênh nào để thao tác cảKhông có tầng lớp con cái nào để hợp nhất cảKhông có cảnh trong bảng nhớ tạm nào để dán dữ liệu Trình Phối Hình từ đó cảKhông có bộ sưu tập nào được chọn cảKhông có sắp đặt về va đập để sử dụngKhông vẽ lồng màu sắcKhông tìm thấy GPU nào tương thích với Cycles cảKhông có hình ảnh tương thích nào trong bộ nhớ tạmKhông nénKhông có ràng buộc nào để sao chép cảCKhông có điểm điều khiển nào đã được chọn cảKhông có điểm điều khiển nào đã được chọn cảKhông loại trừKhông có dữ liệu đường cong nào để hội nhập cảKhông có HDRI tùy chỉnh nào được định cấu hình cảKhông có MatCap tùy chỉnh nào được định cấu hình cảKhông có Bố Trí Ánh Sáng Studio tùy chỉnh nào được định cấu hình cảKhông có tùy chỉnh {:s} nào vốn đã được cấu hình cảKhông có dữ liệu trong khay nhớ tạm nội bộ để dánKhông có dữ liệu để dánKhông phải là dữ liệu, màn chắn lọc bool của thể tích tử đang hoạt độngKhông có khối dữ liệu nào được chọn hoặc đang hoạt động cảKhông có khối dữ liệu nào được chọn đã được đánh dấu là tài sản cảKhông tìm thấy có khối dữ liệu nào có thể kiến tạo tài sản được cả (hoặc không hỗ trợ việc sử dụng nó làm tài sản)Không có thiết bị - sẽ không có âm thanh chơi/cung cấp ở đầu raKhông Hiển ThịKhông có sự suy giảm gây ra do khoảng cáchKhông có điều vận nào để sao chép các biến số từ nó cảKhông có biến điều vận nào trong bảng nhớ tạm để dán cảKhông có điều vận nào đã bị xóa đi cảKhông tìm thấy vành đai cạnh nào cảKhông có cạnh nào đã được chọn cảKhông có cạnh nào được chọn cảKhông có tầng lớp Bút Chì Dầu nào đang hoạt động cảKhông có đối tượng nào có thể chỉnh sửa để chuyển đổi cảKhông xuất khẩuChưa lựa chọn vùng mặt nào cảKhông có mặt nào đã được chọn cảKhông có các mặt nào được phủ đầy cảKhông tìm thấy các mặt nào trong đối tượng "%s" cảKhông có tập tin nào đã được chọn cảKhông có trình xử lý tập tin nào có thể sử dụng cảKhông có đường dẫn tập tin nào cho "%s" cảKhông có tên tập tin nào được cung cấp cảKhông có đường dẫn tập tin nào được cung cấp cảKhông có tập tin nào đã được chọn cảChưa có tập tin nào được chọn để mở hếtKhông lậtKhông có thư mục nào đã được chọn cảKhông có khung hình nào được kết xuất cả, bỏ qua và nhảy sang không viết đèKhông có khung hình nào để nướng cảKhông có đầu vào nào còn bỏ trống trong nút {}Không tìm thấy những vùng toàn màn hìnhKhông Có Hoạt Họa glTFKhông có tóc nào được kết nối cả (không thể kết nối tóc nếu bộ điều chỉnh hệ thống hạt bị tắt)Không có hình ảnh, trong dạng đối tượng trống rỗng, nào đã được chọn cảKhông có hình ảnh nào có sẵn được sử dụng cảKhông có hình ảnh nào đã được chuyển đổi cảKhông tìm thấy hình ảnh nào để tải lại trong cây nút này cảKhông có hình ảnh nào đã bị thay đổi cảKhông tìm thấy khung lưới đồ thị đầu vào nào để có thể xác định được cấu trúc liên kết là gìKhông có gói đã cài đặt nào được đánh dấuKhông có gói nào đã cài đặt để cập nhật cảKhông nội suyKhông nội suy (lấy mẫu vật điểm ảnh chất liệu gần nhất)Không nội suy giữa các khung khóaKhông nội suy, dùng điểm ảnh lân cận gần nhấtKhông nội suy, giữ nguyên giá trị của A cho đến khi gặp BKhông tìm thấy các điểm giao cắtKhông phát hiện thấy có vấn đề nào cảKhông có mục nào cảChưa có mục nào được chọn cảKhông có khớp nối được chọn cảKhông có tư thế nào đã được khung khóa hóa để có thể tiến triển đến cảKhông có khung khóa nào đã được sao chép vào bảng nhớ tạm nội bộ cảKhông có khung khóa nào được/bị xóa khỏi %d đối tượngKhông có khung khóa nào được/bị xóa khỏi %d đối tượngKhông có khung khóa nào để tập trung vào cảKhông có các khung khóa để có thể trượt đẩy giữa cái nọ và cái kiaKhông có khóa nào đã được chèn vào và không có lỗi nào đã được báo cáo cả.Không có phím hoặc dải nào được chọn cảKhông tìm thấy tầng lớp nàoKhông có tầng lớp nào để cho thêm vào cảKhông có dấu mốc nào đã được chọn cảKhông tìm thấy vùng mặt xứng khớp nào cảKhông tìm thấy hình ảnh nào xứng khớp cảKhông có nguyên vật liệu để xóaKhông tìm thấy trình mụcKhông có dữ liệu khung lưới để hội nhậpKhông có khung lưới nào trong đối tượng đang hoạt động cảKhông thấy có đối tượng khung lướiKhông tìm thấy khung lưới nào có nhóm điểm đỉnh cảKhông có tập tin nào bị thiếu cảKhông còn khung khóa nào để nhảy tới theo hướng nàyKhông còn dấu mốc nào để nhảy tới theo hướng nàyKhông thể có hơn 16 Góc Nhìn Cục Bộ đượcKhông có tên nào giữa các đối tượng đã chọn xứng khớp và các hình mẫu cảKhông có tên nào đã đặt cảKhông có thuộc tính được đặt tên nào được sử dụngKhông có tập tin mới nào được đóng gói cảKhông có thao tác vượt quyền mới nào được kiến tạo cả. Thao tác vốn đã tồn tại rồiKhông có tính chất vượt quyền mới nào được kiến tạo cả. Tính chất vốn đã tồn tại rồiKhông tìm thấy cây nút nào trong trình biên soạn nút hiện tại cả.Không có cạnh nào được chọn cảKhông tìm thấy đối tượng nào để thao tác trên đó cảKhông có đối tượng nào đã được chọn cảKhông có đối tượng nào được chọn cả, sử dụng con trỏKhông có đối tượng để áp dụng định hướng vàoKhông có đối tượng, hoặc không chuyên biệt ở trong chế độ tư thếKhông tìm thấy đối tượng nào để dùng cho quá trình nướngKhông có đối tượng nào được chọn cảKhông có đối tượng nào để dán cảKhông có đối tượng nào có khung hộp viền được chọn cảKhông tìm thấy cửa sổ của Trình Biên Soạn Đồ Thị nào đang mở cảKhông có Operator nào trong ngữ cảnh cảKhông có tùy chọn nào cảKhông thấy có khối dữ liệu nào mồ côi để thanh tẩy cảKhông có xương nào khác được chọn cảKhông có đối tượng nào khác được chọn cảKhông có đối tượng nào khác đã được chọn cảKhông có đối tượng khác đã được chọn nào có mạch lưới hoặc cạnh viền mép để sử dụng cho quá trình phóng chiếuKhông có nút xuấtKhông thấy có tập tin đóng góiKhông thấy có các tập tin đóng gói để tháo gỡChưa được cung cấp thư mục phụ huynhKhông có quyền phép nào đã được xác định cảKhông có dữ liệu đám mây điểm nào để hội nhập cảKhông có điểm nào đã được chọn cảKhông có điểm nào đã được chọn cảKhông có tư thế nào để sao chép cảKhông xử lý thanh lọc trước. Sử dụng khi các lượt hướng dẫn không có nhiễuKhông có bản xem trước nào có thể xóa cảKhông dự phóng khi đứng sau mặtKhông dự phóng khi đứng trước mặtKhông thấy có vùng Khung Nhìn 3D (RegionView3D) nào có thể sử dụng được cảKhông có kho lưu trữ nào có sẵn để sử dụngKhông tìm thấy kết quả nào cảKhông có kết quả nào xứng khớp với thanh lọc tìm kiếm cảKhông dùng hiệu ứng cửa chập quét mành cuộn (rolling shutter)Không có Đường Cong-F đã chọn nào để có thể thêm các khung khóa vào đượcKhông có Đường Cong-F nào được chọn để có thể dán vào đó đượcKhông có tài sản đã được chọn cảKhông có xương nào đã chọn để sao chép sang cảKhông có khối dữ liệu nào đã được chọn để sao chép cảKhông có mặt nào đã được chọn cảKhông tìm thấy khung hình đã chọn nào cảKhông có khung khóa nào được chọn cả, dán trên phạm vi xem trướcKhông có khung khóa nào được chọn cả, dán lên trên phạm vi của cảnhKhông có đối tượng được chọn nào là đang hoạt động cảKhông có đối tượng nào được chọn để sao chép từ đấy sang cảKhông có điểm đỉnh nào được chọnKhông chỉnh sửa hìnhKhông thấy có đơn phần tử nào tiếp theo cảDanh sách các khe trong Hành Động nàyKhông có đối tượng khung lưới nguồn nào đã được chọn cảKhông có dải nào đã được chọn cảKhông có dải phim nào để dán cảKhông có phụ đề (các dòng văn bản) để xuất khẩuKhông có thông tin về ngữ cảnh phù hợp cho Bộ Khóa đang hoạt độngKhông có xương vốn đã chọn nào là phù hợp để sao chép sang cảKhông có đối tượng hỗ trợ nào đã được chọn cảKhông có xương mục tiêu nào được thêm vào cảKhông có đối tượng mục tiêu để thuyên chuyển chế độ sang đượcKhông có văn bản hoặc tập tin nào được xác định trong nút cả. Chẳng có gì để biên dịchKhông hạn chế kích thước chất liệuKhông tìm thấy người nào dùng chất liệu cảKhông có chất liệu nào trong ngữ cảnh này cảKhông có giám sát nào khả dụng được cảKhông có kho lưu trữ người dùngKhông có hành động hợp lệ nào để thêm vào cảKhông có đối tượng lồng hợp kệKhông có dữ liệu nào hợp lệ để đọc cả!Không có dữ liệu về điều vận hợp lệ nào để kiến tạo bản sao cảKhông có ID liên kết hợp lệ nào được cung cấp để di chuyểnKhông tìm thấy định dạng hợp lệ nào cảKhông có định dạng hình ảnh hợp lệ nào được chọn cảKhông có nút nào hợp lệ trong lựa chọn cảKhông tìm thấy điểm đỉnh gốc hợp lệ (bạn cần phải có một cái mỗi hải đảo khung lưới mà bạn muốn bọc da)Không có đối tượng lựa chọn hợp lệ nào cảTìm thấy rằng sự phân chia là không hợp lệ đối với việc tái dựng các tầng thấp hơnKhông tìm thấy có sự phân hóa hợp lệ nào để tái dựng lại các cấp bậc thấp hơn đượcKhông có khung lưới đích hợp lệKhông có nhóm điểm đỉnh nào trong số các điểm đỉnh đã chọn cảKhông có dữ liệu nhóm điểm đỉnh nào cảChưa ấn định nhóm điểm đỉnh nào cho khung lướiKhông tìm thấy nhóm điểm đỉnh nào cảKhông có nhóm điểm đỉnh nào để tiến hành cảKhông có điểm đỉnh nào đã được chọn cảKhông có điểm đỉnh nào đã kết buộc cảKhông có thẻ nào hữu hình cả.Không có trọng lượng/nhóm điểm đỉnh trong đối tượngKhông có trọng lượng/nhóm điểm đỉnh nào trên (các) đối tượng cảKhông Có Thao Tác NàoNútNền của NútNhững Đặc Biệt về Màu NútTrình Biên Soạn NútVẽ Lồng Trình Biên Soạn NútTrình Biên Soạn NútDùng Định Dạng NútNhóm NútNhóm NútID của NútMã Định Danh Ổ CắmĐầu Vào của NútGiá Trị Băm của Thực Thể NútNhãn của NútKết Nối của NútTên Mô-ĐunĐầu Ra của NútĐầu Ra của NútĐộ Phân Giải Xem Trước của NútNút được ChọnỔ Cắm của NútCây NútGiao Diện Cây NútMục Giao Diện Cây NútỔ Cắm Giao Diện Cây NútNhững Đặc Biệt về Giao Diện Cây NútĐường Phân Nhánh Cây NútLoại Cây Nút (đã lỗi thời, bl_idname mới là định danh thực của loại cây nút)Cây NútLoại NútChưa Hỗ TrợChiều Rộng NútTrình Thao Tác NútDữ liệu không gian trình biên soạn nútTài sản nhóm nút chưa được ấn định vào một danh mục nào cả. Danh mục có thể được ấn định trong Trình Duyệt Tài SảnKhối dữ liệu của nhóm nútNhóm nút có kiểu/thể loại khácNhóm nút phải là một cây nút hình họcNhóm nút phải có ổ cắm đầu raNhóm nút nhất định phải có một đầu ra hình học nhéNhóm nút phải có nút đầu ra nhómNhóm nút phải có ổ cắm đầu raNhóm nút điều khiển hoạt động của bộ điều chỉnh nàyĐầu ra đầu tiên của nhóm nút phải là một hình họcĐầu ra đầu tiên của nhóm nút phải là một hình họcĐầu vào hình học của nhóm nút phải là đầu vào trước tiênNhóm nút không hỗ trợ xem trước tự độngNút không có thuộc tính {:s}Thẻ màu tiêu đề nútNút trong cây nútNút phải được chạy dưới dạng công cụNút chỉ hoạt động với các đối tượng đường cong mà thôiNút chủ nhân của ổ cắm nàyTrạng thái lựa chọn của nútBộ tô bóng của nút để sử dụngKiểu dữ liệu của ổ cắm nútCây nút '%s' có thể loại chưa được xác định '%s'Cây nút đang được hiển thị và biên soạnCây nút bao gồm các nút đã kết nối, dùng cho quá trình tổng hợpCây nút bao gồm các nút kết nối sử dụng cho các hình họcCây nút bao gồm các nút chất liệu kết nối (và các khối dữ liệu về tô bóng khác)Cây nút bao gồm các nút được kết nối, sử dụng khi tô bóng, làm chất liệu, và cho quá trình tổng hợpCây nút bao gồm các nút chất liệu kết nốiCây nút dành cho việc bố trí ánh sáng trên cơ sở nútCây nút cho những chất liệu cơ sở nútCây nút cho những thế giới cơ sở nútCây nút của các nút tô bóngCây nút cho chất liệu cơ sở nútThể loại cây nút %s là thể loại chưa xác địnhLoại cây nút để hiển thị và biên soạnKhông tìm thấy cây nút trong trình biên soạn nút đang hoạt động.Thể loại nútThể loại nút %s chưa được xác địnhNút {} đã bị xóaCác NútNhóm NútATuyệt ĐốiCộngArccosArcsinArctanMũi TênBĐáyHình HộpLàm Tròn LênLàm Tròn LênĐóng KínMàu Nhuốm của Lớp TrángMàuĐốt Cháy MàuTránh Né MàuSo sánhSo SánhHằng SốChuyển ĐổiCosHình Thập TựTích Hữu HướngHiện TạiLàm TốiHiệuKhoảng CáchChiaChia CeilingChia FloorChia Làm TrònTích Vô HướngKiểu Hiển ThịLũy ThừaHướng Diện về Phía TrướcLàm Tròn XuốngPhép Chia Lấy Số Dư Làm Tròn XuốngĐối Với Mỗi Phần TửPhân SốKhung HìnhCác HàmLớn HơnƯớc Số Chung Lớn NhấtSắc MàuCos HyperbolSin HyperbolTan HyperbolGiao Cắt NhauCăn Bậc Hai Nghịch ĐảoHội Nhập Hình HọcKhóaBội Số Chung Nhỏ NhấtChiều DàiNhỏ HơnLàm SángÁnh Sáng Tuyến TínhLogaritTối ĐaTrung VịTối ThiểuThiếu Khối Dữ LiệuHòa TrộnChế ĐộPhần DưNhânNhân CộngÂm HóaMớiTiếp TheoBình Thường HóaThao TácLồngTới LùiBóng BànPhẳngLũy ThừaTrướcPhóng ChiếuPhản XạKhúc XạLặp LạiSố Vòng XoayLàm Tròn SốLàm TrònChế Độ Làm TrònĐộ Bão HòaTỷ LệMàn HìnhMàu Nhuốm của Ánh Bóng LoángDấuMô PhỏngSinLàm Mịn Tối ĐaLàm Mịn Tối ThiểuBám dínhÁnh Sáng Mềm MạiMàu Nhuốm của Ánh Phản Xạ ChuẩnCăn Bậc HaiKhấu TrừTiếp TuyếnMàu NhuốmSang ĐộSang RadĐỉnhLượng GiácCắt XénPhép Chia Lấy Số Dư Cắt BớtHợp NhấtChưa Biết ĐếnGiá TrịHàm Tuần HoànNútBộ Điều Chỉnh NútNướng Bộ Điều Chỉnh của các NútBảng Bộ Điều Chỉnh NútCảnh Báo Bộ Điều Chỉnh của NútNhiễuLượng Nhiễu LoạnCơ Sở NhiễuCơ Sở Nhiễu 2Độ Sâu của NhiễuBiến Dạng NhiễuBộ Điều Chỉnh-F Gây Nhiễu LoạnCường Độ NhiễuDịch Chuyển NhiễuTỷ Lệ của NhiễuMầm NhiễuKích Thước NhiễuChất Liệu NhiễuNgưỡng của NhiễuLoại NhiễuThuật toán tạo nhiễu - Blender gốc: Làm Mịn nhiễu nội suyThuật toán tạo nhiễu - Nhiễu Hình Tế Bào: Sự phân hóa tế bào hình vuôngThuật toán tạo nhiễu - Perlin cải tiến: Làm Mịn nhiễu nội suyThuật toán tạo nhiễu - Perlin gốc: Làm Mịn nhiễu nội suyThuật toán tạo nhiễu - Voronoi Rạn Nứt: Voronoi phân hóa có các cạnh sắc nhọnThuật toán tạo nhiễu - Voronoi F1-F2Thuật toán tạo nhiễu - Voronoi F1: Cho khoảng cách gần nhất tới điểm hình dạngThuật toán tạo nhiễu - Voronoi F2: Cho khoảng cách tới điểm hình dạng gần nhất thứ 2Thuật toán tạo nhiễu - Voronoi F3: Cho khoảng cách tới điểm hình dạng gần nhất thứ 3Thuật toán tạo nhiễu - Voronoi F4: Cho khoảng cách tới điểm hình dạng gần nhất thứ 4Cơ sở nhiễu để biến dạngCơ sở nhiễu để dùng cho sự hỗn loạnBộ điều chỉnh tạo hiệu ứng sóng nhiễuThang bậc cho mức nhiễu để ngừng quá trình lấy mẫu tại đó. Giá trị thấp hơn sẽ làm giảm nhiễu tuy sẽ phải chịu cái giá kéo dài thời gian kết xuất. Số 0 để cài đặt một cách tự động dựa trên số lượng mẫu AA (khử nhiễu: Anti-Aliasing)Phân bậc mức nhiễu để ngừng quá trình lấy mẫu. Giá trị thấp hơn sẽ thuyên giảm nhiễu, song thời gian kết xuất sẽ dài hơn. Đặt bằng 0 để tự động sắp đặt dựa trên lượng mẫu vật chống răng cưa. Dành cho các kết xuất cổng nhìnKhông Tiếp GiápTìm thấy giá trị không phải là boolean: {:s}[ ].{:s}Phi Tài SảnPhi Sắc Tính (Non-Color)Đối tượng Phi Trống Rỗng '%s' không thể nhân đôi bộ sưu tập '%s' trong Blender 2.80 trở lên nữa, đã loại bỏ thực thể hóaĐường Tắt Không Dành Cho Bàn PhímBộ Phi Tô BóngBất Đồng ĐềuCác đường cong không phải là thực thể sẽ bị bỏ quaTrình biên soạn phi tuyến tính để sắp xếp và pha trộn các cảnh, video, âm thanh và hiệu ứng với nhauGiá trị không âm của A, abs(A) (tuyệt đối)Ánh sáng phi vật lý, phi đơn vị. Hữu ích khi không có các điều khiển phơi sáng khả dụngKhông CóKhông Có (Cũ)Không đối với Enum/BooleanKhông có bộ sưu tập xương nào được đánh dấu là 'độc tấu' (solo) cảKhông có xương lựa chọn nào đã được ấn định cho bộ sưu tập này hếtKhông có kênh nào vốn được chọn là một Khe Hành Động cảKhông có khối dữ liệu nào được chọn hỗ trợ xem trước hếtKhông dùng, kết xuất toàn phầnHoạt Họa Phi Tuyến TínhDây Nối CongPhủ Định HoặcPháp Tuyến/B.ThgThiên Lệnh Pháp TuyếnPhạm Vi Pháp TuyếnBiên Soạn Pháp TuyếnBộ Điều Chỉnh Pháp TuyếnSuy Giảm Dần theo Pháp TuyếnBình Thường HóaÁnh Xạ Pháp TuyếnDịch Chuyển của Pháp TuyếnSố Bit Lượng Tử Hóa Pháp TuyếnBán Kính Pháp TuyếnKích Thước Pháp Tuyến trên Màn HìnhTiếp Theo hay Lựa ChọnKích Thước Pháp TuyếnLàm Mịn Pháp TuyếnKhông Gian Pháp TuyếnVéctơ Pháp TuyếnTrọng Lượng Pháp TuyếnChiều hướng pháp tuyến của khung lưới bề mặt tại điểm gắn vàoVector chiều hướng pháp tuyến. • Bấm NCT và kéo rê trên quả cầu để đặt chiều hướng pháp tuyến. • Giữ Ctrl xuống trong khi kéo rê để bám dính vào góc xoay chiều tăng tiến 45 độ một lầnKhung khóa bình thường, tức các tư thế chủ chốtLượt pháp tuyến sử dụng bởi trình khử nhiễuTrực Giao với Bề MặtVéctơ pháp tuyến sử dụng để sao chép, cộng, hoặc nhânPháp Tiếp TuyếnLượng Tử Hóa Pháp/Tiếp TuyếnBiênTậpPhápTuyếnBình Thường HóaBình Thường HóaBình Thường Hóa AHàm Sin Đã Bình Thường HóaBình Thường Hóa Trọng LượngBình thường hóa các trọng lượng của điểm đỉnh đang hoạt độngBình thường hóa tất trọng lượng của toàn bộ các nhóm điểm đỉnh, hầu cho mỗi điểm đỉnh, tổng trọng lượng là 1.0Chuẩn hóa cường độ theo diện tích ánh sáng, để có tổng lượng ánh sáng đầu ra đồng đều, bất kể kích thước và hình dạng thế nàoBình thường hóa cường độ ánh sáng trong khi giám sát (chậm hơn)Bình thường hóa Khoảng Cách đầu ra trong phạm vi 0.0 đến 1.0Bình thường hóa đầu ra sang phạm vi 0.0 đến 1.0Bình thường hóa các màu, gia tăng độ tương phảnBình thường hóa các trọng lượng kết quả (nếu không chúng sẽ chỉ được hạn định trong phạm vi từ 0,0 đến 1,0 mà thôi)Bình thường hóa trọng lượng của toàn bộ các nhóm điểm đỉnh, sao cho đối với mỗi điểm đỉnh, tổng của tất cả các trọng lượng là 1.0Bình thường hóa trọng lượng của điểm đỉnh đang hoạt động (nếu các nhóm ảnh hưởng không bị khóa)Bình thường hóa trọng lượng của toàn bộ các xươngBình thường hóa trọng lượng của nhóm điểm đỉnh đang hoạt độngBình thường hóa trọng lượng của nhóm điểm đỉnh đang hoạt động, hầu cho các giá trị lớn nhất hiện tại là 1.0Bình Thường HóaHàm Sin Đã Bình Thường HóaTọa độ chuẩn hóa với độ lệch nửa điểm ảnhBình thường hóa sự xoay chiều QuatenionThường thì luôn luôn là 1, song có thể sử dụng như một điều chế bổ sung để thay đổi đường cong về độ sángPháp TuyếnCác pháp tuyến 'theo dõi' (hướng về) đối tượng mục tiêuDuy Pháp TuyếnBắcĐông BắcTây BắcĐảo NgượcKhông VàKhông Bằng NhauKhác VớiChưa ĐặtChưa Hỗ TrợKhông phải là cây nút tổng hợpKhông phải là một cây nút hình họcKhông phải là cây nút tô bóng, hình học hoặc trình tổng hợpKhông phải là một thư việnKhông phải là một ấn định phím mô thái (modal)Không phải là ấn định phím phi mô thái (non-modal)Không phải là cây nút tô bóngKhông phải là một cây nút hình họcKhông phải là cây nút tô bóng, hình học hoặc trình tổng hợpKhông phải là một cây nút chất liệuLựa chọn đẩy trồi không hợp lệKhông phải là một tên có thể chỉnh sửa đượcChưa được ấn định cho bất kỳ bộ sưu tập xương nào cả.Không có sẵn để cài đặt Microsoft StoreKhông xóa khung khóa khỏi Đường Cong-F đang bị khóa '%s', đối tượng '%s'Không xóa khung khóa khỏi Đường Cong-F đang bị khóa '%s', đối tượng '%s'Không xóa khung khóa đối với Đường Cong-F đã bị khóa vì ảnh hưởng của Dải NLA trên %s - %s '%s'Không có đủ bộ nhớ video khả dụng để nướng "{}" ({} / {} MBytes). Hãy thử giảm độ phân giải bề mặt hoặc khoảng cách nắm bắt để giảm kích thước phân bổ nhé.Không đủ nội dung để hạn định dảiKhông có đủ bộ nhớ trốngKhông có đủ số điểm đỉnh cho điểm đỉnh phụ huynhKhông thanh lọc bất cứ đường nào dựa trên vùng chiếu sángChưa được thực hiệnChưa được thực hiện cho Màn Chắn LọcKhông nằm bên trong nhóm nútKhông được thi hành với '--enable-event-simulate' (cho phép mô phỏng sự kiện) hoạt độngChưa được hỗ trợ trong chế độ cấu trúc liên kết độngChưa được hỗ trợ trong chế độ cấu trúc liên kết độngChưa được hỗ trợ trong chế độ cấu trúc liên kết độngChưa được hỗ trợ trong chế độ đa độ phân giảiChưa được hỗ trợ trong chế độ điêu khắcChưa xác địnhChưa hoạt độngChưa thực hiệnChưa được xác định. Khi khe này lần đầu tiên được ấn định cho một khối dữ liệu thì cái này sẽ được đặt thành thể loại của khối dữ liệu đóGhi ChúLưu ý rằng máy động cơ/trình quan sát glTF 2.0 hoàn toàn tuân thủ tiêu chuẩn glTF 2.0 sẽ sử dụng nó như một hệ số nhân với màu cơ bản (base color).Chú Giải/Tầng Lớp để cho thêm các nét vẽ chú thích vàoGhi Chú:Lưu Ý: giàn điều khiển kết hợp này hiện nay đã lỗi thời.Ghi ChúKhôngKhông thấy có gì biểu thị cả (sau khi thử tái định vị thư viện)Chưa chọn cái gì cảKhông có gì được chọn để khóa hóa cảKhông có gì để nướng cảKhông có gì để xóa cảKhông có gì để xóa cảKhông có gì để thao tác trên đó: {:s}[ ].{:s}Chưa có gì để hiển thị cả...Ngay Bây GiờKhông có chỗ nào cho dữ liệu Bút Chì Dầu vào cảMô hình biến dạng NukeKhôngVô hiệu (không thi hành một hành động nào cả)Đối tượng vải vóc Null (vô nghĩa)Số Lượng BướcSốÔ SốMàu cho Thành Tố Điều Khiển SốSố lượng phân đoạn Xương DẻoSố Mẫu Vật Làm Nhòe MờSố Mẫu Vật Làm Nhòe Mờ (0 là không làm nhòe mờ)Số Phân ĐoạnSố Các MặtSố Khung HìnhSố ĐiểmSố MảnhSố ĐiểmSố Lượng Máy Phóng ChiếuSố Lượng Điểm ĐỉnhSố mẫu vật lấy bổ sung giữa các khung hình để cải thiện chất lượng hình ảnh của các đối tượng hiệu ứng viên di chuyển nhanhLượng mẫu vật gia tăng phải lấy thêm giữa các khung hình để cải tiến chất lượng của luồng khói đang di chuyển nhanhSố lượng lá của khẩu để tạo hình đa giác nhòe (ít nhất là 3)Số lượng kênh trong bộ nhớ đệm điểm ảnhSố kênh trong bộ đệm điểm ảnh của ôSố lượng con cái cho mỗi phụ huynhSố lượng con cái để kết xuất cho mỗi phụ huynhSố điểm được tính theo hướng U giữa mọi cặp đôi của các điểm điều khiểnSố vòng đồng tâm được sử dụng để phủ kín mặt trònSố lần lặp lại giải nghiệm của ràng buộc được thi hành cho mỗi bước mô phỏng (giá trị càng cao thì càng chính xác nhưng chậm hơn)Số điểm điều khiển trong một đường cong mới được thêm vàoSố điểm điều khiển của đường congSố lượng đường cong được thêm vào bởi đầu bút ThêmSố lượng pháp tuyến tùy chỉnh khác với số lượng vòng lặp (%f / %d)Số pháp tuyến tùy chỉnh khác với số lượng điểm đỉnh (%f / %d)Số chu kỳ lặp lạiSố phần tử không chọn trong trình tự lặp lạiSố chiều của kiểu dữ liệu khung lưới đồ thịSố chiều để tạo ra nhiễu cho nóSố bản sao cần làmSố cạnh hoặc số điểm trong mặtSố phần tử sẽ được nhóm lạiSố lượng trình mở rộng có bản cập nhật khả dụngSố điểm điều khiển chốt trục bổ sung được gắn vào điều khiển phần cuốiSố lượng điểm điều khiển spline bổ sung được gắn vào điều khiển bắt đầuSố các mặt cùng sử dụng một điểm đỉnhSố mặt có chung một cạnh với mặtLượng khung hình sau mỗi khung khóa Bút Chì Dầu trước khi bộ điều chỉnh có tác độngSố khung hình ở đầu dải phim để làm rõ dần ảnh hưởngSố khung hình giữa các khung hình trong bộ nhớ đệmSố khung hình giữa các khung hình được sinh tạoSố khung hình giữa các đường dẫn đang hiển thị (không dành cho phương pháp Bóc Vỏ Hành 'Tại Khung Khóa')Số khung hình giữa các bước ngẫu nhiên hóaSố lượng khung hình lưu trong bộ nhớ đệmSố lượng khung hình để Pha Trộn Vào/Ra sẽ được tính toán tự động từ các dải đè gối nhauSố lượng khung hình từ khung hình cuối để ảnh hưởng mờ dần điSố lượng khung hình từ khung hình đầu để hiệu ứng có tác độngSố lượng khung hình mà sóng sẽ tắt dần sau khi nó lặng điSố khung hình trong trình tự sẽ sử dụngLượng khung hình mà hoạt họa theo đường dẫn cần cóSố khung hình để giữ từng giá trịSố lượng khung hình để dịch chuyểnSố khung hình để dịch chuyển số khung khóa hoặc khung hình gốc để sửaSố lượng khung hình sẽ hiển thị sau khung hình hiện tại (chỉ dành cho phương pháp bóc Vỏ Hành 'Quanh Khung Hình' mà thôi)Số lượng khung hình sẽ hiển thị trước khung hình hiện tại (chỉ dành cho phương pháp Bóc Vỏ Hành 'Quanh Khung Hình' mà thôi)Số lượng khung hình cần bỏ qua trong khi nướng mỗi khung hìnhSố lượng khung hình cho nhảy cách khi chơi lại/kết xuất mỗi cáiSố lượng tần số sử dụngSố lượng đồ thịSố cột của khung lưới đồ thịSố đường khung lưới đồ thị được hiển thị trong góc nhìn phối cảnhSố đơn vị khung lưới đồ thị trong không gian UV tạo ra một đơn vị UVSố phân đoạn của tócSố lượng điểm ảnh theo chiều ngang của hình ảnh kết xuấtSố lượng hình ảnh của phim để sử dụngSố lượng mẫu vật đầu vào được lấy trung bình cùng nhau để làm mịn nét vẽSố lượng trình mở rộng đã cài đặt song bị ngăn chặnSố phần tửSố lần lặp lại quá trình làm mịn khung lướiSố lần thi hành, 0 là vô hạn khi thi hành tương tácSố lần lặp lại quá trình làm mịn khung lướiSố lần lặp lại khi sử dụng phương Pháp "Kéo Giãn Tối Thiểu"Số lượng cấp độ thực thể lồng nhau cần hiện thực hóa cho mỗi thực thể ở cấp cao nhấtSố lượng phân đoạn chi thểSố dòng cuộnSố vòng mạch được mặt này sử dụngLượng mẫu vật lấy để làm nhòe mờ chuyển độngSố lượng quãng tám (tức là lượng chi tiết của nhiễu Perlin)Số lượng quảng tám (tức là lượng chi tiết của nhiễu không gian)Số điểm ảnh để làm nhòe mờ vành mép (đặt là 0 để tắt đi)Số điểm ảnh để làm nhòe mờ bóng tối (đặt bằng 0 để tắt đi)Số lượng điểm ảnh trên một inch hoặc một Đơn Vị BlenderSố điểm ảnh phải di chuyển trước khi con trỏ được coi là đã di chuyển (sử dụng để luân chuyển những cái được chọn trong những lần bấm tiếp theo)Số điểm ảnh để cắt xén từ đáySố điểm ảnh để cắt xén từ bên tráiSố điểm ảnh để cắt xén từ bên phảiSố điểm ảnh để cắt xén từ đỉnhSố điểm ảnh phải kéo rê trước khi sự kiện kéo rê (drag event) do đầu vào của bàn phím và chuột/bảng điện khác được kích hoạt (nếu không thì sẽ được phát hiện là sự kiện bấm (click events))Số điểm ảnh cần kéo rê trước khi sự kiện kéo rê được kích hoạt cho đầu vào chuột/bàn di chuột (nếu không thì sẽ phát hiện là sự kiện nhấp chuột)Số điểm ảnh cần phải kéo rê trước khi sự kiện kéo rê được kích hoạt, đối với đầu vào của bảng điện (nếu không thì sẽ được phát hiện là sự kiện bấm (click events))Số lượng điểm ảnh để nới rộng ra hoặc co rút lại diện tích tô phủSố điểm trong một lần quay của xoắn ốcSố điểm trên mỗi vòng trònSố điểm trên vòng trònSố điểm trên vòng tròn ở trên cùng và dưới cùngSố điểm để cân nhắc nét vẽ là rời rạcSố điểm để lấy mẫu mỗi thể tích đơn vịSố điểm để chọn từ phía sauSố điểm lựa chọn từ cuốiSố điểm để chọn từ phía trướcSố điểm lựa chọn từ đầuSố lượng máy phóng chiếu sử dụngSố lượng chiều hướng tia xạ để đánh giá khi nướngSố tia xạ để dò tìm trong sự đánh giá của mỗi bộ tô bóngSố lượt sử dụng trong kiểu nét phác họa nhiều nétSố lần lặp lại các nét công-tuaSố lượng mẫu vậtSố mẫu vật dọc theo trục x của thể tíchSố mẫu vật dọc theo trục y của thể tíchSố mẫu vật dọc theo trục z của thể tíchSố mẫu mỗi điểm ảnh để kết xuấtSố lượng mẫu vật lấy trên mỗi điểm ảnh, chia cho số lượng mẫu vật tối đa. Để phân tích Lấy Mẫu Vật Tùy ỨngSố mẫu vật để tính toán sự tỏa bóng tối của thể tíchSố mẫu vật để kết xuất cho mỗi điểm ảnhLượng mẫu vật để kết xuất trong cổng nhìn, vô hạn nếu = 0Số lượng mẫu vật để thẩm tra đối với mỗi mặtDùng số lượng mẫu vật sử dụng bởi bộ đệm pha trộn âm thanhSố lượng mẫu vật, vô hạn nếu bằng 0Số giây giữa các lần thi hành của Bộ dọn rác (garbage collector) chất liệu GLSố giây đồng hồ giữa các lần thi hành trình thu dọn rác đối tượng bộ đệm điểm đỉnh của GL (thư viện đồ họa)Số lượng phân đoạn để làm cong các cạnh/điểm đỉnhSố lượng phân đoạn quanh vòng của hình xuyếnSố lượng phân đoạn quanh mặt cắt của hình xuyếnSố phân đoạn của dây chuyền động học ngược sẽ biến dạng khung lướiSố phần tử được chọn trong trình tự lặp lạiSố cạnh của lỗ đòi hỏi phải lấp kín (zê-rô nghĩa là lấp kín toàn bộ các lỗ)Số bước đơn giản hóa (giá trị lớn làm giảm độ chuẩn xác trong việc tô kín)Số lượng bước mô phỏng thi hành trong mỗi giây (giá trị càng cao thì càng chính xác, nhưng chậm hơn)Số lần lặp lại quá trình làm mịn cho mỗi bước của đầu bútDùng số lượng dấu cách để hiển thị các ký tự tabSố điểm điều khiển chốt trục ở giữaSố lượng bước giữa 0 và 1Số lượng bước trong vòng xoaySố bước để phân rã biến hóa thành mặt gần nhất với bám dínhSố bước để tính toán hiệu ứng thể tích. Số bước cao hơn sẽ làm tăng mức sử dụng và chất lượng VRAM.Số phân đoạnLượng phân chia giữa các đường của khung lưới đồ thịLượng phân hóa cho khung lưới đồ thị chấm chấm hiển thị ở nềnLượng phân hóa mà sự dời hình được lưu trữSố phân đoạn của xương (chỉ dành cho Xương-Dẻo mà thôi)Lượng phân chia trên đỉnh của khối nhì thập diện cơ bảnLượng phân hóa trên mỗi phân đoạnSố lần phân chia cần làm trước khi chiết suất các vị trí và pháp tuyến của những điểm đỉnhSố lượng phân chia cần thực hiện trong khung nhìn 3DLượng phân hóa thi hành khi kết xuấtLượng phân hóa sử dụng trong chế độ điêu khắcLượng phân hóa sử dụng trong cổng nhìnLượng phân hóa sử dụng trong sự giao cắt của đường cong chính tắc (mũ 2) (Cardinal curve intersection)Số lượng mẫu khử răng cưa siêu lấy mẫu trên mỗi điểm ảnh cho kết xuất kết thúcSố lượng phần tử bề mặt nảy sinh trong một đơn vị khoảng cách cục bộ (giá trị cao hơn sẽ cải thiện chất lượng)Số lượng chất liệu sử dụng bởi bản đồ bóng tối đổ về phía xa dầnSố vị trí mà ô này bao trùmSố lần lấy mẫu dữ liệu đối tượng của mỗi khung hìnhSố lần các biến hóa của mỗi khung hình được lấy mẫuSố lần tiêu giảm hình học (duy cho hủy phân chia mà thôi)Số lần một thao tác thanh lọc sẽ được áp dụngSố lần hình mẫu được nhắc lạiSố lần ánh sáng được bơm trở lại vào bên trong khung lưới đồ thị ánh sáng, đặt bằng 0 để tắt ánh sáng khuếch tán gián tiếpSố lần xoắn ốc thực hiện một vòng quay hoàn chỉnhSố lần khối dữ liệu này được nhắc đến / tham chiếuSố lần áp dụng sự đơn giản hóaSố lần áp dụng quá trình làm mịn (những số lớn có thể làm giảm tần số khung hình/giây (FPS))Số lần áp dụng quá trình làm mịn (những số lớn có thể làm giảm tần số khung hình/giây (FPS))Số lần áp dụng phép toán kiến tạo xoáy ốcSố lần làm nhòe mờ các màu (giá trị cao hơn thì càng làm nhòe mờ nhiều hơn)Số lần vẽ lạiSố lần nhắc lại phạm vi hành độngSố lần làm mịn/trơn tru những nét vẽ mớiSố lần làm mịn khung lướiSố lần nét vẽ mới được chia nhỏ ra, hòng làm giảm độ lởm chởm trong những nét vẽSố lần hủy phân chiaSố lượng hạt làm vệt đuôiSố vòng xoay quay phụ huynh dọc theo sợiSố lượng bước hoàn tác khả dĩ (dùng các giá trị nhỏ để tiết kiệm bộ nhớ)Số Người DùngSố lượng điểm ảnh theo chiều dọc của hình ảnh kết xuấtSố điểm đỉnh cho cạnh X của hình dạngSố điểm đỉnh cho cạnh Y của hình dạngSố điểm đỉnh cho cạnh Z của hình dạngSố lượng điểm đỉnh trong hướng XSố lượng điểm đỉnh trong hướng YSố điểm đỉnh trên hình trònSố điểm đỉnh trên đườngSố thể tích tử trong trục XSố thể tích tử trong trục YSố thể tích tử trong trục ZSố đặc thù cho Khe này, duy nhất trong Hành Động. Ví dụ, số này được sử dụng trên ActionKeyframeStrip (Dải Khung Khóa Hành Động) để tra cứu ActionChannelBag (Gói Kênh Hành Động) cho Khe nàySố dùng để tăng hay giảm mã số của ký tự vớiSố lượng tầng cây thư mục hiển thị cùng một lúcSố IDSố ID (chỉ để đọc thôi!)Ước tính giá trị số cung cấp ở đầu vàoVấn Đề về SốXuất Khẩu OBJ: Không thể kiến tạo tập tin mtl cho '%s' đượcXuất Khẩu OBJ: Không thể mở tập tin '%s' đượcXuất Khẩu OBJ: Không tìm thấy bộ sưu tập '%s' ở đâu cảNhập Khẩu OBJ: Không thể mở tập tin '%s' đượcTẮTChấp NhậnBẬTHệ Điều HànhPhím OSVòng Mạch Không Gian GốcKhóa Hệ Điều HànhTruy vấn OSL không mở %s đượcSự biên dịch tập lệnh bộ tô bóng OSL bị thất bại. Xin xem các lỗi in ở bàn giao tiếpSự biên dịch bộ tô bóng OSL đã thành côngHỗ trợ cho OSL đã bị vô hiệu hóa trong bản xây dựng nàyĐối TượngQuần ThểĐiện TíchHướngĐạoTheoĐườngCongLực CảnTrườngTrườmg Chất LỏngLựcGiao Động Điều HòaDuy Trì Bản GốcNam ChâmMớiTrường Chất LiệuHỗn LoạnLốc XoáyGióĐối tượng "%s" không phải là khung lướiĐối tượng "%s" không phải là một khung lưới, hoặc không thể chuyển đổi thành khung lưới được (Đường Cong, Văn Bản, Bề Mặt, hay Siêu Cầu)Đối tượng "%s" không được bật kết xuấtĐối tượng "%s" không nằm trong tầng góc nhìnKhông tìm thấy đối tượng "%s" trong cảnh tính toán, có thể nó bị ẩn khuất chăngĐối tượng %s dữ liệu bị mấtĐối tượng %s không nằm trong Tầng Góc Nhìn %sĐối tượng '%s' đã có Ràng Buộc Thân Cứng rồiĐối tượng '%s' đã tồn tại trong bộ sưu tập '%s' rồiĐối tượng '%s' không thể ẩn giấu được vì nó không nằm trong Tầng Góc Nhìn (View Layer) '%s'!Đối tượng '%s' không thể chọn được bởi vì nó không nằm trong Tầng Góc Nhìn (View Layer) '%s'!Đối tượng '%s' không kiến tạo được dữ liệu nội bộ dùng để lùng tìm điểm gần nhấtĐối tượng '%s' không hỗ trợ các bộ điều chỉnh %sĐối tượng '%s' không hỗ trợ các hình dạngĐối tượng '%s' không có dữ liệu Đường Cong hoặc Bút Chì Dầu nào đã được tính toán cảĐối tượng '%s' không có dữ liệu Bút Chì Dầu hoặc Đường Cong đã được tính toánĐối tượng '%s' không có dữ liệu đường cong nào đã được tính toán cảĐối tượng '%s' không có dữ liệu khung lưới đã tính toánĐối tượng '%s' không có dữ liệu đường cong hoặc khung lưới nào đã được tính toán cảĐối tượng '%s' không tồn tại trong bộ sưu tập '%s'Đính Đường Cong Tóc Lên Bề MặtĐối Tượng (Giữ Nguyên Biến Hóa mà Không Đảo Nghịch)Đối Tượng (Giữ Nguyên Biến Hóa)Đối Tượng (Không Đảo Nghịch)Đối Tượng 1Đối Tượng 2Hành Động của Đối TượngCanh theo Đối TượngHoạt Họa của Đối TượngCơ Sở Đối TượngTâm Đối TượngCon Cái của Đối TượngSự Va Đập của Đối TượngMàu Đối TượngTính Chất của Ràng Buộc Đối TượngRàng Buộc Đối TượngNội Dung của Đối TượngDữ Liệu Đối Tượng (Object Data)Dữ Liệu Hoạt Họa của Đối Tượng (Object Data Animation)Tính Chất của Dữ Liệu Đối TượngHiển Thị Đối TượngTrạng Thái Ước Tính Đối TượngĐối Tượng Bổ SungĐối Tượng PhôngĐối Tượng NguồnGizmo Đối TượngNhóm Đối TượngChỉ Số Đối TượngThông Tin Đối TượngCác Thực ThểLiên Kết Ánh Sáng Đối TượngLine Art cho Đối TượngCài đặt của Line Art Đối TượngVị Trí của Đối TượngChế Độ Đối TượngBộ Điều Chỉnh Đối TượngTên Đối TượngỔ Cắm Đối tượng của NútGiao Diện Ổ Cắm của Nút Đối TượngDịch Chuyển của Đối TượngThao Tác Đối TượngKích Thước Tọa Độ Gốc của Đối TượngTọa Độ Gốc của Đối TượngĐường Dẫn Đối TượngĐường Dẫn đến Đối TượngTựa vào Đối TượngCác Tính Chất của Đối TượngXoay Chiều của Đối TượngTỷ Lệ của Đối TượngĐối Tượng Xoáy ỐcĐối Tượng được ChọnHiệu Ứng Bộ Tô Bóng Đối TượngGiải Nghiệm Đối TượngRàng Buộc Giải Nghiệm của Đối Tượng (Object Solver Constraint)Không Gian Đối TượngThanh Lọc theo Trạng Thái của Đối TượngĐối Tượng ĐíchBiến Hóa Đối TượngThể Loại Đối TượngVận Tốc của Đối TượngX của Đối TượngY của Đối TượngZ của Đối TượngĐối Tượng làm Máy Quay PhimTrạng thái lựa chọn cơ sở đối tượngLoại khung viền biểu hiện ranh giới của đối tượngĐối tượng ngả bóng tối trong cổng nhìn 3DĐối tượng con cái sẽ dùng sự biến hóa tương đối, như biến dạngMàu đối tượngMàu của đối tượng và alpha, được sử dụng khi bật chế độ Màu Đối TượngĐối tượng đến từ một bộ nềnĐối tượng đến từ một thực thể hóa viên (đối tượng/cái sử dụng để tạo bản sao)Đối tượng không thể sao chép đượcDữ liệu đối tượngKhối dữ liệu đối tượng định nghĩa một đối tượng trong cảnhKhối dữ liệu của đối tượngĐối tượng xác định dịch chuyểnChi tiết đối tượng, bao gồm mạch lưới trống/rỗng, máy quay phim và các đường trợ giúp trực quanCác sắp đặt về hiển thị đối tượng cho cổng nhìn 3DĐối tượng không có dữ liệu hình họcĐịnh dạng tập tin đối tượng (.obj)Đối Tượng cho Không Gian Tùy ChỉnhĐối tượng cực xoay chiềuHình học của đối tượng đã được cập nhậtĐối tượng có tỷ lệ âm, việc điêu khắc có thể trở nên bất thườngĐối tượng có tỷ lệ âm, quá trình mở gói sẽ thao tác với phiên bản khung lưới chưa lật đổiĐối tượng không có Ràng Buộc Thân Cứng nào để xóa cảĐối tượng không có sắp đặt về Thân Cứng để xóaĐối tượng không có nhóm điểm đỉnhĐối tượng có tỷ lệ không đồng nhất, điêu khắc có thể cho kết quả bất địnhĐối tượng có tỷ lệ không đồng nhất, quá trình mở gói sẽ thi hành với phiên bản khung lưới chưa đổi tỷ lệChế độ tương tác với đối tượngĐối tượng là một trường hợp vượt quyền thư viện cục bộĐối tượng bị điều khiển trực tiếp bởi hệ thống hoạt họaĐối tượng bị điều khiển trực tiếp bởi những kết quả của mô phỏngĐối tượng không phải là đường cong hay văn bảnĐối tượng không phải là một khung lướiĐối tượng không nằm ở phía trướcĐối tượng được tỷ lệ hóa bởi bán kính của đường congCác đối tượng sẽ được hiển thị ở đằng trướcĐối tượng dùng để giám sát máy quay phimĐối tượng phải ở chế độ đối tượngTên đối tượng để đặt (sử dụng đối tượng đang hoạt động khi cái này và 'session_uid' (uid_phiên) chưa được đặt)Không tìm thấy đối tượngĐối tượng của bộ sưu tập với các cài đặt liên quan đến bộ sưu tập của nóĐường dẫn đến đối tượngSắp đặt về đối tượngTô bóng của đối tượng đã được cập nhậtĐối tượng phải là loại khung lướiỔ cắm đối tượng của nútÁnh xạ pháp tuyến của không gian đối tượngÁnh xạ pháp tuyến không gian đối tượng, thích hợp với quá trình nướng kết xuất của BlenderÁnh xạ dời hình vectơ trong không gian đối tượngĐối tượng xác định hình dạng tùy chỉnh cho xương nàyĐối tượng có hệ thống hạtĐối tượng mà cơ sở này kết nối vớiĐối tượng phải tránh néĐối tượng để tính các khoảng cách điểm đỉnh từ nóĐối tượng để xác định trục xoáy ốcĐối tượng để xác định vị trí tâmĐối tượng xác định tâm xoayĐối tượng để phản chiếu đối xứng sang bên kia. Để trống và đặt tên cho một xương để luôn luôn phản chiếu đối xứng qua xương của khung rối đang hoạt động ấyĐối tượng để đặt tọa độ của chất liệuĐối tượng mà vị trí và xoay chiều của nó sẽ được đặt chiểu theo dịch chuyển và xoay chiều delta của bộ đầu VRĐối tượng để thuyên chuyển dữ liệu từ đó sangĐối tượng nguồn của biến hóaĐối tượng đích của biến hóaĐối tượng để dùng làm khung lồng, thay vì tính toán khung lồng từ đối tượng hoạt động với sự đẩy trồiĐối tượng dùng để làm lồng, thay vì tính toán khung lồng từ đối tượng đang hoạt động với sự đẩy trồi khung lồngĐối tượng để làm trục phản chiếu đối xứngĐối tượng dùng làm biến hóa của máy chiếuĐối tượng dùng để ánh xạ với tọa độ chất liệu của Đối TượngĐối tượng sử dụng cho việc ánh xạ chất liệuĐối tượng mà các ma trận tạo ra sẽ tương đối với nóBiến hóa của đối tượng đã được cập nhậtThể loại đối tượng "%s" không có dữ liệu có thể chỉnh sửa đượcKiểu đối tượng không hỗ trợ xem trước tự độngThể loại đối tượng không hỗ trợ nhóm điểm đỉnhThể loại đối tượng là loại không được hỗ trợKiểu đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào Camera khi nhập khẩu, song không còn như thế nữaKiểu đối tượng không xứng khớp, đường dẫn đối tượng Alembic vốn trỏ vào Đường Cong (Curves) khi nhập khẩu, song giờ không còn như thế nữa.Kiểu đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào NURBS khi nhập khẩu, song không còn như thế nữaThể loại đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào các Điểm (Points) khi nhập khẩu, song không còn như thế nữaKiểu đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào PolyMesh khi nhập khẩu, song không còn như thế nữaKiểu đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào SubD khi nhập khẩu, song không còn như thế nữaThể loại đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào XForm khi nhập khẩu, song không còn là như thế nữaKiểu đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào Máy Quay Phim (Camera)Kiểu đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào Đường Cong.Thể loại đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào NURBS nhéKiểu đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào Điểm (Points).Kiểu đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào PolyMeshKiểu đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào SubDThể loại đối tượng không xứng khớp, đường dẫn đối tượng Alembic trỏ vào XFormThể loại đối tượng của đối tượng nguồn hiện không được hỗ trợĐối tượng sử dụng làm vị trí khởi đầu xây dựngĐối tượng dùng làm trung tâmĐối tượng được sử dụng làm tham chiếu khoảng cáchKhông thể xóa đối tượng dùng để giám sát máy quay phimĐối tượng sử dụng làm điểm tham chiếuĐối tượng sử dụng cho chiều hướng của dốc màuĐối tượng được sử dụng cho ví dụ buộc tócĐối tượng dùng để xác định độ sâu trong không gian của máy quay phim bằng cách phóng chiếu lên bề mặt của đối tượng nàyĐối tượng dùng để xác định không gian dịch chuyểnMức hữu hình của đối tượng với các tia xạ của máy quay phimMức hữu hình của đối tượng với các tia khuếch tánMức hữu hình của đối tượng với các tia phản quang ánh bóng bẩyMức hữu hình của đối tượng với các tia bóng tốiMức hữu hình của đối tượng với các tia truyền xạMức hữu hình của đối tượng với các tia tán xạ thể tíchĐối tượng chưa được tính toánĐối tượng xác định vị trí trung tâm của sóngĐối tượng mà trục Z của nó xác định hướng của trọng lựcĐối tượng sẽ đi theo hướng và góc xoay nghiêng của đường congĐối tượng sẽ đứng im tại một vị trí nào đó dọc theo chiều dài của đường cong, bất kể thời gianĐối tượng {!r} đã có một hệ thống hạtĐối tượng {!r} đã có {!r} Đường Cong-F. Xóa những cái này đi trước khi thử lại nhéKhung hộp viền của đối tượng trong tạo độ không gian đối tượng, toàn bộ các giá trị đều là -1.0 khi không sử dụngCác Đối TượngĐối Tượng: {:s}, Khung Lưới: '{:s}' không có UVĐối Tượng: {:s}, Khung Lưới: '{:s}' có {:d} vòng mạch (đối với {:d} mặt), kỳ vọng {:d}Đối TượngĐối Tượng và Bộ Sưu TậpSố Lượng Đối Tượng đã ChọnCác đối tượng có được cập nhật riêng biệt, mặc dù kết xuất sẽ chậm hơnĐối tượng không có số lượng điểm đỉnh tương đồngĐối tượng không có dữ liệu để biến hóaCác đối tượng trong bộ sưu tập chỉ đóng góp gián tiếp (thông qua bóng tối và sự phản quang) trong Tầng Góc NhìnCác đối tượng trong bộ sưu tập chỉ đóng góp gián tiếp (thông qua bóng đổ và phản chiếu) trong tầng góc nhìn mà thôi • Ctrl để cô lập bộ sưu tập • Shift để đặt bên trong bộ sưu tậpNhững đối tượng nằm trong Bộ Khóa đang hoạt độngCác đối tượng được kết nối với %sCác đối tượng được chuyển đến %sCác đối tượng của bộ sưu tập với các cài đặt dành riêng cho bộ sưu tập phụ huynh của chúngCác đối tượng sử dụng chung cùng một không gian chất liệu, ánh xạ toàn bộ các đối tượng trong một sơ đồ UVNhững đối tượng nằm trong bộ sưu tập nàyNhững đối tượng trong bộ sưu tập này và các bộ sưu tập con cái của nóTrướng Ngại VậtKhoảng Cách Trướng Ngại VậtTập Mức Chướng Ngại VậtNgưỡng của Trướng Ngại VậtChe KhuấtTẩy tránh Vùng Che KhuấtHình Học Che KhuấtLàm cho mờ khuất đối tượng đi bằng màu môi trường, càng xa càng bị mờ đi nhiềuChe KhuấtKhoảng Cách Che KhuấtDuy Che KhuấtĐại DươngBộ Điều Chỉnh Đại DươngĐại Dương trong Bộ Nhớ ĐệmBát GiácBát DiệnQuãng TámĐộ Sâu của Cây OctreeLẻÔ cờ lẻTắtNgoài TrụcHình cụt ngoài trục hội tụ trong một bình diệnChính ThứcChính thức được hỗ trợTần Số Phân Hóa Ngoài Màn HìnhTỷ Lệ Ngoài Màn HìnhDịch ChuyểnDịch chuyển (Cũ)Lượng Dịch ChuyểnGóc Độ Dịch ChuyểnDịch Chuyển Góc trong MặtDịch Chuyển Chiều HướngKhoảng Cách Dịch ChuyểnDịch Chuyển Vòng CạnhDịch Chuyển Đồng ĐềuHệ Số Dịch ChuyểnTần Số Dịch ChuyểnMa Trận Dịch ChuyểnVectơ Dịch ChuyểnĐối Tượng Dịch ChuyểnDịch Chuyển Mặt PhẳngDịch Chuyển Điểm trong Đường CongDịch Chuyển Tương ĐốiDịch Chuyển Tỷ LệDịch Chuyển Khởi ĐầuDịch Chuyển Về Phía Máy Quay Phim Tùy ChỉnhDịch Chuyển UDịch Chuyển Hợp LệVectơ Dịch ChuyểnDịch Chuyển XDịch Chuyển YDịch chuyển một chỉ số điểm điều khiển nội trong đường cong của nóDịch chuyển dọc theo pháp tuyến khi vẽ trên các bề mặtDịch chuyển một hình ảnhGóc độ dịch chuyển của vòng cungHạn định dịch chuyển tùy theo tỷ lệ hình họcDịch chuyển cạch trượt đẩyDịch chuyển mỗi N hàng mộtĐộ dịch chuyển trong thời khoảng của cửa chập, cho phép thay đổi chuyển động đuôi quét nhòe mờDịch chuyển từ trung tâm của đối tượngKhoảng dịch chuyển khỏi tọa độ nguyên thủy để sử dụng khi thực thể hóaDịch chuyển từ vị trí tương ứng với thời gian của khung hìnhDịch chuyển từ điểm khởi đầuDịch chuyển trong đơn vị số thực, 1,0 là chiều rộng và chiều cao của hình ảnhDịch chuyển của giá trị trong bảng số ngẫu nhiên cho các hạt con cái, để đạt được một kết quả ngẫu nhiên khác biệtGiá trị trong bảng số ngẫu nhiên để đạt được kết quả ngẫu nhiên khác biệtChỉ số dịch chuyển điểm đầu tiên của mỗi đường congDịch chuyển vào từng nét vẽ trước khi bắt đầu sinh tạo phân đoạn nét gạch ngangDịch chuyển các khung khóaDịch chuyển các tầng lớp với cùng một hệ sốDịch chuyển chỉ số nguyên vật liệu của các mặt được sinh tạoDịch chuyển chỉ số nguyên vật liệu của các mặt mép viền được sinh tạoDịch chuyển các nguyên vật liệu với cùng một hệ sốDịch chuyển của các bản sao, -1 đến 1 (từ trong ra ngoài)Dịch chuyển của từng khóm theo hướng ngẫu nhiênDịch chuyển của đáy từ tọa độ gốc của đối tượngDịch chuyển của khung hình đầu tiên trong đoạn phim tương ứng với tên tập tin của nó (chỉ ảnh hưởng đến phương cách nạp đoạn phim, ngoài ra, dữ liệu liên quan đến đoạn phim sẽ không bị thay đổi)Dịch chuyển của các nút từ con trỏ khi đã được thêm vàoDịch chuyển của điểm tựa từ mục tiêu (nếu có), hoặc từ vị trí của chủ nhân (khi không sử dụng Vị Trí Cố Định), hoặc điểm tựa tuyết đốiDịch chuyển của tọa độ gốc vùng ranh giới tương đối với bán kính của đầu bútDịch chuyển của các đường cong để làm tròn đỉnh đầuDịch chuyển của tọa độ gốc tư thế trong tương quan với bán kính của đầu bútDịch chuyển của mép viềnDịch chuyển của bóng tốiDịch chuyển của giám sát từ điểm phụ huynh hóaDịch Chuyển mỗi Đường CongDịch chuyển các mặt phẳng cách khỏi nhau. Nếu bị tắt đi thì nhiều mặt phẳng sẽ được tạo ra tại cùng một vị tríDịch chuyển chùm tia ra khỏi bề mặt để giảm hiện tượng kết thúc bóng tối không tự nhiên trên hình học với lượng đa giác thấp. Chỉ ảnh hưởng đến các tam giác bị ảnh hưởng bởi độ dịch chuyển hình học mà thôiDịch chuyển của các tia xạ trên bề mặt để thuyên giảm giả tượng ở điểm kết thúc bóng tối trên hình học có lượng đa giác thấp. Duy tác động đến các hình tam giác ở góc lướt qua (grazing angles) với ánh sáng mà thôiSự lấy mẫu dịch chuyển của khung lưới đồ thị bức xạ theo chiều hướng pháp tuyến bề mặt để thuyên giảm hiện tượng rò rỉ ánh sángSự lấy mẫu dịch chuyển của khung lưới đồ thị bức xạ theo hướng quan sát để giảm hiện tượng rò rỉ ánh sángDịch chuyển điểm khởi đầuDịch chuyển các nét vẽ theo cùng một hệ số dựa trên thứ tự vẽ nétDịch chuyển nét vẽ khỏi vùng tô kínDịch chuyển các nét vẽ về phía máy quay phim được chọn, thay vì máy quay phim đang hoạt độngDịch chuyển toàn bộ dây chuyền tương đối với khớp nối gốcDịch chuyển toàn bộ nét vẽ, thay vì chỉ điểm được chọn mà thôiDịch chuyển nhiễu dọc theo các nét vẽDịch chuyển số khung hình sử dụng trong hoạt họaDịch chuyển tọa độ gốc và chiều hướng của sự biến dạngKhoảng cách giữa các vòng xoay dọc theo hướng của trụcDịch chuyển cuộn dọc theo đường cong ban đầu để giữ nguyên hình dạngDịch chuyển nét vẽ khỏi bề mặtDịch chuyển chiều dày từ trung tâmDịch chuyển cần áp dụng vào hoạt họa trong khi nhập khẩu, trong số khung hìnhĐộ lệch về mã thời gian áp dụng cho hoạt họa, tính theo số khung hìnhDịch chuyển trong dữ liệu của dảiDịch chuyển sử dụng để vẽ khung lưới biên soạn ở đằng trước hình học khácGiá trị dịch chuyển để thêm vào các UV của nét vẽKhoảng cách dịch chuyểnDịch chuyển các điểm đỉnh dựa trên một chất liệuVị trí dịch chuyển sẽ là một điểm tuyệt đối trong không gian, thay vì tương đối với mục tiêuDịch Chuyển/Lũy Thừa/Độ Dốc (ASC-CDL)Dịch Chuyển:Dịch Chuyển: %.3fDịch chuyểnOggOgg TheoraDầuCũID CũChỉ danh ID cũ '%s' được kết nối từ một thư viện, sự sử dụng gián tiếp khối dữ liệu này sẽ không được tái ánh xạDiện Tích Mặt Cũ của Đối TượngGiá trị ánh xạ cũ trong số khung hìnhBỏ Qua Sparse Accessor Nếu Dữ Liệu TrốngBỏ qua Sparse Accessor nếu dữ liệu trốngNguồn Ánh Sáng đẳng hướngNguồn ánh sáng phát tia đẳng hướngBậtTrên Khung LồngKhi Nhấp ChuộtTại Khung Hình Hiện TạiTrên ĐấtKhi ẤnTại các Khung Khóa Đã ChọnTại các Dấu Mốc Đã ChọnDuy Vào cái được ChọnTrên Bề MặtVới các dải trình tự hình ảnh, nó tạo một dải cho mỗi hình ảnhMột MặtMột Tầng CấpMột trong các nút không có đầu raMột trong ba điểm trên đường tròn. Thứ tự của điểm sẽ xác định chiều hướng của đường trònMột hoặc nhiều Đường Cong-F hiện không hiển thị được do những cài đặt về thanh lọcMột định nghĩa đồ họa độc nhấtMộtỔCứngĐộ Đục của Ảo ẢnhBóc Vỏ HànhBóc Vỏ HànhBóc Vỏ HànhTruy Cập Trực TuyếnCác Trình Mở Rộng Trực TuyếnCần phải truy cập trực tuyến để kiểm tra các cập nhật.Cần phải truy cập trực tuyến để cài đặt hoặc cập nhật.Cần phải truy cập trực tuyến để cài đặt hoặc cập nhật. Bật truy cập trực tuyến trong cài đặt sở thích Hệ ThốngCần phải truy cập trực tuyến để cài đặt hoặc cập nhật. Khởi động Blender không có --offline-mode (chế độ ngoại tuyến)Cần phải truy cập trực tuyến để cài đặt các cập nhật.Thư mục trực tuyến của các trình mở rộng miễn phí và mã nguồn mởDuy được phép xoay chiều 90 độ mà thôiChỉ Kích Hoạt nếu Được ChọnDuy cái đang Hoạt ĐộngDuy Đường Cong-F đang Hoạt ĐộngDuy Bộ Khóa đang Hoạt ĐộngDuy Tài SảnDuy Thẳng Hàng theo TrụcDuy Gia TăngDuy hỗ trợ đường cong Bézier mà thôiChỉ có thể cho thêm chốt trục Bézier vào mà thôiDuy Kênh NàyDuy Đường CongDuy Xương Biến DạngDuy Cạch & Các MặtDuy Điểm Đầu/ĐuôiDuy Các MặtDuy Điểm ĐầuChỉ Chèn Thêm Nếu Có SẵnChèn Thêm Nếu CầnDuy Cục BộDuy Vị TríDuy các Cạnh Rời RạcDuy Hình Học Lân CậnDuy Mép ViềnDuy Số GiâyDuy Chọn cái Chưa Được ChọnDuy cái Được ChọnDuy các Xương được ChọnDuy các Kênh được ChọnDuy Các Khung Khóa Được ChọnDuy Tay Cầm của Khung Khóa được ChọnDuy Hiển Thị các Lỗi LầmDuy Hiển Thị cái đã Được ChọnDuy Hiển Thị các Khung Khóa của Đường Cong-F được ChọnDuy Hiển Thị Ô của Đối Tượng Đang Hoạt ĐộngDuy Làm MịnDuy cái Chưa Sử DụngDuy Sử Dụng AlphaDuy các biến hóa trên trục-X là có tác động mà thôiDuy các biến hóa trên trục-Y là có tác động mà thôiDuy các biến hóa trên trục-Z là có tác động mà thôiChỉ hỗ trợ một đơn ký tựChỉ kích hoạt khi chuột không nằm trên một nút (hữu ích cho việc hiệu chỉnh cử chỉ)Duy tầng lớp đang hoạt độngChỉ thêm Bộ Điều Chỉnh-F vào Đường Cong-F đang hoạt động mà thôiChỉ thêm một Bộ Điều Chỉnh-F với thể loại xác định vào dải đang hoạt động mà thôiChỉ cộng thêm các cạnh sắc nét mà thôi, thay vì trước tiên xóa các nhãn đánh hiện có điChỉ thêm mép viền vào dữ liệu gốc mà thôiDuy ảnh hưởng đến các phần tử được chọn mà thôiDuy ảnh hưởng đến các điểm đỉnh không bị che khuất bởi các mặt khác mà thôi (hiệu suất hoạt động chậm hơn)Chỉ cho phép giá trị tỉ trọng đã cho trong khu vực phát xạ mà thôi, và sẽ không làm gia tăng bằng phương pháp thêm vàoChỉ cho phép các đối tượng có thể chọn tác động đến kết quả của quá trình bắn tia mà thôiChỉ áp dụng các xương được chọn (lan truyền đến con cái nữa)Duy các khung lưới khung rối là được hỗ trợ mà thôiChỉ có thể di chuyển các nội dung từ tập tin hiện tại này giữa các danh mục mà thôiChỉ khả dụng trong chế độ chọn điểm mà thôiChỉ khả dụng với lò xo uốn góc mà thôi.Duy nướng các khung hình chính trong một phạm vi khung hình nhất địnhDuy nướng các thể tích dò ánh sáng đã chọn mà thôiDuy nướng thể tích dò ánh sáng đang hoạt động mà thôiChỉ bo tròn các cạnh với góc gập giữa các mặt đủ nhọn mà thôiDuy hỗ trợ ổ cắm đầu vào boolean mà thôiChỉ các tính chất boolean, int, float và enum là được hỗ trợ mà thôiChỉ hỗ trợ các tính chất boolean, int, float và enum mà thôiChỉ tính cường độChỉ xóa các đường chuyển động của các xương đã chọn mà thôiChỉ xóa các đường chuyển động của các đối tượng được chọn mà thôiChỉ dùng các dải trên cùng kênh với kênh đang hoạt độngChỉ cân nhắc bản thân đối tượng khi tính toán AO (Ambient Occlusions: Tính Hấp Thụ Môi Trường, Viết Tắt là THTMT)Chỉ cắt hình học được chọn mà thôiChỉ cắt hình học nằm ở phía trước nhất mà thôiChỉ biến dạng các điểm đỉnh nội trong khoảng cách này từ tâm của hiệu ứng (để là 0 nghĩa là vô cực)Chỉ những bộ điều chỉnh dùng để biến dạng mới có thể được áp dụng vào các hình dạng mà thôiChỉ xóa các khung khóa đã chọn mà thôiDuy xóa dữ liệu bố trí ánh sáng đã chọn của đầu dò ánh sángDuy xóa dữ liệu bố trí ánh sáng đã nướng của đầu dò ánh sáng đang hoạt độngChỉ có thể chọn các thư mục cho thao tác hiện tại mà thôi.Chỉ hiển thị và tính đến các điểm đỉnh bên ngoài mà thôiChỉ hiển thị khung hình ở vị trí thứ n mà thôiDuy hiển thị hình ảnh khi nó đã được căn chỉnh với trục của góc nhìnChỉ tiêu hủy các góc nhỏ hơn giá trị này (chỉ mặt phẳng thôi)Chỉ biên soạn tầng lớp đang hoạt động của đối tượng mà thôiChỉ có các đối tượng rỗng là hỗ trợ các thực thể bộ sưu tập mà thôiChỉ xuất các xương biến dạng và phụ huynh của chúng mà thôiChỉ xuất khẩu các đối tượng đã chọn mà thôi. Các đối tượng phụ huynh không được chọn của các đối tượng đã chọn được xuất khẩu dưới dạng biến hóa trống rỗngChỉ những điểm đặc trưng nằm xa hơn các điểm ảnh lề, từ các cạnh của hình ảnh, là được cân nhắc mà thôiDuy đảo nghịch pháp tuyến tựu tạo của phần tử đã được chọnChỉ sinh tạo các đường giao nhau cho bộ sưu tập này mà thôiChỉ giữ khung hình cuối mà thôiDuy trong Đa Khung HìnhChỉ bao gồm các Đường Cong-F và các điều vận đã bị tắt hoặc có lỗiChỉ bao gồm Tầng Lớp này trong đầu ra kết xuất của Tầng Góc Nhìn này mà thôi (để trống để luôn luôn bao gồm)Chỉ bao gồm các kênh liên quan đến đối tượng và dữ liệu đã được chọn mà thôiChỉ bao gồm các hàng tương ứng với các phần tử đã chọn mà thôiChỉ tăng giá trị alpha nếu độ đục của sơn cao hơn độ đục hiện cóChỉ cộng thêm khung khóa tại những chỗ cần trong những Đường Cong-F thích hợpChỉ khung khóa hóa các xương được chọn (chỉ nướng Tư Thế) mà thôiChỉ các đường phím tắt là có thể được biên soạn theo cách này. Làm ơn sử dụng Cài Đặt Sở Thích của Người Dùng cho những trường hợp khácDuy các khung khóa của Đường Cong-F được chọn là nhìn thấy được và có thể biên soạn mà thôiDuy vùng cuối cùng là có thể phân làm 4 mà thôiChỉ liên kết dữ liệu mà thôi, không chèn thêm nó vàoChỉ liệt kê nội dung thư mục hiện tại mà thôi, không tiến hành đệ quy xuống tầng dướiDuy hợp nhất dọc theo cạnh mà thôiChỉ phản chiếu đối xứng các tham số rigify vào các xương được chọn có cùng thể loại rigify với xương đang hoạt động mà thôiDuy thay đổi các nét vẽ trong khoảng khung hình chỉ địnhChỉ ở đầu gần nhất với khung khóa trước nhấtChỉ ở đầu gần nhất với khung khóa tiếp tớiDuy một dấu ngôi sao * là được hỗ trợ trong mẫu mà thôiChỉ duy một Hiệu Ứng thuộc thể loại này là được phép mà thôiChỉ cho phép một bộ điều chỉnh của thể loại này mà thôiChỉ điều hành trên các xương đang hoạt độngChỉ sơn trên các mặt trực tiếp ngay dưới đầu bút (chậm hơn)Duy sơn các điểm nét vẽ được chọnDuy sơn các điểm nét vẽ được chọn nằm giữa các nét vẽ khácChỉ sơn những nét đã chọn mà thôiChỉ dán Bộ Điều Chỉnh-F lên Đường Cong-F đang hoạt động mà thôiChỉ dán Bộ Điều Chỉnh-F trên dải đang hoạt độngChỉ dán tư thế đã lưu giữ vào các xương được chọn trong tư thế hiện tại mà thôiChỉ đọc alpha của dốc màuChỉ ghi dữ liệu kết buộc cho các điểm đỉnh khớp với nhóm điểm đỉnh tại thời điểm kết buộc mà thôiDuy làm mới kho lưu trữ đang hoạt động mà thôiChỉ kết xuất bóng tối và ánh phản xạ trên đối tượng này mà thôi, dành cho quá trình tổng hợp các bản kết xuất thành một đoạn phim thật. Các đối tượng có cài đặt này sẽ được coi như là đã tồn tại trong đoạn phim rồi. Các đối tượng không có nó là các đối tượng nhân tạo, đang được tổng hợp vào phim.Duy kết xuất tầng đang hoạt động. Chỉ tác động đến quá trình kết xuất từ giao diện mà thôi, bỏ qua nếu kết xuất bằng dòng lệnh.Chỉ thay thế các phần tử ở đích khi dữ liệu lớn hơn giới hạn đã cho nào đó (thực thế xử lý thế nào còn tùy vào kiểu dữ liệu)Chỉ thay thế các phần tử ở đích khi dữ liệu thấp hơn giới hạn đã cho (thực thế xử lý thế nào còn tùy vào kiểu dữ liệu)Chỉ điêu khắc các điểm được chọn của nét vẽ mà thôiChỉ điêu khắc các điểm được chọn của nét vẽ giữa các nét khác mà thôiChỉ điêu khắc các nét vẽ đã chọn mà thôiChỉ chọn các tam giác còn lại chưa được hợp nhất mà thôiDuy các cạnh được chọnDuy các khung khóa được chọnDuy lựa chọn các đường từ các vùng được chiếu sáng mà thôiChỉ chọn các đường nét từ các vùng tối mà thôiDuy hiển thị các trình bổ sungDuy hiển thị và biên soạn các tay cầm của những khung khóa được chọn mà thôiChỉ hiển thị các đầu bút áp dụng cho công cụ hiện đang hoạt động trong giá tài sản mà thôi. Được lưu trữ trong Cài Đặt Sở Thích, tức cái có thể bắt phải lưu một cách thủ công nếu tùy chọn Tự Động Lưu bị tắt điChỉ hiển thị các trình bổ sung đã bật lên mà thôi. Bỏ dấu kiểm để xem toàn bộ các trình bổ sung đã cài đặt.Chỉ hiển thị các phần tử khớp với tên này mà thôi (dùng '*' làm ký tự đại diện)Duy hiển thị hình mẫu đang hoạt động ở giá trị toàn phầnChỉ hiển thị khe của Đối Tượng đang hoạt động. Nếu không thì hiển thị toàn bộ các Khe của Hành ĐộngDuy hiển thị các chủ đềChỉ được hỗ trợ đối với các vùng loại "TẠM THỜI" (cửa sổ bật lên)Duy hỗ trợ ở chế độ đa phân giải mà thôiChỉ được hỗ trợ ở chế độ đối tượng mà thôiChỉ đồng bộ hóa chiều dài sử dụng cho dải đang hoạt độngDuy đồng bộ hóa kho lưu trữ đang hoạt động mà thôiDuy những chênh lệch dương của biên độ phong bao là sẽ được tóm tắt để tạo ra đầu raChỉ thuyên chuyển tầng dữ liệu đang hoạt động mà thôiDuy biến hóa địa điểm đối tượng mà thôi, không tác động đến xoay chiều hoặc tỷ lệChỉ những hành động chưa sử dụng đến (duy Người Dùng Giả mà thôi) là được cân nhắc đếnChỉ sử dụng những đối tượng đầu bút từ bộ sưu tập này mà thôiChỉ sử dụng những trường hợp khớp có cùng loại chữ (hoa/thường) với văn bản lùng tìm mà thôiChỉ sử dụng những trường hợp hoàn toàn khớp với chuỗi ký tự tìm kiếm mà thôiDuy sử dụng hình học đã cho làm chất lỏngChỉ sử dụng bộ sưu tập để tạo ra vùng Hấp Thụ Quang XạChỉ dùng phần đầu và cuối của nét vẽ để bám dính thôiChỉ sử dụng dữ liệu đối tượng để tạo tính HTQXMTChỉ sử dụng để nướng mà thôi. Bước = 1 kiến tạo khóa trên mỗi khung hình, bước = 2 nướng trên 2s, vân vânChỉ có thể hữu hình đối với máy quay phim và các phản quangDuy xương nhìn thấy được/đã chọn mà thôiDuy vùng cửa sổ là có thể phân làm 4 mà thôiChỉ ghi các xương bị biến dạng (và cả những cái tuy không biến dạng, song chúng có các con cái bị biến dạng) mà thôiChỉ ghi lại các kênh dịch chuyển cho xương gốc mà thôiĐộ ĐụcĐộ đục (alpha) cho thể tích hình cụt của các máy quay phimĐộ đục (alpha) của bình diện hội tụĐộ đục (alpha) của khung cắt cảnh trong khung nhìn của Máy Quay PhimHệ Số về Độ ĐụcCường Độ đối với Độ ĐụcĐộ đục cho các điểm đỉnh biên soạnĐộ đục cho các đường đứt đoạn trong dâyĐộ đục của lớp vẽ UV phủ chồng lênĐộ đục khi hiển thị bản rập khuôn của hình ảnhĐộ đục của các mặt trong lớp lồng vẽ UVĐộ đục của lớp lồng Kéo Giãn UVĐộ đục của thuộc tính hiện đang được trực quanĐộ đục của lớp vẽ khung lồng trong chế độ điêu khắc đường congĐộ đục của lớp lồng tối bên ngoài vùng kết xuấtĐộ đục của các cạnh hiển thị (1,0 là đục hoàn toàn)Độ đục của hình ảnhĐộ Đục của các điểmĐộ Đục của lớp vẽ lồng khuôn in chắn lọc trong chế độ sơn chất liệuĐộ đục của lớp vẽ chế độ sơn trọng lượngĐộ đục để sử dụng cho xương lựa chọnĐộ Đục: %3fĐộ Đục: %sMởToàn Bộ MởMũi Tên MởMở Ranh GiớiMở Thư MụcMở Thư Mục bằng Đơn Nhấp ChuộtVòng Mạch MởMở Tập Tin Gần ĐâyNgôn Ngữ Tô Bóng MởMở một tập tin BlenderMở một dấu nhắc lệnh ở đâyMở trình duyệt thư mục, giữ phím Shift xuống để mở tập tin, bấm Alt để duyệt thư mục nằm trong đóMở thư mục khi đang chọn nóMở trình duyệt tập tin, giữ phím Shift xuống để mở tập tin, bấm Alt để duyệt thư mục nằm trong đóMở một khối văn bản mớiMở đường dẫn trong trình duyệt tập tinMở trình đơn bật lên để đặt mức độ hiệu chỉnh lỗiMở một kệ tài sản xác định trước trong một cửa sổ bật lênMở một trình đơn đã được định nghĩaMở một bảng vốn đã được định nghĩaMở một trình đơn hình rẻ quạt đã được định nghĩaMở một trang mạng định sẵn trong trình duyệt mạngMở một tập tin mô-đun phong cáchMở một góc nhìn để sử dụng với các bộ đầu thực tế ảo, hoặc tắt đi nếu nó đã bật rồiMở một trang mạng trong trình duyệt mạngMở một cửa sổ để quản lý dữ liệu không sử dụng đếnMở một cửa sổ với các thông tin về BlenderMở toàn bộ các mục đối tượng được và đóng toàn bộ các khácMở tập tin đã lưu tự động để hồi phục nóMở trình duyệt tập tin hình ảnh, giữ phím Shift xuống để mở tập tin, bấm Alt để duyệt thư mục bao chùmMở các tập tin blend bằng phiên bản Blender nàyMở các cài đặt sở thích về trình mở rộngMở hình ảnhMở các hình ảnhMở các nút trình đơn và các trình đơn thả xuống tự động khi đầu chuột lơ lửng ở trênMở thư mục mớiMở Khi Chuột Nằm TrênMở tài liệu tham chiếu trên mạng trong trình duyệt mạngMáy chơi khung hình nguồn mởMở tập tin blend có chứa tài sản đang hoạt độngMở tập tin mặc địnhMở tập tinMở thư mụcMở tập tin đã đóng trước đây ("quit.blend")Mở cửa sổ bật lên tìm kiếm thao tácMở thanh công cụ bật lên Khi ‘Thanh Cách’ được giữ xuống và được sử dụng làm công cụ sửa đổi thì: • Nhấn phím kết buộc với công cụ sẽ ngay lập tức chuyển sang cái đó. • Kéo rê con trỏ qua một công cụ và thả ra để kích hoạt nó (giống như trình đơn rẻ quạt). Để Chơi xin hãy sử dụng 'Shift-Thanh Cách'Mở màn hình chào đón với thông tin về phiên bảnMở trình biên soạn tạm thời trong chế độ màn hình mở rộng tối đaMở trình biên soạn tạm thời trong một cửa sổ mớiMở rộng cây và điều chỉnh góc nhìn để đối tượng đang hoạt động được biểu hiện là nằm ở trung tâmMở cửa sổCác cửa sổ mởOpenEXR Đa TầngOpenCLTập Tin OpenVDBLỗi OpenVDB: {}Định dạng tập tin OpenVDB (.vdb)Thể tích OpenVDBĐường dẫn của thành phần OpenXRĐường dẫn thành phần OpenXRĐường dẫn đến hồ sơ tương tác OpenXRĐường dẫn người dùng OpenXRĐường dẫn người dùng OpenXRBán kính mở của đuôi tóc ở đầu bím tócThể Loại Toán HạngCác Sắp Đặt của Hệ Điều HànhPhím hệ điều hành đã được bấmPhím hệ điều hành đã được bấm, sẽ là -1 nếu ở bất cứ trạng thái nào khácThao TácChế Độ Thao TácThao tác không thể thi hành được trong Chế Độ Biên SoạnThao tác không được phép thi hành trong chế độ chỉnh sửaThao tác yêu cầu một xương đang hoạt độngThao tác yêu cầu một bộ khóa đang ở chế độ hoạt độngThao tác sẽ được áp dụng vào khung lướiThao tác thực hiện trên tập tin hoặc đường dẫnCác Thao TácCác thao tác để tách phân và hòa nhậpThao TácChọn/Hủy Chọn Toàn BộChọn/Hủy Chọn Toàn Bộ các Tập TinChọn/Hủy Chọn Toàn Bộ các Dấu MốcChọn/Hủy Chọn Toàn Bộ các NétChọn/Hủy Chọn Phần Đầu TiênChọn/Hủy Chọn Phần Cuối CùngChọn/Hủy Chọn toàn bộ các Dấu MốcCác Dấu Mốc 3D thành Khung LướiThông Tin về BlenderChấp NhậnHành ĐộngKích Hoạt Tài Sản Đầu BútKích Hoạt Cấu Hình PhímKích Hoạt Cùng Loại Tiếp TheoKích Hoạt Cùng Thể Loại Tiếp Theo/Trước ĐâyKích Hoạt Cùng Loại Nằm TrướcKhởi Thủy Địa Ranh VRKích Hoạt Nút Quan SátMáy Quay đang Hoạt ĐộngNhóm tầng lớp Bút Chì Dầu đang hoạt độngTầng Bút Chì Dầu đang hoạt độngThêmThêm (với Mục Tiêu)...Thêm AOVThêm ở Trên cái đã ChọnThêm Dải Hành ĐộngThêm Hoạt TínhCộng Toàn Bộ vào Bộ Hình MẫuThêm Bộ Điều Chỉnh Độ Trong AlphaThêm Khung RốiThêm Thư Viện Tài SảnThêm Dấu Nhãn Tài SảnThêm Thuộc TínhThêm Đường Dẫn Thi Hành Tự ĐộngThêm giàn xương người Cơ Bản (giàn siêu)Thêm giàn tứ chi Cơ Bản (giàn siêu)Thêm Giàn Chim (giàn siêu)Thêm Quy Tắc Quần ThểThêm Trạng Thái Quần ThểThêm XươngThêm Bộ Sưu Tập XươngThêm Tham Chiếu Bộ Sưu Tập XươngThêm Ràng Buộc XươngThêm Xương vào Bộ Lựa ChọnThêm Dấu TrangThêm Đầu BútThêm BézierThêm Vòng Tròn BézierThêm Máy Quay PhimThêm Hình Ảnh Nền Máy Quay PhimThêm Sắp Đặt Sẵn về Máy Quay PhimThêm Máy Quay Phim và Địa Ranh VR từ Phiên Sử DụngThêm Khung VẽThêm Giàn Xương Mèo (giàn siêu)Thêm Vòng TrònThêm Vùng Đóng KínThêm Sắp Đặt Sẵn về Vải VócThêm Bộ Sưu TậpThêm Thực Thể Bộ Sưu TậpThêm MàuThêm Thuộc Tính MàuThêm Hình NónThêm Ràng BuộcThêm Ràng Buộc (với Mục Tiêu)Thêm Ổ Cắm Lớp Vẽ Lồng Bí MậtThêm Khối Lập PhươngThêm Điểm trên Đường Cong và Trượt ĐẩyThêm Cấu Hình Bố Trí Phím Tùy ChỉnhThêm Dữ Liệu Pháp Tuyến Tách Phân Tùy ChỉnhThêm Hình TrụThêm Điều VậnBiến Số Điều VậnThêm Điều Vận cho cái được ChọnThêm Bản Nhân ĐôiThêm Dấu Cạnh vào Bộ KhóaThêm Hiệu ỨngThêm Dải Hiệu ỨngThêm Hiệu Ứng ViênThêm Đối Tượng RỗngThêm Đường Cong Trống RỗngThêm Nhóm TrốngThêm Hình Ảnh Trống/Thả Hình Ảnh vào Đối Tượng RỗngThêm Bộ Khóa TrốngThêm Đường Dẫn Trống vào Bộ KhóaThêm Mục NhậpThêm Trình Xuất KhẩuThêm Kho Lưu Trữ Tiện Ích Mở RộngThêm Bộ Tính Năng Bên NgoàiThêm Bộ Điều Chỉnh Đường Cong-FThêm Bộ Điều Chỉnh-FThêm Dấu Chỉ Mặt vào Bộ KhóaThêm Phai Mờ DầnThêm Người Dùng GiảThêm Điểm Đỉnh cho Mép NhòeThêm Điểm Đỉnh cho Mép Nhòe và Trượt ĐẩyThêm Sắp Đặt Sẵn về Chất LỏngThêm Vùng Cho Mỗi Phần Tử Hình HọcThêm Mô-Đun FreestyleThêm Khung Hình Đóng BăngThêm Khung Hình Đóng Băng và Trượt ĐẩyThêm Từ Chủ ĐềThêm Bút Chì DầuThêm Sắp Đặt Sẵn về Đầu Bút Chì DầuThêm Sắp Đặt Trước về Nguyên Vật Liệu của Bút Chì DầuThêm Sắp Đặt Trước về Nguyên Vật Liệu của Bút Chì DầuThêm Khung Lưới Đồ ThịThêm nút đầu vào nhómThêm Sắp Đặt Sẵn Động Lực Học của TócThêm Giàn Xương Ngựa (giàn siêu)Thêm Giàn Xương Người (giàn siêu)Thêm IK cho XươngThêm Hình Nhị Thập Diện Cầu Tam Giác ĐềuThêm Hình ẢnhThêm Dải về Hình ẢnhThêm Hình Ảnh dưới dạng NútThêm Nút Nhập KhẩuThêm Sắp Đặt Sẵn về Máy Tích HợpThêm MụcThêm Bố Trí Bàn PhímBiến Dạng của Lưới RàoThêm Nguồn Ánh SángThêm Bộ Thăm Dò Ánh SángThêm Nhóm Ánh SángThêm Bộ Điều Chỉnh Màu của Đường NétThêm Bộ Đường NétThêm Bộ Điều Chỉnh Độ Dày NétThêm Dấu MốcThêm Dấu Mốc và Di ChuyểnThêm Dấu Mốc và Trượt ĐẩyThêm Dấu Mốc tại Điểm Bấm ChuộtThêm Tầng Màn Chắn LọcThêm Nút Màn Chắn LọcThêm Dải Màn Chắn LọcThêm Nguyên Vật LiệuThêm Khe Nguyên Vật LiệuThêm Biến Thể Nguyên Vật LiệuThêm các Dải SiêuThêm Siêu CầuThêm Giàn Siêu MẫuThêm Bộ Điều ChỉnhThêm Đầu Con KhỉThêm Dải PhimThêm Dải về Đoạn PhimThêm Tầng Chú Thích MớiThêm Bộ Đệm Nhớ MớiThêm Nhóm MớiThêm Tầng Lớp MớiThêm Nhóm Tầng Lớp MớiThêm Tầng Lớp Màn Chắn Lọc MớiThêm Đường Cong Sơn MớiThêm Điểm Mới trên Đường Cong SơnThêm Bảng Pha Màu MớiThêm NútThêm Bộ Sưu Tập NútThêm Sắp Đặt Sẵn về Màu Sắc của NútThêm Nhóm NútThêm Tài Sản Nhóm NútThêm Đối Tượng NútThêm Vòng Tròn NURBSThêm Đường Cong NURBSThêm Đối TượngThêm Ràng Buộc Đối TượngThêm Thực Thể Dữ Liệu Đối TượngVượt QuyềnVượt QuyềnThêm Khe SơnThêm Khe Hệ Thống HạtThêm Thụ Động TínhThêm Đường DẫnThêm Sắp Đặt Sẵn về Hiệu Suất Hoạt ĐộngThêm Bình DiệnThêm Đám Mây ĐiểmThêm Đối Tượng Cơ BảnThêm Tính ChấtThêm Thư Mục Tập Lệnh PythonThêm Đường Cong Ngẫu NhiênThêm Cài Đặt Sẵn về Dò TiaThêm Sắp Đặt Sẵn về Kết XuấtThêm Khe Kết XuấtThêm Cảnh Kết XuấtThêm Vùng Lặp LạiThêm Kho Lưu Trữ...Thêm Đổi TuyếnThêm Đổi TuyếnThêm Khóa Tính Lại Thời GianThêm các Thân CứngThêm Thân CứngThêm Ràng Buộc Thân CứngThêm Thế Giới Thân CứngThêm Thanh Lọc HàngThêm Sắp Đặt Sẵn về Khu Vực An ToànThêm Sắp Đặt Sẵn về Lấy Mẫu VậtThêm Dải về CảnhThêm Phân ĐoạnThêm các Xương đã ChọnThêm Xương Đã Chọn vào Bộ Sưu TậpThêm các Xương đã Chọn vào Bộ Sưu Tập MớiThêm cái đã Chọn vào Bộ Sưu Tập của Đối Tượng Đang Hoạt ĐộngThêm Hình MẫuThêm Giàn Xương Cá Mập (giàn siêu)Thêm UV Đơn GiảnThêm Vùng Mô PhỏngĐịnh Nghĩa Đơn Vượt QuyềnCộng Đơn Cái vào Bộ Hình MẫuThêm Dữ Liệu DaThêm Đoạn Âm ThanhThêm Dải Âm ThanhThêm LoaThêm Chuyển Tiếp Tốc ĐộThêm Chuyển Tiếp Tốc Độ và Trượt ĐẩyThêm Hình VuôngThêm các Giám Sát Ổn Định Hóa sự Xoay ChiềuThêm các Dấu Mốc Giám Sát Ổn ĐịnhThêm Tiêu ChuẩnThêm Bộ Điều Chỉnh DảiThêm Dải với một Cảnh mớiThêm Bộ Điều Chỉnh Hình Học của Nét VẽThêm Vòng Tròn Bề MặtThêm Đường Cong Bề MặtThêm Hình Trụ Bề MặtThêm Miếng Bề MặtThêm Khe Bề MặtThêm Hình Cầu Bề MặtThêm Hình Xuyến Bề MặtThêm Mục TiêuThêm Xương Mục TiêuThêm Văn BảnThêm Hộp Văn BảnThêm Cài Sẵn Trình Biên Soạn Văn BảnThêm Sắp Đặt Chất LiệuThêm Chủ ĐềThêm ÔThêm Dấu Mốc Thời GianThêm Hình XuyếnThêm RãnhThêm Rãnh vào Nằm Trên cái được ChọnThêm Sắp Đặt Sẵn về Màu Giám SátThêm Đối Tượng Giám SátThêm Sắp Đặt Sẵn về Cấu Hình Giám SátThêm RãnhThêm Chuyển CảnhThêm Ánh Xạ UVThêm Hình Cầu UVThêm UVsThêm các Nhóm Ánh Sáng đã Sử DụngCho Thêm Địa Ranh VRThêm Địa Ranh VR từ Máy Quay PhimThêm Địa Ranh VR từ Phiên Sử DụngThêm Điểm ĐỉnhThêm Nhóm Điểm ĐỉnhThêm Điểm Đỉnh và Trượt ĐẩyThêm Tầng Góc NhìnThêm Sắp Đặt Sẵn về Lấy Mẫu Cổng NhìnThêm Thể TíchThêm Sắp Đặt Sẵn về Cân Bằng TrắngThêm Giàn Xương Chó Sói (giàn siêu)Thêm Không Gian Làm ViệcThêm Hình NónThêm một Khe Biến Thể mớiThêm tầng lớpThêm mẫu vậtThêm vào Bộ Sưu TậpThêm vào Bộ KhóaThêm vào Trình Đơn Ưa Thích NhanhThêm vào bộ sưu tập liên kếtTrình Bổ Sung đã Bật LênThêm/Xóa Hàng UIĐiều Chỉnh Kích Thước Đèn Diện TíchChỉnh Cỡ Thước X của Đèn Diện TíchChỉnh Cỡ Thước Y của Đèn Diện TíchĐiều Chỉnh Kích Thước Hiển Thị Trống RỗngĐiều Chỉnh Đẩy TrồiĐiều Chỉnh Tiêu CựĐiều Chỉnh Khoảng Cách Tập TrungĐiều Chỉnh Thao Tác Trước Đây...Điều Chỉnh Công Suất Đèn PhaĐiều Chỉnh Bán Kính Ánh SángĐiều Chỉnh Dịch ChuyểnĐiều Chỉnh Tài Sản Tư ThếĐiều Chỉnh Độ Pha Trộn Đèn PhaĐiều Chỉnh Độ Pha Trộn Đèn PhaĐiều Chỉnh Góc Độ của Ánh Sáng Mặt TrờiTầng Điều ChỉnhAfinSauSau khung hình hiện tạiCăn ChỉnhCăn Chỉnh Máy Quay Phim đang Hoạt Động vào cái Được ChọnCăn Chỉnh Máy Quay Phim đang Hoạt Động vào Góc NhìnCăn Chỉnh XươngCanh Máy Quay Phim vào Góc NhìnCăn Chỉnh NútCăn Chỉnh các Đối TượngCăn Chỉnh Xoay ChiềuCăn Chỉnh theo Định Hướng Biến HóaToàn BộToàn Bộ các Biến HóaCho Phép Truy Cập Trực TuyếnAlpha Chồng LênAlpha DướiHoạt Họa Đường DẫnBiến Hóa Hoạt Họa sang DeltaBước Hoạt HọaChú ThíchTẩy Xóa Chú ThíchChú Thích Đường ThẳngChú Thích Đa GiácThêm Chú Thích MớiVẽ Chú ThíchNgắt Kết Nối với Chú ThíchBổ SungBổ Sung và Kích Hoạt Không Gian Làm ViệcBổ Sung Thêm...Áp DụngÁp Dụng (Khung Khóa Đang Hoạt Động)Áp Dụng Hình Ảnh Máy Quay PhimÁp Dụng Ràng BuộcÁp Dụng các Sắp Đặt Mặc ĐịnhÁp Dụng Bộ Điều ChỉnhÁp Dụng Bộ Điều Chỉnh thành Hình MẫuÁp Dụng Biến Hóa của Đối TượngÁp dụng Phụ Huynh Đảo NghịchÁp Dụng Tư ThếÁp Dụng Tài Sản Tư ThếÁp Dụng Tư Thế Đảo NgượcÁp Dụng Tư Thế làm Tư Thế NghỉÁp Dụng Tỷ LệÁp Dụng cái được Chọn làm Tư Thế NghỉÁp Dụng Tỷ Lệ vào Giải NghiệmÁp Dụng Biến HóaÁp Dụng Biến Hóa Trực QuanÁp Dụng Biến Hóa Trực Quan thành Tư ThếÁp Dụng thành Hình MẫuĐường CungTùy Chọn về Khu VựcKhung RốiBố TríĐa Mũi TênẤn ĐịnhẤn Định Hành ĐộngDanh Mục Tài SảnTên Thuộc TínhẤn Định Tự Động Từ các XươngẤn Định các Giá Trị Tính Chất Tùy Chỉnh làm Mặc ĐịnhẤn Định Nguyên Vật LiệuChỉ Định Khe Nguyên Vật LiệuẤn Định Nhóm Nút Hình Học MớiẤn Định Xương đã ChọnẤn Định sang Biến ThểẤn Định Giá Trị làm Mặc ĐịnhẤn Định sang Bản GốcẤn Định từ các Phong Bao của XươngẤn Định vào Nhóm đang Hoạt ĐộngẤn Định vào Bộ Sưu TậpẤn Định vào MócẤn Định vào Bộ Sưu Tập MớiẤn Định vào Nhóm MớiẤn Định vào Nhóm Điểm ĐỉnhTại TâmTại Vị Trí Con TrỏGắn các NútTự ĐộngTự Động Hoạt Họa Đường DẫnTự Động Lưu...Tự Động Đặt Tên Trước/SauTự Động Đặt Tên Trái/PhảiTự Động Đặt Tên Trên/DướiTự Động Đặt Tên theo TrụcTự động Hoàn ChỉnhTự Động Đóng Gói Tài NguyênKhả DụngTrung Bình HóaTỷ Lệ Trung Bình Hóa các Hải ĐảoTính Trung Bình các Pháp TuyếnTính Trung Bình các Giám SátSauTrở Lại TrướcTrở Lại Màn Hình TrướcDi Chuyển NềnPhóng To NềnThu Nhỏ NềnKhít Hình Ảnh NềnDi Chuyển Hình Ảnh NềnThu-Phóng Hình Ảnh NềnLấy Mẫu Vật Hình Ảnh NềnQuay Ngược Lại trong dòng Lịch SửNgược ChiềuNướngNướng (Bộ Nhớ Đệm Trên Đĩa là bắt buộc)Nướng Hành ĐộngNướng Hành Động...Nướng Toàn bộ cácNướng Toàn Bộ các Động NăngNướng Toàn Bộ các Khối Đầu Dò Ánh SángNướng Toàn Bộ các Vật LýNướng các KênhNướng Dữ LiệuNướng Nút Hình HọcNướng Chỉ DẫnNướng Chuỗi Hình ẢnhNướng Khung KhóaNướng Bộ Đệm Nhớ Ánh SángNướng Line ArtNướng Khung LướiNướng NhiễuNướng Biến Hóa của Đối Tượng thành Bút Chì DầuNướng Biến Hóa của Đối Tượng thành Bút Chì Dầu...Nướng Đại DươngNướng HạtNướng Vật LýNướng Mô PhỏngNướng từ Bộ Đệm NhớNướng thành Khung KhóaNướng Toàn Bộ - ESC để tạm ngưngNướng Dữ Liệu - ESC để tạm ngưngNướng Hướng Dẫn - ESC để tạm ngưngNướng Khung Lưới - ESC để tạm ngưngNướng Nhiễu - ESC để tạm ngưngNướng Hạt - ESC để tạm ngưngThay Đổi Hàng LoạtĐổi Tên Hàng LoạtĐổi Tên Hàng Loạt...Xóa Đồng Loạt các Xem TrướcXóa Hàng Loạt các Bản Xem Trước...Sinh Tạo các Xem Trước Đồng LoạtSinh Tạo Hàng Loạt các Bản Xem Trước...Làm Đẹp Các MặtTrướcTrước khung hình hiện tạiUốn CongNằm Giữa các Dấu Mốc Đã ChọnBo TrònBo Tròn CạnhBo Tròn Điểm ĐỉnhKết Buộc Máy Quay Phim vào Dấu MốcPhân ĐôiLưỡi DaoTrống RỗngPha TrộnPha Trộn Dịch ChuyểnPha Trộn Dịch Chuyển các Khung KhóaPha Trộn Tư ThếPha Trộn Tài Sản Tư ThếPha Trộn Tư Thế Đảo ChiềuPha Trộn Tư Thế với Tư Thế NghỉPha Trộn từ Hình MẫuPha Trộn với Giá Trị Mặc ĐịnhPha Trộn để Nới Lỏng/Chậm RãiPha Trộn vào các Khung Hình Chậm RãiPha Trộn với Lân CậnCửa Hàng BlenderTrang Mạng BlenderLàm NhoèIn ĐậmPhong Bao XươngCỡ XươngKhông có Thao TácXươngKhoanh Vùng Quan Sát Cục BộCả HaiCả Hai Hàng XómCả Hai BênĐáyHình HộpThêm dùng Hình HộpMặt Ấn Định dùng Hình HộpẨn Giấu dùng Hình HộpChắn Lọc dùng Hình HộpKhoanh Vùng Chọn Hình HộpKhoanh Vùng Lựa Chọn Hình Hộp (Phạm Vi Trục)Khoanh Vùng Chọn Hình Hộp (Bao Gồm cả Tay Cầm)Khoanh Vùng Chọn Hình Hộp các Điểm đã Đính GhimHiển Thị dùng Hình HộpCắt Xén dùng Hình HộpPhân TíchTrình Phân TíchCầu Nối các Vòng CạnhCầu Nối các MặtĐộ Sáng/Độ Tương PhảnDuyệt Thảo Hình ẢnhĐầu BútBiên Soạn Đầu BútKiến Tạo Đại DiệnKiến Tạo Đại Diện / Mã Thời GianLàm Mịn ButterworthTheo Thuộc TínhTheo Khoảng CáchTheo Trọng Lượng Bo Tròn CạnhTheo các Nếp GấpTheo Ranh Giới của Mặt Ấn ĐịnhTheo Bộ Phận Rời RạcTheo Nguyên Vật LiệuTheo Pháp TuyếnTheo Cạnh Sắc NhọnTheo các Đường Khâu UVBezierTính ToánTính Đường Di Chuyển của XươngTính Toán Khối LượngTính Toán Đường Chuyển ĐộngTính Đường Chuyển Động của Đối TượngTính Toán Mô Phỏng đến Khung HìnhTính đến Khung HìnhTính Toán...Gọi Kệ Tài Sản Bật LênKhởi Động Trình ĐơnGọi BảngKhởi Động Trình Đơn Hình Rẻ QuạtMáy Quay PhimMáy Quay Khít Khung Hình vào cái được ChọnTỷ Lệ Thấu Kính Máy Quay PhimHủy Hoạt HọaThao Tác Tập Tin Bên NgoàiHủy Cảnh Kết XuấtĐặt Khung Hình Hiện Tại ở Trung TâmTrung Tâm Hóa Con Trỏ và Đóng Khung Toàn BộTrung Tâm Hóa Góc Nhìn vào Con TrỏTrung Tâm Hóa Góc Nhìn vào ChuộtThay Đổi Tầng đang Hoạt ĐộngBộ sưu tập xương đang hoạt động của khung rốiĐổi Ký TựĐổi Hình Dạng Va ĐậpĐổi Dữ Liệu/Tập TinĐổi Kiểu Hiệu ỨngThay Đổi Hệ SốĐổi Khung HìnhĐổi Bộ Khóa...Đổi Đường Dẫn/Tập TinThay Đổi CảnhThay Đổi Cảnh...Đổi Hình DạngĐổi Phân KhoảngThay Đổi Nguồn Dữ Liệu Nhìn Thấy ĐượcĐổi Khóa Trên Hình MẫuĐổi Khóa trên các Nhóm Điểm ĐỉnhHủy Chọn So LeCon CáiHình TrònLựa Chọn bằng Vòng TrònLựa Chọn bằng Vòng Tròn (Hủy Chọn)Lựa Chọn bằng Vòng Tròn (Mở Rộng)Vòng tròn •Dọn DẹpDọn Dẹp các KênhDọn Dẹp các Khung KhóaLàm Sạch các điểm Rời RạcDọn Dẹp Giám SátDọn Dẹp Cài Đặt Trước của Thao TácDọn Dẹp Dữ Liệu Không GianLàm Vệ Sinh các Trọng Lượng Nhóm Điểm ĐỉnhDọn dẹp Kho Lưu Trữ Công Việc I18nDọn Dẹp Kho Lưu Trữ Công ViệcDọn DẹpDọn Dẹp Dấu TrangXóa/Làm SạchXóa Nhóm đang Hoạt ĐộngXóa Toàn BộXóa toàn bộ các đánh dấu góiXóa Toàn Bộ các Hạn Chế Kết XuấtXóa Hoạt HọaXóa Dữ Liệu Hoạt HọaXóa Tài SảnXóa Tài Sản (Đặt Người Dùng Giả)Xóa Line Art Đã NướngXóa Đường Di Chuyển của XươngXóa Dòng Chữ của Nút BấmXóa Dữ Liệu Pháp Tuyến Tách Phân Tùy ChỉnhXóa Xem Trước Khối Dữ LiệuXóa Bản Xem Trước Khối Dữ Liệu...Xóa Điều VậnXóa Biên SoạnHủy Hành Động FKXóa Phai Mờ DầnXóa Hiệu Ứng Phai Mờ DầnXóa Người Dùng GiảXóa Trọng Lượng Mép NhòeXóa Sạch Tìm KiếmXóa Cạnh FreestyleXóa Mặt FreestyleXóa Đường Cong Ảo ẢnhKhông Giữ ChỗHủy Hành Động IKTắt Duy Gián TiếpXóa Đảo NgượcXóa Hình MẫuXóa Khung Khóa (Nút Bấm)Xóa các Khung KhóaXóa Khung Khóa...Xóa Nhãn HiệuXóa Vượt Quyền Thư ViệnXóa DòngXóa Vị TríXóa Đánh Dấu GóiXóa Màn Chắn LọcXóa Đường Chuyển ĐộngXóa các Ràng Buộc của Đối TượngXóa các Bộ Điều Chỉnh Đối TượngXóa Đường Chuyển Động của Đối TượngXóa Tọa Độ GốcXóa Phụ HuynhXóa Đảo Nghịch Phụ HuynhXóa các Ràng Buộc Tư ThếXóa Vị Trí Tư ThếXóa Xoay Chiều Tư ThếXóa Tỷ Lệ của Tư ThếXóa các Biến Hóa của Tư ThếXóa Phạm Vi Xem TrướcXóa Danh Sách các Tập Tin Gần ĐâyXóa Mục Gần ĐâyXóa Sạch Vùng Kết XuấtXóa Sạch Khe Kết XuấtHiệnXóa Độ LănXóa Sự Xoay ChiềuXóa Tỷ LệXóa Dữ Liệu Màn Chắn Lọc Điêu KhắcXóa Đường KhâuXóa Hình Dạng KhóaXóa Hình MẫuXóa Sắc NhọnXóa Dấu Sắc Nhọn khỏi Điểm ĐỉnhXóa Đơn Tài SảnXóa các Khung Khóa ĐơnXóa Dữ Liệu DaXóa Giải NghiệmXóa Trạng TháiXóa Dịch Chuyển của DảiXóa Biến Hóa của DảiXóa Chủ ĐềXóa Xoay NghiêngXóa Giám SátXóa Đường Giám SátXóa các Hành Động Vô DụngXóa Biến Hóa của Người DùngXóa Quan SátXóa Địa Phận Vùng Quan SátBấm ChuộtBấm Chuột-Chèn Thêm Khung KhóaĐoạn PhimĐoạn Phim...Cắt Xén VùngCắt Xén theo Vùng...Rập KhuônĐóng LạiĐóng Khu Vực LạiĐóng Cửa SổBộ Lọc Vải VócThu LạiThu các Kênh LạiThu Các Cạnh & Các Mặt LạiThu Lại và Ẩn Giấu các Ổ Cắm Chưa DùngThực Thể Bộ Sưu TậpThực Thể Bộ Sưu Tập...Line Art Hóa Tập HợpMàuBộ Lọc MàuTrộn MàuCả cột trên Khung Hình Hiện TạiCả cột trên Khung Khóa được ChọnCả cột trên Dấu Mốc được ChọnChải bằng LượcHình NónKết NốiKết Nối Toàn BộKết Nối TócKết Nối các Thân CứngKết Nối DảiKết Nối các Đôi Điểm ĐỉnhKết Nối Đường Dẫn Điểm ĐỉnhKết Nối với Đầu RaTự Động Hoàn Chỉnh trong Bàn Giao TiếpBiểu Ngữ của Bàn Giao TiếpThi Hành Bàn Giao TiếpNgôn Ngữ Bàn Giao TiếpMục Tiêu Ràng BuộcThao Tác Ràng BuộcRàng Buộc thành Đường Cong-FNgữ Cảnh Luân Chuyển MảngNgữ Cảnh Đặt Giá Trị Bool cho Bộ Sưu TậpLuân Chuyển Ngữ Cảnh EnumNgữ Cảnh Trình Đơn EnumNgữ Cảnh Enum Hình Rẻ QuạtLuân Chuyển Số Nguyên (Int)Trình Đơn Ngữ CảnhNgữ Cảnh Chuột Mô TháiNgữ Cảnh Đổi Tỷ Lệ Số ThựcNgữ Cảnh Đổi Tỷ Lệ Số NguyênNgữ Cảnh Thiết LậpNgữ Cảnh Đặt Giá Trị BoolNgữ Cảnh Đặt EnumĐặt Số ThựcNgữ Cảnh Đặt Chuỗi Ký TựNgữ Cảnh Đặt Giá TrịNgữ Cảnh Bật/TắtNgữ Cảnh Bật/Tắt các Giá TrịTiếp TụcTiếp Tục Ngoại TuyếnHàng Điểm Điều KhiểnChuyển Đổi Thuộc TínhChuyển Đổi Thuộc Tính MàuĐặt Thể Loại Đường CongChuyển Đổi Đường Cong thành Hệ Thống HạtChuyển Đổi Hình Ảnh Trống Rỗng thành Mặt Phẳng Khung LướiChuyển Đổi Hệ Thống Hạt thành các Đường CongChuyển Đổi Hệ Thống Hạt thành Khung LướiChuyển Đổi Chế Độ Xoay ChiềuChuyển Đổi ThànhChuyển Đổi ThànhChuyển Đổi Thể TíchChuyển Đổi Khoảng Trống TrắngChuyển Đổi thành Đường CongChuyển Đổi thành Khung LướiChuyển Đổi sang Khung Lưới Mặt PhẳngChuyển Đổi thành Hệ Thống HạtBao LồiSao ChépSao Chép cái đang Hoạt ĐộngSao Chép cái đang Hoạt Động sang Đối Tượng được ChọnSao Chép Toàn Bộ các Trình Điều Vận vào cái Đã ChọnSao Chép Toàn Bộ các Tầng Lớp sang cái Đã ChọnSao Chép Toàn Bộ các Nguyên Vật Liệu sang cái Đã ChọnSao Chép Toàn Bộ đến cái được ChọnSao Chép Toàn Bộ sang các Đối Tượng được ChọnSao Chép MàuSao Chép Màu sang cái Đã ChọnSao Chép Ràng Buộc sang cái Được ChọnSao Chép các Ràng Buộc sang các Xương Đã ChọnSao Chép Ràng Buộc sang các Đối Tượng được ChọnSao Chép Đường Dẫn Dữ LiệuSao Chép Điều VậnSao Chép Biến Số Điều VậnSao Chép Trình Điều Khiển vào cái đã ChọnSao Chép các Trình Điều Vận vào cái Đã ChọnSao Chép Hiệu ỨngSao Chép Bộ Điều Chỉnh-FSao Chép Đường Dẫn Dữ Liệu Đầy ĐủSao Chép Biến Hóa Toàn CầuSao Chép Hình ẢnhSao Chép Khung KhóaSao Chép Nhãn HiệuSao Chép Tầng Lớp sang cái Đã ChọnSao Chép Bộ Đường NétSao Chép các Dấu Mốc vào CảnhSao Chép Nguyên Vật LiệuSao Chép Nguyên Vật Liệu sang Cái được ChọnSao Chép Nguyên Vật Liệu sang Đối Tượng được ChọnSao Chép các Tọa Độ UV Phản Chiếu Đối XứngSao Chép Bộ Điều ChỉnhSao Chép Bộ Điều Chỉnh sang cái Được ChọnSao Chép các Bộ Điều Chỉnh sang các Đối Tượng đã ChọnSao Chép Đối TượngDuy Sao Chép Tham SốSao Chép Tùy Chọn sang các Giàn Điều Khiển được ChọnSao Chép Đối Tượng Thực Thể Hóa HạtSao Chép Hệ Thống HạtSao Chép Tư ThếSao Chép Tư Thế làm Tài SảnSao Chép Sắp Đặt Trước ĐâySao Chép Lệnh PythonSao Chép Biến Hóa Tương ĐốiSao Chép các Bản Thông Báo vào Bảng Nhớ TạmSao Chép Sắp Đặt về Thân CứngSao Chép Tham Số Rigify sang cái được ChọnSao Chép (các) Bộ Lựa ChọnSao Chép Cài ĐặtSao Chép các Sắp Đặt thành Mặc địnhSao Chép Đơn Chiếc đến cái được ChọnSao Chép Chốt TrụcSao Chép Nét VẽSao Chép Sắp Đặt Ánh Sáng StudioSao Chép Văn BảnSao Chép Sắp Đặt của Khe Chất LiệuSao Chép Sắp Đặt về Giám SátSao Chép Giám SátSao Chép Thể Loại & Tham SốSao Chép Ánh Xạ UVSao Chép UVSao Chép VectơSao Chép Nhóm Điểm Đỉnh đến những cái được ChọnSao Chép thành Điều Vận MớiSao Chép thành Tập LệnhSao Chép từ cái đang Hoạt ĐộngSao Chép Từ Giám Sát đang Hoạt ĐộngSao Chép Đối TượngSao Chép sang Thư Viện Tài SảnSao Chép vào Bảng Nhớ TạmSao Chép vào Bảng Nhớ Tạm (thành Tập Lệnh)Sao Chép Sang cái được ChọnSao Chép sang các Dải được ChọnSao Chép sang các Dải được ChọnBản Quyền ©Góc Độ của ĐỉnhKết Buộc Làm Mịn để Sửa SaiKiến Tạo Mặt Ấn ĐịnhKiến Tạo Nguyên Vật Liệu Nét FreestyleKiến Tạo Đường Cong Ảo ẢnhKiến Tạo Màn Chắn LọcKiến Tạo Bộ Sưu Tập MớiKiến Tạo Thư Mục MớiKiến Tạo Định HướngKiến Tạo Giám Sát Bình DiệnTạo Tài Sản Tư Thế...Tạo Bộ Lựa ChọnTạo và Thêm Xương vào Bộ Lựa chọnBảng Công TrạngChuyển Tiếp Mờ DầnHòa Trộn Âm Thanh Xuyên KênhKhối Lập PhươngPhóng Chiếu Khối Lập PhươngBộ Nhớ Đệm Hiện Tại thành NướngCon TrỏCon Trỏ về Trung Tâm của Góc NhìnGiá Trị Con Trỏ vào Lựa ChọnCon Trỏ sang cái đang Hoạt ĐộngCon Trỏ về Khung Lưới Đồ ThịCon Trỏ về Tọa Độ GốcCon Trỏ tới Điểm ẢnhCon Trỏ về chỗ được ChọnCon Trỏ vào Lựa ChọnCon Trỏ đến Địa Ranh VRCon Trỏ về Tọa Độ Gốc Thế GiớiĐường CongBút Vẽ Đường CongBật/Tắt Chế Độ Điêu Khắc Đường CongBút Vẽ Đường CongCập Nhật Máy Quay Phim Tùy ChỉnhPháp Tuyến Tùy ChỉnhTùy Chỉnh...CắtCắt Kết NốiCắt Văn BảnLuân Chuyển Khe Kết XuấtLuân Chuyển Ngữ Cảnh Không GianLuân Chuyển Bộ Phong Cách Không GianLuân Chuyển Không Gian Làm ViệcHình TrụPhóng Chiếu Hình TrụKhoảng Cách DOF (Chọn)Thả Ngăn Xếp Dữ LiệuGiải Hoạt Nút Quan SátĐiều Tra Danh Sách KênhTrình Đơn Hiệu Chỉnh LỗiTiêu Hao (Thay Đổi Cho Phép)Tiêu Hao (Tỷ Lệ)Tiêu Hao Đường CongTiêu Hao Hình HọcTiêu Hao Khung KhóaGiảm Mức Tương PhảnGiảm Khoảng Cách Ký TựGiảm Số XuốngTiêu Hủy có Suy BiếnĐộ °Tuần Tự Hóa PhimXóaXóa Khung Hình đang Hoạt ĐộngXóa (các) Khung Hình Đang Hoạt ĐộngXóa Khung Khóa đang Hoạt Động (Tầng Lớp đang Hoạt Động)Xóa Khung Khóa đang Hoạt Động (Toàn Bộ các Tầng Lớp)Xóa các Khung Khóa đang Hoạt Động (Toàn Bộ các Tầng Lớp)Xóa toàn bộPhóng Thích Toàn Bộ Dữ Liệu NướngXóa Toàn Bộ các NhómXóa Toàn Bộ các Kết Quả Nướng Vật LýXóa Toàn Bộ các BộXóa Toàn bộ các Nhóm Không KhóaXóa Tài SảnXóa Danh Mục Tài SảnXóa NướngHủy Chọn Bộ Sưu Tập XươngXóa Dấu TrangXóa các Khung Hình Phân TíchXóa Tài Sản Đầu BútXóa Mô Phỏng đã Lưu trong Bộ Nhớ ĐệmXóa KênhXóa Ràng BuộcXóa Bộ Đệm Nhớ Hiện TạiXóa Đường CongXóa Khối Dữ LiệuXóa Điều VậnDán Biến Số Điều VậnXóa các Điều VậnXóa Điều Vận cho cái được ChọnXóa Khung Hình Trùng LặpXóa Vòng CạnhXoá CạnhXoá Biên SoạnBộ Điều Chỉnh Đường Cong-F đang Hoạt ĐộngXóa Các MặtXóa Khung HìnhXóa các Khóa đã Sinh TạoXóa Nướng của Nút Hình HọcXóa Toàn CầuNhóm Bút Chì DầuTầng Lớp Bút Chì Dầu Mục TiêuXóa nhómXóa Cây Thứ Bậc Bên DướiXóa Mức Cao HơnXóa Điều Vận Bất Hợp PhápXóa Khung KhóaXóa Khung Khóa (Nút Bấm)Xóa Khung KhóaXóa các Khung Khóa...Xóa Khung Khóa của Bộ KhóaXóa Khung Khóa của Bộ Khóa (theo tên)Xóa Dấu MốcTái Định Vị Thư ViệnXóa Bộ Đệm Nhớ về Ánh SángXóa Rời RạcXóa Dấu MốcXóa Dấu MốcXóa Từ Tiếp TheoXóa Định HướngXóa Không Gian Làm ViệcXóa Màu trong BảngXóa Kết Quả Nướng Vật LýXóa ĐiểmXóa Tài Sản Tư ThếXóa Từ Đứng TrướcXóa Đại DiệnXóa các Bản Thông BáoXóa các Khóa Tính Lại Thời GianXóa CảnhXóa CảnhXóa Màn HìnhXóa Phân ĐoạnXóa Xương được ChọnXóa Tập Tin được ChọnXóa Bộ Lựa ChọnNhân Đôi Hình MẫuXóa Điều Vận Đơn ThânXóa Đơn Khung KhóaXóa Dải & Dữ LiệuXóa DảiXóa Giám SátXóa RãnhXóa các Nút Không Sử DụngXóa Điểm ĐỉnhXóa Trọng LượngXóa Không Gian Làm ViệcXóa và Tái Kết NốiKhử Nhiễu Hoạt HọaĐộ Dày ĐặcChế Độ Dày ĐặcHủy ChọnHủy Chọn (Danh sách)Hủy Chọn Toàn BộHủy Chọn Bộ Sưu Tập XươngHủy Chọn XươngHủy Chọn Khe Nguyên Vật LiệuHủy Chọn Đối TượngHủy Chọn các Đối TượngHủy Chọn Xương Tư ThếHủy Chọn Bộ Lựa ChọnHủy Chọn Nhóm Điểm ĐỉnhNgắt RờiNgắt Rời các Kết NốiTách Rời các NútNgắt Đầu RaTách Rời và Di ChuyểnPhủ Kín Chi TiếtPhát Hiện Điểm Đặc TrưngCộng Đồng Lập Trình ViênTài Liệu của Nhà Sản XuấtMàu Điểm Đỉnh Kẽ BẩnTắt Trình Bổ SungTắt Sắp Đặt KênhTắt Bộ Sưu TậpTắt Bộ Sưu Tập trong Kết XuấtTắt Dấu MốcTắt nhưng Duy Trì Biến HóaTắt trình mở rộngTắt trong Tầng Góc NhìnTắt trong Kết XuấtTắt trong Cổng NhìnTắt trình mở rộng chủ đềNgắt Kết Nối Toàn BộNgắt Kết Nối TócNgắt Kết Nối DảiBộ Lọc sửa sự Gián Đoạn (Euler)Hiển Thị Biến ThểTiêu HủyTiêu Hủy XươngTiêu Hủy CạnhTiêu Hủy Các MặtTiêu Hủy các Xương được ChọnTiêu Hủy Lựa ChọnTiêu Hủy Điểm ĐỉnhPhân Tán các Điểm Dừng Đồng ĐềuPhân Tán các Điểm Dừng từ Bên TráiKhông Thay Thế Liên KếtTài LiệuLướt Khung NhìnLướt Khung Nhìn...Quyên GópKéo RêKéo và ThảVẽVẽ Đường CongVẽ Đường CongVẽ Mặt Ấn ĐịnhHình Mẫu đang Hoạt ĐộngNhỏ MàuThả URL Trình Mở RộngThả Nhóm Nút Hình Học trên Đối TượngThả Nguyên Vật Liệu vào các khe Nguyên Vật LiệuThả Nguyên Vật Liệu lên Đối TượngThả TênThả Nguyên Vật Liệu có Tên lên Đối TượngThả Đối Tượng vào CảnhThả Thế GiớiThả để Xóa Phụ Huynh (ấn giữ Alt để duy trì các biến hóa)Thả để Nhập Khẩu Tập TinThả để Đặt Phụ Huynh (ấn giữ Alt để duy trì các biến hóa)Nhân ĐôiNhân Đôi (các) Khung Hình Đang Hoạt ĐộngNhân Đôi Khung Khóa đang Hoạt Động (Tầng Lớp đang Hoạt Động)Nhân Đôi Khung Khóa đang Hoạt Động (Toàn Bộ các Tầng Lớp)Nhân Đôi Địa Phận thành Cửa Sổ MớiNhân Đôi Tài Sản...Nhân Đôi Bộ Sưu TậpNhân Đôi Thuộc Tính MàuNhân Đôi Ràng BuộcNhân Đôi cái Hiện TạiNhân Đôi Đường CongNhân Đôi các Khung Khóa TrốngNhân Đôi MụcNhân Đôi Khung KhóaNhân Đôi Tầng LớpNhân Đôi Tầng Lớp sang Đối Tượng mớiNhân Đôi DòngNhân Đôi Kết NốiNhân Đôi Bộ Sưu Tập Kết NốiNhân Đôi Dấu MốcNhân Đôi Dấu Mốc sang CảnhNhân Đôi Dấu Mốc sang Cảnh...Nhân Đôi Màn Chắn LọcNhân đôi các Phần Tử Siêu CầuNhân Đôi các NútTạo Bản Nhân Đôi các Đối TượngNhân Đôi Hệ Thống HạtNhân Đôi Xương được ChọnNhân Đôi Hình MẫuNhân Đôi DảiNhân Đôi các Nét VẽNhân Đôi Dấu Mốc Thời GianNhân Đôi Nhóm Điểm ĐỉnhNướng Sơn Động LựcCấu Trúc ĐộngBật/Tắt Cấu Trúc ĐộngNới Lỏng/Chậm RãiChậm Rãi các Khung HìnhChế Độ Chậm RãiKiểu Chậm RãiCạnhTrọng Lượng Bo Tròn CạnhMiết Nếp GấpVòng CạnhChọn Vành Đai CạnhVành Đai CạnhTrượt Đẩy CạnhPhân Tách CạnhChỉnh Sửa Đường Dẫn Thư MụcBiên Soạn Điều VậnBiên Soạn Mức Chi Tiết của Cấu Trúc ĐộngBiên Soạn Ngoại TuyếnBiên Soạn Mặt Ấn ĐịnhBiên Soạn NhómBiên Soạn Siêu Dữ LiệuBiên Soạn Siêu Dữ Liệu...Biên Soạn Khoảng Cách Tối ThiểuChế Độ Biên SoạnBiên Soạn Hình Ảnh Xem Trước...Biên Soạn Tính ChấtBiên Soạn Giá Trị của Tính ChấtBiên Soạn Mã NguồnBiên Soạn CâyBiên Soạn Giá TrịBiên Soạn Kích Thước Thể Tích TửTrống RỗngTóc Trống RỗngHiển Thị Hình Ảnh RỗngBật Trình Bổ SungBật Sắp Đặt KênhBật Bộ Sưu TậpCho Phép Kết Xuất Bộ Sưu TậpBật các Dấu MốcKích Hoạt Kho Lưu Trữ đã Thả VàoBật trong Kết XuấtBật trong Tầng Góc NhìnBật trong Cổng NhìnBật trình mở rộng chủ đềMã Hóa Thành Tố Điều Khiển Khung Lưới sang PythonMã Hóa Giàn SiêuMã Hóa Mẫu Giàn SiêuMã hóa Giàn Siêu sang PythonMã Hóa Bản Mẫu sang PythonĐiểm CuốiLàm Nổi Bật Chi TiếtBước Vào Chế Độ Hiệu ChỉnhThoát Khỏi NhómCân Bằng các Tay CầmTẩy XóaXóa Dịch HìnhThanh Lọc sự Gián Đoạn trong EulerThực Thi Tập TinCửa Sổ Thi Hành Tập TinThi hành một Sắp Đặt Sẵn PythonThoát Khỏi NhómThoát Chế Độ Hiệu ChỉnhMở RộngMở Rộng các Mặt Ấn Định đang Hoạt ĐộngMở Rộng KênhMở Rộng các Mặt Ấn Định theo Cấu Trúc Liên KếtMở Rộng Màn Chắn Lọc theo Pháp TuyếnMở Rộng Màn Chắn Lọc theo Cấu Trúc Liên KếtMở Rộng/Thu Lại Toàn BộMở Rộng/Thu Lại các Trình Đơn Tiêu ĐềCập Nhật Nổ TungXuất KhẩuXuất Khẩu AlembicXuất Khẩu Toàn BộXuất Khẩu Toàn Bộ các Bộ Sưu TậpXuất Khẩu BVHXuất Khẩu FBXXuất Khẩu Cấu Hình Phím...Xuất Khẩu Bộ Khóa...Xuất Khẩu PLYXuất Khẩu PO...Xuất Khẩu STLXuất Khẩu Phụ ĐềXuất Khẩu USDXuất Khẩu Bố Trí UVXuất Khẩu Wavefront OBJXuất Khẩu glTF 2.0Xuất Khẩu Ra Tập TinXuất Khẩu dưới dạng PDFXuất Khẩu thành SVGXuất Khẩu...Gỡ Bỏ Gói Mở RộngGỡ Bỏ Gói Mở Rộng đã Đánh DấuĐồng Bộ Hóa Kho Lưu Trữ Mở RộngKéo DàiNới Rộng Con CáiNới Rộng Phụ HuynhNới các Điểm Đỉnh raThao Tác Tập Tin Bên NgoàiTrích Xuất Mặt Ấn ĐịnhTrích Xuất Bảng Pha MàuTrích Xuất Bảng Pha Màu từ Hình ẢnhChế Độ Ngoại SuyĐẩy TrồiĐẩy Trồi Dọc Theo Pháp TuyếnBối Cảnh Đẩy TrồiĐẩy Trồi Đường Cong và Di ChuyểnĐẩy Trồi CạnhĐẩy Trồi các MặtĐẩy Trồi Các Mặt Dọc Theo Pháp TuyếnĐẩy Trồi Phân NhánhĐẩy Trồi Cá NhânĐẩy Trồi Từng Cá Nhân Các MặtĐẩy Trồi Từng Cá Nhân Các Mặt và Di ChuyểnĐẩy Trồi Cá Nhân và Di ChuyểnĐẩy Trồi Đa TạpĐẩy Trồi Đa Tạp Dọc Theo Pháp TuyếnDuy Đẩy Trồi các CạnhDuy Đẩy Trồi các Cạnh và Di ChuyểnDuy Đẩy Trồi các Điểm ĐỉnhDuy Đẩy Trồi các Điểm Đỉnh và Di ChuyểnĐẩy Trồi VùngĐẩy Trồi Vùng và Di ChuyểnĐẩy Trồi Vùng và Thu Nhỏ/Phình ToĐẩy Trồi Lặp LạiKéo/Đẩy Điểm của Nét Vẽ RaĐẩy Trồi các Điểm ĐỉnhĐẩy trồi và Di Chuyển trên các Pháp Tuyến Cá NhânĐẩy Trồi và Di Chuyển trên các Pháp TuyếnĐẩy Trồi khi Di Chuyển Con TrỏĐẩy Trồi tới Con TrỏĐẩy Trồi tới Con Trỏ hoặc Cho ThêmỐng Nhỏ MắtỐng Nhỏ Chọn XươngỐng Nhỏ Mắt trên Dải MàuỐng Nhỏ Mắt trên Dải Màu (Điểm)Khối Dữ Liệu Ống Nhỏ MắtĐộ Sâu của Ống Nhỏ MắtỐng Nhỏ Mắt của Điều VậnHành Động FK2IKTư Thế FK2IKMặtDiện Tích MặtCường Độ Pháp Tuyến MặtCác Vùng của MặtẨn Giấu Mặt Lựa ChọnMặt Ấn Định dùng Cử Chỉ Hình HộpTrích Xuất Mặt Ấn ĐịnhMặt Ấn Định dùng Cử Chỉ Dây Thòng LọngMặt Ấn Định dùng Cử Chỉ Đường ThẳngMặt Ấn Định từ Lựa Chọn của Chế Độ Biên SoạnMặt Ấn Định từ Màn ChắnMặt Ấn Định từ cái Hữu HìnhTầm Nhìn của các Mặt Ấn ĐịnhMặt khi Con Trỏ Di ChuyểnCác Mặt Theo Số CạnhPhai Mờ DầnLàm Mịn Vị TríLàm Mịn Tiếp TuyếnNgười Dùng GiảCông Cụ Dự Bị của Trình Đơn Rẻ QuạtTốc DuyệtHoàn Lại Mép Nhòe của Hoạt HọaThả Tập Tin vào Trình Lựa ChọnVùng/Tô Phủ Kín/Lấp ĐầyThêm vào Giữa các Khớp NốiLấp Lỗ HổngTô Kín Màn Chắn LọcTính Toán Phạm Vi theo Lựa ChọnPhủ Nền ÔLọcThanh Lọc KênhThao Tác Vải VócThao Tác Màu SắcThao Tác Khung LướiThanh Lọc Giám SátKiểu Bộ LọcLùng TìmTìm Kiếm & Thay Thế...Tìm và Đặt Vùng Lựa ChọnLùng Tìm các Tập Tin Mất TíchTìm Tập Tin Thiếu Vắng...Tìm TiếpLùng Tìm NútTìm Nút...Lùng Tìm…ĐầuKhít VừaĐặt Nền Khít vào Khoảng Không Gian Hiện CóKhít Vừa CộtĐặt Khung Hình Xem Trước khít vừa Cửa SổCố Định vào Máy Quay Phim của CảnhPhẳng BẹtCác Mặt Phẳng BẹtTay Cầm Dát PhẳngĐảo LậtĐảo Chiều (Không Biến Dạng)Đảo Chiều Dốc MàuLật NgangĐảo Lật Hình ẢnhĐảo Lật MatCapĐảo TênĐảo Lật Pháp TuyếnĐảo Lật Phân Hóa Tứ GiácĐảo Lật QuaternionĐảo Chiều VùngLật DọcNền SànĐẩy các Thay Đổi raĐiều Hành Bay LượnXương Tập Trung VàoĐi Theo Tứ Giác đang Hoạt ĐộngTrường LựcBuộc Mở Khóa Kho Lưu Trữ Đang Hoạt ĐộngÉp Buộc Mở Khóa Kho Lưu Trữ...Hướng TrướcTiến về Trước trong dòng Lịch SửVề Phía TrướcToàn Bộ Khung HìnhKhít Vừa Khung HìnhLùi Từng Khung Hình MộtViền Khung dùng Ranh Giới của Máy Quay PhimKênh của Khung Hình Nằm Dưới Con TrỏTiến Từng Khung Hình MộtDịch Chuyển Khung HìnhPhạm Vi Xem Trước Khung HìnhPhạm Vi Khung Hình CảnhKhung Hình trong Phạm Vi Cảnh/Phạm Vi Xem TrướcĐóng Khung cái được ChọnĐóng Khung cái Được Chọn (Bốn Góc Nhìn)Đóng Khung các Kênh đã ChọnPhóng ThíchPhóng Thích Toàn bộ cácPhóng Thích Dữ LiệuPhóng Thích Chỉ DẫnPhóng Thích Khung LướiPhóng Thích NhiễuPhóng Thích HạtTừ Nhãn của Nút Đang Hoạt ĐộngTừ Nhãn của Nút Liên KếtTừ Tên Đầu Ra Liên kếtLông LáHòa Trộn GammaNhòe Mờ GausLàm Mịn GaussChung ChungTạo Bản Xem TrướcTạo Xem Trước từ Đối TượngTạo Giàn Điều KhiểnĐức Eszett ßLấy Phạm Vi Khung HìnhĐồ ĐạcChọn GizmoHiệu Chỉnh GizmoNhóm GizmoHừng SángĐi Đến Khung Hình Hiện TạiBước về Phụ HuynhTúm NắmNắm Bản Rập KhuônTúm Nắm UVDốc MàuDốc Màu (Tuyến Tính)Dốc Màu (Tỏa Tròn)Trọng LựcHình Vòng Cung Bút Chì DầuBút Chì Dầu Hình HộpBút Chì Dầu Hình HộpBút Chì Dầu Hình Dạng TrònBút Chì Dầu Hình Dạng CongVẽ Nét Bút Chì DầuBút Chì Dầu Bán Kính của TẩyỐng Nhỏ Mắt của Bút Chì DầuTô Kín Nét Bút Chì DầuThẻ Màu của Nhóm Bút Chì DầuNội Suy Bút Chì DầuNhóm Tầng Lớp Bút Chì DầuBút Chì Dầu Hình Dạng Đường ThẳngCác Tùy Chọn Bút Chì DầuSơn Điểm Đỉnh Bút Chì DầuSơn Trọng Lượng Bút Chì DầuSơn bằng Bút Chì DầuBút Chì Dầu Hình Dạng Đa Giác với Cạnh ThẳngĐiêu Khắc Bằng Bút Chì DầuCắt Xén Bút Chì DầuBút Chì Dầu thành PDFBút Chì Dầu thành SVGKhung Lưới Đồ ThịLấp Kín Khung Lưới Đồ ThịNhóm KênhChèn Thêm vào NhómTăng Diện Mặt Ấn ĐịnhTăng Diện Màn Chắn LọcTăng Lựa ChọnTăng Hữu HìnhDấu mũi tên kép «Dấu mũi tên kép »Quản lý các Vùng của Khu Vực Hành ĐộngKiểu Tay CầmXử lý tập tin .blend thả vàoẨn GiấuẨn Giấu các Mặt Ấn Định đang Hoạt ĐộngẨn Giấu Tầng Lớp đang Hoạt ĐộngẨn Giấu Toàn Bộ Bên TrongẨn Giấu Bộ Sưu TậpẨn Giấu Đường CongẨn Giấu các Tầng Lớp Không Hoạt ĐộngẨn Giấu những cái Nằm Trong Bộ Sưu TậpẨn Giấu Tầng LớpẨn Giấu cái đã được Chắn LọcẨn Giấu Nguyên Vật LiệuẨn Giấu Đối TượngẨn Giấu Một TầngẨn Giấu các Bộ Sưu Tập KhácẨn Giấu những cái KhácẨn Giấu cái được ChọnẨn Giấu các Đường Cong đã ChọnẨn Giấu các Giám SátHủy Ẩn Giấu Giám SátẨn Giấu cái Không được ChọnẨn Giấu Đường Cong Không ChọnẨn Giấu/HiệnẨn/Hiện Toàn BộẨn/Hiện Dây Thòng LọngẨn/Hiện Đường NétẨn/Hiện cái Chắn LọcẨn/Hiện Đường Đa GiácNêu Bật Tập TinBổ Sung Thêm Dòng Lịch SửLuân Chuyển Dòng Lịch SửMóc vào Đối Tượng MớiMóc vào Đối Tượng được ChọnMóc vào Xương của Đối Tượng được ChọnTách Phân theo Chiều NgangSắc Màu/Độ Bão Hòa/Giá TrịXuất Khẩu Trình Bổ Sung I18nNhập Khẩu Trình Bổ Sung I18nI18n Nạp các Sắp ĐặtI18n Lưu các Sắp ĐặtHành Động IK2FKTư Thế IK2FKHình Nhị Thập Diện Cầu Tam Giác ĐềuTỷ Lệ Tương Quan của Hình ẢnhBiên Soạn Hình Ảnh ở Bên NgoàiSơn Hình ẢnhTrình Tự Hình ẢnhHình Ảnh từ Khung NhìnNhập Khẩu AlembicNhập Khẩu BVHNhập Khẩu Cài Đặt Sở Thích của Blender {:d}.{:d}Nhập Khẩu FBXNhập Khẩu Trình Tự Hình ẢnhNhập Khẩu Hình Ảnh dưới dạng Mặt PhẳngNhập Khẩu Cấu Hình Phím...Nhập Khẩu Thể Tích OpenVDBNhập Khẩu OpenVDB...Nhập Khẩu PLYNhập Khẩu PO...Nhập Khẩu STLNhập Khẩu SVGNhập Khẩu SVG thành Bút Chì DầuNhập Khẩu USDNhập khẩu Wavefront OBJNhập Khẩu glTF 2.0Nhập khẩu...Bao Gồm các Đối Tượng được ChọnTăng Mức Tương PhảnTăng Khoảng Cách Ký TựTăng Số LênSố Tăng trong Tên Tập TinThụt DòngThụt Dòng hoặc Tự Động Hoàn ChỉnhBơm PhồngKhởi Thủy Mặt Ấn ĐịnhKhởi Động I18n Nâng Cấp các Ngôn Ngữ được ChọnKhởi Động các Sắp Đặt Nâng Cấp I18nKhởi Thủy Màn Chắn LọcKhởi Thủy các Cài ĐặtBật/Tắt Thuộc Tính Đầu VàoChèn ThêmChèn Thêm Khung Hình TrốngChèn Thêm Khung Khóa Trống (Tầng Lớp đang Hoạt Động)Chèn Khung Khóa Trống Rỗng (Toàn Bộ các Tầng Lớp)Chèn Khoảng Cách TrốngChèn Vào NhómChèn Hình MẫuChèn Thêm Khung KhóaChèn Thêm Khung Khóa (các Nút Bấm)Chèn Khung Khóa (bằng tên)Chèn Thêm Trình Đơn Khung KhóaChèn Thêm Khung KhóaChèn Ngắt DòngDịch Chuyển khi Chèn ThêmChèn Thêm Hình Dạng KhóaChèn Thêm Đơn Khung KhóaChèn Thêm Văn BảnChèn UnicodeCắt Nội Các MặtCài ĐặtLắp Đặt Trình Bổ SungCài Đặt Bản Mẫu Trình Ứng Dụng...Cài Đặt các Bản Cập Nhật Có SẵnCài Đặt Trình Mở RộngCài Đặt Bộ tính năng từ Tập Tin...Lắp Đặt Nguồn Ánh SángCài Đặt cái Đã Đánh DấuLắp Đặt Bản Mẫu Từ Tập Tin...Lắp Đặt Kiểu Mẫu ...Cài Đặt từ ĐĩaCài Đặt từ Đĩa...Cài Đặt...Tạo Thực Thể Bộ Sưu TậpThực Thể vào CảnhNguồn Sáng Theo Dõi Vị Trí của Con Trỏ một cách Tương TácTương Tác Phản Quang Phản Chiếu Đối XứngCác Mặt Bên TrongNội SuyNội Suy Trình TựChế Độ Nội SuyGiao Cắt (Bool)Giao Cắt (Dao)Tên Ẩn Số Không Hợp LệĐảo NghịchĐảo NghịchĐảo Nghịch Kênh AlphaĐảo Nghịch Kênh LamĐảo Nghịch các KênhĐảo Nghịch Kênh LụcĐảo Nghịch Màu Hình ẢnhĐảo Ngược KhóaĐảo Nghịch Màn Chắn LọcĐảo Ngược GhimĐảo Nghịch Kênh ĐỏĐảo Nghịch Lựa ChọnĐảo Nghịch Nhóm Điểm ĐỉnhĐảo Ngược Tầm NhìnĐảo Ngược Hữu HìnhĐảo Ngược Trọng LượngDấu Chấm Than Ngược ¡Dấu Hỏi Ngược ¿Cô Lập/cách ly/tách ra/ngắt/riêng biệtCô Lập Bộ Sưu TậpCô Lập các Tầng LớpBiệt Lập Nguyên Vật Liệu Riêng RaIn nghiêngChắp Nối/Hội NhậpHội Nhập Địa PhậnĐầu Vào NhómHội Nhập các NútHoàn Lại các Nút trong Khung HìnhHội Nhập các Màu Mẫu trong Bảng PhaHội Nhập Lựa ChọnHội Nhập các Giám SátHội Nhập thành các Hình DạngHội Nhập vào Khung Có TênHội Nhập vào Khung MớiNhảyNhảy Tới...Nhảy đến Khe Hành ĐộngNhảy đến Điểm KếtNhảy đến Tập Tin tại ĐiểmNhảy đến Khung HìnhNhảy đến Khung KhóaNhảy đến Khung KhóaNhảy đến Dấu MốcNhảy đến Dấu Mốc Tiếp TheoNhảy đến Dải Tiếp TớiNhảy đến Dải Tiếp Tới (Trung Tâm)Nhảy về Dấu Mốc TrướcNhảy đến Dải Nằm TrướcNhảy đến Dải Nằm Trước (Trung Tâm)Nhảy tới cái Được ChọnNhảy đến DảiNhảy Đến Mục TiêuLoại Khung KhóaBộ Hình Mẫu - Thêm cái được ChọnBộ Hình Mẫu - Xóa cái được ChọnKhóa sang Mẫu VậtDaoDao Cắt Phóng ChiếuCông Cụ Dao cho Cấu Trúc Liên KếtKết Buộc Biến Dạng LaplaceLàm Mịn Điểm Đỉnh LaplaceThêm dùng Thòng LọngMặt Ấn Định dùng Dây Thòng LọngẨn Giấu dùng Dây Thòng LọngChắn Lọc dùng Dây Thòng LọngLựa Chọn bằng Dây Thòng LọngChọn UV bằng Dây Thòng LọngHiển Thị dùng Dây Thòng LọngCắt Xén dùng Dây Thòng LọngCuốiPhiên TrướcLưới RàoBiến Dạng của Lưới RàoKết Nối Lười BiếngTìm Hiểu ThêmTráiLân Cận Bên TráiChiều DàiGiảmMức Độ/Số Tầng BậcGiấy PhépĐóng Gói Ánh Xạ Ánh SángHạn Chế Số Trọng Lượng cho mỗi Điểm ĐỉnhTổng Giới HạnGiới Hạn Tổng của Nhóm Điểm ĐỉnhTiêu Hủy Giới HạnĐường Nét/Thẳng/DòngĐầu DòngNgắt DòngCuối DòngMặt Ấn Định dùng Đường ThẳngẨn Giấu dùng Đường ThẳngChắn Lọc dùng Đường ThẳngSố DòngPhóng Chiếu Đường ThẳngHiển Thị dùng Đường ThẳngCắt Xén dùng Đường ThẳngKết NốiLiên Kết Nút Đang Hoạt Động với cái được ChọnLiên Kết Vật Cản Trở với Vật Phát XạKết Nối Bộ Sưu TậpKết Nối Đối Tượng Rỗng với Giám SátKết Nối các NútKết Nối các Đối Tượng với CảnhKết Nối Đối Tượng với Cảnh...Liên Kết Vật Tiếp Nhận với Vật Phát XạKết Nối với nút Quan SátKết Nối với Bộ Sưu TậpKết Nối vào CảnhKết Nối với Nút Quan SátKết Nối với Nút Quan SátKết Nối...Kết Nối/Thuyên Chuyển Dữ LiệuKết NốiNhân Đôi Kết NốiCác Mặt Phẳng Bẹt Kết NốiLiên Kết từLiên Kết đếnNgắt Kết NốiThanh Lọc Danh SáchNạpNạp Xem Trước Tùy ChỉnhNạp Cài Đặt Sở Thích Blender của Xưởng Sản XuấtNạp Cài Đặt của Xưởng Sản Xuất BlenderNạp Cài Đặt Sở Thích của Xưởng Sản XuấtNạp Sắp Đặt của Xưởng Sản XuấtNạp Cài Đặt {:s} của Xưởng Sản XuấtNạp Ổn Định Từ...Nạp Cài Đặt Sở ThíchNạp Hình Ảnh Xem TrướcGóc Nhìn Cục BộVị TríKhóa Toàn BộKhóa Toàn Bộ các Tầng LớpKhóa Toàn Bộ các Nguyên Vật LiệuKhóa Toàn Bộ các Kho Lưu Trữ (Kiểm Thử)Đảo Nghịch Khóa Toàn BộDuy Khóa cái Được ChọnDuy Khóa cái Chưa Được ChọnKhóa cái Được ChọnKhóa DảiKhóa Giám SátKhóa cái Không ChọnKhóa Các Nguyên Vật Liệu Chưa Được ChọnKhóa cái Không Sử DụngKhoá các Nguyên Vật Liệu Chưa Sử DụngVòng Mạch Phân ChiaVòng Mạch Cắt và Trượt ĐẩyChọn Vòng MạchHình Học Rời RạcTạoTỷ Lệ Dựa VàoKích Hoạt Bộ Sưu TậpTạo Cạnh/MặtTạo NhómTạo Thực Thể theo MặtBiến Thực Thể thành ThậtGắn Làm Nội BộTạo sự Vượt Quyền Thư ViệnTạo Liên KếtTạo Kết NốiCục Bộ HóaCục Bộ Hóa Dấu MốcTạo SiêuTạo Siêu DảiLàm Bảng Điều Khiển Bật/TắtĐặt Phụ HuynhĐặt Phụ Huynh mà không Đảo NghịchĐặt Phụ Huynh mà không Đảo Nghịch (Duy Trì Biến Hóa)Biến các Đường Dẫn thành Đường Dẫn Tuyệt ĐốiTương Đối Hóa các Đường DẫnTạo các Mặt Bằng PhẳngSắp ĐềuTạo Phân ĐoạnBiến Thành Đơn Người DùngBắt Phải Giám SátĐặt Điểm Đỉnh làm Phụ HuynhTạo và Thay Thế Kết NốiQuản Lý Dữ Liệu Không Sử Dụng ĐếnQuản Lý Dữ Liệu Không Sử Dụng Đến...Bản Hướng Dẫn Sử DụngĐánh Dấu Toàn BộĐánh Dấu Toàn Bộ các GóiĐánh Dấu Cạnh FreestyleĐánh Dấu Mặt FreestyleĐánh Dấu GóiĐánh Dấu Đường KhâuĐánh Dấu là Sắc NhọnĐánh Dấu Sắc Nhọn từ các Điểm ĐỉnhĐánh Dấu làm Tài SảnĐánh Dấu là Đơn Tài SảnChọn Dấu Mốc bằng Khoanh Vùng Hình HộpMàn Chắn LọcTạo Màn Chắn Lọc dùng Cử Chỉ Hình HộpTrích Xuất Màn Chắn LọcThanh Lọc Màn Chắn LọcPhủ Tràn Màn Chắn LọcMàn Chắn Từ Ranh GiớiMàn Chắn Lọc từ Khe HốcChắn Lọc dùng Cử Chỉ Dây Thòng LọngChắn Lọc dùng Cử Chỉ Đường ThẳngChắn Lọc dùng Cử Chỉ Đường Đa GiácCắt Rời vùng Chắn LọcCắt Rời Vùng Chắn Lọc và Lấp Lỗ HổngCắt Rời Vùng Chắn Lọc thành Đối Tượng MớiChắn Lọc theo MàuMàn Chắn Lọc từ Khe HốcMàn Chắn Lọc từ Ranh Giới Mặt Ấn ĐịnhMàn Chắn Lọc từ Ranh Giới Khung LướiChắn Lọc với Tầng Lớp Ở TrênChắn Lọc với Tầng Lớp Ở Trên/DướiChắn Lọc với Tầng Lớp Bên DướiMàn Chắn Lọc...Khớp với Khung KhóaKhớp với Độ Dài của Đoạn PhimKhớp với Trước ĐâyKhớp Độ DốcXứng Hợp với Không Gian Chất LiệuNguyên Vật LiệuTối Đa Hóa Diện TíchĐo LườngTrung BìnhThống Kê về Bộ NhớTìm Kiếm Trình Đơn...Hợp NhấtHợp Nhất Toàn BộHợp Nhất Hoạt HọaHợp Nhất Xuống DướiHợp Nhất NhómHợp Nhất các Hình ẢnhHợp Nhất các NútHợp Nhất Pháp TuyếnHợp Nhất UV theo Khoảng CáchHợp Nhất theo Khoảng CáchKết Buộc Biến Dạng Khung LướiBộ Lọc Khung LướiTối Giản sự Kéo GiãnPhản Chiếu Đối XứngPhản Chiếu Đối Xứng Khung KhóaRigify Phản Chiếu Đối Xứng Tham SốPhản Chiếu Đối Xứng Hình MẫuPhản Chiếu Đối Xứng Thể Loại & Tham SốPhản Chiếu Đối Xứng Nhóm Điểm ĐỉnhPhản Chiếu Đối Xứng Nhóm Điểm Đỉnh (Cấu Trúc Liên Kết)Phản Chiếu Đối Xứng XPhản Chiếu Đối Xứng YPhản Chiếu Đối XứngHòa Trộn các NútHòa TrộnChế độThao Tác Bộ Điều ChỉnhSửa Đổi NhãnSửa Đổi Tài Sản Tư ThếĐầu KhỉTăngHơn nữa...Nắm Bắt Chuyển Động (.bvh)Bấm Chuột trên các KênhNhấp Chuột trên Rãnh NLADi ChuyểnDi Chuyển Bộ Điều Chỉnh đang Hoạt Động đến Chỉ SốDi Chuyển Bộ Điều Chỉnh đang Hoạt Động đến Chỉ SốDi Chuyển Tầng Chú ThíchDi Chuyển các Cạnh của Khu VựcDi Chuyển Giữa các Hàng UIDi Chuyển Bộ Sưu Tập XươngDi Chuyển Dấu TrangDi Chuyển KênhDi Chuyển Ràng Buộc XuốngDi Chuyển Ràng Buộc LênDi Chuyển Ràng Buộc đến Chỉ SốDi Chuyển Con TrỏDi Chuyển Phân Đoạn Dấu Gạch NgangChuyển XuốngChuyển Quy Tắc Quần Thể XuốngChuyển Trạng Thái Quần Thể XuốngChuyển Hiệu Ứng Xuống DướiDi Chuyển Đối Tượng Thực Thể Xuống DướiDi Chuyển Bộ Điều Chỉnh XuốngChuyển Mục Tiêu Xuống DướiĐưa Hiệu Ứng vào Chỉ SốDi Chuyển MụcXóa Trình Xuất KhẩuDi Chuyển Mô-Đun FreestyleDi Chuyển MụcDi Chuyển TầngDi Chuyển Bộ Đường NétChuyển (các) Dòng Xuống DướiChuyển (các) Dòng Lên TrênDi Chuyển các DòngDi Chuyển Dấu MốcDi Chuyển Nguyên Vật LiệuDi Chuyển Bộ Điều ChỉnhDi Chuyển Tọa Độ GốcDi Chuyển Bảng Pha MàuDi Chuyển Phân ĐoạnDi Chuyển Lựa ChọnDi Chuyển Bộ Lựa Chọn trong Danh SáchDi Chuyển Hình MẫuDi Chuyển các Khe vào Hành Động mớiDi Chuyển Bộ Điều Chỉnh DảiDi Chuyển các Dải XuốngDi Chuyển các Dải LênDi Chuyển Khe Chất LiệuDi Chuyển Không Gian Chất LiệuDi Chuyển Dấu Mốc Thời GianChuyển LênChuyển Quy Tắc Quần Thể LênChuyển Trạng Thái Quần Thể LênĐưa Hiệu Ứng Lên TrênDi Chuyển Đối Tượng Thực Thể LênDi Chuyển Bộ Điều Chỉnh LênChuyển Mục Tiêu Lên TrênDi Chuyển Nhóm Điểm ĐỉnhDi Chuyển và Gắn VàoDi chuyển tầng lớpDi chuyển dọc theo trục YDi Chuyển đến Bộ Sưu Tập XươngChuyển Xuống ĐáyChuyển vào Bộ Sưu TậpDi Chuyển về CuốiDi Chuyển đến Tầng LớpChuyển đến Đầu DòngChuyển đến Cuối DòngChuyển đến Từ Tiếp TheoDi Chuyển đến các NútChuyển đến Từ Đứng TrướcChuyển Lên ĐỉnhDi Chuyển/Nới Rộng từ Khung Hình Hiện TạiTrình Chọn Đa Máy QuayNhiều Hình ẢnhPhép nhân ×NhânĐa Phân Giải Áp Dụng Cơ SởTẩy Xóa Dịch Hình Đa Phân GiảiBôi Nhọ Dịch Hình Đa Phân GiảiĐa Phân Giải Đóng Gói Từ Bên NgoàiĐổi Hình Dạng Đa Phân GiảiĐa Phân Giải Lưu Ra Bên NgoàiPhân Hóa Đa Phân GiảiGiải HoạtGiải Hoạt các KênhGiải Hoạt Kết NốiChặn/Giải Hoạt DảiGiải Hoạt các Dải Chưa ChọnQuỹ Đạo Quanh Góc Nhìn bằng NDOFQuỹ Đạo Quanh Góc Nhìn và Thu Phóng bằng NDOFLia Góc Nhìn bằng NDOFNDOF Lia/Thu-PhóngBiến Hóa Góc Nhìn bằng NDOFMớiHành Động MớiDanh Mục Tài Sản MớiBộ Sưu Tập Xương MớiMáy Quay Phim Mới từ Địa Ranh VRBộ Sưu Tập MớiKết HợpCây Nút Tổng HợpCây Nút Tổng HợpCạnh/Mặt Mới từ các Điểm ĐỉnhTạo Mặt Mới từ các CạnhTạo Thư Mục MớiNhóm Công Cụ Nút Hình Học MớiTạo Bộ Điều Chỉnh Nút Hình HọcNhóm Công Cụ Nút Hình Học MớiHình Ảnh MớiHình Ảnh Mới từ Dấu Mốc Giám Sát Bình DiệnMục MớiTầng Lớp MớiBộ Sưu Tập Liên Kết Ánh Sáng MớiPhong Cách của Nét MớiCửa Sổ Chính MớiMàn Chắn Lọc MớiNguyên Vật Liệu MớiCây Nút MớiMàu Mới của BảngSắp Đặt Mới cho HạtMục Tiêu Hạt MớiCảnh MớiMàn Hình MớiBộ Lựa Chọn MớiKhe MớiVăn Bản MớiChất Liệu MớiCửa Sổ MớiKhông Gian Làm Việc MớiThế Giới MớiĐối Tượng MớiĐối Tượng MớiCái Hoạt Động Tiếp TheoKhối Tiếp TheoKý Tự Tiếp TheoThư Mục Tiếp TheoDòng Tiếp TheoTừ Tiếp TheoKhông Gian Làm Việc Tiếp TheoKhông Có Bộ Sưu Tập nào để Thực Thể Hóa cảTùy Chọn NútXem Trước NútPhi Đa-TạpKhông CóBình Thường HóaBình Thường Hóa cái đang Hoạt ĐộngBình Thường Hóa Toàn BộBình Thường Hóa Toàn Bộ các Nhóm Điểm ĐỉnhBình Thường Hóa Nhóm Điểm ĐỉnhBình Thường Hóa Trọng LượngCông Cụ Véctơ của Pháp TuyếnVòng Tròn NurbsĐường Cong NurbsHình Trụ NurbsHình Cầu NurbsBề Mặt NURBS (NURBS Surface)Hình Xuyến NurbsĐối TượngĐối Tượng & Dữ LiệuĐối Tượng & Dữ Liệu & Nguyên Vật LiệuHoạt họa của Đối TượngDữ Liệu Hoạt Họa của Đối Tượng (Object Data Animation)Line Art Hóa Đối TượngTrình Đơn Chế Độ Đối TượngLỗi Thời Hóa bản đã Đánh DấuDịch Chuyển Vòng CạnhDịch Chuyển Vòng Cạnh CắtDịch Chuyển Cạch Trượt ĐẩyTại các Khung Khóa Đã ChọnTại các Dấu Mốc Đã ChọnMột Đối TượngMỗi Dòng Một Đối TượngHướng Dẫn Sử Dụng Trực TuyếnTham Chiếu Python Trực TuyếnĐộ ĐụcMởMở Tập Tin BlendMở Tập Tin Bộ Nhớ ĐệmMở Kết Xuất Lưu Trong ĐệmMở Đoạn PhimMở Trình Biên Soạn Điều VậnMở Tập Tin Bên NgoàiMở Vị Trí Tập TinĐọc PhôngMở Hình ẢnhMở Hình ẢnhMở Địa Điểm Bên NgoàiMở Cài Đặt Sở Thích...Mở Trang Mạng Định SẵnMở Âm ThanhMở Âm Thanh MonoMở Tập Tin Mô-Đun Phong CáchMở Văn BảnMở...Mở/ĐóngBảng Liệt Kê các Thao TácThao Tác: Trình Đơn Rẻ QuạtSắp Đặt Sẵn của Thao TácTìm Kiếm Thao Tác...Quỹ Đạo Ngược ChiềuTọa Độ GốcĐường ViềnMục Lục - Thao Tác Dữ Liệu Hoạt HọaMục Lục - Thao Tác Ràng BuộcMục Lục - Thao Tác Dữ LiệuMục lục - Sao Chép Dữ Liệu IDMục lục - Thao Tác Dữ Liệu IDMục lục - Dán Dữ Liệu IDMục lục - Đổi ánh xạ về dữ liệu IDMục Lục - Thao Tác Thư ViệnMục Lục Thao tác Vượt Quyền Thư ViệnMục Lục Thao Tác Khắc Phục Sự Cố Vượt Quyền Thư ViệnMục Lục - Thao Tác Bộ Điều ChỉnhMục Lục - Thao Tác Đối TượngMục Lục - Thao Tác CảnhMục Lục - Đặt Hành ĐộngĐóng GóiĐóng Gói Nướng của Nút Hình HọcĐóng Gói Hình ẢnhĐóng Gói Hải ĐảoĐóng Gói Thư Viện Nối KếtĐóng Gói Tài NguyênĐóng Gói Âm ThanhSơnLia Góc NhìnChiều Hướng Lia Góc NhìnPhụ HuynhThư Mục Phụ HuynhCây Nút Phụ HuynhBật/Tắt Biên Soạn HạtHệ Thống HạtDánDán Khối-Dữ LiệuDán Điều VậnDán Biến Số Điều VậnDán Bộ Điều Chỉnh-FDán Tập TinDán Đảo ChiềuDán Biến Hóa Toàn CầuDán Hình ẢnhDán Khung KhóaDán Bộ Đường NétDán Nguyên Vật LiệuDán Đối TượngDán Tư ThếDán Tư Thế Đảo NgượcDán (các) Bộ Lựa ChọnDán Chốt TrụcDán Nét VẽDán Văn BảnDán Sắp Đặt của Khe Chất LiệuDán Giám SátDán UVDán VectơDán Trọng Lượng sang cái được ChọnDán Tư Thế Đảo-Lật Theo Trục XDán và NướngDán thành Tài Sản MớiDán theo Tầng LớpDán Từ Bảng Nhớ TạmDán vào các Khung Khóa đã ChọnĐường Đi/DẫnĐường Dẫn/Tập TinTạm Ngưng Quá Trình NướngBútMỗi Mặt Ấn ĐịnhMỗi Phần Rời RạcMỗi Mille ‰Mỗi Điểm ĐỉnhPhối Cảnh/Trực GiaoChọn Đường Ngắn NhấtĐính GhimĐính Ghim Cảnh vào Không Gian Làm ViệcNhúmNhúm UVTựa vào Điểm Đỉnh đang Hoạt ĐộngTựa vào Ranh Giới Vùng Chắn LọcTựa vào Tọa Độ GốcTựa vào Bề Mặt Nằm Dưới Con TrỏTựa vào Vùng Không Chắn LọcĐặt Con TrỏĐặt Đối Tượng Nằm Dưới ChuộtTrục Tọa ĐộBình DiệnChơi Hoạt HọaChơi Hoạt Họa đã Kết XuấtMây Điểm ChấmHướng Pháp Tuyến vào Mục đíchHướng về phía Mục Tiêu...Phân Nan Quạt Các MặtCực theo Số LượngĐa GiácDựng Đa GiácDựng Đa Giác: Xóa tại Con TrỏDựng Đa Giác: Tiêu Hủy tại Con TrỏDựng Đa Giác: Mặt tại Con TrỏDựng Đa Giác: Phân Chia tại Con TrỏDựng Đa Giác: Biến Hóa tại Con TrỏĐường Đa GiácThêm dùng Đường Đa GiácMặt Ấn Định dùng Đường Đa GiácẨn Giấu dùng Đường Đa GiácChắn Lọc dùng Đường Đa GiácHiển Thị dùng Đường Đa GiácCắt Xén Đường Đa GiácMáy Phân Tích Tư ThếBảng Anh £Cài Đặt Sở Thích...Nạp SẵnNạp Sẵn các Khung HìnhẤn NútCái Hoạt Động Trước ĐâyKhối Trước ĐâyKý Tự TrướcThư Mục TrướcDòng TrướcTừ Đứng TrướcKhông Gian Làm Việc Trước ĐâyÁp Dụng Phóng ChiếuBiên Soạn Ảnh Chụp Cổng NhìnPhóng Chiếu Hình ẢnhPhóng Chiếu Cử Chỉ Đường ThẳngPhóng Chiếu từ Góc NhìnPhóng Chiếu từ Góc Nhìn (Ranh Giới)Lan Truyền Tư ThếTruyền Lan tới các Hình DạngBảo Vệ các KênhLàm Bồng LênThanh LọcThanh Lọc Toàn BộLược Bỏ Dữ Liệu Không Sử Dụng Đến...ĐẩnĐẩn Hành Động XuốngCường Điệu Tư Thế từ Dáng Phân TíchĐẩn KéoĐẩn Kéo Khung KhóaĐẩn/KéoTài Liệu Tham Chiếu API của PythonKiến Tạo Lại Khung Lưới theo luồng Tứ GiácLượng Tử HóaLượng Tử Hóa Trọng Lượng Điểm ĐỉnhBiên Soạn NhanhHiệu Ứng Nổ NhanhHiệu Ứng Lông NhanhChất Lỏng Nhanh ChóngHiệu Ứng Khói NhanhThoátThoát BlenderĐiều Khiển Tỏa TrònBán KínhNgẫu NhiênNgẫu Nhiên HóaNgẫu Nhiên Hóa Màu SắcNgẫu Nhiên Hóa các Màu Sắc của Mặt Ấn ĐịnhNgẫu Nhiên Hóa sự Biến HóaNgẫu Nhiên Hóa Điểm ĐỉnhTái Tạo Giàn Điều KhiểnKhóa Hóa Lại những Điểm của các Hình Dạng được ChọnKhóa Hóa Lại các Điểm của Hình MẫuHoàn Lại Thời Định của Hình MẫuĐọc các Tầng Góc NhìnĐổi Đầu VàoXây Dựng LạiXây Dựng Lại BVHXây Dựng Lại với Lượng Phân Hóa Thấp HơnTái Xây Dựng Chỉ Số của Đại Diện và Mã Thời GianTính Toán Lại các Tay CầmTính Lại Hướng Vào TrongTính Toán Lại Pháp TuyếnTính Lại Hướng Ra NgoàiTính Lại Độ LănĐặt Lại Tâm của MócHồi Phục dùng Bản Tự Động LưuHồi Phục Phiên Trước ĐâyĐồ Thị Cân Bằng Tái ĐịnhLàm LạiTái Tác các Chỉnh Sửa ở Danh MụcLàm Lại Hành Động Trước ĐâyVẽ Lại Đồng HồTinh Chỉnh Dấu MốcLàm Tươi LạiVẽ Lại Toàn BộNạp Lại KhoLàm Mới Lại Thư Viện Tài SảnLàm Tươi Lại Xem Trước về Khối Dữ LiệuCập Nhật Điều VậnCập Nhật Danh Sách Tập TinLàm Tươi Lại Dữ Liệu I18n...Làm Tươi Lại Đối Tượng Thực ThểLàm Mới Lại Nguồn Cục BộLàm Mới Lại Nguồn Từ XaVẽ Lại Trình Phối HìnhLàm mới lại danh sách hành độngVùngApha của VùngĐăng KýĐăng Ký sự Liên Hệ với Tập TinNhãn Hiệu Thương Mại đã được Đăng Kí ®Bình ThườngĐổi Số ĐiểmNới LỏngNới Lỏng Mặt Ấn ĐịnhThả Lỏng về Tư Thế Phân TíchThả Lỏng UVNhật Ký Phát HànhTái NạpNạp Lại Đoạn PhimTái Nạp Tập Tin Lịch SửNạp Lại Hình ẢnhTái Nạp Hình ẢnhTái Nạp Thư ViệnNạp Lại Tập LệnhĐọc Lại Tập Tin Khởi ĐộngTái Nạp các DảiTái Nạp các Dải và Điều Chỉnh Chiều DàiTái Nạp Phiên DịchĐịnh Vị LạiTái Định Vị Thư ViệnDi Chuyển ID Liên KếtKiến Tạo Lại Khung LướiXóa/Loại BỏXóa AOVXóa Nhóm đang Hoạt ĐộngXóa Bộ Khóa đang Hoạt ĐộngXóa Đường Dẫn của Bộ Khóa đang Hoạt ĐộngXóa Trình Bổ SungXóa Toàn Bộ các NhómXóa Toàn Bộ các Nguyên Vật LiệuXóa Khe của Hệ Thống HạtXóa Hoạt HọaXóa Tầng Chú ThíchXóa Thư viện Tài sảnXóa Dấu Nhãn Tài SảnXóa Thuộc TínhXóa Đường Dẫn Thi Hành Tự ĐộngXóa Quy Tắc Quần ThểXóa Trạng Thái Quần ThểXóa Bộ Sưu Tập XươngXóa Tham Chiếu Bộ Sưu Tập XươngLoại Bỏ Xương khỏi Bộ Sưu Tập XươngXóa các Xương khỏi Bộ Lựa ChọnXóa Đầu BútXóa Hình Ảnh Nền Máy Quay PhimXóa Mặt Khung VẽXóa Bộ Sưu TậpXóa Thuộc Tính MàuTháo Ổ Cắm Lớp Vẽ Lồng Bí MậtXóa Phân Đoạn Dấu Gạch NgangXóa Điểm Đỉnh KépXóa Điều VậnXóa Dữ Liệu Hoạt Họa TrốngXóa Trình Xuất KhẩuXóa Kho Lưu Trữ Tiện Ích Mở RộngXóa Bộ Tính Năng Bên NgoàiXóa Liên Kết Tập TinXóa Tập TinXóa Mô-Đun FreestyleXóa Khỏi Bộ Sưu Tập Liên Kết Ánh SángXóa Khoảng Cách TrốngXóa Khoảng Cách Trống (Toàn Bộ)Xóa Hiệu Ứng Bút Chì DầuXóa MócXóa IKXóa MụcXóa Cấu Hình PhímXóa Bố Trí Bàn PhímXóa Cấu Hình Bố Trí PhímXóa Tầng LớpXóa Nhóm Tầng LớpXóa Nhóm Ánh SángXóa Bộ Đường NétLoại Bỏ Tầng Màn Chắn LọcXóa Khe Nguyên Vật LiệuXóa SiêuXóa các Dải SiêuXóa Bộ Điều ChỉnhXóa sự Vượt QuyềnXóa các Vượt QuyềnXóa Điểm trên Đường Cong SơnXóa Đối Tượng Thực Thể Hóa HạtXóa Khe của Hệ Thống HạtXóa Mục Tiêu của HạtXóa Xem trướcXóa Tính ChấtXóa Thư Mục Tập Lệnh PythonXóa Khe Kết XuấtXóa Cảnh Kết XuấtXóa Kho Lưu TrữXóa Kho Lưu Trữ và các Tập TinXóa các Thân CứngXóa Thân CứngXóa Ràng Buộc Thân CứngXóa Thế Giới Thân CứngXóa Thanh Lọc HàngXoá Phân ĐoạnXóa các Xương đã ChọnXóa Xương đã Chọn Khỏi Tất Cả các BộXóa Danh Mục đã ChọnXóa cái được Chọn khỏi Bộ Sưu Tập đang Hoạt ĐộngXóa cái Đã Chọn khỏi bộ sưu tập XươngXóa Hình MẫuXóa Đường TắtXóa Đơn Vượt QuyềnXóa các Giám Sát Ổn Định Hóa sự Xoay ChiềuXóa Giám Sát Ổn Định HóaXóa Bộ Điều Chỉnh của DảiXóa Khe Bề MặtXóa Mục TiêuXóa Hộp Văn BảnXóa Chủ ĐềXóa ÔLoại Bỏ Đối Tượng Giám SátXóa Ánh Xạ UVXóa Cái Không Sử DụngXóa các Bộ Sưu Tập Xương Không Sử Dụng ĐếnXóa các Bộ Sưu Tập Không Sử DụngXóa các Nhóm Ánh Sáng Không Sử Dụng ĐếnXóa các khe chất liệu không sử dụng đếnXóa các Khe Không Sử Dụng ĐếnXóa Địa Ranh VRXóa Nhóm Điểm ĐỉnhXóa Tầng Góc NhìnXóa khỏi Nhóm đang Hoạt ĐộngXóa khỏi Toàn BộXóa Khỏi Toàn Bộ các Bộ Sưu TậpXóa khỏi toàn bộ các nhómXóa Khỏi Bộ Sưu TậpXóa khỏi KhungXóa khỏi Bộ KhóaXóa khỏi Góc Nhìn Cục BộXóa khỏi Trình Đơn Ưa Thích NhanhXóa khỏi Nhóm Điểm ĐỉnhĐổi TênKhe Hành ĐộngĐổi Tên Xương đang Hoạt Động...Đổi Tên Phần Tử đang Hoạt Động...Đổi Tên Đối Tượng đang Hoạt Động...Xóa Tầng Chú ThíchBộ Sưu Tập Xương của Khung RốiXóa Bộ Sưu Tập XươngĐổi Tên KênhCó Khối Dữ LiệuĐổi Tên Tập Tin hoặc Thư MụcVẽ Bút Chì DầuTầng Lớp Bút Chì Dầu Mục TiêuNhóm Tầng Lớp Bút Chì DầuĐổi Tên Dấu MốcXóa Bộ Điều ChỉnhCùng Một Đối TượngXóa Nhóm Điểm ĐỉnhĐổi Tên Mục Quan SátXóa Tầng Góc NhìnXóa toàn bộ các hình mẫuĐổi Tên...Kết XuấtKết Xuất Đối Tượng đang Hoạt ĐộngKết Xuất Hoạt HọaKết Xuất Âm Thanh...Kết Xuất Tầng Thay ĐổiKết Xuất Hình ẢnhKết Xuất VùngKết Xuất theo Vùng...Xem Trước Trình Phối HìnhKết Xuất Hoạt HọaLuân Chuyển tới Khe Kết Xuất Tiếp TheoLuân Chuyển về Khe Kết Xuất TrướcGóc Nhìn Kết XuấtGóc Nhìn Kết XuấtĐổi Trật TựBộ Sưu Tập Xương của Khung RốiĐổi Thứ Tự của các CộtThêm Bộ Điều Chỉnh Đường Cong-FĐổi Trật Tự Tầng Lớp Màn Chắn Bút Chì DầuSắp Xếp Lại Tầng LớpSắp Xếp Lại Tầng LớpĐổi Trật Tự về Phía SauĐổi Trật Tự về Phía TrướcLịch Sử Nhắc LạiLịch Sử Nhắc Lại...Nhắc Lại bước Sau CùngThay ThếThay Thế & Đặt Vùng Lựa ChọnThay Thế Toàn BộThay Thế Hình ẢnhThay Khung KhóaThay các Khung KhóaThay Thế Liên KếtThay Đơn Khung KhóaThay Thế...Chơi Lại các Thao TácThông Báo các Tập Tin bị Mất TíchBáo Cáo LỗiKho Lưu TrữTái Phóng Chiếu các Nét VẽHoàn LạiHoàn Toàn Bộ về các Giá Trị Mặc ĐịnhHoàn Lại Phông NềnHoàn Lại Dốc MàuĐặt Mặt Cắt Đường Cong TócHoàn Lại Khoảng CáchĐặt Lại Hoạt Họa của Mép NhòeHoàn Lại MócHoàn Lại Khoảng Cách Ký TựHoàn Lại Vượt Quyền Thư ViệnHoàn Lại NútHoàn Lại NútHoàn Lại các Nút trong Khung HìnhHoàn Lại Chiều Dài GốcHoàn Lại Gần ĐâyHoàn Nguyên Tính Lại Thời GianHoàn Lại Sắp ĐặtHoàn Đơn Cái về Giá Trị Mặc ĐịnhHoàn Lại về Bản GốcHoàn Lại Biến HóaHoàn Lại UVHoàn Lại về Trạng Thái Chưa Khóa HóaHoàn Lại VéctơHoàn Lại Màu Điểm ĐỉnhHoàn Lại Khung NhìnHoàn Lại về Kiểu Mẫu Mặc ĐịnhHoàn Lại về Giá Trị Mặc ĐịnhĐổi Kích ThướcĐổi Kích Thước CộtĐổi Kích Thước Hình ẢnhĐổi Kích Thước NútGiải Tỏa Mâu ThuẫnKhôi PhụcKhôi Phục các Khu VựcKhôi Phục Bố Trí Bàn PhímKhôi Phục (các) Bố Trí Bàn PhímHoàn Lại về các Mặc Định của Thao TácKhôi Phục Lại Hành Động Trước ĐâyHạn Chế Kết Xuất cái Chưa được ChọnPhục Hồi và Tiếp TụcDải Tính Lại Thời GianTính Lại Thời GianHiệnBộc Lộ các Đường CongTiết Lộ các Mặt / Điểm ĐỉnhHiển Thị cái đã Ẩn GiấuHiển Thị Cái được ChọnĐảo Nghịch MàuĐảo Ngược UVTrở LạiHoàn Nguyên Tài Sản Đầu BútHoàn Lại về Tài SảnQuay Trở Lại các Cài Đặt Sở Thích đã Lưu Trước ĐâyHồi Phục Đường Cong-F đã TắtPhảiLân Cận Bên PhảiRigify Thêm Bộ MàuRigify Thêm Bộ Màu từ Chủ đềRigify Thêm Bộ Màu Tiêu ChuẩnRigify Áp Dụng màu đang hoạt động/lựa chọn do người dùng xác địnhRigify Mã Hóa Giàn SiêuRigify Mã Hóa Giàn Siêu MẫuRigify Mã Hóa Thành Tố Điều KhiểnRigify Sinh Tạo Giàn Điều KhiểnRigify lấy các màu đang hoạt động/lựa chọn từ chủ đề hiện tạiRigify Xóa Toàn Bộ các Bộ MàuRigify Loại Bỏ Bộ MàuRigify Nâng Cấp Tầng Lớp Giàn SiêuRigify Nâng Cấp các loại Giàn SiêuPhân XéPhân Xé CạnhPhân Xé VùngXé Điểm ĐỉnhXé Điểm Đỉnh và Chậm Rãi RaXé Điểm Đỉnh và Phủ KínLănLăn TráiLăn PhảiGốcXoay ChiềuXoay Chiều 180ºXoay 90° Theo Chiều Kim Đồng HồXoay 90° Ngược Chiều Kim Đồng HồXoay Chiều Màu SắcXoay Chiều Cạnh Ngược CKĐHXoay Chiều Cạnh Thuận CKĐHXoay Chiều Hình Ảnh theo phương Vuông GócXoay Chiều Pháp TuyếnXoay Chiều Cạnh được ChọnXoay Chiều UVXoay Góc NhìnXoay Chiều...Xoay ChiềuChuyển Đổi Cực - Xoay ChiềuThêm Thước ĐoXóa Thước ĐoThi hành Tập PythonThi Hành Tập LệnhSVG thành Bút Chì DầuLấy Mẫu VậtLấy Mẫu Vật về Màu SắcLấy Mẫu Vật Cỡ Chi TiếtLấy Mẫu NhómLấy Mẫu Vật về Đường VẽLấy Mẫu Nhóm Điểm ĐỉnhLấy Mẫu Trọng LượngMẫu Vật sang KhóaLưuLưu Toàn Bộ các Hình ẢnhLưu Toàn Bộ những cái đã Thay ĐổiLưu ThànhLưu làm Tài Sản...Lưu Thành Hình ẢnhLưu Thành...Lưu Danh Mục Tài SảnLưu Tập Tin BlenderLưu Tài Sản Đầu BútLưu Thay Đổi vào Tài SảnLưu Bản Sao...Lưu Bố Trí Ánh Sáng Studio Tùy ChỉnhLưu Hình ẢnhLưu Tịnh TiếnLưu Cài Đặt Sở ThíchLưu Ổn Định Vào...Lưu các Cài Đặt Sở ThíchChụp Màn HìnhLưu Ảnh Chụp Màn Hình (Trình Biên Soạn)Lưu Trình TựLưu Tập Tin Khởi ĐộngLưu Chủ ĐềLưu Hình Ảnh NàyLưu một Bản Sao...Lưu dưới dạng Tài Sản Đầu BútLưu thành Hình MẫuLưu Thành Ánh Sáng StudioĐồ Họa Vectơ Có Thể Mở Rộng (.svg)Đổi Tỷ LệTrung Bình Tỷ LệTỷ Lệ Khung Khóa Trung BìnhĐổi Tỷ Lệ Xương-DẻoĐổi Tỷ Lệ Xương BKhung Lồng Đổi Tỷ LệĐổi Tỷ Lệ Khoảng Cách Phong BaoĐổi Tỷ Lệ Mép NhòeĐổi Tỷ Lệ Bán KínhĐổi Tỷ Lệ Kích Thước của VùngĐổi Tỷ Lệ Kích Thước Bút Điêu Khắc/Bút SơnĐổi Tỷ Lệ Không Gian Chất LiệuĐổi Tỷ Lệ để Khít VừaĐổi Tỷ Lệ từ Hàng XómĐổi Tỷ Lệ để Phủ KínMáy Quay Phim của Cảnh vào Địa Ranh VRLine Art Hóa CảnhĐinh VítCập Nhật Nút Tập LệnhCuộnCuộn XuốngCuộn TráiCuộn TrangCuộn PhảiCuộn LênBổ Sung Dòng Cuộn LạiThanh CuộnThanh Cuộn Kích HoạtĐiêu KhắcChế Độ Điêu KhắcTạo Đường Khâu từ các Hải ĐảoTrình Đơn Tìm KiếmLùng Tìm Thao TácTìm Kiếm Một Trình ĐơnTìm Kiếm...Lựa ChọnChọn (Tay Cầm Liên Kết)Chọn (Thời Gian Liên Kết)Chọn (Danh sách)Chọn (Bên của Khung Hình)Chọn (Không kết nối)Chọn Máy Quay Phim đang Hoạt ĐộngChọn Toàn BộChọn Toàn Bộ theo Thể LoạiChọn Xen KẽChọn TrụcChọn XươngChọn các Xương của Bộ Sưu Tập XươngChọn Vòng Mạch Ranh GiớiLựa Chọn bằng Khoanh Vùng Hình HộpLựa Chọn Theo Số Lượng CựcChọn Máy Quay PhimChọn KênhChọn các Khung Khóa của KênhLựa Chọn bằng Hình TrònChọn cái có Kết NốiChọn Mục Tiêu của Ràng BuộcChọn Dãy Điểm Điều KhiểnChọn Thư MụcChọn Đầu CuốiChọn Mở rộngChọn Mở rộng (Danh sách)Chọn Các Mặt theo Số CạnhChọn theo NhómChọn theo Nhóm...Phát Triển Lựa ChọnChọn Tay CầmChọn các Tay CầmChọn Thứ BậcChọn Cái MócChọn các Mặt Nội TiếpChọn KhóaChọn Khóa/Tay cầmLựa Chọn Khung KhóaLựa Chọn bằng Dây Thòng LọngChọn Trái/PhảiThu Nhỏ vùng Lựa ChọnChọn các Vật Cản Trở Liên Kết Ánh SángChọn Vật Tiếp Nhận Ánh Sáng Liên KếtChọn DòngChọn cái Kết NốiChọn Toàn Bộ Kết NốiChọn các Mặt Phẳng Bẹt Kết NốiChọn cái Kết Nối TừChọn Kết Nối Tuyển LựaChọn cái Kết Nối TớiChọn các Điểm Đỉnh Kết NốiChọn các Điểm Đỉnh Kết Nối Tuyển LựaChọn Vòng MạchChọn Vùng Bên Trong Vòng MạchChọn Hình Học Rời RạcChọn các Dấu Mốc nằm Trước/Sau Khung Hình Hiện TạiChọn Nguyên Vật LiệuChọn Khe Nguyên Vật LiệuTrình Đơn Lựa ChọnChọn Phản Chiếu Đối XứngChế Độ Lựa ChọnChọn ThêmChọn Tiếp TheoChọn Phần Tử Tiếp TheoLựa Chọn Phi Đa TạpLựa Chọn Đối TượngChọn Thứ BậcLựa Chọn các Đối TượngLựa Chọn Đối Tượng trong Bộ Sưu TậpChọn Định HướngChọn cái Chồng Gối Lên NhauChọn Điểm trên Đường Cong SơnChọn Xương Phụ HuynhLựa Chọn Phụ Huynh hoặc Con CáiChọn Kiểu MẫuChọn theo Kiểu Mẫu...Chọn cái được Nhặt Ra và Kết NốiChọn cái được Ghim XuốngChọn Xương Tư ThếChọn Đằng TrướcChọn Phần Tử TrướcChọn Ngẫu NhiênChọn Thông/Thông BáoChọn GốcChọn Cùng Bộ Sưu TậpChọn Bộ Lựa ChọnChọn các Cạnh Sắc NhọnChọn Đường Ngắn NhấtChọn BênLựa Chọn Vùng Bên Cạnh Khung KhóaChọn Tương TựChọn các Vùng Tương TựPhân Tách Lựa ChọnChọn các Dấu Giám Sát Ổn Định Xoay ChiềuChọn các Dấu Mốc Giám Sát Ổn ĐịnhChọn Văn BảnChọn Dấu Mốc Thời GianChọn ĐỉnhBật/Tắt ChọnBật/Tắt Chọn (Danh sách)Chọn cái Chưa được NhómChọn Nhóm Điểm ĐỉnhMục được ChọnChọn TừChọn theo Thuộc TínhChọn theo Thể LoạiĐối Tượng Được ChọnChọn cái được Ghim XuốngCái được Chọn tới cái Chưa Được Chọn Kề CạnhCái được Chọn tới Con TrỏCái được Chọn tới Con Trỏ (Dịch Chuyển)`Cái được Chọn tới Điểm ẢnhLựa ChọnSơn Lựa ChọnLựa Chọn vào cái đang Hoạt ĐộngLựa Chọn vào Khung Hình Hiện TạiLựa Chọn đến Con TrỏLựa Chọn đến Con Trỏ (Duy Trì Dịch Chuyển)Lựa Chọn vào Giá trị Con TrỏLựa Chọn về Khung Lưới Đồ ThịLựa Chọn vào Khung Hình Gần NhấtLựa Chọn vào Dấu Mốc Gần NhấtLựa Chọn vào Giây Đồng Hồ Gần NhấtTách PhânPhân Tách XươngPhân Tách Hình ẢnhTách Phân các KheTrượt Đẩy Trình TựTrình Phối Hình Tráo Đổi Dữ LiệuTỷ Lệ Thu-Phóng Cổng Nhìn của Trình Phối HìnhĐặt Con Trỏ 2DĐặt Con Trỏ 3DĐặt là Máy Quay Phim đang Hoạt ĐộngĐặt Đoạn Phim đang Hoạt ĐộngĐặt Nhóm đang Hoạt ĐộngĐặt Bộ Khóa đang Hoạt ĐộngĐặt Tầng Lớp đang Hoạt ĐộngĐặt Nguyên Vật Liệu đang Hoạt ĐộngĐặt Bộ Điều Chỉnh đang Hoạt ĐộngĐặt Đối Tượng đang Hoạt Động làm Máy Quay PhimHình Mẫu đang Hoạt ĐộngĐặt Bộ Điều Chỉnh đang Hoạt ĐộngĐặt Nhóm Điểm Đỉnh đang Hoạt ĐộngĐặt Thuộc TínhĐặt TrụcĐặt Đầu NắpĐặt Kiểu ChữĐặt Chế Độ Đoạn PhimĐặt Thuộc Tính MàuĐặt Nhãn MàuĐặt Thể Loại Đường CongĐặt Con TrỏĐặt Con Trỏ vào vị trí Dịch ChuyểnĐặt Đầu Nắp Đường CongĐặt Bán Kính Đường CongĐặt Độ Phân Giải Đường CongĐặt Thể Loại Đường CongĐặt Điểm của các Đường CongĐặt Đối Tượng Bề Mặt Đường CongĐặt Trạng Thái Tuần HoànĐặt Chiều Rộng Nút Nhóm Mặc ĐịnhĐặt Khung Hình CuốiĐặt Thẻ Trình Mở RộngĐặt Chế Độ Ngoại Suy cho Đường Cong-FĐặt Sàn NhàĐặt Khung Hình (Xem Trước Dải)Đặt Phạm Vi Khung Hình theo DảiĐặt Ngẫu Nhiên Hóa Hình HọcĐặt Trọng Lượng Mục TiêuĐặt Kiểu Tay CầmĐặt Giữ LạiĐặt Duy Gián TiếpĐảo NgượcĐặt Khung Khóa AĐặt Khung Khóa BĐặt Kiểu Chậm Rãi Khung KhóaĐặt Kiểu Tay Cầm cho Khung KhóaĐặt Chế Độ Nội Suy Khung KhóaĐặt Thể Loại Khung KhóaĐặt ID cho Thư ViệnĐặt Pháp Tuyến từ các MặtĐặt Chế Độ Đối TượngĐặt Chế Độ Đối Tượng với chế độ thứ cấpĐặt Dịch Chuyển từ Con TrỏĐặt Dịch Chuyển từ Đối TượngĐặt Tọa Độ GốcĐặt Địa Phận Vùng Vẽ LồngĐặt Cơ Sở Ổn ĐịnhĐặt Vị Trí Điểm TựaĐặt Bình DiệnĐặt Phạm Vi Xem TrướcĐặt cái Đã Chọn làm Phạm Vi Xem TrướcĐặt Phạm Vi Xem Trước theo DảiĐặt Phạm Vi cho các DảiĐặt Màu Kết XuấtĐặt Vùng Kết XuấtĐặt Kích Thước Kết XuấtĐộ Phân Giải của Chốt TrụcẨn GiấuĐặt LănChọn Chế Độ Xoay ChiềuĐặt Tỷ LệĐặt Số Khung Hình của CảnhĐặt Màn HìnhĐặt Chế Độ Lựa ChọnĐặt Tính Chất Đại Diện cho Dải được ChọnĐặt Vùng Lựa ChọnĐặt Độ Sắc Nét theo Góc ĐộĐặt Tỷ Lệ Giải NghiệmĐặt Khung Khóa cho Bộ Giải NghiệmĐặt Tốc ĐộĐặt Thể Loại Chốt TrụcĐặt Khung Hình ĐầuĐiểm bắt đầuĐặt Lập Thể 3DĐặt KiểuĐặt Chủ ĐềĐặt Công Cụ theo Kiểu Đầu BútĐặt Công Cụ bằng Chỉ SốĐặt Công Cụ bằng TênĐặt Độ Đục Đồng NhấtĐặt Độ Dày Đồng ĐềuĐặt Vùng Kết XuấtĐặt Màu Điểm ĐỉnhĐặt Nền cho Cổng NhìnĐặt Bức TườngĐặt Trọng LượngĐặt Trục XĐặt Trục YĐặt Hành ĐộngĐặt nguyên vật liệu đang hoạt độngĐặt làm Nguyên Liệu đang Hoạt ĐộngĐặt làm NềnĐặt từ Các MặtSắp Đặt từ cái Đang Hoạt ĐộngSắp ĐặtThiết Lập Cảnh Giám SátTô Bóng Tự Động Mịn MàngTô Bóng PhẳngTô Bóng Mịn MàngTô Bóng Mịn Màng theo Góc ĐộCập Nhật Bộ Tô BóngCắt Theo Hình DạngTruyền Lan Hình MẫuCạnh SắcLàm Sắc Cạnh Điểm ĐỉnhLàm Sắc CạnhSắc Cạnh Hóa Màn Chắn LọcXô NghiêngXô Lệch Khung KhóaXô Nghiêng KhóaĐường Ngắn NhấtHiển ThịHiển Thị cái đang Hoạt ĐộngHiển Thị Toàn BộHiển Thị Toàn Bộ Bên TrongHiển Thị Toàn Bộ các Tầng LớpHiển Thị Toàn Bộ các Nguyên Vật LiệuHiển Thị Bộ Sưu TậpHiển Thị Trình Biên Soạn Điều VậnHiển Thị Đối Tượng Ẩn GiấuHiển Thị các Dải Ẩn KhuấtHiển Thị Thứ BậcHiển Thị Thông Tin Nhật KýHiển Thị Nội Dung Bên Trong của Bộ Sưu TậpHiển Thị Tầng Bậc của Đối TượngHiển Thị Một TầngXóa Hiển Thị GóiĐặt Hiển Thị GóiHiển Thị Cài ĐặtHiển Thị các Giám SátHiện/Ẩn Giấu Một TầngHiển Thị/Ẩn Giấu Cảnh Kết XuấtThu Nhỏ Mặt Ấn ĐịnhThu Diện Màn Chắn LọcGiảm Hữu HìnhThu Nhỏ/Phình ToSắp Đặt Sẵn về Đường Cong cho Cửa ChậpBên của cái đang Hoạt ĐộngĐơn Giản HóaĐơn Giản Hóa Nét VẽĐơn Mũi TênĐơn XươngKiến Tạo Khung Rối cho DaĐánh Dấu/Xóa Dấu Rời Rạc của DaBán Kính Da Đồng ĐềuĐổi Kích Thước của DaĐánh Dấu Gốc của DaTrượt ĐẩyTrượt Đẩy Dấu MốcTrượt Đẩy Điểm trên Đường Cong SơnTrượt Đẩy Dấu Mốc Bình DiệnTrượt Đẩy ĐiểmTrượt Đẩy Độ Cong của Chốt TrụcĐẩy Trượt Điểm ĐỉnhBỏ QuaXê Dịch Nội Dung Đoạn PhimTrượt Đẩy DảiChữ Hoa NhỏPhóng Chiếu UV Thông MinhBôi NhọLàm MịnMịn (Gaussian)Mịn (Cũ)Làm Mịn Bán Kính Đường CongLàm Mịn sự Xoay Nghiêng của Đường CongLàm Mịn Trọng Lượng Đường CongLàm Mịn CạnhLàm Mịn Các MặtLàm Mịn Khung KhóaLàm Mịn LaplacianLàm Mịn Màn Chắn LọcLàm Mịn Véctơ Pháp TuyếnLàm Mịn các ĐiểmCuộn Nhẹ NhàngNắn Mượt Nét VẽLàm Mịn các VéctơLàm Mịn Màu Điểm ĐỉnhLàm Mịn Nhóm Điểm ĐỉnhTrọng Lượng Điểm Đỉnh Biến Chuyển Mịn MàngLàm Mịn Điểm ĐỉnhLàm Mịn Điểm Đỉnh (Laplacian)Chuyển Động Góc Nhìn Mềm MạiXem 2D Mịn MàngBám DínhBám Dính Con TrỏBám Dính Giá Trị Con Trỏ vào cái được ChọnBám Dính Con Trỏ vào cái đang Hoạt ĐộngBám Dính Con Trỏ vào Khung Lưới Đồ ThịBám Dính Con Trỏ về chỗ được ChọnBám Dính Con Trỏ vào các Điểm được ChọnBám Dính Con Trỏ vào Tọa Độ Thế GiớiBám Dính Đường Cong vào Bề MặtBám Dính Khung KhóaBám Dính Lựa ChọnBám Dính Lựa Chọn vào cái đang Hoạt ĐộngBám Dính Lựa Chọn vào Con TrỏBám Dính Lựa Chọn vào Khung Lưới Đồ ThịBám Dính các DảiBám Dính các Dải vào Khung Hình Hiện TạiBám Dính vào Bề Mặt Biến DạngBám Dính vào Bề Mặt Gần NhấtBám Dính vào Đối XứngĐắp DàyĐắp Dày Các MặtGiải NghiệmGiải Nghiệm Máy Quay PhimLý Giải Chuyển Động của Máy Quay PhimLý Giải Chuyển Động của Đối TượngSắp Xếp Thứ Tự các Phần Tử Khung LướiSắp Xếp Trật Tự Bảng Pha MàuSắp Xếp Thứ Tự các Nhóm Điểm ĐỉnhSắp Xếp theo Thứ Bậc của XươngSắp Xếp theo TênSắp Thứ Tự dùng CộtÂm ThanhChuyển Tiếp Âm Thanh Mờ DầnÂm Thanh thành Mẫu VậtLoaĐiều Khiển Tốc ĐộHình CầuPhóng Chiếu Hình CầuXoáyMàn Hình Chào ĐónTách PhânTách Phân VùngPhân Chia các Mặt LõmTách Phân Đa Máy QuayPhân Chia các Mặt Không PhẳngPháp Tuyến Tách PhânPhân Đoạn các DảiTách Phân khi Con Trỏ Di ChuyểnChế Độ Nét VẽVuông/Hình VuôngDấu Mốc Giám Sát Ổn Định Xoay ChiềuDấu Mốc Giám Sát Ổn ĐịnhBắt Đầu Biên Soạn Hành Động đã Cất GiấuBắt Đầu Tinh Chỉnh các Hành Động của Dải (Toàn Bộ các Ngăn Xếp)Bắt Đầu Tinh Chỉnh các Hành Động của Dải (Ngăn Xếp Dưới)Cất Giấu Hành ĐộngThống KêĐiều Khiển Bút Chấm Khuôn InĐính VáNgừng Biên Soạn Hành Động đã Cất GiấuNgừng Tinh Chỉnh Hành Động trong DảiLưu trữ các bản sao dữ liệu trong khi chỉnh sửa danh mục tài sản, giúp cho việc hoàn tác các thay đổi khả dĩKéo GiãnKéo Giãn để Phủ KínBiến Hóa Dải Phim: Khít VừaNét VẽĐiêu Khắc bằng Đường Cong của Nét VẽChế Độ Nét VẽBật/Tắt Chế Độ Sơn Nét VẽBật/Tắt Chế Độ Điêu Khắc NétBật/Tắt Chế Độ Điểm Đỉnh của Nét VẽBật/Tắt Chế Độ Trọng Lượng Nét VẽMạnhPhân ChiaPhân Chia Vành Đai CạnhPhân Hóa Nét VẽPhân Chia và Làm MịnĐặt Mức Phân HóaKhấu TrừViết Trên ²Viết Trên ³Viết Trên ¹Hỗ TrợKết Buộc Biến Dạng Bề MặtBề Mặt Mịn MàngTrao ĐổiTráo Đổi Khu VựcĐổi MàuTráo Đổi Dữ LiệuThêm Nhóm TrốngTráo Đổi các Đầu VàoHoán Đổi Kết NốiChế Độ Bám DínhThêm Tài Sản Nhóm NútTráo Đổi DảiTráo Đổi Chỗ các DảiĐảo Chiều HướngChuyển sang cựcChuyển sang xoay chiềuĐối xứngĐồng Bộ Chiều Dài của Hành ĐộngVuốt ThonKiểm Tra Cấu Hình Phím Mâu ThuẫnVăn BảnTự Động Hoàn Chỉnh Câu/TừChất Liệu Dốc MàuBật/Tắt Sơn Chất LiệuXoay NghiêngDịch Chuyển Thời GianDịch Chuyển Thời Gian các Khung khóaNgọnThành Đối Tượng 3DĐến Toàn Bộ các Đầu RaĐến Khung Khóa Cuối Cùng (Tuần Hoàn Hóa)Đến các Đầu Ra Liên KếtĐể các Đầu Ra Rời RạcĐổi Sang Chữ ThườngSang Khung Khóa Tiếp TớiThành Hình CầuĐổi Sang Chữ HoaBật/Tắt Chữ ĐậmChuyển Đổi Kiểu ChữBật/Tắt Khả Năng Biên Soạn của KênhBật/Tắt Sắp Đặt KênhBật/Tắt Nhận XétBật/Tắt Tuần HoànChuyển Sang Bảng Hành ĐộngBật/Tắt Người Dùng GiảBật/Tắt Trường LựcChuyển Sang Trình Biên Soạn Đồ ThịHiện/Ẩn các Ổ Cắm Nút bị Ẩn GiấuBật/Tắt tính năng Ẩn Giấu các Tập Tin có Dấu Chấm ĐầuBật/Tắt Chữ NghiêngBật/Tắt khả năng Biên Soạn Vượt Quyền Thư ViệnBật/Tắt Góc Nhìn Cục BộBật/Tắt Khóa Lựa ChọnBật/Tắt Tối Đa Hóa Diện TíchBật/Tắt Siêu Dữ LiệuBật/Tắt Siêu DảiBật/Tắt Hoạt TínhKích/Giải Hoạt NútBật/Tắt các Tùy Chọn của NútBật/Tắt Xem Trước NútBật/Tắt Lựa Chọn Đối TượngĐảo Lật Tầng Đầu RaBật/Tắt Viết ĐèBật/Tắt Đính GhimBật/Tắt Ghim IDBật/Tắt Chế Độ Tư ThếBật/Tắt Bốn Góc NhìnBật/Tắt Vùng/Khu VựcĐảo Lật Trạng Thái được ChọnBật/Tắt Lựa ChọnBật/Tắt Trình Phối Hình/Xem TrướcBật/Tắt Kiểu Tô BóngBật/Tắt Chữ In Hoa NhỏĐảo Chọn Kiểu CáchBật/Tắt Bàn Giao Tiếp của Hệ ThốngBật/Tắt Trạng Thái Hoạt Động của Thể LoạiBật/Tắt Gạch ChânBật/Tắt Phiên VRNút Quan SátBật/Tắt Hữu HìnhBật/Tắt Toàn Màn Hình Cửa SổBật/Tắt X-QuangCông CụThanh Công CụNhắc Lệnh của Thanh Công CụĐỉnhHình XuyếnCan Hình Ảnh thành Bút Chì DầuGiám Sát các Dấu MốcĐường Giám SátSắp Đặt của Giám Sát làm Sắp Đặt Mặc ĐịnhTrackball (Chuột Bi Lăn)Thuyên Chuyển Hoạt Họa FK sang IKThuyên Chuyển Hoạt Họa IK sang FKThuyên Chuyển Dữ Liệu của Khung LướiThuyên Chuyển Bố Trí Dữ Liệu của Khung LướiChế Độ Thuyên ChuyểnChế Độ Điêu Khắc Thuyên ChuyểnThuyên Chuyển Hình MẫuThuyên Chuyển các Ánh Xạ UVThuyên Chuyển Trọng LượngBiến HóaĐặt Gizmo Biến HóaBiến Hóa khi Con Trỏ Di ChuyểnBiến Hóa từ GizmoTính chất của Hydra StormBiến Hóa sang DeltaChuyển CảnhTam Giác thành Tứ GiácTam Giác Hóa các MặtCắt XénCử Chỉ Cắt Xén Hình HộpCắt Xén dùng Cử Chỉ Dây Thòng LọngCử Chỉ Đường CắtCử Chỉ Cắt Đường Đa GiácĐiều Tra và Xử Lý Sự CốHiệu ChỉnhXoắn VặnThể LoạiTách Xé UVTách Xé UV Di ChuyểnChế Độ Lựa Chọn UVHình Cầu UVHủy Phân ChiaHủy Độc Tấu Toàn BộTháo Siêu DảiHủy Ấn Định KheỔ Cắm chưa Kết NốiGạch ChânHoàn TácHoàn Tác các Chỉnh Sửa trong Danh MụcLịch Sử Hoàn TácHoàn Tác ĐẩnHoàn Tác và Tái Thực HiệnRã NhómTháo Nhóm KênhĐiểm Đỉnh Chưa NhómHiện Toàn BộĐồng Bộ Hóa Độ DàiBỏ Thụt DòngGỡ Cài ĐặtGỡ Cài Đặt cái đã Đánh DấuTháo Lắp Đặt Ánh Sáng StudioMiêu Tả Cảnh Phổ Quát (.usd*)Ngắt Kết NốiNgắt Kết Nối Hành ĐộngNgắt Kết Nối Bộ Sưu TậpTháo Gắn Kết Khối Dữ LiệuCăn Chỉnh các Đối TượngNgắt Liên Kết Bảng Điều Khiển Bật/TắtNgắt Kết Nối Hành ĐộngKết Nối Nguyên Vật LiệuMở Khóa Toàn BộTháo Khóa Toàn Bộ các Nguyên Vật LiệuMở Khóa Toàn Bộ các Kho Lưu Trữ (Kiểm Thử)Tháo Khóa cái Được ChọnTháo khóa DảiMở Khóa Giám SátTháo Khóa cái Chưa Được ChọnHủy Dấu Toàn BộKích Hoạt các KênhKích Hoạt các Dải Chưa ChọnKích Hoạt DảiMở GóiMở Gói Nướng của Nút Hình HọcMở Gói Hình ẢnhMở Gói Phần TửGiải Nén các Thư Viện Kết NốiGiải Nén Tài NguyênMở Gói Âm ThanhTháo GhimKhông Bảo Vệ các KênhHủy Đăng KýXóa Giá Trị của Tính ChấtHủy Phân ChiaMở GóiMở Gói Cơ Sở GócMở Gói Chính QuyMở Gói Kéo Giãn Tối ThiểuCập NhậtCập Nhật Toàn Bộ các Đường Chuyển ĐộngCập Nhật Toàn Bộ các Đường Chuyển Động của các Đối TượngCập Nhật Toàn Bộ các Đường Chuyển ĐộngCập Nhật Toàn Bộ vào Khung HìnhCập Nhật các Ràng Buộc Biến Hóa Hoạt HọaCập Nhật Hoạt HọaCập Nhật Bộ Đệm Nhớ Hoạt HọaCập Nhật Đường Chuyển Động của Khung RốiCập Nhật Kho Lưu Trữ BlenderCập Nhật Đường Di Chuyển của XươngCập Nhật Địa Ranh VR Tùy ChỉnhCập Nhật cái Nêu BậtNâng Cấp Trình Bổ Sung I18nCập Nhật Kho Lưu Trữ Blender I18nCập Nhật các Thống Kê I18nCập Nhật Kho Lưu Trữ Công Việc I18nCập Nhật Hình Ảnh từ Dấu Mốc Giám Sát Bình DiệnCập Nhật Đường Chuyển Động của Đối TượngCập Nhật Đường DẫnCập Nhật Khoảng từ CảnhCập Nhật Hiển Thị Bản Thông BáoCập Nhật Phạm Vi Khung Hình của CảnhCập Nhật Kho Lưu Trữ Công ViệcCập Nhật từ Đối TượngCập Nhật từ Đối TượngNâng Cấp Giàn Điều Khiển MặtNâng Cấp Giàn SiêuSử Dụng các Nút Chồng Alpha LênSử Dụng NútCộng Đồng Người DùngKiểm chứng các chuỗi ký tự trong bản .blendXác Nhận Tham Chiếu Bộ Sưu TậpĐiểm ĐỉnhMàu Điểm Đỉnh từ Trọng LượngKết Nối Điểm ĐỉnhĐường Kết Nối Điểm ĐỉnhNếp Gấp Điểm ĐỉnhMức Độ của Nhóm Điểm ĐỉnhSơn Điểm ĐỉnhĐộ Sáng/Độ Tương Phản của Sơn Điểm ĐỉnhSơn Điểm Đỉnh: Sắc Màu, Độ Bão Hòa, Giá TrịĐảo Nghịch Sơn Điểm ĐỉnhMức Độ Sơn Điểm ĐỉnhChế Độ Sơn Điểm ĐỉnhĐặt Màu cho Sơn Điểm ĐỉnhẨn Giấu Điểm Đỉnh Lựa ChọnTrượt Điểm ĐỉnhTách Phân theo Chiều DọcQuan Sát Toàn Bộ trong Trình Biên Soạn Đồ ThịXem Hoạt HọaTrục của Góc NhìnNhìn qua Máy Quay PhimTrung Tâm Hóa Góc NhìnXem Chi TiếtXem Tài LiệuThả vào Khung NhìnLia trên Cạnh Khung NhìnThanh Lọc Góc NhìnQuan Sát Trong Trình Biên Soạn Đồ ThịTrung Tâm Hóa Góc Nhìn bị KhóaTháo Khóa Góc NhìnKhóa Góc Nhìn vào Cái đang Hoạt ĐộngXem Bản Hướng DẫnĐiều Hướng Khung Nhìn (Đi Bộ/Bay Lượn)Xem Hướng Dẫn Sử Dụng Trực TuyếnQuỹ Đạo Quanh Góc NhìnGóc Nhìn Phối Cảnh/Trực GiaoXem Kết XuấtLăn Góc NhìnLăn Góc NhìnHiển Thị cái Được ChọnQuan Sát Đơn Lẻ trong Trình Biên Soạn Đồ ThịThu-Phóng Góc NhìnTỷ Lệ Thu-Phóng Góc NhìnQuan Sát Trong Trình Biên Soạn Đồ ThịĐịnh Khu Vực Quan SátKết Xuất Cổng NhìnThanh Lọc Tính Hữu HìnhTruy Cập Nền Tảng Trình Mở RộngTruy Cập Trang MạngTạo Đối Tượng từ Hình HọcKiến Tạo Lại Thể Tích TửĐiều Hướng Đi BộLựa Chọn theo lối Đi BộTiến Bước Chọn/Hủy Chọn Tập TinTườngUốn Oằn/KéoYếuTrọng LượngDốc Trọng LượngSơn Trọng LượngChế Độ Sơn Trọng LượngNhóm Mẫu Vật của Sơn Trọng LượngLấy Mẫu Trọng Lượng của Sơn Trọng LượngĐảo Lật Chiều Hướng Sơn Trọng LượngĐặt Trọng LượngTrọng Lượng từ các XươngHàn GắnHàn Cạnh vào Các MặtNhững Gì là MớiGạtKhung DâyTừĐổi Trật Tự Không Gian Làm Việc ra Đằng SauĐổi Trật Tự Không Gian Làm Việc ra Đằng TrướcTrục XĐiều Hành Bay Lượn của XRCầm Nắm Điều Hướng XRHoàn Lại Điều Hướng VRViễn Tải Điều Hướng của XRTrục YYên ¥Thu Phóng 1:1Thu Phóng Khung Nhìn 2DThu-Phóng Máy Quay 1:1Phóng ToThu NhỏThu-Phóng trên Khu Vực...Thu Phóng Khung NhìnPhóng vào Đường Ranh GiớiThu-Phóng để Khít Vừađầu Ra Nguyên Vật Liệu glTFThao tác '%s' chưa cho bật đăng ký (register). Hàm kích hoạt (invoke) sai mất rồiThao tác '%s' chưa cho bật chức năng hoàn tác (undo), hàm kích hoạt (invoke) saiKhông tìm thấy thao tác '%s'!Thao Tác: Thành Phần trong Danh Sách Tập TinNền Sau của Biểu Tượng Thao TácNền Trước của Biểu Tượng Thao TácChế Độ Thao TácThao Tác: Đường Di Chuyển của ChuộtTên của Thao TácTùy Chọn của Thao TácSắp Đặt Sẵn của Thao TácTính Chất của Thao TácThao Tác: Thành Phần của Đường NétThao tác không thể tái tácChế độ thi hành thao tácThao tác đã được kích hoạt dùng sự kiện nhấp chuột và kéo rê (click-drag)Thao tác bị phong tỏa, các thay đổi trong sắp đặt của nó sẽ không có tác động gì trước khi bạn phóng thích nó đãThao tác thiếu srnaTên thao tác (trong Python dưới dạng chuỗi ký tự)Không tìm thấy thao tác: bpy.ops.{:s}Thao tác tái thực hiện (redo) '%s' chưa cho bật đăng ký (register), hàm kích hoạt (invoke) saiThao tác tái thực hiện (redo) '%s': sai ngữ cảnhBảng đăng ký của thao tácThao tác cho phép trình xử lý tập tin nhận được các tập tin thả vàoThao tác có thể xử lý xuất khẩu cho các tập tin với các đuôi định dạng đã cung cấp trong bl_file_extensionsThao tác có thể xử lý nhập khẩu cho các tập tin với các đuôi định dạng đã cung cấp trong bl_file_extensionsThao tác sẽ gọi khi kích hoạt một chỉ mục có các tính chất tham chiếu tài sảnThao tác sẽ gọi khi kích hoạt một chỉ mục có các tính chất tham chiếu tài sảnThao tácĐảo nghịch của đầu vàoOptixĐiều Tra và Gỡ lỗi Mô-Đun OptiXQuang TâmQuang tâm của thấu kínhQuang tâm của thấu kính trong số điểm ảnhHiển Thị Tối ƯuTối Ưu Hóa Kích Thước Hoạt HọaTối Ưu Hóa Hoạt HọaTối Ưu Hóa các Hình MẫuTối ưu hóa toàn bộ các hạt nhân. Kết xuất nhanh nhất, song có thể dẫn đến việc sử dụng CPU ở đằng sau nhiều hơnChỉ tối ưu hóa các hạt nhân giao cắt nhau. Kết xuất nhanh hơn, có sử dụng CPU ở đằng sau song rất ít, không đáng kểĐã tối ưu hóa quyền truy cập vào dữ liệu điểm hình mẫu khi sử dụng bộ truy cập foreach_get/foreach_set (cho_mỗi_lấy/đặt). Cảnh Báo: Không hỗ trợ khóa hình mẫu Đường Cong cũ.Tối ưu hóa các bộ tô bóng (còn {})Tùy ChọnMàu cho Thành Tố Tùy ChọnTùy chọn dành cho quá trình biến dạng đường cong: Siết sự biến dạng vào ranh giới khung lướiTùy chọn biến dạng đường cong: làm cho đứa con biến dạng kéo giãn dọc theo toàn bộ đường dẫnTùy chọn về các đường dẫn và biến dạng đường cong: áp dụng bán kính đường cong vào các đối tượng đi theo nó và vào các đối tượng biến dạngĐối Số Tùy ÝĐiền nhãn ô bổ sung nếu cầnTùy chọn cho phép khả tương thích ngược (về các bản cũ) cho các động cơ kết xuất phi chuẩn. Áp dụng cho các nguồn sángNhãn hiệu tùy chọn của nút tự tạoHệ số tùy chọn để điều biến phần tử truyền xạ vào tóc, phản chiếu lại từ mặt sau của tóc và sau đó truyền ra khỏi tóc. Thành phần này được định hướng quanh chiều hướng đi vào và lấy màu của sắc tố bên trong tóc. Giữ nguyên giá trình 1.0 này để đảm bảo tính chính xác về mặt vật lýHệ số tùy chọn để điều chỉnh ánh sáng đầu tiên phản chiếu lại trên bề mặt của tóc. Màu sắc của thành phần này luôn là màu trắng. Giữ nguyên 1.0 này để đảm bảo tính chính xác về mặt vật lýHệ số tùy chọn để điều biến phần tử truyền xạ. Lấy màu của sắc tố bên trong tóc. Giữ nguyên 1.0 này để đảm bảo tính chính xác về mặt vật lýĐường dẫn bổ sung nhằm xác định vị trí để đặt danh mục mới ở đóLoại vùng tùy chọn của bảng ấn định phímLoại dấu cách trống tùy chọn cho ấn định phímĐiền nhãn ô bổ sung nếu cầnVectơ hướng lên trên bổ sung, thường là pháp tuyến của bề mặtTùy chọn không bắt buộc. Nếu được chỉ định thì tên này sẽ được sử dụng cho giàn điều khiển, bộ sưu tập thành tố điều khiển và tập lệnh mới sinh tạo. Nếu không thì tên sẽ được sinh tạo ra dựa trên tên của đối tượng giàn siêu (metarig) bằng cách thay thế chữ ‘metarig' bằng 'rig', 'META' bằng 'RIG’, hoặc cho thêm tiền tố 'RIG-' vào. Khi cập nhật một giàn điều khiển vốn đã sinh tạo rồi thì tên của nó sẽ không bao giờ thay đổi cảCó thể (tùy ý) vượt quyền ngữ cảnh với một mô-đunCác Tùy ChọnTùy chọn này được tắt đi cho đến khi tập tin đã được lưuTùy chọn cho thể loại giá kệ cho tài sản nàyCác tùy chọn cho thao tác nhập khẩu tập tin blend nàyCác tùy chọn cho thể loại thao tác nàyTùy Chọn:HoặcQuỹ ĐạoQuỹ Đạo & LiaQuỹ Đạo Quanh Lựa ChọnTrục Quỹ ĐạoTâm Quỹ ĐạoQuỹ Đạo XuốngQuỹ Đạo TráiPhương Pháp Quỹ Đạo Xoay QuanhQuỹ Đạo PhảiĐộ Mẫn Cảm khi Quỹ ĐạoQuỹ Đạo LênQuỹ đạo và thu phóng góc nhìn bằng chuột 3DPhương pháp quỹ đạo xoay quanh trong cổng nhìnQuỹ Đạo quanh góc nhìnXoay quỹ đạo quanh góc nhìn về bên tráiXoay quỹ đạo quanh góc nhìn về bên phảiXoay quỹ đạo quanh góc nhìn xuống dướiXoay quỹ đạo quanh góc nhìn lên phía trênQuỹ đạo quanh góc nhìn bằng chuột 3DTheo Thứ TựBậc chiều UBậc chiều VĐịnh hướng theo sắp đặt về biến đổi hiện tạiĐịnh Hướng theo cổng nhìnĐịnh Hướng theo Pháp TuyếnĐịnh hướng trục y vàoĐịnh HướngTrục Định HướngXương Định HướngKhe Định HướngTrọng Lượng Định HướngĐịnh hướng của trục nhằm giới hạn sự dời hình của bộ lọcĐịnh hướng của trục để giới hạn sự thao tác lực trên đóĐặt định hướng cho một véctơ A quay mặt đi khỏi bề mặt B, như được xác định bởi pháp tuyến C. Cho kết quả là (tíchVôHướng(B, C) < 0) ? A : -A (Nếu (tíchVôHướng(B, C) < 0) thì bằng A (dương), nếu không thì bằng -A (âm))Khung Hình/Giây Ban ĐầuChiều Cao Ban ĐầuChiều Rộng Ban ĐầuTọa Độ GốcDịch Chuyển của Tọa Độ GốcTọa độ gốc của hình ảnh biến hóaTọa độ gốc để đổi tỷ lệ cho mỗi phần tử. Nếu nhiều phần tử được kết nối, thì tâm của chúng sẽ được tính trung bìnhKhoảng cách xê dịch tọa độ gốcTọa Độ Gốc đến Con Trỏ 3DTọa Độ Gốc đến Tâm của Khối (Bề Mặt)Tọa Độ Gốc đến Tâm Khối (Thể Tích)Tọa Độ Gốc đến Hình HọcGốc/Nguyên BảnTọa Độ Ban ĐầuID GốcTrình giải nghiệm IK gốcChiều Dài GốcChế Độ GốcPháp Tuyến GốcPerlin GốcBình Diện GốcKhung hộp viền ban đầuPhạm vi khung ban đầu: {:d}-{:d} ({:d})Số khung hình mỗi giây ban đầuChiều cao ban đầu của hình ảnhChiều rộng ban đầu của hình ảnhCảnh gốc mà đồ thị phụ thuộc được xây dựng choBề mặt gốc của khung lưới trống rỗngBề mặt gốc thiếu ánh xạ UV: "{}"Vị trí ban đầu, chưa bị biến dạng, dùng để tính toán cường độ của hiệu ứng (biên soạn/hoạt họa Vị Trí Bóp Mép thay vì)Số lượng điểm đỉnh gốc không tương đồng: %u thành %uTầng Góc Nhìn gốc mà đồ thị phụ thuộc được xây dựng choTọa Độ GốcTọa Độ Gốc (Toàn Bộ)Mồ Côi Đối tượng thư viện mồ côi đã được thêm vào cảnh hiện tại để tránh mất mátTrực GiaoĐộ tỷ lệ Máy Quay Phim trong phép chiếu trực giao (tương tự như thu-phóng)Tỷ Lệ của Phép Chiếu Trực GiaoTỷ lệ của máy quay phim trực giao (tương tự như thu-phóng)Cái KhácCác Dải KhácĐối tượng kia không có hình mẫuCác dải khác bị ảnh hưởng bởi dải đang hoạt động (cùng phân hưởng đoạn thời gian nào đó, và ở dưới hay do hiệu ứng chỉ định)Ngoài việc thêm các ràng buộc dính vào điều khiển, giàn điều khiển hoạt động như một chuỗi biến dạng cơ bản đơn phân đoạnĐường dẫn người dùng khác, cho các hành động cần hai tay. Ví dụ. "/user/hand/right" (người dùng/tay/phải)Những cái KhácSự Bật Nẩy của THTMTRaLỗi Bộ Nhớ Cạn KiệtX RaZ RaBộ nhớ cạn kiệtBộ nhớ đã cạn kiệt trong khi phân bổ đối tượng vải vócBộ nhớ đã cạn kiệt trong khi cấp phát cho các tam giácBộ nhớ đã cạn kiệt trong khi cấp phát cho các điểm đỉnhBên NgoàiGóc của Hình Nón NgoạiÂm Lượng của Hình Nón NgoạiNếp Gấp Bên NgoàiMàn Chắn Lọc NgoạiGóc Cắt Bên NgoàiĐiểm Bên NgoàiBán Kính NgoàiĐộ Dày Bên NgoàiĐộ dày mặt ngoàiHình dạng chùm bên ngoài để dùng cho các công cụLuồng Thoát RaTập Mức Luồng Thoát RaVẽ Nét ViềnMàu của Đường ViềnNguyên Vật Liệu cho Đường ViềnBộ Điều Chỉnh Đường ViềnViền Nét cái được ChọnChiều Rộng Đường ViềnMàu đường viền của xương tư thế đang hoạt độngMàu đường viền của xương tư thế đã chọnBộ Điều Chỉnh tạo Đường Viền từ góc nhìn của máy quay phimMục lục đòi hỏi phải có một máy quay phim đang hoạt độngMục LụcĐồng Bộ Hóa Mục LụcDữ liệu không gian mục lụcĐầu RaĐầu Ra AThuộc Tính Xuất ở Đầu RaĐầu Ra BĐường Dẫn Tập Tin Đầu RaMục Đầu RaMục XuấtTên XuấtNút Đầu RaĐường Dẫn Đầu RaĐường Dẫn Đầu RaTính Chất Đầu RaChất Lượng Đầu RaĐảo Lật Đầu RaNhóm Điểm Đỉnh Đầu RaNhóm Điểm Đỉnh Kết QuảĐiểm Trắng Đầu RaSản xuất bề mặt bằng khối lập thể và không làm mịnCho ra kết quả một khung lưới đa tạp, ngay cả khi khung lưới nền là phi đa tạp, nơi các cạnh có 3 mặt, hoặc hơn, kết nối với chúng. Phương pháp này chậm hơn.Tạo ra một khung lưới tương ứng với thể tích của khung lưới gốcXuất ra một lựa chọn của tầng lớp Bút Chì DầuXuất ra một vùng lựa chọn các cạnh bằng cách đi theo các đường dẫn qua các cạnh khung lướiXuất ra một đơn bộ sưu tậpXuất một đơn nguyên vật liệuXuất ra một đơn đối tượngSản xuất bề mặt mịn, song bỏ qua các đặc điểm sắc cạnhTạo một phiên bản khung lưới bằng phương pháp đẩy trồi đơn giảnSản xuất một bề mặt tái tạo các cạnh và góc sắc nhọn từ khung lưới được cung cấpCung cấp các cài đặt không gian màuXuất ra các đường cong đi theo đường dẫn qua các cạnh khung lướiXuất ra dữ liệu từ bên trong nhóm nútDữ liệu đầu ra từ vùng mô phỏngXuất ra mỗi con em của bộ sưu tập dưới dạng một thực thể riêng biệt, sắp xếp theo thứ tự bảng chữ cáiSản xuất các mặt với sự tô bóng mịn màng, thay vì tô bóng phẳng bẹtĐịnh dạng tập tin đầu raĐịnh dạng đầu ra cho các hình ảnh. PNG là không mất dữ liệu và thường được ưu tiên, nhưng JPEG có thể thích hợp hơn cho các ứng dụng web do kích thước tập tin nhỏ hơn. Ngoài ra, chúng có thể được bỏ qua nếu không cần thiếtĐịnh dạng đầu ra. Nhị phân là hiệu quả nhất, song JSON có thể dễ chỉnh sửa hơn sau nàyXuất ảnh ra định dạng CineonXuất ảnh ra định dạng DPXHình ảnh đầu ra trong định dạnh JPEG 2000Xuất ảnh ra định dạng JPEGXuất ảnh ra định dạng OpenEXRXuất ảnh ra định dạng PNGXuất ảnh ra định dạng Radiance HDRXuất hình ảnh ra định dạng SGI IRISXuất ảnh ra định dạng TIFFXuất hình ảnh ra định dạng TargaXuất hình ảnh ra định dạng WebPXuất ảnh ra định dạng bitmapXuất ảnh ra định dạng OpenEXR đa tầngXuất hình ảnh ra định dạng Targa không nénĐộ phân giải của hình ảnh cho xuấtCung cấp thông tin về màu ánh sáng cho Thế Giới của cảnhCung cấp thông tin ánh sáng cho một đối tượng nguồn sángXuất ra pháp tuyến cho ánh xạ gồ ghề - tắt chức năng đi có thể tăng tốc hiệu suất hoạt động nếu không cần thiếtỔ cắm đầu ra không thể là đa đầu vào đượcCung cấp thông tin nguyên vật liệu bề mặt để sử dụng trong kết xuấtXuất toàn bộ đối tượng dưới dạng một thực thể. Việc làm này cho phép thực thể hóa các thể loại đối tượng phi hình họcXuất kết quả hình học ra tương đối với dịch chuyển của bộ sưu tậpCung cấp hình học ở đầu ra tương đối với biến hóa của đối tượng ở đầu vào, cùng vị trí, xoay chiều và tỷ lệ tương đối với tọa độ gốc thế giớiCung cấp vị trí của tay cầm liên quan đến điểm điều khiển tương ứng thay vì trong không gian cục bộ của hình họcTạo các điểm từ các điểm được đánh giá của đường cong, dựa trên thuộc tính độ phân giải cho các chốt trục NURBS và BézierXuất các giá trị pháp tuyến và xoay chiều đã được xuất ra trước khi nút bắt đầu tính đến các pháp tuyến mịn màngĐầu RaCắt NgoạiCắt ngoại, thay vì cắt nộiBên NgoàiNgoài Khu Vực Chú ThíchLề Lót NgoàiNằm Ngoài Bề MặtKhoảng cách bên ngoài (trong đơn vị giao diện) từ cạnh của khu vực nơi kết thúc hành động liaĐường cắt góc bên ngoài là vòng cungĐường cắt góc bên ngoài là sắc nhọnĐường cắt góc bên ngoài là miếng vá được làm vuông điVận Tốc Bay RaTrên Hình ẢnhPhần nào của các mục trong cây để áp dụng thao tác đâyNhòe Mờ Thái QuáChất lượng khử nhiễu tổng thể khi sử dụng OpenImageDenoise (Khử Nhiễu Hình Ảnh Mở)Hệ số khoảng cách tổng thể cho sự biến dạngHệ số biến dạng tổng thểCường độ tối thiểu tổng quát của hiệu ứng sương mùBán kính tổng thể của bím tócBán kính tổng thể của các phần uốn quănĐộ mẫn cảm nói chung của Chuột 3D khi quỹ đạoĐộ mẫn cảm nói chung của Chuột 3D khi quỹ đạoTỷ lệ kết cấu tổng thểTỷ lệ chất liệu tổng thể. Tỷ lệ là một hệ số của khung hộp viền của mặt, chia cho giá trị Tỷ LệLàm Nhòe Quá MứcTràn RaNhô Ra Lơ LửngĐộ Nhô Ra Tối ĐaĐộ Nhô Ra Tối ThiểuĐè GốiChế Độ Đè Gối Lên NhauGiới Hạn Đè Gối Lên NhauCác Kiểu Cạnh Chồng Đè Lên NhauCác Cạnh Chồng Đè thành Đường Công-TuaCác hải đảo chồng gối dính vào nhauĐè gối thời gianVẽ LồngKhóa Lớp LồngChế Độ Vẽ LồngDịch Chuyển Lớp LồngSắp Đặt về Lớp Vẽ LồngVẽ Lồng Dây Mịn MàngKiểu Vẽ LồngLồng một hình ảnh ở nền trước lên một hình ảnh ở nền sauHệ số pha trộn lớp lồng của màn chắn lọc điểm ảnh hóaMàu vẽ lồng trên các dòng so lePhương pháp hiển thị lớp vẽ lồngLồng những khóa mới với những cái hiện cóChế độ vẽ lớp lồng của màn chắn lọc quét mành (rasterized)Lớp Vẽ LồngCó Thể Vượt QuyềnVượt QuyềnĐã Vượt Quyền và được ChọnTên khối dữ liệu đã vượt quyền không thể chỉnh sửa đượcVượt QuyềnVượt Quyền Hình Ảnh NềnBộ Sưu Tập Vượt QuyềnVượt Quyền Ràng BuộcVượt Quyền Nếp GấpVượt Quyền Khung HìnhBỏ Qua Mặc Định Chèn Thêm Khung Khóa - Trực QuanBỏ Qua Mặc Định Chèn Thêm Khung Khóa - Chỉ Làm Khi Cần ThiếtĐổi Số Lần Lặp LạiTầng Lớp Vượt QuyềnVượt Quyền Vị TríBộ Điều Chỉnh của Vượt QuyềnVượt Quyền Pháp TuyếnVượt Quyền Pháp TuyếnThao Tác Vượt QuyềnVượt Quyền Xử Lý Xáo Trộn Chồng Chéo Lên NhauVượt Quyền Vẽ LồngTính Chất Vượt QuyềnVượt Quyền các Sắp Đặt của CảnhĐổi Số Lần Lặp Lại Giải NghiệmRãnh Vượt QuyềnVượt Quyền Biến HóaBỏ qua sắp đặt mặc định để chỉ chèn thêm khung khóa dựa vào 'biến hóa trực quan'Bỏ qua sắp đặt mặc định để chỉ chèn khung khóa ở những chỗ cần thiết trong các Đường Cong-F thích hợp mà thôiVượt quyền số mẫu vật kết xuất cho Tầng Góc Nhìn này. Giá trị 0 nghĩa là sẽ sử dụng sắp đặt của cảnhVượt quyền giá trị ưu tiên của đối tượng và giao cắt bộ sưu tậpKhông thể xóa thao tác Vượt Quyền đượcKhông thể xóa tính chất vượt quyền đượcVượt quyền mảng `location` (vị trí) đã cho bằng cách tính toán lại các vị trí không gian đối tượng từ các vị trí `mouse_event` (sự kiện chuột) cung cấpĐổi số lần lặp lại giải nghiệm cho ràng buộc nàyVượt quyền bán kính của điểm chốt trục với bán kính vuốt thonVượt quyền máy quay phim đang hoạt động của cảnhVượt quyền phạm vi khung hình mô phỏng từ cảnhVượt quyền thế giới trong tầng góc nhìn nàyNhững thay thế cho một số sắp đặt của đầu bút đang hoạt độngQuét DưKích Thước Quá KhổCường ĐiệuTắt Cường ĐiệuCường điệu hóa bị tắt mất rồiKhái quát cấu trúc dữ liệu và toàn bộ các khối dữ liệu có sẵnViết Đè LênViết Đè Lên %sViết Đè Toàn BộViết Đè Lên Hành Động Hiện TạiViết Đè Toàn Bộ Phạm ViViết Đè Lên Cái Hiện Có:Viết Đè Nguyên Vật LiệuChế Độ Viết ĐèViết Đè lên cái Trước ĐâyViết Đè Phạm ViViết Đè Lên Tập Tin Khởi ĐộngViết Đè Tập Tin Khởi Động MẫuViết Đè Chất LiệuViết Đè Lên các Khung Lưới Thành Tố Điều KhiểnViết đè lên dữ liệu của các phần tửViết đè lên các ký tự khi đánh máy chữ thay vì chèn thêm chúng vàoViết đè dữ liệu nướng hiện có nhé?Viết đè lên các tập tin hiện cóViết đè lên các tập tin hiện có khi xuất khẩu chất liệuViết đè lên các tập tin hiện có trong khi kết xuấtViết đè lên nguyên vật liệu hiện tại có cùng tênViết đè lên các tập tin đại diện đang tồn tại khi kiến dựngGhi đè tập tin bằng phiên bản Blender cũ hơn nhé?Khả năng viết đè chưa được đánh dấu kiểm cho %s, bỏ quaViết đè các khung khóa trong phạm vi dánViết đè các khung khóa nằm trong phạm vi dán, dùng phạm vi của toàn bộ các khung khóa đã sao chépViết đè lên các định hướng đã kiến tạo trước đây có cùng tênChủ Sở HữuKhông Gian của Chủ NhânÔzônP1P2Các Định Dạng PBRPC2PCMTỷ số PIC/FLIP. Giá trị 1.0 sẽ làm cho kết quả hoàn toàn trên mô phỏng nền tảng FLIP. Dùng giá trị thấp hơn cho các mô phỏng sẽ tạo ra lượng bắn tóe ít hơn.Xuất Khẩu PLY: Không thể mở tập tin '%s' đượcXuất PLY: Không tìm thấy bộ sưu tập '%s'Trình Nhập Khẩu PLY: %s: %sTrình Nhập Khẩu PLY: quá trình nhập khẩu bị thất bại, không có điểm đỉnhTrình Nhập Khẩu PLY: quá trình nhập khẩu bị thất bại, lỗi xảy ra không xác định đượcPNGHình Ảnh PNG (.png)Hình Ảnh PNG (.png)Đường Dẫn Tập Tin PO của BlenderĐường Dẫn Tập Tin PO Công ViệcĐường Dẫn của Tập Tin POTCơ Sở PPMHệ Số PPMĐóng GóiÉm BitĐóng Gói Bên NgoàiĐóng Gói các Hình ẢnhĐóng Gói Hải ĐảoChất Lượng Đóng GóiĐóng Gói các Hải Đảo UVTrường Đóng Gói các Hải Đảo UVĐóng gói toàn bộ các hình ảnh vào tập tin .blendĐóng gói toàn bộ các tập tin bên ngoài, mà hiện đang được sử dụng, vào trong tập tin .blend nàyĐóng gói toàn bộ các tập tin bên ngoài vào trong tập tin .blend nàyĐóng gói một hình ảnh thành dữ liệu nhúng sẵn vào trong tập tin .blendĐóng gói dữ liệu đã nướng từ đĩa vào tập tin .blendĐóng gói những dịch chuyển từ một tập tin bên ngoàiĐóng gói mỗi UV của mặt vào ranh giới UVĐóng gói các hải đảo vào ô hình ảnh UDIM đang hoạt động hoặc ô khung lưới đồ thị UDIM nơi con trỏ 2D nằmĐóng gói các hải đảo vào UDIM nằm gần nhấtĐóng gói dữ liệu nướng vào tập tin .blendĐóng gói âm thanh vào tập tin .blend hiện tạiĐóng Gọn vàoĐóng gói vào khung hộp viền khởi đầu của các hải đảoID của GóiMã định danh gói chưa được thiết lậpĐóng GóiĐã đóng gói %d tập tinTập Tin Đã Đóng GóiTập Tin đã được Đóng Gói, bấm chuột để mở góiTập Tin Đã Đóng GóiKhông thể sơn các tập tin đóng gói đa tầng đượcKhông thể sơn các tập tin đóng gói đa tầng: %sKhông thể đổi tên các khối dữ liệu vốn đã liên kết đượcHình ảnh thư viện đóng gói không thể lưu được: "%s" từ "%s"Đóng gói vào hình ảnh trong bộ nhớ "%s"BànSố*BànSố+BànSố-BànSố.BànSố/BànSố0BànSố1BànSố2BànSố3BànSố4BànSố5BànSố6BànSố7BànSố8BànSố9BànSốEnterTrangSơnKênh Alpha của SơnMàu SơnDốc Màu của SơnĐường Cong SơnĐường Cong SơnKhối dữ liệu của các Đường Cong SơnVẽ Nét Bút Chì DầuMàn Chắn Lọc SơnChế Độ SơnNguồn SơnBề Mặt SơnDanh Sách Bề Mặt SơnĐộ Ướt của Nước SơnSơn một màu lên các điểm của nét vẽSơn một nét vẽ trong tầng thuộc tính màu đang hoạt độngSơn một nét trong trọng lượng của nhóm điểm đỉnh hiện tạiSơn một nét vào hình ảnhSơn đè lên trọng lượng của toàn bộ các xương được chọn, duy trì ảnh hưởng tương đối của chúngKênh alpha của sơnSơn hầu hết trên các mặt hướng về phía góc nhìnSơn hầu hết trên các mặt hướng về phía góc nhìn chiểu theo góc độ nàyBiểu tượng khe SơnDanh sách bề mặt sơnSơn nguyên vật liệu với một thuộc tính màuSơn sử dụng màu cơ sở của nguyên vật liệu đang hoạt độngTrọng lượng sơn trong nhóm điểm đỉnh đang hoạt độngĐộ ướt của nước sơn, hữu hình trong biểu đồ độ ướt (một số hiệu ứng chỉ có tác động với sơn ướt mà thôi)Sơn vẽ với một dốc màuSơn vẽ với một màu duy nhấtĐườngCongSơnMớiTầng Ánh Xạ về SơnÁnh Xạ SơnĐầu Ra Ghép BèBảng Pha MàuMớiBảng màu '%s' không có chứa màu đã choMàu trong BảngChốt Trục của Bảng Pha MàuBảng pha màu đã được kiến tạoKhối dữ liệu bảng pha màuBảng màu. Dùng Nút Chuột Trái để lấy thêm mẫu vật về màu sắcBảng Pha MàuTrục Quay của Lòng Bàn TayLiaGóc Độ LiaLia XuốngLia TráiLia PhảiĐộ Mẫn Cảm với Hành Động LiaLia LênLia Góc NhìnLia và xoay chiều góc nhìn bằng chuột 3DLia góc nhìnLia góc nhìn xuống dướiLia góc nhìn theo hướng chỉ địnhLia góc nhìn về bên tráiLia góc nhìn về bên phảiLia góc nhìn lên trênLia qua lại góc nhìn khi đầu chuột được giữ tại trên một cạnhLia góc nhìn bằng chuột 3DLia/thu phóng góc nhìn máy quay phim thay vì rời khỏi chế độ quan sát qua máy phim khi quỹ đạoBảngKhông tìm thấy bảng "%s"Nền ThẻNhận Dạng của Bảng Điều KhiểnĐường Viền Hình ẢnhĐộ Tròn của BảngDán Văn BảnTiêu Đề của BảngPhông cho Tựa Đề của BảngBật/Tắt Bảng Điều KhiểnBảng điều khiển đã có một nút bật/tắt rồiBảng có chứa các phần tử Giao Diện Người Dùng (UI)Miêu tả bảngBảng điều khiển để cho thêm ổ cắm vào nút đầu vào/đầu ra của nhóm bổ sungTheo mặc định thì bảng điều khiển được đóng lại trên các nút mớiTên bảngBảng chứa mụcCường Độ Bóng Tối của Trình ĐơnChiều Rộng Bóng Tối của Trình ĐơnCác BảngLiaThể Loại Cảnh Tầm RộngMàn Ảnh RộngGiấyDiễu HànhĐoạn VănThị SaiBán Kính Thị SaiVMM Cảnh Tỉnh Thị SaiSong SongPháp Tuyến Song SongCác máy quay phim song song không hội tụCác đường song songHình bình hànhTrình Biên Soạn Tham SốTham số từ 0 đến 1 dọc theo đuôi tócThông SốTham số và sắp đặt cho Trình Duyệt Tập TinNhững tham số nhằm xác định một khối dữ liệu Đoạn Phim được sử dụng bởi một khối dữ liệu khác như thế nàoTham số định nghĩa phương pháp một khối dữ liệu khác sẽ sử dụng khối dữ liệu Hình Ảnh như thế nàoCác tham số xác định khoảng thời lượng của hình ảnh, dịch chuyển và các sắp đặt liên quanTham số định nghĩa khe kết xuấtTham số xác định khung hình nào của đoạn phim sẽ được hiển thịTham số định nghĩa tầng, lượt và khung hình nào của hình ảnh sẽ được hiển thịTham số cho giải nghiệm IKCác thông số cho Máy Quay Phim tùy chỉnh (nền tảng OSL)Các tham số cho trình giải nghiệm IK iTaSCTham SốTham số về vị trí trên đường cong mà Đối Tượng 'đi theo' sẽ phải nằm tại đó (vị trí được tính bằng cách chia với giá trị 'Chiều Dài Đường Dẫn')Phụ HuynhXương Phụ HuynhChỉ Số của ĐiểmĐảo Nghịch Phụ HuynhMa Trận Đảo Nghịch của Phụ HuynhMa Trận Đảo Nghịch của Phụ HuynhNhóm Tầng Lớp Phụ HuynhĐối Tượng Phụ Huynh để gài móc, đồng thời cũng tính toán lại và xóa dịch chuyển điHạt Phụ HuynhĐường Dẫn Phụ HuynhCác Dấu Nhãn Phụ HuynhLoại Phụ HuynhĐiểm Đỉnh Phụ HuynhĐiểm Đỉnh Phụ HuynhCửa Sổ Phụ HuynhXương phụ huynh (trong cùng Khung Rối)Bộ sưu tập xương phụ huynh. Lưu ý rằng việc truy cập phần này đòi hỏi phải rà quét toàn bộ các bộ sưu tập xương để tìm phụ huynh.Xương phụ huynh biên soạn (trong cùng một Khung Rối)Phụ huynh không phải là một phần của giao diệnPhụ huynh hóa các đối tượng mới kiến tạo với thực thể viên gốcĐối tượng phụ huynhPhụ huynh của xương tư thế nàyMa trận biến hóa tương đối với phụ huynh Cảnh báo: Chỉ xem xét đến quan hệ phụ huynh với 'Đối Tượng' mà thôi, ví dụ: trong trường hợp phụ huynh hóa xương, chúng ta được một ma trận tương đối với đối tượng Khung Rối, chứ không phải là xương phụ huynh thậtĐặt các điểm đỉnh được chọn làm phụ huynh các đối tượng được chọnPhụ huynh mà nút này được gắn vàoPhụ huynh hóa với vị trí chưa biến dạng của giám sát 2DPhụ Huynh:Những sắp đặt về phụ huynh hóa cho yếu tố chắn lọcPhụ Huynh Hóa:Phụ HuynhLỗi phân tích cú pháp trong: %sPhân Chia Phần theo Quần Đảo Khung LướiPhần của hình học để hiển thị dữ liệu từ đóPhần của khung lưới sẽ được mô phỏng khi nét vẽ hoạt độngMột Phần Cục BộVẽ lồng một phần nào đó trên trình phối hình với sự dịch chuyển khung hìnhHạtBăng tần (hẹp) của hạt (giá trị cao hơn sẽ cho kết quả là bằng dày hơn và nhiều hạt hơn)Số Lượng HạtĐầu Bút HạtBiên Soạn HạtHình Mẫu Hạt TócThông Tin về HạtThực Thể Hóa HạtTrọng Lượng Đối Tượng Thực Thể Hóa HạtHình Mẫu của HạtTuổi Thọ Tối Đa của HạtVị Trí HạtDịch Chuyển của HạtTính Chất HạtBán Kính HạtKết Xuất HạtSắp Đặt HạtKhe Chất Liệu Sắp Đặt HạtNhững Đặc Biệt của Hệ Thống HạtHệ Thống HạtChỉ Số của Hệ Thống HạtHệ Thống Hạt mà bộ điều chỉnh này điều khiểnHệ Thống HạtMục Tiêu HạtCông Cụ cho HạtUV của Hệ Thống HạtBán Kính Cập Nhật HạtVận Tốc HạtSố lượng hạtKhối dữ liệu của hạtĐầu bút để chỉnh sửa hạtCác hiệu ứng viên của hạt tự tác động tới bản thânHạt trong một hệ thống hạtTên của đối tượng thực thể hóa hạtHình mẫu của hạt cho hệ thống hạt tócHệ số chỉ số lượng hạt (giá trị cao sẽ làm tăng số lượng hạt)Trục định hướng của hạt (sẽ không ảnh hưởng đến kết quả của Bộ Điều Chỉnh Nổ Tung)Thể loại vật lý hạtHệ số bán kính hạt (giá trị cao hơn sẽ tạo ra các hệ thống hạt (đã thành khung lưới) lớn hơn). Cần phải điều chỉnh sau khi thay đổi tỷ lệ khung lưới.Hệ số bán kính hệ thống hạt. Tăng giá trị này nếu mô phỏng có hiện tượng rò rỉ thể tích, giảm giá trị này đi nếu mô phỏng có vẻ tăng thêm thể tích.Sự xoay chiều của hạt bị các va đập và các hiệu ứng viên tác động tớiTỷ Lệ của HạtChế độ lựa chọn và hiển thị tócSắp đặt cho hệ thống hạt. Mọi hệ thống hạt đều có thể sử dụngKích thước hạt trong các ô của mô phỏngHệ thống hạt có thể chỉnh sửa được trong chế độ hạtHệ thống hạt đã bị chỉnh sửa trong chế độ hạtHệ thống hạt có nhiều bộ nhớ đệm điểmHệ thống hạt trong một đối tượngBộ điều chỉnh tạo thực thể hệ thống hạtTên của hệ thống hạtSắp đặt của hệ thống hạtBộ điều chỉnh mô phỏng hệ thống hạtHệ thống hạt được phát sinh ra từ đối tượngTên hệ thống hạt mục tiêuLoại hạtThựcThểHạtBộ Điều Chỉnh Tạo Thực Thể HạtSắp Đặt HạtTrụcBím TócCon CáiTrònThập TựUốn CongPhát XạXoắn VặnMớiKhôngKhông Có GìPhụ HuynhPhương Thức Hiển Thị HạtĐiểmSức MạnhTỏa TrònTheo Kết XuấtCuộnXoay ChiềuĐộ RốiXoắn ỐcSóngHệ Thống HạtBộ Điều Chỉnh Hệ Thống HạtHạtSố Hạt Tối ĐaSắp Đặt HạtHạt và Thực ThểHạt chết khi bị va đập với một đối tượng làm lệch hướngCác hạt xuất phát từ hệ thống hạtHạt Nằm ở Vùng Biên GiớiPhần hạt của đối tượng phải nhìn thấy được trong kết xuấtHạt được kiến tạo bởi mô phỏng chất lỏngSố Hạt/MặtChia NgôiHệ Số Phân ChiaĐộ Phân Chia Tối ĐaĐộ Phân Chia Tối ThiểuPhụ huynh ảo không thể chia ngôiLượtThanh Lọc LượtChỉ Số LượtCho Phép Đi QuaLượt (kết xuất) có chứa bóng tối và ánh sáng, tức những cái sẽ được nhân lên thành nền sauLượt trong hình ảnh đa tầngTrào sóng qua các cạnh của khung lướiKhung Cắt CảnhAlpha của Khung Cắt CảnhCác LượtChưa Hỗ TrợCác lượt sử dụng trong lượt nướng đang hoạt độngCác lượt sử dụng bởi trình khử nhiễu để phân định giữa nhiễu và chuyển sắc của bộ tô bóng, cùng các chi tiết của hình họcThụ ĐộngNhìn Xuyên ThấuDánDán các điểm hoặc nét Bút Chì Dầu từ bảng nhớ tạm nội tại vào tầng lớp đang hoạt độngPhương Pháp DánDán Pháp TuyếnDán theo Tầng LớpDán nội dung từ tập tinDán các bản sao của các nét đã được lưu trữ vào bảng nhớ tạm nội bộDán khối dữ liệu từ bảng nhớ tạm nội bộ vàoDán điều vận: không có điều vận nào để dán đượcDán các khung khóa từ các xương phản chiếu đối xứng, nếu chúng tồn tạiDán các khung khóa từ bộ đệm nội bộ cho các kênh đã chọn, khởi đầu tại khung hình hiện tạiDán các khóa kết thúc tại khung hình hiện tạiDán các khóa dùng thời gian nguyên gốcDán các phím tương đối với Vị Trí-Y bên dưới con trỏDán các khóa tương đối với khung hình hiện tại khi sao chépDán các phím tương đối với giá trị của đường cong bên dưới con trỏDán các khóa bắt đầu tại khung hình hiện tạiDán các khóa có giá trị dịch chuyểnDán các phím có phím đầu tiên khớp với phím bên trái của con trỏDán các phím có phím cuối cùng khớp với phím bên phải con trỏDán các khóa có cùng giá trị như chúng đã được sao chépDán hình ảnh mới từ bảng nhớ tạmDán các nút từ bảng nhớ tạm nội bộ vào cây nút đang hoạt độngDán pháp tuyến từ bảng nhớ tạm nội bộDán các đối tượng từ bảng nhớ tạm nội bộ vàoDán vào Đằng SauDán vào toàn bộ các khung hình nằm giữa khóa được chọn đầu tiên và cuối cùng, tạo các khung khóa mới nếu cầnDán vào các khung hình có khóa đã được chọn, có khả năng tạo khóa mới trên các khung hình đóChỉ dán vào các giá trị hiện tại mà thôi. Chỉ thao tác với dữ liệu hoạt họa nếu tính năng tự động khóa được bật lênDán các điểm đỉnh UV đã chọnDán chốt trục từ bảng nhớ tạm nội bộ vàoDán các dải từ bảng nhớ tạm nội bộDán văn bản từ bảng nhớ tạmDán văn bản được chọn ra một chỗ khác thay vì sao chép (duy X11/Wayland mà thôi)Dán Tài Sản đã được sao chép trước đó bằng Sao Chép Làm Tài SảnDán trình điều khiển vào bảng nhớ tạm nội bộ vào nút được nêu bậtDán nội dung của bảng nhớ tạm nội bộ vào bộ đường nét đang hoạt độngDán các sắp đặt về nguyên vật liệu cùng các nútDán tư thế đã lưu và đảo chiều lên tư thế hiện tạiDán tư thế đã lưu lên tư thế hiện tạiDán sự dịch chuyển về thời gian của các khung khóaDán vào cái Đang Hoạt độngDán các giám sát từ bảng nhớ tạm nội bộĐã dán %d tài sản rồiDán ma trận từ bảng nhớ tạm vào xương hoặc đối tượng tư thế hiện đang hoạt động. Sử dụng ma trận không gian thế giớiChắp VáĐường Đi/DẫnĐường dẫn '%s' không thể đổi thành tuyệt đối đượcĐường dẫn '%s' không thể tuyệt đối hóa cho %s '%s' đượcĐường dẫn '%s' không thể tương đối hóa cho %s '%s' đượcKhông tìm thấy đường dẫn '%s' (không có khối dữ liệu của chủ sở hữu nào vốn biết đến cả)Không tìm thấy đường dẫn '%s' từ khối dữ liệu liên kết '%s' được (trong thư viện '%s')Không tìm thấy đường dẫn '%s' từ khối dữ liệu cục bộ '%s'Đường Dẫn SauHoạt Họa Đường DẫnĐường Dẫn TrướcSo Sánh Đường DẫnRàng Buộc Đường DẫnThời Lượng Đường DẫnKết Thúc Đường DẫnHướng Dẫn Đường ĐiĐường Dẫn Khung Khóa SauĐường Dẫn Khung Khóa TrướcChiều Dài Đường DẫnChắn Lọc Đường DẫnChế Độ Đường DẫnĐầu Ra Đường DẫnĐường Dẫn Tương ĐốiDấu Phân Cách Đường DẫnKhởi Đầu Đường DẫnBước Đi của Đường DẫnXung đột trong đường dẫn xảy ra: %d bộ nhớ đệm đã được đặt vào đường dẫn %sChế độ biên soạn đường dẫnĐường dẫn từ khối dữ liệu đến cây nút hiện đang biên soạnNội suy đường dẫn tại điểm nàyĐường dẫn đã được hoạt họa rồiĐường dẫn đang được biên soạnĐường dẫn trống, không thể lưu đượcĐường dẫn đến ID dùng để sinh tạo một hình ảnh cho bộ điều khiểnĐường dẫn của đối tượng trong kho AlembicĐường dẫn của tính chất được thiết lập với độ sâuĐường dẫn đến tính chất để lựa chọn giữa các đường dẫn chính và phụĐường dẫn đến tính chất dùng để xoay chiều hiển thị của chất liệuĐường dẫn đến tính chất dùng để đặt màu sắc cho bộ điều khiểnĐường dẫn đến tính chất dùng để đặt màu tô của bộ điều khiểnĐường dẫn đến tính chất sử dụng để đặt độ thu-phóng của bộ điều khiểnĐiểm đường chuyển động đã được chọn để biên soạnĐường dẫn tương đối với thư mục đang hiển thị trong Trình Duyệt Tập Tin (cũng có tên tập tin)Việc lựa chọn đường dẫn đòi hỏi hai phần tử xứng khớp đã được chọn rồiThời gian của đường đi được tính bằng số khung hình tuyệt đốiĐường dẫn đến tập tin CSVĐường dẫn đến tập tin OBJĐường dẫn đến tập tin OpenVDBĐường dẫn đến tập tin PLYĐường dẫn đến tập tin STLĐường dẫn đến máy chơi hoạt họa/trình tự khung hình tùy chọnĐường dẫn đến một thư mục có các tập tin .blend để sử dụng làm các thư viện tài sảnĐường dẫn đến thư mục để lưu giữ những hình ảnh được nướng ra bên ngoàiĐường dẫn tới một sắp đặt dùng trong một Bộ KhóaĐường dẫn đến một tập tin văn bảnĐường dẫn đến tập tin khởi động khácĐường dẫn đến một trình biên soạn hình ảnhĐường dẫn đến thư viện tài sản không tồn tại:Đường dẫn đến dữ liệu quan sátĐường dẫn đến tập tin bên ngoài dùng cho phép dời hìnhĐường dẫn đến tập tinĐường dẫn đến gltfpackĐường dẫn đến gltfpack nhị phân (thi hành được)Đường dẫn đến tập tin hình ảnhĐường dẫn để cài đặt các gói trình bổ sung cũĐường dẫn đến phông giao diệnĐường dẫn đến phông đơn cách của giao diệnĐường dẫn đến sắp đặt của tính chấtĐường dẫn đến tập tin .blendĐường dẫn đến kho lưu trữĐường dẫn đến dữ liệu đang hiển thịĐường dẫn đến dữ liệu hiển thị trong bảng tínhĐường dẫn đến thư mục nơi các chất liệu nhập khẩu sẽ được sao chépĐường dẫn đến thư việnĐường dẫn đến tập tin thư viện .blendĐường dẫn đến đối tượng trong kho Alembic, sử dụng để lùng tìm dữ liệu hình họcĐường dẫn đến đối tượng trong kho Alembic dùng để tra cứu ma trận biến hóaĐường dẫn đến tập tin mẫu pot (phiên dịch)Đường dẫn đến tập tin po thích hợp trong kho lưu trữ nguồn của BlenderĐường dẫn đến tập tin po thích hợp trong kho công việcĐường dẫn tới tập tin lưu trữ các sắp đặtĐường dẫn đến bộ tô bóng định nghĩa máy quay phim tùy chỉnhĐường dẫn quá dài, không thể lưu đượcĐường dẫn: {!r}Đường dẫn: {:s}Đường DẫnSo Sánh các Đường DẫnPhạm Vi Đường DẫnLoại Đường Chuyển ĐộngNhững đường dẫn của các đối tượng trong kho AlembicĐường Dẫn:Kiểu Hoa Văn/Mẫu Ký Tự Đại DiệnKhu Vực Mẫu:Khung Hộp Viền MẫuCác Góc MẫuSo Khớp MẫuChế Độ MẫuKích Thước Kiểu MẫuKhung hộp viền hình mẫu trong tọa độ đã được bình thường hóaKiểu mẫu sử dụng cho các góc cắt bên trongKiểu mẫu sử dụng cho các đường cắt góc ngoàiMô hình dùng để kết nối các đối tượngHoa VănTạm DừngTạm Ngưng Quá Trình NướngNgưng Xem TrướcTạm dừng toàn bộ các kết xuất xem trước trong cổng nhìnBàn Chân ThúLàm cho đỉnh sắc nhọn trong mô hình 'JONSWAP' và 'TMA'Lạc (Bóc Vỏ)Lạc (Có Vỏ)Đảo Chiều BútÁp lực của bút làm giảm ảnh hưởng của chất liệuNghiêng bút từ phía sau (-1.0) về phía trước (+1.0)Nghiêng bút từ trái (-1.0) sang phải (+1.0)Ngũ GiácSử Dụng Đường CongTheo Từng ChiềuMức Dời Hình của Mỗi Điểm ĐỉnhMỗi thành phần một hệ sốSố mẫu vật của mỗi tầng kết xuất sẽ vượt quyền số mẫu vật của cảnhSố lượng mẫu vật mỗi điểm ảnhDữ liệu về da của mối điểm đỉnh để sử dụng với bộ điều chỉnh daPhần TrămPhần TrămHệ Số Phần TrămTỷ lệ phần trăm dọc theo mỗi đường cong để pha trộn biến dạng từ gốcPhần trăm lượng sử dụng cho cổng nhìnLượng phần trăm mà màu của dải ảnh hưởng đến các dải khácTỷ lệ phần trăm chiều dài của dải cung cấp ở đầu vàoPhần trăm của tốc độ tối đaLượng phần trăm của các hạt cho hiển thị trong khung nhìn 3DTỷ lệ phần trăm quá khổ để kết xuất thêm trong bộ đệm kết xuất nội bộTỷ lệ phần trăm của chiều dài dải cung cấp ở đầu vàoTỷ lệ phần trăm của độ phân giải kết xuấtGiá trị phần trăm dùng để xác định vị trí mục tiêu dọc theo chiều dài của đường congDường Như Bảo Tồn Chất LượngThực hiện lấy mẫu RIS theo hướng dẫn dựa trên tích của sự phân bổ ánh sáng đưa vào và BSDFTiến hành cắt lát đối tượng định phạm vi một lầnThực hiện các phép toán bitwise trên số nguyên 32 bitThực hiện cả lọc màu (chroma keying) (để xóa phông nền) và khử màu tràn (despill) (để chỉnh sửa sự nhuốm màu từ màu của phông nền)Thực hiện điều chỉnh sắc độ từ một điểm trắng khácThực hiện khử nhiễu trên các thiết bị GPU vốn cấu hình trong thẻ hệ thống trong cài đặt sở thích người dùng. Thao tác này nhanh hơn đáng kể so với trên CPU, song cần thêm bộ nhớ GPU. Khi các cảnh lớn cần nhiều bộ nhớ GPU hơn thì có thể tắt tùy chọn này điThực hiện thao tác bên ngoài trên một tập tin hoặc thư mụcThi hành sự so sánh đa-từ/mờ ảo (Cảnh báo: Có thể chậm)Thực hiện điều chỉnh mức độ trên mỗi kênh màu của một hình ảnhThực hiện các phép toánThực hành hành động hiện tại cho tập tin ở dưới con trỏ (ví dụ: mở tập tin)Thực hiện phép toán vectơHiệu Suất Thi HànhNhững Sắp Đặt Trước về Hiệu Suất Hoạt ĐộngChu KỳQuãng SóngChu kỳ nhiễuNhiễu Perlin 1DNhiễu Perlin 2DBiến dạng vĩnh cửuLuôn luôn cho phép các tập lệnh thi hànhXóa vĩnh viễn tập tin blend tài sản đầu bút. Không thể hoàn tác thao tác này được.Xóa vĩnh viễn đầu bút. Không thể hoàn tác thao tác này.Xóa vĩnh viễn tập tin blend tài sản tư thế nhé? Không thể hoàn tác thao tác này được đâu đấy.Bộ sưu tập ẩn khuất vĩnh viễn:Độ Thẩm ThấuQuyền HạnTiếng Ba Tư (ﯽﺳﺭﺎﻓ)Ổn ĐịnhDữ Liệu Ổn ĐịnhĐường Dẫn của Dữ Liệu Ổn ĐịnhID Bất BiếnMã Định Danh Cố ĐịnhUID Cố ĐịnhDữ liệu ổn định liên quan đến một cột bảng tính nào đóDữ liệu bền vững của một bảngDữ liệu cố định cho các bảng được hiển thị trong trình biên soạn bảng tính nàyĐịnh danh bất biến để so sánh các đối tượng có chuyển động mờ nhòe ở khoảng giữa các khung hìnhMã thông báo truy cập cá nhân, một số kho lưu trữ có thể đòi hỏi nóPhối Cảnh Xa GầnGiá trị độ dài tiêu cự của Máy Quay Phim Phối Cảnh tính bằng milimétMa Trận Phối CảnhĐộ dài tiêu cự của máy quay phim phối cảnhTrangXuốngTrangLênPha (Sóng)Số Lần Khuếch Đại PhaDịch Chuyển Pha SóngPha Dịch Chuyển của SóngHàm pha cho ánh sáng tán xạPha dịch chuyển hình sinMô phỏng vật lý cho vải vócVật Chất Dẫn ĐiệnTính Chất Vật LýCác nguồn ánh sáng cụ thểMô hình vật lý để mô phỏng lực uốn congĐơn vị chiếu sáng glTF dựa trên vật lý (cd, lx, nt)Bộ tô bóng dựa trên vật lý, dễ sử dụng để kết xuất tóc và lông thúTrình tô bóng cơ sở vật lý, dễ sử dụng, dành cho việc kết xuất các nguyên vật liệu bề mặt, dựa trên mô hình OpenPBRVật LýTính Chất Vật LýLoại Vật LýMô phỏng vật lý cho các chất lỏng, như nước, dầu và khóiChọnChọn Thực ThểChọn Ngẫu NhiênChọn một tính chất để làm một mục tiêu của điều vậnChọn các đối tượng từ bộ sưu tập một cách ngẫu nhiênXương được chọn không trực thuộc phần khung rối vốn đã chọnQuá trình chọn một xương đã bị thất bạiPicometẢnhTrình Đơn Hình Rẻ QuạtMàu cho Trình Đơn Hình Rẻ QuạtTrình Đơn Rẻ Quạt khi Kéo RêTrình Đơn Hình Rẻ QuạtNút trình đơn rẻ quạt được giữ lâu hơn mức này sẽ loại bỏ trình đơn khi thả ra (trong 1/100 giây)Kích thước trình đơn hình rẻ quạt trong số điểm ảnhTrình đơn rẻ quạt sẽ sử dụng vị trí khởi đầu của chuột làm trung tâm cho lượng thời gian này (trong 1/100 giây)Đính GhimĐộ cứng trong lực đàn hồi của ghim đính (vị trí mục tiêu của điểm đỉnh)Ghim Ranh Giới LạiĐính Ghim Dụng CụSức Mạnh của Mục Tiêu Đính GhimNhóm Ghim LạiGhim IDGhim Nguyên Vật Liệu LạiPhương Pháp GhimGhim Chế ĐộĐính Ghim CảnhGhim Ranh Giới Mô Phỏng XuốngĐộ Cứng của Ghim ĐínhNhóm Điểm Đỉnh GhimGhim tại Tham sốGhim từng đường cong tại một điểm nhất định cho thao tácGhim trong Trình Biên Soạn Đồ ThịGhim chế độ vào đầu bútGhim xuống Cuối CùngNhúmNhúm UVNhảy Tới LùiChế Độ Bật Nẩy Bóng BànGhim XuốngKhung rối đã ghim không hoạt động trong khung nhìn 3DCác hải đảo vốn được ghim xuống sẽ được khóa tại chỗCác hải đảo vốn được ghim xuống sẽ chỉ dịch chuyển mà thôiCác hải đảo vốn được ghim xuống sẽ không thể thay đổi tỷ lệCác hải đảo vốn được ghim xuống sẽ không xoay chiềuChỉ có thể chọn các điểm đỉnh đã được ghim xuống trong Chế Độ Điểm Đỉnh mà thôiQuy TrìnhPittôngĐộ Chúc Lên XuốngHệ số độ cao để tính toán hiệu ứng DopplerĐiểm TựaTrục TựaRàng Buộc Điểm TựaĐiều Khiển Điểm TựaDịch Chuyển của Điểm TựaĐiểm TựaĐiểm Tựa XĐiểm Tựa YDùng đối tượng đang hoạt động làm điểm tựaDùng trung tâm khung hộp viền đối tượng được chọn làm điểm tựaDùng tọa độ gốc của cá nhân mỗi đối tượng làm điểm tựaDùng điểm trung vị riêng của mỗi hải đảo đã chọn làm điểm tựaDùng con trỏ 2D làm điểm tựaCon trỏ 3D làm Điểm TựaDùng điểm trung vị của đối tượng được chọn làm điểm tựaTâm điểm tựa cho sự xoay chiều/sự thay đổi tỷ lệĐiểm tham số cho nét vẽ dùng làm điểm tựa u (0 ≤ u ≤ 1)Vị trí điểm tựa sẽ nằm tại vị trí đối tượng đang hoạt độngVị trí điểm tựa sẽ nằm tại vị trí đối tượng được chọnVị trí điểm tựa sẽ nằm giữa các thân cứng bị ràng buộcĐiểm tựa của các biến hóa tỷ lệ và xoay chiềuĐiểm ẢnhTỷ Lệ Điểm ẢnhTỷ Lệ Điểm ẢnhTỷ Lệ Tương Quan của Điểm ẢnhTỷ Lệ Điểm Ảnh Chiều XTỷ Lệ Điểm Ảnh Chiều YTọa Độ của Điểm ẢnhMật Độ Điểm ẢnhCài Đặt Trước về Mật Độ Điểm ẢnhBộ Lọc Điểm ẢnhKích Thước Điểm ẢnhTỷ lệ cân xứng của điểm ảnhThể loại bộ lọc điểm ảnhChiều rộng bộ lọc điểm ảnhKích Thước Điểm ẢnhKích thước điểm ảnh dành cho kết xuất cổng nhìnLàm Thô Điểm ẢnhHiệu Ứng Điểm Ảnh HóaHiệu ứng điểm ảnh hóaLàm thô điểm ảnh của hình ảnhĐiểm ẢnhCác điểm ảnh được xem là nằm trong vùng nhòe mờ nếu độ chênh lệch trung bình giữa giá trị quyết định của chúng và giá trị quyết định của điểm ảnh trung tâm nhỏ hơn ngưỡng này.Điểm ảnh sẽ được coi là nằm trên cạnh nếu hơn 10% các điểm ảnh lân cận có giá trị lớp lồng chênh lệch với nó vượt quá ngưỡng cho phép này.Các điểm ảnh chỉ được khử đốm nếu số lượng điểm ảnh lân cận khác biệt vượt quá ngưỡng tỷ lệ tương đối với tổng số điểm ảnh lân cận này. Một điểm ảnh lân cận được xem là khác biệt nếu độ lệch màu của nó vượt quá ngưỡng màu đầu vàoCác điểm ảnh chỉ được khử đốm nếu độ lệch màu của chúng so với màu trung bình của các điểm ảnh lân cận vượt quá ngưỡng này mà thôi.Số điểm ảnh chuột được di chuyển trên mỗi trục khi vẽ nét (trước khi chuyển động được ghi nhận)Số Điểm Ảnh trên mỗi Đơn Vị BlenderSố Điểm Ảnh trên mỗi InchCác điểm ảnh có giá trị độ sáng cao hơn mức tối đa này sẽ không được khóa hóaCác điểm ảnh có giá trị độ sáng thấp hơn mức tối thiểu này được mã hóaĐiểm Ảnh/CentimétĐiểm Ảnh/InchĐiểm Ảnh/MétĐặt DấuĐặt Điểm Đỉnh cho Nét Tiếp TheoĐặt con trỏDải các dấu mốc trên toàn thể khung hìnhChỉ đặt các dấu mốc nội bên trong vùng đã được khoanh vùng bằng công cụ Chú Thích mà thôiChỉ đặt các dấu mốc bên ngoài vùng đã được khoanh vùng bằng công cụ Chú Thích mà thôiĐặt dấu mốc mới tại vị trí chỉ địnhĐặt dấu mốc mới tại vị trí yêu cầu (vị trí đã bấm chuột)Đặt nút Hòa Trộn ở cùng độ cao với nút thấp nhấtĐặt nút Hòa Trộn giữa hai nútĐặt con trỏ tại trung điểm của các khung khóa đã chọnĐặt giá trị của con trỏ vào thành giá trị trung bình của các khung khóa đã chọnĐặt con trỏ mà không cần 'nhảy' sang vị trí mới (khi sử dụng khóa-vào-con trỏ )Đặt các điểm đỉnh lên bề mặt mà bề mặt đó sẽ tạo ra vô hạn các mức phân hóa (hình dạng mịn màng nhất)Giữ ChỗGiữ ChỗĐịnh VịĐịnh vị cho các nét đặc trưng phát hiện thấyĐơn ThuầnTrục Tọa ĐộDây chuyền đơn thuầnMặt PhẳngĐầu Dò Mặt PhẳngBình DiệnAlpha của Bình DiệnGóc Độ Bình DiệnTrục Bình DiệnPháp Tuyến của Bình DiệnDịch Chuyển của Bình DiệnDịch Chuyển Bình Diện Bằng Áp LựcĐiểm của Bình DiệnGiám Sát Bình DiệnBiến Dạng Bình Diện Giám SátChức Năng Đặc Biệt của Hình Ảnh Giám Sát Bình DiệnGiám Sát Bình DiệnXén Bình DiệnBình diện để dự phóng nét vẽ lênMặt phẳng dùng để định hướngKhông tìm thấy giám sát bình diện '%s' trong đối tượng theo dõi %sGiám sát bình diện đã được chọnBiến hóa làm cong vênh mặt phẳng sử dụng các giá trị góc mà thôiThạch CaoNhựaTính Mềm DẻoChơiChơi Âm ThanhChơi Mọi Khung HìnhChơi TrongChế Độ ChơiChơi hoạt họaChơi ở tốc độ bình thường bất kể tần số khung hình/giây (FPS) của cảnh là gìChơi âm thanh trong khi rà quét (tua) trong trình phối hìnhChơi âm thanh từ Trình Phối Hình, nếu không thì tắt âm thanh điChơi lại khung hình/phim đã kết xuất bằng máy chơi ở ngoàiChơi Ngược ChiềuChơi tập tin nàyChơi LạiTỷ Lệ Khung Hình Chơi Lại (FPS)Duy Chơi LạiĐổi Tỷ Lệ Chơi LạiChơi lại sự luân chuyển của âm thanh (chỉ cho các nguồn Đơn Kênh (Mono))Tần số cao độ khi chơi âm thanhÂm lượng chơi lạiMáy Chơi LạiĐầu ChơiXin vui lòng Kiến Tạo một Biến Thể trước đi đãVui lòng tắt/bật 'bộ lọc hành động' để làm mới lại danh sáchLàm ơn biên soạn cài đặt sở thích của trình bổ sung Phiên Dịch Giao Diện Người DùngXin vui lòng bật Truy Cập Trực Tuyến trong cài đặt Hệ Thống lên.Xin vui lòng gửi một báo cáo lỗi.Xin vui lòng chọn ít nhất một hình ảnh nhéXin vui lòng chỉ chọn 1 khung hình để hoàn lại mà thôiLàm ơn chọn hai dảiSắc CạnhĐiểm/ChấmĐiểm 1Điểm 2Điểm 3Điểm 4Bộ Nhớ Đệm ĐiểmDanh Sách Bộ Đệm ĐiểmBộ Nhớ Đệm ĐiểmMây Điểm Chấm• Đám Mây Điểm: {} điểmĐám Mây ĐiểmSố Lượng ĐiểmChỉ Số Đường Cong ĐiểmMật Độ ĐiểmID Nhóm của ĐiểmChỉ Số của ĐiểmChỉ Số Điểm trong Đường CongThông Tin ĐiểmBóng ĐènGiám Sát ĐiểmĐiểm Hướng Lên TrênBộ nhớ đệm điểm cho mô phỏng vật lýBộ đệm điểm phải được nướngThành phần đám mây điểm chỉ chứa dữ liệu điểm mà thôiKhối dữ liệu đám mây điểmKhối dữ liệu về đám mây điểmĐối tượng đám mây điểm không hỗ trợ thao tác đặt tọa độ gốc nàyCác đám mây điểm chỉ hỗ trợ một nguyên vật liệu duy nhất mà thôi; đầu vào lựa chọn không thể là một trường đượcTọa độ điểmĐiểm trong đám mây điểmĐiểm trong hình mẫuĐiểm trong một hình mẫu cho đường cong BézierĐiểm trong một hình mẫu cho các đường congĐiểm tọa độ trên giàn lưới ràoKhông tìm thấy điểm (point) trên chốt trục đã choĐiểm của Đường CongĐiểm của đường cong sử dụng cho ánh xạ đường congĐiểm của một đường dẫn sử dụng để định nghĩa một mặt cắtĐiểm trên nguồn sẽ bám dính vào mục tiêuChế độ chọn điểmĐiểm được chọnHướng các pháp tuyến tùy chỉnh đã chọn vào Mục Đích chỉ địnhĐiểm để xoay quanhHướng về phía mục tiêu bằng đường xoay ngắn nhấtHướng về phía mục tiêu dọc theo trục giám sát, trong khi khóa trục khác lạiHướng về phía mục tiêu bằng cách xoay quanh với góc độ nhỏ nhất cần thiếtLấy mẫu vật thử nghiệm trên một điểm (Point-sample) của dải màu (color band)Điểm:MâyĐiểmMớiCon TrỏCon trỏ từ đường dẫn image_id không phải là một IDĐộ NhọnĐiểmTập Hợp Điểm (Chưa hỗ trợ)Số Điểm USố Điểm VCác điểm để xác định mép nhòeKhung lưới đồ thị các điểm, hiện tại các đối tượng thể tích chưa hỗ trợ cái nàyĐiểm chỉ vào chiều hướng U (không thể thay đổi được khi có các hình mẫu)Điểm chỉ vào chiều hướng V (không thể thay đổi được khi có các hình mẫu)Điểm chỉ vào chiều hướng W (không thể thay đổi được khi có các hình mẫu)Các Điểm của Đường CongCác điểm của lưới ràoSố Điểm mỗi Đường CongĐiểm thành Đường CongCác Điểm thành Khung Lưới Đồ Thị SDFĐiểm thành Điểm ĐỉnhĐiểm thành Thể TíchCác điểm để sinh tạo ra đường congCác điểm để thực thể hóa trên đóĐiểm:%sĐiểm:%s/%sPoisson Hình ĐĩaTỷ số Poisson cho biến dạng đàn hồi. Giá trị cao hơn bảo toàn thể tích nhiều hơn, nhưng cũng dẫn đến phình to hơn.Tâm của Nan QuạtDịch Chuyển của Nan QuạtPhép tính tâm phân nan mặtCực 0 là XCực 0 là YCực ZXCực ZYĐiểm CựcGóc Độ CựcSố Lượng CựcGóc Độ Khởi Đầu Hợp Nhất về CựcGóc Kết Thúc Hợp Nhất CựcGóc Khởi Đầu Hợp Nhất CựcCực Mục Tiêu PhụCực Mục TiêuTrục cực để xoay chiềuMức dịch chuyển xoay chiều của cựcTiếng Ba Lan (Polski)Đa GiácDựng Đa Giác: Mặt tại Con TrỏDựng Đa Giác: Phân Chia tại Con TrỏDựng Đa Giác: Biến Hóa tại Con TrỏKiểu Dữ Liệu của Đa GiácĐa GiácDiện Tích của Đa GiácTrung Tâm Đa GiácPháp Tuyến Đa GiácPháp Tuyến của Đa GiácĐa giác trong khối dữ liệu của khung lướiĐa Giác HóaĐa Giác HóaĐộ phân giải khi đa giác hóa trong kết xuấtĐộ phân giải khi đa giác hóa trong cổng nhìn 3DĐa GiácĐa giác của khung lướiĐường Đa GiácĐa ThứcBậc Phương TrìnhPolitironBật lên tìm kiếm cho một trình đơn trong ngữ cảnh hiện tạiBật hộp tìm kiếm trên toàn bộ các operator hiện có trong ngữ cảnh hiện tạiBật hộp tìm kiếm trên toàn bộ các trình đơn trong ngữ cảnh hiện tạiCổngPhần của các mục để chọn một cách ngẫu nhiênVị TríTư ThếTài Sản Tư Thế đã được sao chép. Hãy sử dụng chức năng Dán Thành Tài Sản Mới trong bất kỳ Trình Duyệt Tài Sản nào để dán vào nhéXương Tư ThếMàu Xương Tư ThếXương Tư ThếVị Trí Đầu của Tư ThếSố Phân Đoạn IK của Tư ThếThư Viện Tư ThếThư Viện Tư Thế dựa trên hệ thống tài sản.Dịch Chuyển trong Vị Trí của Tư ThếDấu Mốc Tư ThếMa Trận Tư ThếChế Độ Tư ThếTên Tư ThếTùy Chọn về Tư ThếDịch Chuyển Tọa Độ Gốc của Tư ThếVị Trí Tư ThếDịch Chuyển trong Xoay Chiều của Tư ThếKhông Gian Tư ThếVị Trí Đuôi của Tư ThếTài sản tư thế chỉ có thể được sửa đổi từ Chế Độ Tư Thế mà thôiThư viện tư thế chỉ dành cho các khung rối trong chế độ tư thế mà thôiRàng Buộc Xương Tư ThếVị TríVị trí 1Vị trí 2Hệ Số Vị TríTrường Vị Trí CạnhMô hình chuyển độngLượng Tử Hóa Vị TríSố Bit Lượng Tử Hóa Vị TríVị Trí XVị trí dọc theo đường điVị Trí và Đường ViềnVị trí của bộ điểm được khôi phục từ giám sát nàyVị trí của khuôn in trong cổng nhìnVị trí của khóa tính lại thời gian trong dòng thời gianVị trí của khuôn in trong cổng nhìnVị trí của điểm điều khiển cuối của đường congVị trí của tay cầm cuối được sử dụng để xác định hình dạng của đường cong. Ở chế độ Dịch Chuyển thì tương đối với Điểm kết thúcVị trí của điểm điều khiển đầu tiênVị trí của điểm đỉnh đầu tiênVị trí của mục trong bảng phụ huynh của nóVị trí của điểm điều khiển cuối cùngVị trí của điểm điều khiển giữaVị trí của điều khiển ở giữa, bị tắt đi nếu bằng 0Vị trí chuột sử dụng trong chế độ "Bề Mặt -- Surface"Vị trí điểm gốc của một đường congVị trí của điểm điều khiển thứ haiVị trí của lát cắtVị trí của điểm điều khiển khởi đầu của đường congVị trí của tay cầm khởi đầu được sử dụng để xác định hình dạng của đường cong. Ở chế độ Dịch Chuyển thì tương đối với Điểm khởi đầuVị trí điểm đỉnh đầu chóp của một đường congVị trí của điểm điều khiển thân và điểm tựaVị trí của sóng dọc theo Hướng của Băng Sóng. Cái này có thể sử dụng để làm đầu vào, nhằm cung cấp nhiều khống chế hơn đối với sự biến dạngĐặt máy quay phim của cảnh tại vùng địa danh đã chọnVị trí để nhảy đếnVị Trí, Đường Viền, và Cường ĐộVị Trí:Theo Vị TríTheo Dõi Vị TríDươngTrục DươngBên DươngTrục X DươngTrục Y DươngTrục Z DươngTăng mức làm mịn khung lưới (dương/tích cực)Có khả năng gây ra mất mát dữ liệu khi lưu tập tin này! Bộ điều chỉnh %s đã lỗi thời (Đối Tượng: %s)Xử Lý Hậu KỳXử Lý Hậu KỳÁp Phích HóaĐình chỉ thi hành cho đến khi thao tác công cụ chạy (khi được sử dụng với một công cụ)Hậu Xử LýBán Kính Khả DĩRanh GiớiLũy ThừaChế Độ Lũy ThừaĐộ/Chính XácChế Độ Chính XácGóc độ chính xác sử dụng để tăng dần độ xoay chiều trong trình biên soạn 2DGóc độ chính xác sử dụng để tăng dần độ xoay chiều trong các trình biên soạn 3DĐộ chuẩn xác của hội tụ (ổn định) trong trường hợp tái lặpĐộ chính xác của quá trình lấy mẫu nét vẽ. Giá trị thấp có nghĩa là kết quả chính xác hơn, và 0 là không lấy mẫuĐộ chính xác của diễu hành tia GI nhanhĐộ chính xác dò tia không gian màn hìnhChuyển tiếp quán tính định trước, hữu ích cho đồ họa chuyển động (từ ít nhất cho đến có "kịch tính" cao nhất)Màu nút sắp đặt sẵnMàu giám sát định trướcSắp Đặt Sẵn về Tính Chất Cơ Bản của Máy Quay Phim cho Quá Trình Giám SátCấu hình giám sát đặt trướcDự ĐoánDự đoán chuyển động của mục tiêuNạp SẵnƯu tiên phụ huynh hóa DEF (biến dạng)Ưa thích trượt dọc theo các cạnh để tạo chiều rộng đồng đều hơnCần trượt đẩy dọc theo các cạnh để đạt được chiều rộng đều đặn hơnCài Đặt Sở ThíchGóc Nhìn 3DTrợ NăngThêm Đường CongThêm Khung LướiToàn BộHoạt HọaNướngMáy Quay PhimNhiều MàuTổng HợpThô ThiểnTốiPhát TriểnMở RộngPhản hồiCông Cụ Trò ChơiNút Hình HọcBút Chì DầuĐộ Tương Phản CaoNhập-Xuất KhẩuLấy Cảm Hứng TừÁnh SángBố Trí Ánh SángNguyên Vật LiệuKhung LướiTạo Mô HìnhNútĐối TượngSơnVật LýQuy TrìnhIn ẤnKết XuấtDàn DựngCảnhĐiêu KhắcTrình Phối HìnhHệ ThốngTrình Biên Soạn Văn BảnGiám SátPhiên DịchUVGiao Diện Người DùngTrình Biên Soạn Ánh Sáng StudioCài đặt sở thích đã thay đổiCài đặt sở thích liên quan đến việc duyệt trình dữ liệuCài đặt sở thích đã được lưu rồiCác cài đặt sở thích chỉ làm việc với các trình ứng dụng mà thôiThiết bị được ưu tiên chọn trong quá trình phát hiện (cần khởi động lại Blender để các thay đổi có hiệu lực)Thích kết nối các thành phần nền sauThích kết nối các thành phần tiền cảnhThích kết nối màu ít xuất hiện nhất trong vùng lân cận của vị trí hiện tạiThích kết nối màu xuất hiện thường xuyên nhất trong vùng lân cận của vị trí hiện tạiNạp Sẵn các Khung HìnhNạp sẵn các khung hình từ đĩa để chơi/giám sát được nhanh hơnNạp SẵnLọc TrướcTiền xử lý các lượt hướng dẫn nhiễu (albedo và pháp tuyến) để cải thiện chất lượng khử nhiễu khi sử dụng OpenImageDenoise (Khử Nhiễu Hình Ảnh Mở)Tiền xử lý các lượt nhiễu hướng dẫn trước đã, trước khi khử nhiễu màu. Chỉ cải thiện chất lượng của hình ảnh khi các lượt hướng dẫn có nhiều tạp nhiễu, sử dụng nhiều thời gian xử lý hơnTiền xử lý các lượt nhiễu hướng dẫn trước đã, trước khi khử nhiễu màu. Chỉ cải thiện chất lượng của hình ảnh khi các lượt hướng dẫn có nhiều tạp nhiễu, sử dụng nhiều thời gian xử lý hơnTiền TốNhân TrướcNhân Trước AlphaChuẩn Bị Hoạt Họa Bổ SungChuẩn Bị các Chất Liệu Không Sử DụngChuẩn bị cảnh cho quá trình tổng hợp các đối tượng 3D vào trong đoạn phim nàyTiền Xử LýTiền Xử LýChế độ đã chọn trước khi sử dụng đầu bút nàyBảo TồnBảo Tồn các Thuộc TínhĐảo Nghịch MàuBảo Tồn Chi TiếtBảo Tồn Chiều DàiBảo Tồn Ranh Giới Khung LướiBảo Tồn Chiều DàiBảo Toàn trạng thái Trước ĐâyBảo Tồn Màn Chắn Lọc Trước ĐâyBảo Tồn các Đường KhâuBảo Tồn nét Sắc NhọnGiữ nguyên các ký tự mã hóa UTF-8 khi viết tên tính chất và cấu trúc cơ bản USD (yêu cầu phần mềm sử dụng USD 24.03 trở lên khi mở các tập tin kết quả)Bảo Tồn Thể TíchGiữ nguyên các đường viền công-tua trong khi thanh lọcBảo tồn các góc có góc sắc nét hơn ngưỡng nàyBảo tồn chiều dài của mỗi đường cong trong quá trình biến dạngGiữ nguyên đường dẫn tập tin của chất liệu từ các tập tin USD nhập khẩu. Xuất khẩu các chất liệu còn lại vào thư mục 'textures' (các chất liệu) bên cạnh tập tin USDBảo tồn độ dài của đường cong trên cơ sở phân đoạnBảo tồn màn chắn lọc trước đây và thêm vào hoặc khấu trừ cái mới đã được sinh tạo bởi các màu điBảo toàn trạng thái trước đây của dữ liệu mục tiêuBảo tồn biến hóa toàn cầu trong suốt quá trình phụ huynh hóaBảo tồn thể tích khi xoay chiềuBảo tồn hình học hiện tại dọc theo bình diện cắtSắp Đặt TrướcTên của Sắp Đặt SẵnNhững cấu hình sắp đặt sẵn cho các máy chơi hoạt họa bên ngoàiĐặt trước điểm nhìn để sử dụngSắp Đặt SẵnBấmNhấn phím 'Enter' để lấy mẫu bên ngoài cửa sổ BlenderBấm nút + và -, hoặc lăn bánh xe để đặt mức biến đổiNhấn-ThảNhấn một phímNhấn xuống sẽ kích hoạt ngay lập tức, ngăn chặn khả năng cái nhấp chuột sẽ được chuyển đến cho công cụẤn nút đang hoạt độngÁp LựcÁnh Xạ Độ Rung tùy theo Áp LựcChắn Lọc bằng Áp LựcÁp Lực Ngẫu NhiênTỷ Lệ Áp LựcChắn Lọc bằng Áp LựcÁnh Xạ Cường Độ Áp LựcNhóm Điểm Đỉnh về Áp LựcTrường áp suất của phạm vi chất lỏngNgăn ngừa những thay đổi trong sắp đặt gây cho thao tác phải tái thi hành. Tiện lợi trong việc thay đổi nhiều thứ cùng một lúc với hình học nặng nềNgăn chặn thay đổi độ cao của quan sátNgăn chặn thay đổi vị trí quan sátNgăn chặn thay đổi hướng xoay chiều của quan sátNgăn chặn thay đổi tỷ lệ quan sátNgăn ngừa các thay đổi đối với hướng lên trên của quan sátTránh vấn đề mép nhòe tự giao cắtNgăn chặn việc đảo lật UV, việc đảo lật có thể làm giảm độ bóp méo tùy thuộc vào vị trí của các chân cắm chốtNgăn ngừa sự biên soạn dấu mốcNgăn ngừa các điểm đỉnh xuyên qua trục phản chiếu đối xứng trong khi biến hóaNgăn ngừa người dùng sửa đổi thao tác vượt quyền (KHÔNG SỬ DỤNG)Xem TrướcNền Xem TrướcXem Trước Trong Quá Trình Biến HóaCài Đặt Vẽ Lồng Xem TrướcXem Trước các Lớp Vẽ LồngChất Lượng Xem TrướcPhạm Vi Xem TrướcKhung Hình Cuối Phạm Vi Xem TrướcKhung Hình Đầu Phạm Vi Xem TrướcXem Trước Độ Phân GiảiXem Trước Hình DạngKích Thước Xem TrướcBám Dính Bản Xem TrướcXem Trước Thế GiớiThu-Phóng Xem TrướcXem trước hình ảnh và biểu tượngXem trước hình ảnh và biểu tượng của khối dữ liệu này (luôn luôn là Không (None) nếu không được hỗ trợ cho loại dữ liệu này)Xem trước nguyên vật liệu bằng cách sử dụng đèn môi trường vốn được xác định trướcHình dạng xem trước được sử dụng bởi các bản xem trước của nútXem trước cảnh kết thúc bằng cách sử dụng máy kết xuất đang hoạt độngXem trước các bề diện cạo trong con trỏ trong khi đang thi hành nét vẽXem trước tập tin nàyXem TrướcQuá trình xóa bản xem trước cho tập tin '{:s}' bị thất bại!Quá trình tạo bản xem trước cho tập tin '{:s}' đã thất bại!TrướcVận Tốc Góc Trước ĐâyKý Tự TrướcChỉ Số Cạnh TrướcCái Thất Bại Trước ĐâyKhung Khóa TrướcDòng TrướcNút TrướcTrang TrướcVị Trí Hạt Trước ĐâyVận Tốc Hạt Trước ĐâySự Xoay Chiều Trước ĐâyTừ Đứng TrướcKiểu/thao tác pha trộn trướcKhung hình trướcTrước Đây hay Lựa ChọnChínhTrục ChínhTrục Xương ChínhMàu ChínhCác Tầng Lớp Điều Khiển ChínhĐường Dẫn Dữ Liệu Chủ YếuTrục Xoay Chiều ChínhMàu chính của mô hình bàn cờ, dùng để ám chỉ khu vực trong suốtĐường dẫn chính đến tính chất được đặt bằng điều khiển tỏa trònTrục xoay chiều chính:Hình Cơ BảnBool Cơ BảnSố Thực Cơ BảnSố Nguyên Cơ BảnHình Cơ BảnPrimvar (biến số hình cơ sở) '%s' (nội suy %s, thể loại %s) không thể được chuyển đổi sang Blender đượcĐiểm Chủ YếuNguyên TắcBSDF Nguyên TắcBSDF Nguyên Tắc của TócThể Tích Nguyên TắcBộ tô bóng nguyên tắcIn ẤnIn Hiệu Suất Thi Hành ra Bàn Giao TiếpIn một thông điệp ra khi khởi động thiết bị cuốiIn các thống kê về bộ nhớ ra bàn giao tiếpIn tập tin nàyƯu Tiên Màu đang Hoạt ĐộngƯu TiênNgừng quá trình lấy mẫu vật ánh sáng theo xác suất ước tính khi sự đóng góp của ánh sáng nằm dưới giới hạn này (nhiễu hơn nhưng kết xuất nhanh hơn). Giá trị bằng 0 thì sẽ không kiểm tra và không bao giờ bỏ qua ánh sáng cảXác SuấtMật độ xác suất trên mỗi kênh màu của một sự kiện tán xạ ra xảy ra trên mỗi đơn vị khoảng cáchMật độ xác suất trên mỗi kênh màu mà ánh sáng được hấp thụ trên một đơn vị khoảng cách di chuyển trong môi trườngBộ Dò Ánh SángĐiểm kết thúc sự thăm dò ánh sáng. Những đối tượng nằm ngoài điểm này sẽ không xuất hiện trong ánh phản quangĐiểm khởi đầu sự thăm dò ánh sáng. Những đối tượng nằm dưới điểm này sẽ không xuất hiện trong ánh phản quangCó vấn đề xảy ra trong khi nướng đối tượng "%s"Có vấn đề xảy ra trong khi lưu ánh xạ nướng vào "%s"Có vấn đề nội bộ xảy ra trong khi lưu ánh xạ nướng cho đối tượng "%s"Thủ tục - chất liệu màu trên cơ sở các hàm số lượng giácThủ tục - kiến tạo chất liệu nhiễu phân dạng giống mâyThủ tục - kiến tạo chất liệu nhiễu phân dạngThủ tục - kiến tạo chất liệu dốcThủ tục - kiến tạo hoa văn giống hình tế bào dùng nhiễu WorleyThủ tục - chất liệu nhiễu phân dạng rất linh độngThủ tục - chất liệu nhiễu giống đá hoa với các đường vằn do sóng tạo raThủ tục - chất liệu nhiễu bị biến dạng bằng hai toán thuật biến nhiễuThủ tục - nhiễu ngẫu nhiên, luôn luôn cho kết quả khác nhau, cho mỗi khung hình, mỗi điểm ảnhThủ tục - dải hoặc vành nhẫn do sóng tạo ra, với nhiễu nếu cầnChất liệu pha trộn màu bằng thủ tụcChất liệu nhiễu biến dạng bằng thủ tụcChất liệu musgrave bằng thủ tụcChất liệu nhiễu hóa bằng thủ tụcThủ tục chất liệu VoronoiXử lý các tính chất của xươngXử lý các tính chất của dữ liệuXử lý hiệu ứng chảy nhỏ giọt (nhỏ giọt sơn ướt theo chiều hướng của trọng lực)Xử lý hiệu ứng thu nhỏ (co các vùng nước sơn lại)Xử lý hiệu ứng lan tỏa (lan tỏa sơn ướt trên bề mặt)Xử lý kết quả kết xuất (và tổng hợp) thông qua tiến trình của trình phối hình, nếu ở đó có tồn tại các dải phimXử lý kết quả kết xuất dùng tiến trình tổng hợp, nếu sử dụng các nút tổng hợpTạo ra hệ số pha trộn tùy thuộc vào góc giữa pháp tuyến bề mặt và chiều hướng góc nhìn bằng phương trình Fresnel. Thường được sử dụng để hòa trộn các ánh phản xạ tại các góc tớiTạo ra hệ số hòa trộn tùy thuộc vào góc giữa pháp tuyến bề mặt và chiều hướng của góc nhìn. Thường được sử dụng để tạo tầng lớp bộ tô bóng bằng nút Hòa Trộn Tô Bóng (Mix Shader)Kiến tạo một bản in lam dùng các đường nét công-tua hình tròn, hình elíp, và hình vuôngTạo một màn chắn vẽ lồng hòng cô lập nội dung nền trước bằng cách so sánh nó với hình ảnh tham chiếu ở nền sauTạo ra ít cực hơn và luồng cấu trúc liên kết tốt hơnMặt CắtMặt Cắt Đường CongHệ Số Mặt CắtHình Học Tiếp CậnĐiểm Mặt CắtChế Độ Tư ThếTrình biên soạn Đường Dẫn Mặt Cắt Ngang sử dụng để xây dựng một đường dẫn mặt cắtĐiểm Mặt CắtĐộ Phân Giải của Thể TíchHình Dạng Mặt CắtThể Loại Mặt CắtĐiểm điều khiển mặt cắt ngangChương TrìnhLỗi lập trình: thiếu hàm xóa biến hóa (clear transform function) hoặc tên của bộ khóa (keying set)Đang Xúc TiếnThanh Tiến TrìnhMàu cho Thành Tố Thanh Tiến TrìnhTiến TrìnhPhóng ChiếuPhóng chiếu A lên BTrục Phóng ChiếuKhoảng Cách Phóng ChiếuPhóng Chiếu Từng Phần Tử Riêng BiệtGiới Hạn Phóng ChiếuChế Độ Dự ÁnPhóng Chiếu Lên cái Đã ChọnPhóng Chiếu Đối DiệnPhóng Chiếu ĐiểmPhóng chiếu một điểm bằng cách sử dụng ma trận, dùng vị trí, xoay chiều, tỷ lệ và phép chia phối cảnh xa gầnPhóng chiếu một bản kết xuất đã biên soạn từ máy quay phim đang hoạt động lên đối tượngPhóng chiếu các đường viền công tua bằng cách sử dụng một đối tượng nguồn sángPhóng chiếu hình ảnh đã biên soạn trở lại lên trên mình đối tượngPhóng chiếu trong cả hai chiều hướng, chỉ định và đối diệnPhóng chiếu lên trên bề mặtPhóng chiếu các nét vẽ vào bề diện được khóa trong trục XPhóng chiếu các nét vẽ vào bề diện được khóa trong trục YPhóng chiếu các nét vẽ vào bề diện được khóa trong trục ZPhóng chiếu các tọa độ ánh xạ UV từ trục Z âm của một đối tượng khácPhóng chiếu các điểm đỉnh UV của khung lưới như thấy được trong góc nhìn 3DPhóng chiếu các điểm đỉnh UV của khung lưới trên bề mặt cong của một hình cầuHiển thị điểm đỉnh UV của khung lưới trên tường của hình trụPhóng chiếu các điểm đỉnh UV của khung lưới trên sáu các mặt của một hình lập phươngPhóng chiếu khung lưới trích xuất vào bản điêu khắc gốcPhóng chiếu hình học lên một bình diện được định nghĩa bởi một đường thẳngPhóng chiếu hình dạng lên một đối tượng khácDuy phóng chiếu các nét vẽ lên những đối tượng đã chọnPhóng Chiếu vào Bản Điêu KhắcDự PhóngPhóng Chiếu (2D)Cạnh Phóng Chiếu Nội SuyMặt Phóng Chiếu được Nội SuyPhóng Chiếu XPhóng Chiếu YPhóng Chiếu từ Góc NhìnPhóng ChiếuLượng Pha Trộn của Phép Phóng ChiếuMa Trận Phóng ChiếuChế Độ Dự ÁnThể Loại Phóng ChiếuPhóng Chiếu XPhóng chiếu từ một hình ảnh trực giao của một địa cầu gươngPhương pháp phóng chiếu hình ảnh được cung cấpPhóng chiếu lên một hình trụ ảo từ tâm của nó, tương tự như xoay chiều một máy quay phim màn ảnh rộngMở gói các mặt đã chọn của đối tượng khung lưới theo phương pháp phóng chiếuMáy Phóng ChiếuPhóng chiếu khung lưới để bảo tồn thể tích và các chi tiết của khung lưới gốcDấu NhắcNhắc phê chuẩnTính Chất:Lan TruyềnLan Truyền Tỷ LệLan Truyền đến các Điều KhiểnLan Truyền Độ XoắnLan truyền tư thế đến toàn bộ các khung khóa nằm giữa khung hình hiện tại và tính chất 'Khung Hình'Lan truyền tư thế đến toàn bộ các khung khóa, từ khung hình hiện tại tới khi không còn nữaLan truyền tư thế đến toàn bộ các khung khóa nằm cùng trên những khung hình có các Dấu Cảnh sau khung hình hiện tạiLan truyền tư thế đến toàn bộ các khung khóa được chọnChỉ truyền lan tư thế sang khung khóa đầu tiên sau khung hình hiện tại mà thôiLan truyền tư thế đến khung khóa cuối cùng mà thôi (tức là làm cho hành động tuần hoàn)Lan truyền tỷ lệ từ các điều khiển chính xuyên suốt toàn bộ chuỗiLan truyền độ xoắn từ các điều khiển chính xuyên suốt toàn bộ chuỗiLan Truyền:Số Bước Lan TruyềnTính ChấtKhông Gian Tính ChấtNhững tính chất dùng làm các nguồn cấp liệu cho điều vận nàyBảng Tính Chất và Thanh BênCác tính chất liên quan đến trình xuất khẩu vốn được cấu hìnhKhông thể biên soạn các tính chất từ dữ liệu vượt quyền đượcTính chất của chế độ sơn hình ảnh và chất liệuCác tính chất của chế độ sơnTính chất của chế độ chỉnh sửa hạtTính chất của ô UDIMTính chất của chế độ điểm đỉnh và sơn trọng lượngDữ liệu của không gian tính chấtNhững tính chất sẽ áp dụng khi thao tác được thi hànhTính ChấtKhông tìm thấy tính chất '%s.%s'Định Nghĩa của Tính ChấtBiên Soạn Tính ChấtTrình Biên Soạn Tính ChấtNền Sau của Biểu Tượng Tính ChấtNền Trước của Biểu Tượng Tính ChấtTên Tính ChấtTrọng Lượng của Tính ChấtTính chất đã được thêm vào Bộ Khóa: '%s'Tính chất không thể là cả hai: bool và số thực (float), cùng một lúc đượcBiên soạn data_path (đường_dẫn_dữ_liệu) tính chấtTính chất từ đường dẫn '%s' có độ dài %d thay vì %dTính chất từ đường dẫn '%s' không phải là một số thực (float)Tính chất đã được tạo ra một cách năng động trong thời gian chạyTính chất là tên một tập tin, một đường dẫn tập tin hoặc một thư mục đầu raTính chất là một đường dẫn hỗ trợ tiền tố "//", biểu thị vị trí tương đối so với thư mục của tập tin ".blend"Tính chất này là một đường dẫn hỗ trợ cú pháp biểu thức biến dạng "{variable_name}" (tên_biến), cho phép thay thế biểu thức bằng giá trị của biến tham chiếu.Tính chất có thể hoạt họa thông qua RNATính chất có thể chỉnh sửa được từ các thực thể liên kết (các thay đổi sẽ không được lưu)Tính chất có thể biên soạn được thông qua RNATính chất không thể chỉnh sửa đượcTính chất không thể chỉnh sửa được: %sTính chất được đăng ký một cách tùy ý như một phần của đăng ký kiểu vậyTính chất có thể vượt quyền được thông qua RNATính chất được đăng ký như một phần của đăng ký kiểu vậyTính chất phải là không có (none), khoảng cách, hệ số, phần trăm, góc độ, hoặc điểm ảnhTính chất phải là số nguyên (integer) hay số thực (float)Tên tính chất (là một chuỗi ký tự)Biên soạn tên tính chấtKhông tìm thấy tính chất có tên là '%s'Tính chất đã bị xóa khỏi bộ khóaTính chất để lưu chứa những tính chất tùy định, do người dùng định nghĩaThể loại tính chất không khớp với ổ cắm đầu vào "(%s)"Giá trị tính chất không nằm trong bảng liệt kê (enumeration)Tỷ lệ tương ứng của các đường điểm ảnh trong hình ảnh nguồn để lấy mẫuBiên Soạn Cân ĐốiBiên Soạn Cân Đối các Hành ĐộngBiên Soạn Cân Đối Đường Cong-FSuy Giảm Dần trong Biên Soạn Cân ĐốiĐối Tượng Biên Soạn Cân ĐốiBiên Soạn Cân Đối chỉ sử dụng hình học kết nối với nhau thôiBiên Soạn Cân Đối sử dụng các vị trí không gian màn hìnhKích Thước Cân ĐốiChế độ biên soạn cân đốiBiên soạn cân đối trong trình biên soạn Đường Cong-FBiên soạn cân đối trong bộ biên soạn hành độngChế độ dùng màn chắn lọc biên soạn cân đốiChế độ đối tượng biên soạn cân đốiBảo VệBảo vệ màu khỏi những chỉnh sửa và/hoặc đổi khung hìnhBảo vệ tầng/khung hình khỏi bị chỉnh sửa hay thay đổiBảo vệ hình mẫu khỏi việc vô tình điêu khắc và chỉnh sửaBảo vệ nút cây khỏi chỉnh sửaĐược bảo vệ khỏi sự vượt quyềnMô Hình Mẫu Đầu TiênCung cấp một ID của nhóm tùy chỉnh cho mỗi tầng lớp và toàn bộ các tầng lớp có cùng ID sẽ được hợp nhất thành mộtCung cấp lựa chọn dựa trên các kiểu tay cầm của các điểm điều khiển BézierCung cấp lựa chọn cho một số điểm cuối nào đó trong mỗi chốt trụcCung cấp lựa chọn các mặt sử dụng nguyên vật liệu chỉ địnhCung cấp thông tin về các điểm giám sát chuyển động, chẳng hạn như giá trị x và yĐại diện đã bị xóa khỏi Blender (%d đại diện đã được tự động chuyển đổi thành thư viện vượt quyền, %d đại diện không thể chuyển đổi và đã bị xóa đi). Hãy cân nhắc lưu lại bất kỳ tập tin .blend thư viện nào bằng phiên bản Blender mới nhất nhéMức Cận ĐộKhoảng Cách Cận ĐộHình Học Tiếp CậnChế Độ Tiếp CậnSuy giảm dần do cận độ được áp dụng bên trong khối thể tíchThể suy giảm dần độ tiếp cậnĐại DiệnThư Mục Đại Diện Tùy ChọnTập Tin Đại Diện Tùy ChọnThư Mục Đại DiệnKích Thước Kết Xuất của bản Đại DiệnSắp Đặt về Đại DiệnThiết Lập Đại DiệnKích Thước Đại DiệnChưa bật đại diện cho %s, bỏ quaĐại diện bị mất từ đối tượng %s thư viện %sĐại diện bị mất từ đối tượng %s thư viện Tham số về bản đại diện cho đoạn phimCác tham số của bản đại diện cho một dải trình tựĐại Diện/Mã Thời GianChế Độ Làm BồngThể Tích Làm Bồng LênKéoKéo các điểm về phía trung điểm của đầu bútTrình Đơn ThảMàu cho Thành Tố Kéo XuốngKéo các cạnh rời rạc lại gần nhauKéo vải vóc về vị trí khởi đầu của con trỏĐiều Mã Xung - PCM - (RAW)Nguồn Sáng Nhất ThờiHoàn Toàn Ngẫu NhiênTước Bỏ Dữ Liệu Không Sử Dụng Đến khỏi Tập Tin NàyĐẩnĐẩn cái Thoát RaTư Thế Cường ĐiệuĐẩn hành động xuống trên ngăn xếp NLA làm một dải mớiĐẩn hành động xuống vào đỉnh của ngăn xếp NLA như một dải mớiĐẩy các hạt thứ yếu đã rời khỏi phạm vi quay trở lại vào trong phạm vi một lần nữaĐẩn phần kết thúc của bóng tối về phía ánh sáng để giấu đi các giả tượng trên hình học có lượng đa giác thấpĐẩn/KéoĐẩn/Kéo các phần tử được chọnĐẩn/Kéo: %.4f%s %sĐẩn/Kéo: %s%s %sĐặt vào Nền SauĐặt các đối tượng mới vào bộ sưu tập đang hoạt độngĐặt các đối tượng đã dán vào trong bộ sưu tập đang hoạt độngTháo rời và đặt nội dung của một siêu dải quay trở lại trình phối hình như cũPxr24 (mất mát)PythonTài Liệu Tham Chiếu API của PythonBàn Giao Tiếp PythonViết Tập Lệnh PythonThư Mục Tập Lệnh PythonThư Mục Tập Lệnh PythonChú Thích về Công Cụ PythonChương trình bổ sung Python sẽ được nạp tự độngNgôn NgữPython bị tắt trong phiên bản nàyTính toán của Python bị thất bại: Biểu thức Python để tính toán tựa như sắp đặt khởi đầu của nútPython đã bị hạn chế (không được phép hoạt động) vì lý do bảo anTập lệnh Python để định nghĩa mô-đun phong cáchGiá trị Python cho các thể loại thuộc tính tùy chỉnh chưa được hỗ trợPython: %sTứ GiácKiểu Góc Tứ GiácPhương Pháp Tứ GiácPhân Tách Tứ GiácBốn Góc NhìnCác Vùng của Bốn Góc NhìnHệ thống không hỗ trợ bốn bộ đệmKiến tạo cửa sổ bốn bộ đệm thành côngBình PhươngBézier Bậc HaiTrở Lực Bình PhươngHình Cầu Bậc HaiChậm rãi bậc haiKiến Tạo Lại Khung Lưới đã Chọn theo Luồng Tứ GiácLuồng Tứ Giác Hóa: Kiến tạo lại khung lướiLuồng Tứ Giác Hóa: Đã hoàn thành kiến tạo lại khung lướiLuồng Tứ Giác Hóa: Kiến tạo lại khung lưới bị thất bạiLuồng Tứ Giác Hóa: Khung Lưới phải là đa tạp và có các pháp tuyến mặt chỉ theo một hướng nhất quánTứ GiácChất LượngSố Bước về Chất LượngChất lượng sử dụng cho định dạng của hình ảnh hỗ trợ nén không mất dữ liệu gốcChất lượng xuất khẩu của JPEGChất lượng của thanh lọc dị hướngChất lượng xuất khẩu hình ảnhChất lượng của các bản đại diện sẽ xây dựngChất lượng đóng gói. Giá trị cao hơn sẽ chậm hơn song gây lãng phí dung lượng ít hơnChất lượng của mô phỏng: tỷ số giữa số bước mô phỏng trên mỗi khung hình (càng cao chất lượng càng tốt nhưng chậm hơn)Các tùy chọn về chất lượng cho quy trình dò tiaĐịnh Lượng Tính Vô HìnhLượng bồ hóng trong chất lỏngSố bit lượng tử hóa cho các giá trị màu sắc (bằng 0 có nghĩa là không lượng tử hóa)Số bit lượng tử hóa cho các giá trị tổng quát như các trọng số hoặc các khớp (0 = không lượng tử hóa)Số bit lượng tử hóa dành cho các giá trị pháp tuyến (bằng 0 có nghĩa là không lượng tử hóa)Số bit lượng tử hóa dành cho các giá trị vị trí (bằng 0 có nghĩa là không lượng tử hóa)Số bit lượng tử hóa dành cho các giá trị tọa độ chất liệu (bằng 0 có nghĩa là không lượng tử hóa)Lượng Tử Hóa Vị TríMột Phần TưChậm rãi bậc bốnQuatenionQuatenion (WXYZ)Thuộc Tính QuaternionGiá Trị Thuộc Tính QuaternionXoay QuatenionKiểu dữ liệu Quaternion, ảnh hưởng đến xoay chiềuXoay Chiều QuatenionXoay chiều Quatenion (ảnh hưởng pha trộn NLA)Quaternion sang Xoay ChiềuTruy vấn để điền vào hộp tìm kiếmCỡ HàngHiệu Ứng NhanhTrình Đơn Ưa Thích NhanhSắp Đặt Nhanh TróngHoạt Họa QuickTimeThiết lập nhanh Line Art cho bộ sưu tập đang hoạt độngThiết lập nhanh Line Art cho đối tượng đang hoạt độngThiết lập nhanh Line Art cho toàn bộ cảnhChậm rãi bậc nămThoát BlenderRTế bào cảm nhận ánh sáng - R/DRED Rồng 5KRED Rồng 6KRED Heli 8KRGBSử dụng xử lý màu RGB (Đỏ, Lục, Lam)Đường Cong RGBGiới Hạn KênhDiễu Hành RGBCác kênh RGB trong các điểm ảnh trong suốt được kênh alpha nhân lênCác kênh RGB trong các điểm ảnh trong suốt không bị kênh alpha ảnh hưởngMàu trong không gian màu sRGBBộ điều chỉnh đường cong RGB cho dải trình tựRGB sang Trắng/ĐenRGB sang XYZRGBAGiá trị dấu phẩy động 32 bit màu RGBAMàu RGBA trong không gian màu sRGBMàu đỏ, lục, lam, alpha (RGBA) trong không gian màu tuyến tínhỔ cắm màu RGBA (Đỏ, Lục, Lam, Alpha) của nútMàu RGBA với các giá trị số thực 32-bitMàu RGBA với các giá trị nguyên dương 8 bitRK4Nút Chuột PhảiChỉ Số Mảng RNAĐường Dẫn RNAĐường dẫn RNA (từ khối-ID) đến tính chất được sử dụngĐường dẫn RNA tới tính chất bị ảnh hưởng bởi Đường Cong-FDuy các bộ sưu tập RNA của ID, tham chiếu đến mục này, cũng sử dụng chính bản thân con trỏ ID, chứ không chỉ tên của nó, mà thôiĐường dẫn RNA đưa đến tính chất đó (địa chỉ), từ ID sở hữuĐịnh nghĩa của tính chất RNAKiểu RNA sử dụng cho các con trỏ chỉ đến bất cứ dữ liệu nàoBool dùng vỏ RNASố thực dùng vỏ RNASố nguyên dùng vỏ RNAChuỗi ký tự dùng vỏ RNARVTỏa TrònBiến Dạng Tỏa TrònLũy Thừa Suy Giảm Tỏa TrònĐộ Nhám Tỏa TrònSố Lần Đối Xứng Tỏa Tròn trên Trục XMô hình quang sai biến dạng thích hợp với nhiều máy quay phim phổ biếnLũy thừa suy giảm tỏa tròn (suy giảm do trọng lực thực = 2)Trường tỏa tròn về phía trung tâm của đối tượngTiếp tuyến đường tròn chung quanh trục X, Y, hoặc ZHDR Bức XạRadRad: {}Nút ChọnMàu cho Thành Tố RadioBán KínhBán Kính (Phụ Huynh)Bán Kính 1Bán Kính 2Bán Kính ĐáyBán Kính Suy Giảm DầnBán Kính của ĐầuNội Suy Bán KínhBán Kính Tối ĐaBán Kính Tối ThiểuDịch Chuyển Bán KínhTỷ Lệ Bán KínhĐổi Tỷ lệ bán kínhBán Kính ĐỉnhBán Kính X:Bán Kính Y:Thay đổi bán kính áp dụng cho các nét vẽ hiện tạiBán kính để bo trònBán kính từ trục gốc đến trung tâm của mặt cắtBán kính trong mẫu vật khung lưới đồ thị để tìm kiếm các mẫu vật khung lưới hợp lệ hòng sao chép vào các mẫu vật khung lưới đồ thị bất hợp lệBán kính trong đó các đường cong nhân đôi được dịch chuyển đi từ các hướng dẫnBán kính không gian cá nhân của quần thể trên không trung (% cỡ của hạt)Bán kính không gian cá nhân của quần thể trên mặt đất (% cỡ của hạt)Bán kính của con cái chung quanh phụ huynhBán kính các điểm điều khiển của đường congBán kính của 'đầu bút' tẩyBán kính của hiệu ứng hừng sángBán kính của đầu xương (chỉ dành cho biến dạng Phong Bao mà thôi)Bán kính hạt nhân sử dụng để làm mịn hoặc sắc nét hóa trong số điểm ảnhBán kính của khối cầu giới hạnBán kính của các đường cong mới cho thêm vào, khi nó không được nội suy từ các đường cong khácBán kính đuôi của phong bao (chỉ dành cho biến dạng Phong Bao)Bán kính hình học bo tròn, không bao gồm đẩy trồiBán kính của đường tròn đáy của hình nónBán kính của đầu bút trong số điểm ảnhBán kính của đường tròn bên trong; có thể lớn hơn bán kính bên ngoàiBán kính của đường tròn bên ngoài; có thể nhỏ hơn bán kính bên trongBán kính cuộnBán kính của daBán kính của hình cầu hay hình trụBán kính của đường tròn đỉnh của hình nónBán kính của hình trụ ảoBán kính sẽ được sơn đặc kínBán kính để áp dụngBán kính để tính toán cập nhật vị trí cho mỗi hạt (Giá trị cao sẽ làm cho hoạt động chậm hơn, song các hát sẽ di chuyển ổn định hơn, ít hỗn loạn hơn)Bán kính để tính toán tiềm năng cho mỗi tế bào (giá trị cao hơn sẽ làm chậm hơn, song sẽ kiến tạo khung lưới đồ thị khả dĩ mịn màng hơn)Bán kính lựa chọn hàng xóm lân cận để pha trộnBán kính sử dụng khi áp lực tối đa được áp dụng (hoặc khi không dùng bảng vẽ)Bán kính được sử dụng để tính pháp tuyến diện tích trên cái nhấp chuột đầu tiên, trong giá trị phần trăm của bán kính đầu bútBán Kính:Nâng tỷ lệ đích lên một lũy thừa chỉ địnhNghiêng GócNâng/Dốc MàuNgẫu NhiênGóc Ngẫu NhiênNgẫu Nhiên Hóa ĐuôiĐộ Cứng Ngẫu Nhiên cho Quá Trình Uốn CongTrung Tâm Ngẫu NhiênĐổi Kích Thước Con Cái Ngẫu NhiênNgẫu Nhiên Hóa Màu SắcĐường Cong Ngẫu NhiênGiảm Chấn Ngẫu NhiênHệ Số Cuối Ngẫu NhiênLực Ma Sát Ngẫu NhiênĐộ Dài Ngẫu NhiênMàn Chắn Lọc Ngẫu NhiênDịch Chuyển Nhiễu Ngẫu NhiênDịch Chuyển Ngẫu NhiênThứ Tự Ngẫu NhiênĐịnh Hướng Ngẫu NhiênNgẫu Nhiên Hóa Từng Hải Đảo MộtNgẫu Nhiên Hóa PhaVị Trí Ngẫu NhiênBán Kính Ngẫu NhiênĐổi Chiều Xoay Ngẫu NhiênNgẫu Nhiên Hóa Độ NhámMầm Ngẫu NhiênMầm ngẫu nhiên cho thao tácSắp Đặt về Ngẫu nhiênKích Thước Ngẫu NhiênHệ Số Đầu Ngẫu NhiênGiá Trị Ngẫu NhiênTiến Bước Ngẫu NhiênTiến Bước Ngẫu Nhiên (Da)Cài đặt về sự ngẫu nhiên hóa của đầu bútHệ số ngẫu nhiên dành cho việc xoay chiều UV tự độngHệ số ngẫu nhiên để biến đổi sắc màu gốcHệ số ngẫu nhiên để chỉnh sửa mức độ bão hòa (độ tươi/xỉn) gốcHệ số ngẫu nhiên để sửa đổi giá trị gốcSuy giảm dần ngẫu nhiênChỉ danh (id) ngẫu nhiên cho thực thể này, điển hình là sử dụng trong việc tô bóng ngẫu nhiênDịch chuyển ngẫu nhiên của chất liệu nhiễu cho mỗi đường congDịch chuyển ngẫu nhiên đối với góc xoay chiều của mỗi đường congNgẫu Nhiên Hóa mỗi Mặt Ấn ĐịnhNgẫu Nhiên Hóa mỗi Phần Rời RạcNgẫu Nhiên Hóa mỗi Điểm ĐỉnhMô hình mẫu vật ngẫu nhiên mà bộ tích phân sử dụngMầm ngẫu nhiênMầm ngẫu nhiên cho thao tácMầm ngẫu nhiên để sử dụng với trình giải nghiệm. Các mầm khác nhau sẽ khiến cho trình kiến tạo lại khung lưới sinh tạo ra những bố trí tứ giác trên khung lưới khác nhauĐộ cứng ngẫu nhiên của tócGiảm chấn thay đổi ngẫu nhiênBiến thiên ngẫu nhiên của lực ma sátBiến đổi ngẫu nhiên của biên độBiến đổi ngẫu nhiên của định hướngĐổi kích thước hạt con cái một cách ngẫu nhiênVéctơ ngẫu nhiên cho mỗi đường congNgẫu Nhiên HóaNgẫu Nhiên Hóa Biên ĐộNgẫu Nhiên Hóa TrụcNgẫu Nhiên Hóa Màu SắcNgẫu Nhiên Hóa Vị TríDịch Chuyển Ngẫu NhiênNgẫu Nhiên Hóa PhaNgẫu Nhiên Hóa sự Xoay ChiềuNgẫu Nhiên Hóa Tỷ LệNgẫu Nhiên Hóa Tỷ LệMầm Ngẫu NhiênNgẫu Nhiên Hóa Kích ThướcNgẫu Nhiên Hóa sự Biến HóaNgẫu nhiên hóa các giá trị biến hóa delta, thay vì sự biến hóa thông thườngNgẫu nhiên hóa mọi số khung hìnhNgẫu nhiên hóa vị trí, xoay chiều, và tỷ lệ của đối tượngDuy ngẫu nhiên hóa trên các khung khóa mà thôiNgẫu nhiên hóa thứ tự của các phần tử được chọnNgẫu nhiên hóa định hướng của hạtNgẫu nhiên hóa vị trí trên đường điNgẫu nhiên hóa sự xoay chiều chung quanh đường điSự xoay chiều ngẫu nhiên quanh trục định hướng đã chọnNgẫu nhiên hóa dịch chuyển của nét vẽNgẫu nhiên hóa vị trí, xoay chiều và tỷ lệ của hải đảo UVNgẫu nhiên hóa vị trí các mặt hoặc cạnh trong khi xây dựngNgẫu nhiên hóa các giá trị về vị tríNgẫu nhiên hóa thứ tự của các phần tử hình học (ví dụ: các điểm đỉnh hoặc các cạnh) sau một số thao tác không có sự đảm bảo về thứ tự. Việc làm này tránh sự phụ thuộc vào cái gì đó có thể thay đổi trong tương lai một cách vô tìnhNgẫu nhiên hóa giá trị xoay chiềuNgẫu nhiên hóa các giá trị xoay chiềuNgẫu nhiên hóa các giá trị về tỷ lệNgẫu nhiên hóa vị trí điểm đỉnhNgẫu nhiên hóa điểm đỉnhNgẫu nhiên hóa lựa chọn hiện có hoặc kiến tạo lựa chọn ngẫu nhiên mớiChọn các điểm điều khiển UVW một cách ngẫu nhiênNgẫu nhiên chọn các phần tử siêu cầuChọn một số điểm điều khiển một cách ngẫu nhiênChọn các điểm đỉnh một cách ngẫu nhiênĐộ Ngẫu NhiênNgẫu số dành cho việc lấy mẫu vật hạtHệ số ngẫu nhiên cho áp lực trong các nét vẽ mớiHệ số ngẫu nhiên cho độ đậm của các nét vẽ mớiMức ngẫu nhiên khi kéo dài đuôiMức ngẫu nhiên của trung tâmMức ngẫu nhiên của bán kínhPhạm ViTối Đa của Phạm ViTối Thiểu của Phạm ViĐã Thay Đổi và được ChọnNêu bật phạm vi cho các dấu cờ hiện tại không khả dụng!Tần SốKhống chế tần số: cỡ bộ đệm (kb)Điều chế tần số: tần số tối đa (kb/giây)Điều chế tần số: tần số tối thiểu (kb/giây)Tỷ SốTỷ lệ giữa bán kính đầu bút và bán kính sẽ sử dụng để lấy mẫu vật vùng trung tâm khu vựcTỷ lệ giữa bán kính đầu bút và bán kính sẽ sử dụng để lấy mẫu vật màu hòng hòa trộn sơn ướt vàoTỷ lệ giữa bán kính đầu bút và bán kính sẽ được sử dụng để lấy mẫu pháp tuyếnTỷ lệ tương quan chiều cao hàng gạch tương đối với tỷ lệ chất liệuTỷ lệ tương quan chiều rộng của gạch tương đối với tỷ lệ chất liệuTỷ lệ bề mặt đối diện trước va đập trúng mà mẫu vật khung lưới đồ thị sẽ không cân nhắc cho sự chiếu sángTỷ lệ va đập vào bề mặt phía trước mà theo đó mẫu vật khung lưới đồ thị sẽ tái dụng ánh sáng của mẫu vật khung lưới kề cậnTỷ số lấy mẫu trong chu trình mà đầu bút được bậtTỷ lệ giữa pháp tuyến được hình cầu hóa và pháp tuyến gốcTỷ số tam giác để tiêu giảm (duy thu lại mà thôi)Dạng ThôẢnh Thô (Đã lỗi thời)Bộ Nhớ Đệm ThôKích Thước Bộ Nhớ Đệm ThôHình Ảnh ThôDữ liệu gốc (byte, nội dung nguyên gốc của tập tin được nhúng vào)Định dạng tập tin thô (.raw)Giá trị áp lực thực cung cấp được Blender phiên dịch là 100%Số Lượng TiaĐộ Sâu của TiaHướng Tia XạChiều Dài của Tia XạBSDF Cổng TiaBán Kính Tia XạTầm Nhìn của Tia XạHướng tia xạ sử dụng để dự phóng (nếu đối tượng đầu bút nằm trong hướng này thì nó sẽ bị sơn lên)Bắn TiaHàm pha Rayleigh, chủ yếu được sử dụng cho các hạt nhỏ hơn bước sóng ánh sáng, chẳng hạn như sự tán xạ ánh sáng mặt trời trong bầu khí quyển của trái đấtTia XạĐộ Nhám Tối Đa của RaytraceDò Tia Truyền XạDò tia so với bộ đệm về độ sâu. Đối với các tia không hợp lệ thì quay về sử dụng đầu dò ánh sáng.Truyền Xạ Dò TiaDò TiaCài Đặt Sẵn của Dò TiaTái Sử Dụng Dữ Liệu Cục BộGắn lại các đường cong vào bề mặt biến dạng bằng cách sử dụng thông tin đính kèm hiện có. Chức năng này chỉ hoạt động khi cấu trúc liên kết của khung lưới bề mặt chưa thay đổi mà thôiLấy mẫu vật lại nét vẽ, hầu cho các phân đoạn có chiều dài như đã địnhLấy Mẫu Vật Cân Trọng Tái TácPhản Ứng Tại Thời ĐiểmPhản ứng nhiều lầnTốc Độ Phản ỨngPhản Ứng ViênĐối Tượng Mục Tiêu của Phản Ứng ViênHệ Thống Hạt Mục Tiêu của Phản Ứng ViênĐọcDữ Liệu ĐọcDuy ĐọcĐọc các Biến Số Cấu Trúc Cơ Bản USD dưới dạng các thuộc tính khung lướiĐọc về những tính năng mới trong phiên bản Blender nàyĐọc toàn bộ các tầng kết xuất của toàn bộ các cảnh đang sử dụngĐọc toàn bộ các tầng góc nhìn của cảnh hiện tại từ bộ đệm nhớ, khi cần thiếtĐọc bộ nhớ đệm từ một địa điểm bên ngoàiĐọc thư viện: '%s', '%s', phụ huynh '%s'Đọc tọa độ UV của khung lướiĐọc các thuộc tính màu của khung lướiVùng duy đọc của mặt nàyĐọc thư viện đóng gói: '%s', phụ huynh '%s'Đọc các thuộc tính dữ liệu thể tích từ các khung lưới đồ thị thể tíchVéctơ Duy ĐọcSố Nguyên Duy ĐọcTham chiếu duy đọc (read-only) bên ngoài tới một khối dữ liệu liên kết và tập tin thư viện của nóCờ hiệu báo duy-đọc (read-only) ám chỉ có ít nhất một bộ sưu tập xương được đánh dấu là 'độc diễn' (solo)Dấu biểu thị duy-đọc (Read-only) của các thao tác hỗ trợDấu hiệu biểu thị những thao tác nào đầu bút điêu khắc hiện tại hỗ trợKho lưu trữ duy-đọc mà hệ thống cung cấpĐọc kết quả kết xuất: kích thước không khớp, dự kiến là %dx%dĐọc kết quả kết xuất: không tìm thấy kênh "%s.%s" dự kiếnĐọc kết quả kết xuất: không tìm thấy kênh "%s.%s" hoặc "%s" dự kiếnĐọc thông tin của vật đính kèm liên quan đến khung lưới bề mặtĐọc thông tin về từng đường cong mộtĐọc thông tin về điểm gốc của mỗi đường congĐọc thông tin về điểm ngọn của mỗi đường congĐọc thông tin phân đoạn đường cong trước của mỗi điểmPhần thực trong chỉ số khúc xạ của chất dẫn điện, thường được gọi là nHiện Thực Hóa Toàn BộHiện Thực Hóa các Thực ThểHiện thực hóa toàn bộ các cấp độ thực thể lồng nhau cho thực thể ở cấp cao nhất. Vượt quyền giá trị của đầu vào Độ SâuBỏ qua dữ liệu hiện thực hóa trong hình học cung cấp ở đầu vàoHình học hiện thực hóa sẽ không được sử dụng khi tùy chọn Chọn Thực Thể được bật lên (Đúng)Thời Gian ThựcCập Nhật Thời Gian ThựcTái áp dụng và cập nhật giá trị đặt sẵn, xóa các thay đổi điSắp xếp lại các phần tử hình học, thay đổi chỉ số của chúngBố trí lại các kênh hoạt họa được chọnSắp xếp lại một số các mặt để cố gắng thuyên giảm lượng các hình học suy biếnĐổi nguồn của dãy hiệu ứngTái Dựng Mức Phân HóaXây dựng lại khung lưới nền hiện tại với mức phân hóa thấp hơnTái dựng toàn bộ các chỉ số của đại diện và mã thời gian được chọnTái xây dựng toàn bộ các chỉ số của đại diện và mã thời gian được chọn ngầm ở sau nềnXây dựng lại các vượt quyền cục bộ đã chọn từ các tham chiếu liên kết của chúng, cũng như phân cấp thứ bậc phụ thuộc của chúngXây dựng lại các vượt quyền cục bộ đã chọn từ các tham chiếu liên kết của chúng, cũng như phân cấp thức bậc phụ thuộc của chúng, thực thi các phân cấp thứ bậc này để khớp với dữ liệu liên kết (tức là bỏ qua các vượt quyền hiện có trên các tính chất con trỏ khối dữ liệu)Xây dựng lại toàn bộ các mức phân hóa có thể, để sinh tạo khung lưới nền có độ phân giải thấp hơnQuá Trình ThuMàn hình đạt chuẩn Rec.2100-HLG, độ sáng đỉnh 1000 nits, với mức trắng tham chiếu ở 100 nits.Màn hình đạt chuẩn Rec.2100-PQ, độ sáng đỉnh 10 000 nits, mức trắng tham chiếu 100 nits.Tính toán lại toàn bộ các đường chuyển động, có thể nhìn thấy, đối với các đối tượng và các tư thếTính toán lại và xóa dịch chuyển trong biến hóaTính lại dữ liệu hoạt họa tại điểm đã chọn cho các khung hình được chọn trong bảng hành độngTính lại chiều dài của tay cầmTính toán lại đường chuyển động cho các đối tượng được chọnTính lại các đường di chuyển cho những xương đã có chúng rồiTính lại chiều hướng của các tay cầm đã chọnTính lại BVH (Bounding Volume Hierarchy : Cây Phân Cấp Giới Hạn Thể Tích) của điêu khắc để cải thiện hiệu suất thi hành của máyPhát LạiTiếp Nhận Tụ Quang trong Bóng TốiTiếp nhận các ước tính xấp xỉ về tụ quang từ các nguyên vật liệu khúc xạ trong bóng tối trên đối tượng này. Các đối tượng đèn (nguồn sáng), đối tượng phát sáng, ngả bóng, và vật thu nhận phải bật các tùy chọn về tụ quang bóng tối để cho phép chức năng này hoạt độngBộ Sưu Tập Đối Tượng Thu NhậnGần ĐâyNhững Tập Tin Gần ĐâyThư Mục Gần ĐâyNhững Đặc Biệt về các Mục Gần ĐâyCác Tìm Kiếm Gần ĐâyTái Trung Tâm HóaThời Hạn Đặt Lại về Trung TâmPhương thức khuyến nghị để đạt được tốc độ mã hóa nhanh tróngKhuyến nghị nếu bạn có nhiều thời gian và muốn có hiệu quả nén tốt nhấtNăng động tính toán lại kết buộc sau toàn bộ các bộ biến dạng khác (chậm hơn và sử dụng bộ nhớ nhiều hơn)Khôi PhụcMáy Quay Phim được Khôi PhụcKhôi Phục LạiQuá Trình ThuQuá Trình Thu Không Cách TrốngHồi PhụcTái kiến tạo tập tinHình Chữ NhậtĐệ QuyĐệ QuyPhát hiện thấy có sự hồi quy trong Trình Phối Hình. Dải %s tại khung hình %d sẽ được kết xuấtPhát hiện thấy có sự lặp lại đệ quy, không thể sử dụng dải này đượcĐệ QuyXóa Đệ QuyĐóng kín đệ quy là một điều không cho phépĐóng kín đệ quy là một điều không cho phépKiểm tra đệ quy các khối dữ liệu gián tiếp chưa sử dụng, đảm bảo rằng không có khối dữ liệu mồ côi nào còn lại sau khi thi hành cảSao chép bộ sưu tập một cách đệ quy, toàn bộ các con cái và đối tượng của nó, với dữ liệu đối tượng kết nốiSao chép bộ sưu tập một cách đệ quy, toàn bộ các con cái của nó, các đối tượng và dữ liệu đối tượngĐỏKênh đỏĐỏ Lục LamKênh đỏKênh đỏ của trường màuĐỏ-Xanh LơĐỏ:Đồ thị cân bằng tái địnhPhân Phối Lại các Điểm Đường CongPhân bổ lại sự thay đổi sao chép trong thể tích đồng đều cho 3 trục của chủ sở hữuPhân phối lại các điểm kiểm soát hiện có dọc theo mỗi đường congTái TácThực hiện lại hành động trước đâyTái tác chỉnh sửa sau cùng ở danh mục tài sản, sau khi đã hoàn tácNhắc Lại Chuyển ĐộngGiảm thiểu sự kéo giãn UV bằng cách chậm rãi các gócGiảm độ dày của đầu bút bằng hệ số này khi nét vẽ nằm vuông góc với hướng của 'Góc'Giảm chi tiết trong một hình ảnh bằng cách làm cho từng điểm ảnh nổi bật lên hơn, tạo ra diện mạo cục khối hoặc như hình khảmGiảm thiểu kích thước tập tin xuất khẩu bằng cách xóa các khung hình chính trùng lặp điThuyên giảm sự gia tăng của tốc lực có khả năng xuất hiện và tăng tiến khi các đối tượng va đập với nhau (sẽ hạ thấp sự ổn định của mô phỏng một chút, cho nên chỉ dùng khi cần thiết mà thôi)Giảm số lượng màu trong một hình ảnh, chuyển đổi các dốc màu mượt mà thành các chuyển tiếp sắc cạnhGiảm mức ngẫu nhiên hóa giữa các điểm ảnh để cải thiện hiệu suất kết xuất GPU, song có khả năng kết xuất ra giả tượng nếu đặt quá thấpThuyên giảm mức xô nghiêng trong các hải đảoThuyên giảm độ trù mật (đông đúc/dày đặc) của hình họcThuyên giảm nhiễu trên bề mặt khung lưới với sự thay đổi tối thiểu trong hình dạng của nóGiảm cường độ đầu bút nơi nó đè gối lên các vết lem nhem đối xứngGiảm thiểu số lượng mặt, bằng cách đơn giản hóa hình học ở những chỗ mà chi tiết là không cần thiếtGiảm số lượng mặt cuối cùng bằng cách đơn giản hóa hình học ở những nơi không cần chi tiết, tạo ra nhiều tam giác. Giá trị lớn hơn 0 sẽ tắt tính năng Sửa Điểm Hội Tụ (Fix Poles) đi.Hệ số suy giảm dần cho mỗi cấp độ vòng miệng thứ cấpTham ChiếuKích Thước Tham ChiếuKhoảng Cách Tham ChiếuTham Chiếu cái hiện Tồn TạiID Tham ChiếuHình Mẫu Tham ChiếuĐiểm Tham ChiếuVị Trí Tham ChiếuHình Mẫu Tham ChiếuGiá Trị Tham ChiếuKhoảng cách tham chiếu, mà tại đó, âm lượng là 100%Tham chiếu từ một trường RigifyParameters (Tham Số Rigify) đến bộ sưu tập xương.Vị trí đối chiếu để sắp hàng theoSố khung hình tham chiếu trước khi các khung hình ngưng lại (dùng để đạt được nhịp điệu ngưng lại '1-3' thay vì '5-7')Điểm tham chiếu để neo chốt vào trong quá trình chống rung (các khung hình khác sẽ được điều chỉnh tương đối với vị trí của khung hình này)Vị trí tham chiếu trước khi biến dạngTinh ChỉnhTinh Chỉnh Tiêu CựPhương Pháp Tinh ChỉnhTinh Chỉnh Chủ ĐiểmTinh Chỉnh Độ Tỏa TrònTinh Chỉnh Tiếp TuyếnTinh chỉnh tiêu cự ống kính trong quá trình giải nghiệm máy quay phimTinh chỉnh chủ điểm trong quá trình giải nghiệm máy quay phimTinh chỉnh hệ số tỏa tròn của mô hình biến dạng trong quá trình giải nghiệm máy quay phimTinh chỉnh các dấu mốc được chọn bằng cách vận hành giám sát từ điểm đối chiếu của giám sát đến khung hình hiện tạiTinh chỉnh hệ số tiếp tuyến của mô hình biến dạng trong quá trình giải nghiệm máy quay phimTinh Chỉnh:Tái Khớp/Chỉnh LạiPhản chiếu A xung quanh pháp tuyến B. B không cần phải được bình thường hóa.Phản QuangCác Tùy Chọn về Dò Tìm Tia Phản ChiếuCác bộ tô bóng phản xạ và truyền xạ được tối ưu hóa để kết xuất tócÁnh phản xạ đối với các nguyên vật liệu như vải. Thường được hòa trộn với các bộ tạo bóng khác (chẳng hạn như Bộ Tô Bóng Khuếch Tán). Khi đứng một mình thì nó không có hữu ích gì mấyÁnh phản xạ với sự phân bổ microfacet, được sử dụng cho các nguyên vật liệu như kim loại hoặc gươngCó Tính Phản XạTụ Quang của Phản XạBSDF Khúc XạChiều Sâu Khúc XạCó Tính Khúc XạTụ Quang của Khúc XạLàm Tươi LạiCập Nhật Điều VậnCập nhật dữ liệu trong Bộ Điều Chỉnh Nổ TungLàm mới lại danh sách các hành độngCập nhật các thay đổi trong danh sách các đối tượng thực thể và trọng lượng của chúngCập nhật danh sách tập tin (lấy các thay đổi vào)Làm mới danh sách trình mở rộng cho tất cả các kho lưu trữ từ xaLàm mới lại danh sách các trình mở rộng cho kho lưu trữ đang hoạt độngVẽ lại trình phối hìnhDữ Liệu VùngChiều Cao VùngTối Đa X của VùngTối Đa Y của VùngTối Thiểu X của VùngTối Thiểu Y của VùngVùng Đè Gối NhauVị Trí X của VùngVị Trí Y của VùngChuyển Đổi Khu VựcTrình Đơn Rẻ Quạt Chuyển Đổi VùngLoại VùngChiều Rộng VùngTọa độ vùng lấy mẫuVùng để trôi nổi trên màn hình, không sử dụng bất cứ sự căn chỉnh cố định nàoChiều cao của vùngVùng trong diện tích màn hình được phân chiaVùng được tách phân theo chiều ngang và chiều dọcVùng không tìm thấy trong thể loại không gianDữ liệu của vùng được xác định (loại tùy loại vùng)Chiều rộng của vùngCác VùngBật/Tắt khả năng Ẩn/Hiện của VùngCác vùng để truy cập nhanh vào tài sảnNhững vùng mà diện tích này được phân chia raĐăng KýĐăng Ký Phụ HuynhĐăng Ký cho Toàn Bộ các Người DùngĐăng ký điều khiển như một ứng cử phụ huynh chuyển đổi đượcĐăng KýĐăng Ký Tùy ÝCấu hình phím đã đăng kýĐăng ký lớp kệ giá tài sản: '%s' đã vốn được đăng ký trước đây rồi, đang hủy đăng ký trước đây điKệ tài sản đang đăng ký: '%s' là quá dài, độ dài tối đa là %dĐăng ký lớp xử lý tập tin: '%s' quá dài, độ dài tối đa là %dLớp tính chất ID đang đăng ký: '%s' quá dài, chiều dài tối đa là %dLớp nút đang đăng ký: '%s' quá dài, chiều dài tối đa là %dĐăng ký lớp nút: '%s', bl_idname '%s' không thể hủy đăng ký đượcĐăng ký lớp nút: '%s', bl_idname '%s' vốn đã vốn được đăng ký trước đây rồi, đang hủy đăng ký trước đây điLớp nút đang đăng ký: '%s', bl_idname '%s' là nút dựng sẵnLớp ổ cắm của nút (node socket) đang đăng ký: '%s' quá dài, chiều dài tối đa là %dLớp cây nút đang đăng ký: '%s' quá dài, chiều dài tối đa là %dĐăng ký lớp cây nút: '%s', bl_idname '%s' không thể hủy đăng ký đượcĐăng ký lớp cây nút: '%s', bl_idname '%s' vốn đã được đăng ký trước đây rồi, đang hủy đăng ký trước đây điĐăng ký lớp bảng:Không thể đăng ký từ bản cài đặt Microsoft Store đượcLàm Mọc LạiỞ khung hình nào cũng làm cho tóc mọc lạiThông ThườngLùng Tìm dùng Biểu Thức Chính QuyThay Thế dùng Biểu Thức Chính QuyMàu cho Thành Tố Bình ThườngPhím bình thường được sử dụng như một phím bổ trợTái LặpVị Trí Đường Quan HệMối Quan HệQuan HệĐường Liên HệTương ĐốiMã Định Danh Tài Sản Tương ĐốiMức Chi Tiết Tương ĐốiCạnh Tương ĐốiMặt Tương ĐốiMặt Tương ĐốiHình Mẫu Tương ĐốiPhản Chiếu Đối Xứng Tương ĐốiĐối Tượng Tương ĐốiDịch Chuyển Tương ĐốiDịch Chuyển Dời Hình Tương ĐốiPhụ Huynh Hóa Tương ĐốiĐường Dẫn Tương ĐốiĐường Dẫn Tương ĐốiMặt Tương ĐốiĐường Dẫn Tương ĐốiTương Đối VớiTương Đối Với Điểm ẢnhSố lượng tương đối của phụ huynh ảoLực tương đối của cái mócTrọng lượng hòa trộn tương đối của các phần tử lân cậnSố lượng tương đối các mặt khi so sánh với khung lưới hiện tạiDịch chuyển tương đối của các hạt để sử dụng trong quá trình thực thể hóa, hòng tránh các thực thể chồng chéo lên nhauCác vị trí hình dạng tương đối đến phương pháp hình dạng mớiThời gian tương đối của hình mẫu trên chiều dài của tócNới Lỏng các Mặt Ấn ĐịnhPhương Pháp Thả LỏngTư Thế NghỉThả Lỏng Cấu Trúc Liên KếtNới Lỏng UVNới Lỏng Khung LướiThảXác Nhận khi ThảNhật Ký Phát HànhThời Gian ThảTái Liên Kết Ràng BuộcTái NạpNạp lại Tập Tin Khởi Động để phục hồi các sắp đặtNạp lại khối dữ liệu văn bản đang hoạt động từ tập tin của nóTái nạp tập tin văn bản đang hoạt động nhé?Tái nạp toàn bộ các dữ liệu từ thư viện nàyNạp lại đoạn phimNạp lại hình ảnh hiện tại từ đĩaTái nạp tập tin với sự cho phép thi hành các tập lệnh Python được bật lênNạp lại từ đĩaNạp lại từ đĩa (bỏ qua các thay đổi địa phương)Nạp lại tập lệnhTái nạp các dải trong trình phối hìnhTái nạp thư viện đã choTái nạp tập tin đã lưuĐọc lại lịch sử và các dấu trangTái Định VịThay thế một ID liên kết — tức là chọn một ID khác để liên kết, và ánh xạ lại tất cả các chỗ sử dụng ID cũ sang ID mới. Hiện tại chỉ được thiết kế để sử dụng nội bộ mà thôi, không hiển thị trực tiếp cho người dùng.Tái định vị thư viện đã cho từ một hoặc vài nguồn khácTái định vị thư viện nằm dưới con trỏPhần Còn LạiÁnh Xạ LạiÁnh Xạ Lại ID của Dữ LiệuTái Ánh Xạ Tương ĐốiKết Nối Lại Người DùngĐổi ánh xạ một giá trị từ một phạm vi sang một phạm vi mục tiêuBố trí lại các đường dẫn tương đối khi lưu sang một thư mục khácGhi Nhớ các Sắp Đặt về Xuất KhẩuGhi nhớ cảnh sử dụng gần đây nhất cho không gian làm việc hiện tại và chuyển sang cảnh đó bất cứ khi nào không gian làm việc này được kích hoạt trở lạiGhi nhớ cảnh được sử dụng gần đây nhất cho không gian làm việc và chuyển sang cảnh đó bất cứ khi nào không gian làm việc này được kích hoạt trở lạiKiến Tạo Lại Khung LướiChế Độ Kiến Tạo Lại Khung LướiBộ Điều Chỉnh Kiến Tạo Lại Khung LướiURL từ xa đến kho lưu trữ mở rộng, có thể tham chiếu hệ thống tập tin bằng cách sử dụng dạng thức URI tập tin: "file://"Xóa/Loại BỏXóa AOV đang Hoạt ĐộngXóa Nhóm Ánh Sáng đang Hoạt ĐộngXóa Trình Bổ Sung: {!r} nhé?Xóa Đối Tượng Khung RốiLoại bỏ đối tượng Khung Rối nếu có thể. Nếu Khung Rối có nhiều xương gốc thì đối tượng sẽ không bị xóa điXóa Tầng Bí MậtXóa Tùy ChỉnhXóa Bộ Điều Chỉnh-F nếu không cần nữaLoại Bỏ những cái Không Kết Nối nữaXóa Mục Nhắc LạiXóa Kho Lưu Trữ Trình Mở RộngXóa các Bộ Điều Chỉnh-F khỏi Đường Cong-F để thêm các khung khóaXóa Tập TinXóa nhóm tầng lớp Bút Chì Dầu trong đối tượng đang hoạt độngXóa Cái Không Sử DụngXóa Màn Chắn Lọc Tầng LớpXóa Bỏ các Điểm Rời RạcXóa Thuộc Tính được Đặt TênĐầu Ra của NútXóa Phạm Vi Bên NgoàiLoại Bỏ GóiXóa Điểm trên Đường Cong SơnXóa Kho Lưu TrữXóa Kho Lưu Trữ và các Tập TinXóa Ràng Buộc Thân Cứng khỏi Đối TượngXóa các sắp đặt Thân Cứng khỏi Đối TượngXóa thế giới mô phỏng Thân Cứng của cảnh hiện tạiXóa các Xương đã ChọnXóa các xương của Bộ Lựa Chọn khỏi lựa chọn hiện tạiXóa Hạt Mục TiêuXóa Xô Nghiêng ở Mục TiêuGiới Hạn Loại BỏLoại bỏ ánh xạ UVXóa Trọng LượngXóa một Bộ Lựa Chọn khỏi Khung Rối nàyXóa một hình ảnh nền khỏi máy quay phimXóa cấu hình bố trí phím tùy chỉnh khỏi danh sách cài đặt trướcXóa chủ đề tùy chỉnh khỏi danh sách cài đặt sẵnXóa một hiệu ứng khỏi đối tượng Bút Chì Dầu đang hoạt độngXóa một cái móc từ đối tượng đang hoạt độngXóa bộ điều chỉnh khỏi đối tượng đang hoạt độngXóa bộ điều chỉnh khỏi dảiXóa một đường dẫn đến tập tin .blend đi, để cho Trình Duyệt Thảo Tài Sản sẽ không cố công hiển thị nó nữaXóa một phần ở đầu và cuối của hình học đuôi của nét vẽXóa một phần khung lưới ở một bên của đường nétXóa một thanh lọc hàng khỏi các quy tắcXóa sự ấn định sử dụng của một khối dữ liệuXóa Tầng Chú Thích (Annotation) đang hoạt độngXóa Đường Dẫn đang hoạt động khỏi bộ khóa hoạt độngXóa màu đang hoạt động khỏi bảng pha màuXóa mục đang hoạt độngXóa toàn bộ các Ràng Buộc IK khỏi những xương được chọnXóa toàn bộ các Bộ Lựa Chọn khỏi Khung Rối nàyLoại bỏ toàn bộ các mặt sau để tăng tốc độ tính toán, việc làm này sẽ kiến tạo các cạnh ở các mức độ che khuất khác nhau so với khi bị tắt điXóa toàn bộ các tập hợp xương không có xương hoặc con cái trong ấy. Việc làm này được thực hiện một cách đệ quy cho nên các tập hợp xương chỉ có các con cái chưa sử dụng đến cũng sẽ bị xóa điXóa toàn bộ các ràng buộc khỏi đối tượng/xương đã khóa hóa. Để có được bản nướng chính xác với cài đặt này thì Tạo Khung Khóa Trực Quan phải được bật lênXóa toàn bộ các tập tin trong:Xóa toàn bộ các khung khóa hoạt họa cho những đối tượng được chọnXóa toàn bộ các khung khóa hoạt họa cho những đối tượng được chọnLoại bỏ toàn bộ các kết nối đến các nút được chọn, và thử kết nối các nút lân cận lại với nhauXóa toàn bộ các nguyên vật liệuNhân đôi (tạo một bản sao) hệ thống hạt trong đối tượng đang hoạt độngXóa toàn bộ các khung khóa được chọnXóa toàn bộ các hình mẫuXóa toàn bộ các nhóm điểm đỉnh không bị khóaXóa toàn bộ các Nhóm Ánh Sáng (đèn/nguồn sáng) không dùng đếnXóa toàn bộ các nhóm điểm đỉnhXóa danh mục tài sản khỏi thư viện tài sản (các tài sản nằm bên trong sẽ không bị ảnh hưởng gì và được hiển thị dưới dạng chưa được ấn định)Xóa một từ khóa đánh dấu hiện tồn tại khỏi tài sản đang/hoạt độngXóa kho lưu trữ tiện ích mở rộngXóa một mục khỏi đổi chỉ sốXóa một tầng lớp vượt quyền khỏi kho lưu trữXóa bỏ một thao tác vượt quyềnXóa hoạt họa khỏi các đối tượng đã chọn nhé?Xóa bất kỳ khung khóa nào trùng lặp với khung hình trước đóXóa thuộc tính khỏi hình họcLoại bỏ những khung hình phân tích, tức những cái được sinh tạo ra bởi sự nội suy các khung hình Bút Chì Dầu trung gian, giữa hai khung hìnhXóa các kênh của lựa chọn khỏi tài sản tư thếXóa thuộc tính màu khỏi hình họcLoại bỏ các màu khỏi phông xanh lam hoặc phông xanh lục, bằng cách giảm thiểu một kênh RGB đi trong khi so sánh với các kênh khácXóa ràng buộc khỏi ngăn xếp ràng buộcXóa tính chất Giao Diện Người Dùng hiện tại đang hoạt động từ Bộ Khóa hiện thờiLoại bỏ các đường cong có điểm gốc quá gầnXóa các mục nhắc lại trong lịch sửXóa các phần tử khi hủyXóa các trình bổ sung hiện tại có cùng ID (nhận dạng)Xóa bản mẫu tồn tại có cùng ID (nhận dạng)Xóa tập tin kiểu mẫu hiện thời nếu cóXóa trình xuất khẩu nhé?Xóa các tập tin trình mở rộng khi xóa kho lưu trữ điXóa bộ tính năng bên ngoài (các giàn điều khiển, giàn siêu, mẫu giao diện người dùng)Xóa các trường khỏi phim videoXóa khỏi toàn bộ các nhómLoại bỏ khỏi lựa chọnXóa khỏi chế độ hiện tạiXóa khỏi lựa chọnXóa khe hở giữa khung hình hiện tại đến dải đầu tiên ở bên phải, không phụ thuộc vào sự lựa chọn hay trạng thái khóa của các dảiLoại bỏ hình học ở đằng sau bình diệnLoại bỏ hình học ở phía trước bình diệnXóa cấu hình phímXóa bố trí bàn phímXóa các khung khóa ở khung hình hiện tại cho các đối tượng và xương được chọnXóa các khung khóa ở khung hình hiện tại cho các đối tượng và xương được chọnXóa bỏ tầng lớp khỏi một nút Lớp Vẽ Lồng Bí MậtLoại bỏ hiện tượng bóp méo của ống kính khỏi cảnh quay, bằng cách sử dụng các cài đặt ống kính máy quay phim giám sát chuyển độngXóa các cạnh rời rạcXóa các mặt rời rạcLoại bỏ các điểm rời rạcXóa các điểm đỉnh rời rạcLoại bỏ tầng màn chắn lọcXóa khung khóa hình mẫu chắn lọc tại khung hình hiện tại trong tầng màn chắn lọc đang hoạt độngXóa các nút đi và kết nối lại các nút như thể thao tác xóa đã bị tắt đi vậyXóa các nút liên kết với đầu vàoXóa đối tượng sử dụng Acho quá trình giám sátLoại bỏ đối tượng khỏi toàn bộ các cảnhXóa đối tượng hoặc chất liệu khỏi lớp vẽ lồng, bằng cách chọn một màu từ đầu ra của ChọnXóa khi HủyXóa các mặt gốcLoại bỏ hình học gốcXóa các các tính chất thao tác lỗi thời khỏi các cài đặt trước có thể gây ra sự cốXóa các hệ thống hạt trên đối tượng mục tiêuXóa đường dẫn nhằm loại trừ ra khỏi sự thi hành tự độngXóa các Đường Cong-F đã chọn khỏi những nhóm hiện tại của chúngXóa xương đã chọn khỏi Bộ Lựa ChọnXóa xương đã chọn khỏi bộ sưu tập xương đang hoạt độngXóa xương được chọn khỏi khung rốiXóa các điểm điều khiển hoặc các đường cong đã chọnXóa đối tượng được chọn của một hình họcXóa các phần tử được chọn (các hàng màu lam xám) khỏi Bộ Hình Mẫu đang hoạt độngXóa các nút đã chọnXóa các đối tượng được chọn khỏi mô phỏng Thân CứngXóa đối tượng được chọn khỏi một bộ sưu tậpXóa các đối tượng được chọn khỏi toàn bộ các bộ sưu tậpXóa các điểm đã chọnXóa các dấu giám sát được chọn khỏi quá trình ổn định hóa sự xoay chiềuXóa các dấu giám sát được chọn khỏi quá trình ổn định hóa dịch chuyểnXóa hình mẫu khỏi đối tượngLoại bỏ sự xô nghiêng ra khỏi biến hóa của mục tiêu trước khi kết hợpLoại bỏ tầng lớp Bút Chì Dầu đang hoạt độngXóa bộ sưu tập xương đang hoạt độngXóa bộ khóa đang hoạt độngXóa bộ đường nét đang hoạt động khỏi danh sách của các bộ đường nétXóa bỏ đối tượng đang hoạt động khỏi bộ sưu tập nàyLoại bỏ phân đoạn đang hoạt động khỏi bộ điều chỉnh dấu gạch ngangXóa phân đoạn đang hoạt động khỏi bộ điều chỉnh thời gianXóa màu bên dưới nét vẽ này bằng cách sử dụng nó như một màn chắn lọcXóa khe kết xuất hiện tạiXóa tầng pháp tuyến tách phân tùy chỉnh, nếu cóXóa (các) trình điều vận cho (các) thuộc tính kết nối biểu thị bằng nút nêu bậtXóa bộ điều chỉnh khỏi danh sáchXóa đối tượng khỏi bộ sưu tập có chứa đối tượng đang hoạt độngXóa một thuộc tính với cái tên đã được cung cấpXóa quan hệ phụ huynh-con cái giữa các xương được chọn và phụ huynh của chúngXóa bản xem trước của khối dữ liệu nàyXóa khóa hệ thống tập tin kho lưu trữXóa các xương đã chọn khỏi toàn bộ các Bộ Lựa ChọnXóa mục đã chọn khỏi danh sáchXóa đối tượng thực thể đã chọnXóa khe nguyên vật liệu đã chọnXóa hệ thống hạt đã chọnXóa mục tiêu của hạt được chọnXóa cảnh kết xuất đã chọnXóa khe bề mặt đã chọnXóa các điểm đỉnh được chọn khỏi nhóm điểm đỉnh đang hoạt động hoặc khỏi toàn bộ các nhóm điểm đỉnhXóa tầng góc nhìn được chọnXóa mô-đun phong cách từ ngăn xếpXóa mục tiêu khỏi ràng buộcXóa hộp văn bảnXóa vỏ chứa dữ liệu hoạt họa nàyXóa sự liên kết của cài đặt này với các tập tin .blendXóa đối tượng hoặc bộ sưu tập này khỏi bộ sưu tập liên kết ánh sángXóa hàng này khỏi danh sách tham chiếu bộ sưu tập xươngXóa các khe chất liệu không sử dụng đếnXóa các sắp đặt không dùng đến đối với các trình biên soạn không nhìn thấy đượcLoại bỏ các ấn định nhóm điểm đỉnh, tức những cái không đòi hỏiXóa các điểm đỉnh khỏi các nhóm có trọng lượng bằng không sau khi đảo nghịchXóa các điểm đỉnh có trọng lượng thấp hơn hoặc bằng giá trị giới hạn nàyLoại bỏ các điểm đỉnh với trọng lượng dưới giới hạn ra khỏi nhóm ĐĐXóa đi, song duy trì các tập tin cục bộ.Xóa đi, không tìm thấy tập tin cục bộ nào cả.Đã xóa %d hạt trùng hợp (đôi) (double particles)Đã xóa %d nguyên vật liệuĐã xóa %d kheLượng các bộ biện soạn đã xóa: %dRàng buộc đã xóa: %sĐã xóa hiệu ứng: %sĐã Xóa Bộ Điều Chỉnh: %sĐã xóa {:d} Hành Động vốn không có người dùng và/hoặc chỉ có người dùng giả mà thôiĐã xóa {:d} trong số {:d} bộ sưu tập xươngXóa: %d điểm đỉnh, %d cạnh, %d các mặtXóa một ô cờ khỏi hình ảnhXóa hoạt họa phai mờ dần khỏi các dải đã chọnLoại bỏ các phím bên ngoài phạm vi đã cho, chỉ để lại các phím mới được nướng mà thôiĐổi TênĐổi Tên Mục đang Hoạt ĐộngĐổi Tên Dấu MốcĐổi Tên Mốc Thời Gian Lựa ChọnĐổi Tên các Ánh Xạ UVĐổi tên ánh xạ UV kết xuất đang hoạt động thành "st" để phù hợp với các quy ước của USDĐổi tên kênh hoạt họa nằm dưới chuộtĐổi tên tập tin hoặc thư mụcĐổi tên dấu mốc thời gian được chọn đầu tiênĐổi tên nhiều mục cùng một lúcĐổi tên phần tử đang hoạt độngĐổi tên phần tử đang hoạt động trong góc nhìn bộ dữ liệuĐổi tên phần tử đang hoạt động, thay vì phần tử nằm dưới chuộtĐổi tên {:d} {:s}Đã đổi tên {:d} trong {:d} {:s}Kết XuấtKết xuất THTQXMT (Ambient Occlusion) trong Lớp nàySố Lượng Kết XuấtKết Xuất Khử Răng CưaKết Xuất LàKết Xuất các Bật NảyBộ Đệm Nhớ của Kết XuấtĐường Dẫn của Bộ Đệm Kết XuấtDữ Liệu Kết XuấtKiểu Hiển Thị Bản Kết XuấtĐộng Cơ Kết XuấtKết xuất Bút Chì Dầu trên tầng lớp nàyKết Xuất Bên TrongKết Xuất Thực Thể ViênTầng Kết XuấtAOVTính Hấp Thụ Quang Xạ Môi TrườngKết HợpTài Sản Bí MậtNguyên Vật Liệu Bí MậtĐối Tượng Bí MậtDữ LiệuMàu Khuếch TánÁnh Sáng Khuếch TánPhát XạMôi TrườngChung ChungÁnh SángSương MùPháp Tuyến/B.ThgVị TríLượt Kết XuấtAOV của Bộ Tô BóngNgả/Bóng TốiMàu Lóng LánhÁnh Sáng Lóng LánhTrong SuốtÁnh Sáng Thể TíchCác Tầng Kết XuấtNhững Mức Độ Kết XuấtKết Xuất các Đối Tượng Chất LỏngPhương Pháp Kết XuấtĐộ Đục của Kết XuấtĐầu Ra của Kết XuấtThư Mục Kết XuấtLượt Kết XuấtLượt Kết Xuất để hiển thị trong cổng nhìnCác Lượt Kết XuấtGóc Nhìn Kết XuấtTính Chất của Kết XuấtKết Xuất VùngĐộ Phân Giải Kết XuấtĐộ Phân Giải Kết Xuất UĐộ Phân Giải Kết Xuất VKết Quả Kết XuấtSố Mẫu Vật Kết XuấtKết Xuất Một Tầng LớpKích Thước Kết XuấtKết xuất Bầu Trời trong Tầng nàyKhe Kết XuấtKhe Kết XuấtKết Xuất Đối Tượng Phát KhóiKết xuất các mặt Đặc trong Tầng nàySố Bước Kết XuấtKết xuất các Sợi trong Tầng nàyHạn Chế Chất Liệu Kết XuấtThời Gian Kết XuấtKết Xuất UKết Xuất Không Biến DạngGóc Nhìn Kết XuấtKết Xuất các Góc NhìnKết xuất trường mô phỏng trong khi ánh xạ các giá trị thể tích tử của nó thành các màu của dốc màu hoặc dùng một mã màu sắc đã định trướcKết xuất một tập hợp con của số mẫu tối đa chỉ định. Thường được sử dụng để kết xuất phân tán trên nhiều thiết bịKết xuất vùng do người dùng xác định, nội trong kích thước của khung hìnhKết xuất cảnh đang hoạt độngKết xuất cảnh đang hoạt độngKết xuất cho các mắt, lật đảo giữa hai cái (cũng gọi là lật đảo trang, đòi hỏi phải có thẻ đồ họa hỗ trợ bốn bộ đệm (quad buffer))Kết xuất và hiển thị các mặt mịn màng, sử dụng các pháp tuyến điểm đỉnh nội suyKết xuất và hiển thị các mặt đồng nhất, sử dụng pháp tuyến mặtKết xuất với 12.5% độ phân giảiKết xuất với 25% độ phân giảiKết xuất với 50% độ phân giảiKết xuất với độ phân giải toàn phầnKết xuất lượt về tài sản của Lớp Vẽ Lồng Bí Mật, dành cho các nhóm đối tượng biệt lập có cùng một phụ huynhKết xuất lượt về nguyên vật liệu của Lớp Vẽ Lồng Bí Mật (cryptomatte material), hòng để biệt riêng các nguyên vật liệu trong quá trình tổng hợpKết xuất lượt về đối tượng lớp vẽ lồng bí mật, hòng để biệt lập các đối tượng trong quá trình tổng hợpKết xuất cảnh hiện tại, khi tầng của nút đầu vào thay đổiKết xuất các đường cong như một hình học 3D, hòng đạt được kết quả chính xác khi quan sát tóc ở góc độ gầnKết xuất các đường cong như một băng thắt nơ với pháp tuyến tròn, để kết xuất với tốc độ nhanhLỗi trong kết xuất (%s) không thể lưu: '%s'Kết xuất các điểm ảnh xoay quanh máy quay phim chừng tâm của khoảng cách giữa hai con mắtKết xuất các tập tin trực thuộc phạm vi hoạt họa của cảnh nàyVượt trước kết xuất khung hình hiện tại ở nền, hòng giúp chơi lại được nhanh hơnĐối với DV-NTSC, chiều cao kết xuất phải bằng 480 điểm ảnh!Đối với DV-PAL, chiều cao kết xuất phải bằng 576 điểm ảnh!Kết xuất các hình ảnh có độ phân giải cao, trong từng ô, để giảm mức sử dụng bộ nhớ, dùng kích thước ô chỉ định. Các ô sẽ được lưu bộ đệm nhớ ra đĩa trong quá trình kết xuất, để tiết kiệm bộ nhớKết xuất ánh sáng và các đầu thăm dò ánh sáng của cảnhKết xuất hình ảnh/phim bị thiếu vắng dùng màu hồng điềuKết xuất mờ hóa trong Lớp này, nếu đã bật trong cảnh nàyKết xuất nhiều tầng lớp trong suốt (có thể gây ra một số vấn đề về sắp xếp thứ tự độ trong suốt)Hiển thị nhiều tầng lớp trong suốt (có thể gây ra vấn đề sắp xếp thứ tự độ trong suốt) (Lỗi thời: xin hãy sử dụng 'use_tranparency_overlap')Kết xuất các đối tượng như một phần tử được 'giữ chỗ' (holdout), hoặc như một lớp vẽ lồng, hòng tạo ra một lỗ hổng trong hình ảnh với giá trị alpha bằng không (zero), để được lấp kín trong quá trình tổng hợp, bằng đoạn phim thật, hoặc bằng một bản kết xuất khácKết xuất các hạt phụ huynhChỉ số lượt kết xuấtLượt kết xuất để hiển thị trong Cổng Nhìn 3dNhững lượt kết xuất trong trình tổng hợp Khung Nhìn chỉ được hỗ trợ trong EEVEE mà thôiKết xuất đa giác trong suốt, tùy theo kênh alpha của chất liệuXem trước kết xuất dùng đại diện chưa bị biến dạngSắp Đặt về Kết XuấtKích thước kết xuất quá lớn đối với GPU, thay vào đó hãy sử dụng trình tổng hợp CPU nhéTên khe kết xuấtKhe kết xuất của hình ảnhKết xuất các điểm nhấn phản xạ chuẩnKết xuất các nét đã sắp đặt mốt trong Tầng nàyKết xuất bề mặt như không có độ trong suốtKết xuất văn bản để có vị trí chiều ngang tối ưuKết xuất bộ sưu tập nàyKết xuất văn bản thông tin để đóng dấu trong hình ảnh kết xuấtKết xuất cổng nhìn cho phạm vi hoạt họa của cảnh nàyKết xuất hiệu ứng này ở độ phân giải 12.5% của kết xuấtKết xuất hiệu ứng này ở độ phân giải 25% của kết xuấtKết xuất hiệu ứng này ở độ phân giải 50% của kết xuấtKết xuất hiệu ứng này ở độ phân giải 6.25% của kết xuấtKết xuất các bề mặt có khả năng truyền xạ như là trong suốt, để tổng hợp mặt kính trên một nền khácKết xuất dùng hiển thị OpenGL của trình phối hìnhKhông thể xóa được khung nhìn kết xuất '%s' khỏi cảnh '%s'Tên của khung nhìn kết xuấtĐiểm nhìn kết xuất dành cho lập thể 3D và cho kết xuất đa góc nhìnKết xuất các góc nhìn cho mắt trái và phải với các màu riêng rẽ, thành một hình ảnh (yêu cầu phải có kính xem ảnh nổi màu bổ sung)Kết xuất các góc nhìn cho mắt trái và phải, xen kẽ nhau, thành một hình ảnh (đòi hỏi phải có màn hình 3D Sẵn Sàng)Kết xuất các góc nhìn cho mắt trái và phải, cái nọ nằm trên cái kiaKết xuất các góc nhìn cho mắt trái và phải, cái nọ đứng kề bên cái kiaKết xuất các thể tích trong Tầng Lớp nàyĐối với DV, chiều rộng kết xuất phải bằng 720 điểm ảnh!Góc Nhìn Kết XuấtĐối Tượng có thể Kết Xuất ĐượcKết XuấtSố Con Cái được Kết XuấtSắp đặt kết xuất cho một khối dữ liệu CảnhKết xuấtKết XuấtKết xuất kết quả Freestyle ra thành một lượt riêng biệt, thay vì lồng nó trên kết quả của lượt Kết Hợp (Combined pass)Sắp Xếp Lại Trật TựXóa Cái Không Sử DụngĐầu Ra của Kết XuấtChỉ số sắp xếp lại nhất định phải hợp lệChỉ mục sắp xếp lại nhất định không được có các trường hợp trùng lặpDi chuyển trật tự tầng lớp màn chắn Bút Chì Dầu đang hoạt động lên/xuống trong danh sáchĐổi trật tự không gian thành cái đầu tiên trong danh sáchĐổi trật tự không gian thành cái cuối cùng trong danh sáchLặp LạiNhắc LạiNhắc Lại Hình ẢnhLặp Lại Đầu VàoMục Lặp LạiSố Mục Lặp LạiNhắc Lại Phản Chiếu Đối XứngNhắc Lại Chuyển ĐộngLặp Lại Đầu RaID của Nút Đầu Ra Nhắc LạiNhắc Lại XNhắc Lại YVùng Nhắc LạiNhắc lại phạm vi khung khóa vốn cóNhắc lại phạm vi khung khóa, song với sự dịch chuyển dựa trên độ dốc giữa các giá trị đầu và cuốiNhắc lại hành động cuối cùngNhắc lại các khung hình, đảo chiều hướng chơi lại sau mỗi chu kỳ cách bướcNhắc lại khung hình đầu nằm trước, và khung hình cuối nằm sau phạm vi khung hìnhNhắc lại các giá trị sửa đổi của Đường Cong-FNhắc Lại với Dịch ChuyểnĐảo lật hình ảnh theo chiều ngang và chiều dọc một cách lặp lạiSố nhân nhắc lại cho hướng XSố nhân nhắc lại cho hướng YSố lần nhắc lại bề mặt đã sinh tạo theo hướng XSố lần nhắc lại bề mặt đã sinh tạo theo hướng YThay ThếThay Thế Toàn BộThay Thế Toàn BộThay Thế MàuThay Thế cái Tồn TạiThay Thế Hiệu Ứng Bút Chì DầuThay Thế Chiều DàiThay Thế Nguyên Vật LiệuThay Thế Bộ Điều ChỉnhThay Thế Bản GốcThay Thế Bán KínhThay Thế Lựa ChọnThay Thế Chuỗi Ký TựVăn Bản Thay ThếThay thế Phông của đối tượng Văn BảnThay thế trọng lượng của nhóm A bằng trọng lượng của nhóm BThay thế toàn bộ các khung khóaThay thế toàn bộ các trường hợp tìm thấyThay thế dữ liệu hoạt họa đã được ấn địnhThay thế Thực Thể Bộ Sưu Tập đã được ấn địnhThay thế các bộ sưu tập đã được ấn địnhThay thế nguyên vật liệu đã được ấn địnhThay Thế Dữ Liệu Đối Tượng đã được Ấn ĐịnhThay màu đầu bút bằng dốc màu vận tốcThay thế các giá trị phần tửThay thế hình ảnh hiện tại bằng một cái khác từ đĩaThay thế các Bộ Điều Chỉnh-F hiện tại, thay vì chèn thêm vào cuối danh sách hiện cóThay thế các biến số điều vận hiện tại, thay vì kèm thêm vào cuối danh sách hiện cóThay thế các mặt phẳng trong cảnh quay bằng một hình ảnh khác, vốn được phát hiện bởi các dấu giám sát mặt phẳng từ quá trình giám sát chuyển độngThay thế ánh sáng toàn cầu bằng tính hấp thụ quang xạ môi trường sau một số lần bật nảy chỉ định nào đóThay thế các bộ điều chỉnh ở đíchThay thế các mối kết nối ổ cắm với những đường kết nối mớiThay thế hình học đuôi của nét vẽ bằng một đường cong Bézier ước chừng hình học đuôi ban đầuThay thế văn bản trong tênThay thế văn bản với văn bản xác định và đặt là được chọnThay thế văn bản với văn bản xác địnhThay thế ID liên kết đang hoạt động (và các phụ thuộc của nó nếu có) bằng một ID khác, từ cùng một thư viện hoặc từ một thư viện khácThay thế màu của các điểm nét vẽ đã được áp dụng màuThay thế bán kính ban đầuThay thế sự xoay chiều gốc với sự xoay chiều sao chépThay thế biến hóa gốc với biến hóa sao chépThay thế biến hóa ban đầu bằng các kênh hành độngThay thế phép biến hóa ban đầu bằng phép biến hóa từ thuộc tínhThay thế phần tử phụ huynh bằng một xương khác sau khi toàn bộ các xương đã được tạo ra. Chỉ đơn giản sử dụng CTRL, DEF hoặc MCH để thay thế tiền tốThay thế văn bản với văn bản xác địnhThay thế độ đục của nét vẽ, thay vì điều chỉnh từng điểm mộtThay thế độ dày của nét vẽThay thế khu vực nàyThay giá trị của tham chiếu bằng cái đang vượt quyềnThay thế tọa độ điểm đỉnh bằng các giá trị lưu trong bộ đệm nhớThay thế các nhóm điểm đỉnh của đối tượng được chọn bằng các nhóm điểm đỉnh của đối tượng đang hoạt độngThay Thế bằngThay Thế bằng Lựa ChọnChơi LạiChơi lại các bản thông báo được chọnThư Mục Kho Lưu TrữChỉ Số Kho Lưu TrữThông/Thông BáoBáo cáo lỗi với thông tin phiên bản điền trướcThông báo không tìm thấy toàn bộ các tập tin bên ngoàiBáo CáoĐịnh Vị Lại Điểm TựaĐịnh vị điểm tựa biến hóa trong điêu khắc đến ranh giới của khu vực mở rộng đang hoạt độngCác Kho Lưu TrữKho Lưu TrữKho lưu trữ "{:s}": {:s}{:s}Cảnh Báo Kho Lưu Trữ:URL của Kho Lưu TrữKho lưu trữ do người dùng quản lý, được lưu trong thư mục người dùngKho lưu trữ chưa được thiết lậpKho lưu trữ đòi hỏi mã thông báo truy cậpKho lưu trữ: {:s}Đại diện alpha trong tập tin hình ảnh, để chuyển đổi sang đó, hoặc từ đó, khi lưu hoặc nạp hình ảnhTượng trưng của thông tin alpha trong các điểm ảnh RGBABiểu thị "Tỷ Lệ Trực Giao" của máy quay phim trực giao. Nếu máy quay phim được đặt tại vị trí của nguồn sáng với tỷ lệ này thì nó sẽ biểu thị phạm vi bao phủ của "máy quay phim" bóng tối.Tái phóng chiếu các thuộc tính vào khung lưới mớiTái phóng chiếu các nét được chọn từ điểm nhìn hiện tại, tựa như chúng mới được vẽ (ví dụ: để chỉnh sửa sự di chuyển bất ngờ của con trỏ 3D, hoặc những thay đổi bất ngờ của cổng nhìn, hay để khớp với hình học bị biến dạng)Tái phóng chiếu các nét vẽ lên hình học của cảnh, tựa như trong khi đang vẽ dùng phương pháp đặt nét vẽ lên 'Bề Mặt' vậyPhóng chiếu lại các nét vẽ lên trên cùng một bình diện, tựa như vẽ từ điểm nhìn hiện tại, dùng phương pháp Đặt Nét Vẽ bằng 'Con Trỏ' ('Cursor' Stroke Placement)Tái phóng chiếu các nét vẽ sử dụng bề diện X-YTái phóng chiếu các nét vẽ sử dụng bề diện X-ZTái phóng chiếu các nét vẽ sử dụng bề diện Y-ZPhóng chiếu lại các nét vẽ dùng định hướng của con trỏ 3DSai Số Tái Phóng ChiếuHệ Số Lực ĐẩyLực đẩy là hệ số của độ cứngĐòi hỏi phải khớp với toàn bộ các màn chắn lọc giao cắt, thay vì chỉ một cái mà thôiĐòi hỏi phải khớp với toàn bộ các chắn lọc nguyên vật liệu, thay vì chỉ một cái mà thôiĐòi hỏi rằng các điểm kết nối của lực đàn hồi (lò xo) bên trong phải có hướng pháp tuyến đối lậpĐòi HỏiKích thước kết xuất đòi hỏi ({}px) lớn hơn giới hạn kích thước chất liệu báo cáo ({}px).Yêu cầu GPU AMD có kiến trúc RDNAĐòi Hỏi Mã Thông Báo Truy CậpĐòi hỏi Apple Silicon với macOS %s trở lênYêu cầu GPU Intel với kiến trúc Xe-HPGĐòi hỏi GPU Intel với kiến trúc Xe-HPG vàĐòi hỏi GPU NVIDIA có khả năng tính toán %sĐòi hỏi ít nhất ba điểm đỉnh trở lênĐòi hỏi phải có các điểm đỉnh đã được chọn hoặc nhóm điểm đỉnh đang hoạt độngĐọc lại các tài sản và danh mục tài sản từ thư viện tài sản trên đĩaĐổi TuyếnGắn Nhãn Đổi Tuyến Tự ĐộngĐổi Hình DạngSố Mẫu VậtLấy Mẫu Lại Đường CongChiều Dài Lấy MẫuChế Độ Lấy MẫuHoàn LạiHoàn Lại Con EmHoàn Lại Dốc MàuHoàn Lại Đường CongHoàn Lại Pháp TuyếnHoàn Lại Xương Tư Thế Giữa các Hành ĐộngHoàn Lại Hình Mẫu Giữa các Hành ĐộngHoàn Lại Biến HóaHoàn lại sự phóng chiếu UVHoàn lại biến hóa của UV về các giá trị mặc địnhHoàn lại delta điều hướng VR tương đối với tư thế cơ sở của phiên sử dụngHoàn Lại các Giá TrịHoàn Lại Khung NhìnHoàn Lại Dốc MàuHoàn lại trọng lượng của toàn bộ các giá trị hoạt họa của các điểm được chọnHoàn lại biến hóa hình ảnh về giá trị mặc địnhHoàn lại khoảng cách hạn chế cho Ràng Buộc Khoảng Cách Giới HạnHoàn lại vị trí deltaHoàn lại vị trí, sự xoay chiều, và tỷ lệ của các xương được chọn về giá trị mặc địnhHoàn lại vị trí của những xương được chọn về các giá trị mặc địnhHoàn lại các pháp tuyến về các giá trị ban đầuHoàn lại các giá trị mặc định của thao tácHoàn lại chiều dài nguyên thủy của xương đối với Ràng Buộc Kéo Giãn TớiHoàn lại các biến hóa của xương tư thế về trạng thái của khung khóaHoàn lại xương tư thế giữa mỗi hành động được xuất khẩu. Chức năng này cần thiết khi một số xương không được khóa hóa trên một số hoạt họaHoàn lại các tập tin gần đâyHoàn lại xoay chiều deltaHoàn lại sự xoay chiều của các xương được chọn về các giá trị mặc địnhHoàn lại tỷ lệ deltaHoàn lại tỷ lệ của xương được chọn về các giá trị mặc địnhHoàn lại tỷ lệ của các dải được chọnHoàn lại các hình mẫu giữa mỗi hành động được xuất khẩu. Điều này cần thiết khi một số kênh hình mẫu không được khóa hóa trong một số hoạt họa.Hoàn nguyên tính lại thời gian của dảiHoàn lại vị trí biến hóa của dảiHoàn lại biến hóa vị trí, tỷ lệ và chiều xoay của dảiHoàn lại biến hóa xoay chiều của dảiHoàn lại biến hóa tỷ lệ của dảiHoàn lại bản sao của khung lưới đang được điêu khắcHoàn lại trọng lượng mép nhòe về 0Hoàn lại góc nhìn ngang về phạm vi khung cảnh hiện tại, đồng thời cân nhắc đến phạm vi xem trước nếu có và đang hoạt độngHoàn lại bảng nhớ tạm nội bộ và/hoặc pháp tuyến của phần tử đã chọnHoàn lại vượt quyền cục bộ đã chọn thành các giá trị tham chiếu liên kết của nóHoàn lại các vượt quyền cục bộ đã chọn thành các giá trị tham chiếu liên kết của chúngHoàn lại biến hóa của khuôn in về mặc địnhXóa những chỉnh sửa biến hóa được áp dụng vào mối quan hệ phụ huynh. Không xóa bản thân mối quan hệ phụ huynhHoàn lại sự biến hóa của mọi thực thể con em trong đầu ra. Chỉ được sử dụng khi Tách Phân Con Em được kích hoạt (bật lên) mà thôiHoàn lại khung nhìnĐặt lại trọng lượng của tất cả các hình mẫu về 0 hoặc về giá trị gần nhất theo giới hạnHoàn lại chế độ thu phóng và vị trí của hình nềnHoàn lại giá trị của tính chất này về giá trị mặc địnhHoàn lại toàn bộ các yếu tố của mảng về giá trị mặc địnhHoàn lại về các màu kiểu mẫu mặc địnhHoàn lại màu điểm đỉnh cho toàn bộ hoặc các nét vẽ được chọnHoàn lại khu vực nhìn thấy được để hiển thị toàn bộ phạm vi khung khóaHoàn lại khu vực nhìn thấy được để hiển thị toàn bộ phạm vi của các dảiHoàn lại khu vực có thể nhìn thấy để hiển thị phạm vi khung khóa được chọnHoàn lại khu vực nhìn thấy được để hiển thị phạm vi các khung khóa đã chọnHoàn lại khu vực nhìn thấy được để hiển thị phạm vị của các dải được chọnHoàn lại khu vực quan sát để hiển thị kênh nằm dưới con trỏHoàn lại khu vực quan sát được để hiển thị các kênh đã chọnHoàn lại thời định cho các hình mẫu tuyệt đốiĐổi Hình DạngĐổi hình các giá trị của Đường Cong-F, ví dụ: đổi biên độ của các dao độngĐổi hình dạng chỉ hoạt động với mức phân hóa cao hơnTrở lực của đối tượng trong chuyển độngĐổi Kích ThướcThay Đổi Kích Thước VùngĐổi kích thước của nútThay đổi kích thước cột bảng tínhThay đổi kích thước cột bảng tính theo chiều rộng của dữ liệuChỉnh sửa các trình biên soạn bằng cách kéo rê từ các cạnhĐổi kích thước của hình ảnhThay đổi kích thước các đối tượng để hạn định khung viền hình hộp dưới giá trị này. Giá trị 0 sẽ tắt hạn địnhĐổi kích thước dùng tối đa 1024 điểm ảnhĐổi kích thước dùng tối đa 2048 điểm ảnhĐổi kích thước dùng tối đa 256 điểm ảnhĐổi kích thước dùng tối đa 4096 điểm ảnhĐổi kích thước dùng tối đa 512 điểm ảnhĐổi cỡ khung nhìn để bạn có thể nhìn thấy được toàn bộ các nútĐổi cỡ khung nhìn để bạn có thể nhìn thấy được toàn bộ các nút đã chọnĐộ Phân GiảiSố Lần Chia Độ Phân GiảiGiới Hạn của Độ Phân GiảiChế Độ Phân GiảiĐộ Phân Giải Xem Trước UTỷ Lệ Độ Phân GiảiĐộ Phân Giải UĐộ Phân Giải VĐộ Phân Giải của Cổng NhìnĐộ Phân Giải XĐộ Phân Giải YĐộ Phân Giải ZĐộ phân giải không khớpChưa chọn độ phân giải cho %s, bỏ quaĐộ phân giải phải lớn hơn 1Độ phân giải của các nét vẽ sinh tạoĐộ phân giải của bề mặt được sinh tạo cho kết xuất và nướngĐộ phân giải của cây octree (tám nhánh); giá trị càng cao thì chi tiết càng tinh tế hơnMức phần trăm độ phân giải của các bản đồ bóng tốiLượng phần trăm độ phân giải của các đối tượng thể tích trong cổng nhìnĐộ phân giải sử dụng để xem trước nút Tô Bóng (nên thay đổi để thuận tiện cho việc thực hiện với hiệu suất hoạt động tốt hơn)Độ phân giải sử dụng cho phạm vi chất lỏng. Giá trị tương ứng với cạnh dài nhất của phạm vi (độ phân giải cho các cạnh khác của phạm vi được tính toán tự động).Độ phân giải khi nướng thành chất liệuĐộ Phân GiảiNghỉ & Phạm ViTỷ Trọng NghỉChiều Dài NghỉTư Thế NghỉHình Mẫu Tĩnh TạiNguồn cho Tư Thế NghỉKhoảng tĩnh tại của lực điều hòaHồi PhụcKhôi Phục các Khu VựcKhôi Phục Độ Dài Phân Đoạn Đường CongQuay Trở Lại Khung HìnhKhôi Phục Lựa Chọn Tay CầmKhôi Phục Dữ Liệu Liên Kết đã Đóng Gói về Vị Trí Ban Đầu của ChúngKhôi phục các bố trí bàn phím mặc địnhKhôi phục lại toàn bộ các khối dữ liệu kết nối đã được đóng gói về vị trí (trên ổ cứng) ban đầu của chúngKhôi phục lựa chọn tay cầm sau khi tinh chỉnhKhôi phục bố trí bàn phímKhôi phục (các) bố trí bàn phímQuay trở lại khung hình sau khi hoạt họa đã khởi độngKhôi phục độ dài của từng phân đoạn đường cong sử dụng trạng thái trước sau khi biến dạngHạn ChếHạn Chế Phạm Vi Khung HìnhTắt Kết XuấtTắt Lựa ChọnTắt Hiển ThịHạn Chế các Điểm Nhìn Thấy ĐượcHạn chế biên soạn nét vẽ và khung hình trong tầng lớp nàyHạn chế giá trị tối đa và tối thiểu của Đường Cong-FHạn chế bộ điều chỉnh, chỉ cho phép thi hành sau khung hình 'đầu' của nóHạn chế bộ điều chỉnh, chỉ cho phép thi hành trước khung hình 'cuối' của nóHạn chế chuyển động dọc theo mỗi trục trong phạm vi đã choHạn chế chuyển động trên một đường cong bằng cách ánh xạ lại vị trí dọc theo trục dài nhất của đường congHạn chế chỉ được chuyển động ở trên bề mặt của khung lưới mục tiêuHạn chế chuyển động trong khoảng cách nhất định từ một mục tiêu (chỉ tại thời điểm tính toán của ràng buộc mà thôi)Hạn chế khả năng đầu dò ánh sáng này nhìn thấy các đối tượng (Đã lỗi thời)Hạn chế sơn ở các điểm đỉnh nằm trong nhóm thôiTắt khả năng kết xuấtRàng buộc sự xoay chiều của thân cứng quanh một trụcHạn chế dịch chuyển và xoay chiều thân cứng vào một trụcHạn chế dịch chuyển thân cứng trên một trục mà thôiHạn chế độ xoay dọc theo mỗi trục trong phạm vi đã choHạn chế sự biến đổi tỷ lệ dọc theo mỗi trục trong phạm vi đã choTắt lựa chọn trong Góc Nhìn 3D • Shift để đặt con cáiKhông cho lựa chọn trong cổng nhìnHạn chế lựa chọn đối với các đối tượng sử dụng cùng một chế độ với đối tượng đang hoạt động, để ngăn ngừa việc chuyển đổi chế độ bất ngờ khi chọn lọcHạn chế một số tối ưu hóa để giữ lại các nút có tên và khung lưới liên kết với chúng, nhằm cho phép các nút này được biến hóa từ bên ngoài.Hạn chế danh sách giàn điều khiển trong một bộ tính năng tùy chỉnh cụ thểHạn chế dịch chuyển và xoay chiều vào các trục đã xác địnhHạn chế dịch chuyển và xoay chiều theo các trục đã xác định với lực đàn hồiHạn chế tính hữu hình trong Góc Nhìn 3DTắt hiển thị trong Góc Nhìn 3D • Shift để đặt con cáiTắt hiển thị trong cổng nhìnBật/Tắt Hạn ChếNhững Hạn Chế/Bó/Thu Hẹp/Giới HạnKết QuảKết quả của các chu kỳ giải nghiệm vải vócKết quả của việc kết hợp các hình học được tạo ra từ mỗi lần lặp lạiKết quả kết xuất, bao gồm toàn bộ các tầng và các lượtCó Thể Tái Phục Hồi và Tiếp TụcHoàn trở lại tốc độ bình thườngTái Đồng Bộ HóaBắt Buộc Tái Đồng Bộ HóaGiữ Nguyên Hình Dạng Tổng ThểThời Gian ThựcTính Lại Thời GianKhóa Tính Lại Thời GianTrạng Thái Lựa Chọn Khóa Tính Lại Thời GianKhóa Tính Lại Thời GianTính lại thời gian của các khung hình cuối và di chuyển về đoạn đầu của hoạt họa để tuần hoànKhóa tính lại thời gian nhất định phải được chọn đãTái Cấu TrúcDịch Chuyển Tái Cấu TrúcTrích xuất ánh xạ UV từ hình học, hoặc dự phòng mặc định nếu không có cái nào được chỉ định cảTrích xuất thuộc tính màu hoặc thuộc tính dự phòng mặc định nếu không có thuộc tính nào được chỉ định cảTrích xuất một chỉ số của điểm nội trong một đường congTrích xuất giá trị định danh ngẫu nhiên ổn định từ thuộc tính "id" trên phạm vi điểm, hoặc chỉ số nếu thuộc tính không tồn tạiTrích xuất vectơ độ dài đơn vị cho biết chiều hướng quay ra khỏi hình học ở mỗi phần tửTrích xuất một vectơ ám chỉ vị trí của mỗi phần tửTrích xuất một giá trị số nguyên ám chỉ vị trí của từng phần tử trong danh sách, bắt đầu từ 0Trích xuất các thuộc tính gắn liền với các đối tượng hoặc hình họcTrích xuất các góc trong cùng một mặt như cái khácTrích xuất các góc tạo nên một mặtTrích xuất dữ liệu từ một điểm trên đường cong ở một khoảng cách nhất định từ điểm khởi đầuTrích xuất dữ liệu của các phần tử khác trong hình học của ngữ cảnhLấy các góc mặt kết nối với các cạnh ra cho mìnhTrích xuất các góc của mặt kết nối với các điểm đỉnhTrích xuất thông tin hình học về điểm tô bóng hiện tạiTrích xuất các thực thể hình học từ một bộ sưu tậpTrích xuất thông tin về đường cong của tócTrích xuất khoảng cách của điểm điều khiển dọc theo mỗi chốt trục mộtLấy thông tin về khung lưới đồ thị thể tíchTrích xuất thông tin về một hình ảnhTrích xuất thông tin về các điểm trong đám mây điểmTruy xuất thông tin về các vùng được kết nối riêng biệt trong một khung lướiTrích xuất thông tin về máy quay phim và tình trạng liên quan đến vị trí của điểm tô bóng hiện tạiTrích xuất thông tin về thực thể đối tượngTrích xuất thông tin từ đối tượng máy quay phimTrích xuất thông tin từ một đối tượngTrích xuất nhiều thể loại tọa độ chất liệu. Thường được sử dụng làm đầu vào cho các nút chất liệuTrích xuất góc tại mỗi điểm điều khiển sử dụng để xoắn vặn pháp tuyến của đường cong xung quanh tiếp tuyến của nóTrích xuất thời gian hiện tại trong hoạt họa của cảnh theo đơn vị số giây hoặc số khung hìnhTrích xuất đường cong mà điểm điều khiển là một phần của nóTrích xuất dữ liệu của một thuộc tính chỉ địnhTrích xuất dữ liệu của hệ thống hạt đã sinh ra thực thể đối tượng, ví dụ để cung cấp biến thể cho nhiều thực thể của một đối tượngTrích xuất chiều hướng của các đường cong tại mỗi điểm điều khiểnTrích xuất các cạnh kết nối với mỗi điểm đỉnhLấy các cạnh của một đối tượng như nó xuất hiện cho Cycles. Lưu ý: vì các khung lưới được tam giác hóa trước khi được Cycles xử lý, cho nên cấu trúc liên kết sẽ luôn luôn xuất hiện trong trạng thái tam giác hóaTrích xuất các cạnh trên cả hai bên của một góc mặtTrích xuất mặt mà mỗi góc là một phần của nóTrích xuất toàn bộ biến hóa của từng thực thể trong hình họcTrích xuất chỉ số của nguyên vật liệu sử dụng cho từng phần tử trong danh sách vật liệu của hình họcTrích xuất chiều dài của toàn bộ các chốt trục được cộng lại với nhauTrích xuất số lượng phần tử trong một hình học cho mỗi phạm vi thuộc tínhTrích xuất số điểm đã đánh giá sẽ được sinh tạo cho mọi điểm điều khiển trên đường congTrích xuất số các mặt sử dụng mỗi cạnh làm một trong các cạnh của chúngTrích xuất đối tượng chứa bộ điều chỉnh nút hình học hiện đang được thực thiTrích xuất vị trí của các tay cầm của mỗi điểm điều khiển BézierTrích xuất vị trí của con trỏ chuộtTrích xuất bán kính tại mỗi điểm trên đường cong hoặc hình học đám mây điểmTrích xuất góc độ xoay chiều của từng thực thể trong hình họcTrích xuất tỷ lệ của mỗi thực thể trong hình họcTruy xuất máy quay phim đang hoạt động của cảnhTrích xuất tổng chiều dài của mỗi chốt trục, dưới dạng khoảng cách hoặc số điểmTrích xuất thể loại tia xạ chiếu vào mà bộ tô bóng đang thi hành. Thường được sử dụng trong các thủ thuật phi vật lýTrích xuất điểm đỉnh mà mỗi góc của mặt dính vàoTrích xuất chiều hướng quan sát và vị trí của cổng nhìn 3DTrích xuất thông tin cấu trúc liên kết liên quan đến mỗi cạnh của khung lướiTrícg xuất thông tin cấu trúc liên kết liên quan đến từng mặt của khung lướiTruy xuất thông tin cấu trúc liên kết liên quan đến mỗi điểm đỉnh của khung lướiTrích xuất biến hóa từ dữ liệu thuộc tính hình học mục tiêuLấy các giá trị từ một trường trên một phạm vi khác bên cạnh phạm vi từ ngữ cảnhTrích xuất các giá trị từ các phần tử hình học cụ thểTrích xuất các giá trị khung lưới đồ thị thể tích tại các thể tích tử cụ thểTrích xuất xem toàn bộ các tam giác trong một mặt có nằm trên cùng một bình diện hay không, tức là có cùng pháp tuyến hay khôngTruy xuất xem mỗi cạnh được đánh dấu cho các pháp tuyến mịn màng hay tách phânTruy xuất xem mỗi mặt được đánh dấu cho pháp tuyến mịn màng hay sắc nétTruy xuất xem mỗi điểm cuối chốt trục có kết nối với điểm đầu hay khôngTruy xuất xem các nút có đang được đánh giá cho cổng nhìn thay vì kết xuất cuối cùng hay khôngTrả LạiTrả về dấu của A, sign(A)Quay Trở Lại Chế Độ TrướcQuay trở lại chế độ trướcTrả về một giá trị mà chỉ có một bit từ A và B là được đặt mà thôiTrả về một giá trị trong đó các bit của A và B đều được đặtTrả về một giá trị trong đó các bit của A hoặc B được đặtCung cấp thông tin về một hình ảnhTrả về (cung cấp) tọa độ của các điểm ảnh của một hình ảnhTrả về giá trị bit đối diện của A, ở dạng thập phân tương đương với A = -A - 1Lấy dấu của AID Cục Bộ Khả Tái DụngTái sử dụng tia xạ của các điểm ảnh lân cậnHiển thị toàn bộ các xương ẩn giấu trong Chế Độ Biên SoạnHiển thị toàn bộ các xương bị ẩn giấu trong Chế Độ Tư ThếHiện toàn bộ các điểm đỉnh UV ẩn giấuBộc lộ toàn bộ các phần tử siêu cầu ẩn giấuHiện toàn bộ các điểm đỉnh, các cạnh, và các mặt bị ẩn giấuHiện toàn bộ các đối tượng kết xuất bằng cách tắt cờ hiệu ẩn kết xuấtHiển thị những điểm điều khiển ẩn giấuTiết lộ các mặt và các điểm đỉnh UV ẩn khuấtTạm thời biểu lộ các tầng lớp màn chắn lọc ẩn giấuTạm thời biểu lộ (cho phép nhìn thấy) các đối tượng ẩn giấuĐảo NgượcĐảo Ngược Đường CongĐảo Ngược các Khung HìnhĐảo Nghịch ChuộtĐảo Ngược Đường DẫnĐảo Ngược Thứ Tự Sắp XếpThuyên Chuyển Ngược ChiềuĐảo ngược thứ tự hiện tại của các phần tử được chọnĐảo nghịch chiều hướng luân chuyển dòng lịch sửĐảo ngược trật tự của khung hìnhLật ngược trật tựĐảo ngược chiều hướng của các đường cong đã chọnĐảo ngược thứ tự của các phần tử đang hiển thịĐảo ngược thứ tự của các điểm đỉnh và các cạnh của các mặt đã chọn, đảo lật theo chiều hướng pháp tuyến của chúngĐảo ngược hiệu ứng sắp xếp thứ tựĐảo nghịch biến hóa giữa đối tượng này và mục tiêu của nóĐảo ngược chuyển động dựng đứng của chuộtĐảo NghịchQuay Trở LạiQuay lại bố trí màn hình ban đầu, trước khi hiển thị lớp lồng trên toàn màn hìnhKhôi phục cài đặt đầu bút đang hoạt động về giá trị mặc định từ thư viện tài sảnQuay trở lại về tập tin vốn Đã LưuXoay tròn các cạnhPhương Pháp Đơn Giản - RhLằn GợnLằn Gợn & Thung LũngĐa Phân Dạng Nhấp NhôLằn Gợn và Thung LũngTên Giàn Điều KhiểnTập Lệnh UI cho Giàn Điều KhiểnGiàn điều khiển (chính) sở hữu đối tượng này và có thể xóa hoặc viết đè lên đối tượng này khi tái tạo lạiThể Loại Giàn Điều KhiểnKiểu giàn điều khiển cho xương nàyDàn DựngPhảiMắt PhảiTay Cầm Bên PhảiĐã Chọn Tay Cầm PhảiĐã Chọn Tay Cầm PhảiKiểu Tay Cầm Bên PhảiKhóa PhảiHành Động Lựa Chọn bằng Chuột PhảiLân Cận Bên PhảiTrực Giao Bên PhảiPhối Cảnh Bên PhảiBấm chuột phải vào các nút để thêm chúng vào trình đơn nàyMắt bên phải sẽ thấy hình ảnh bên trái và ngược lạiTrạng thái lựa chọn của tay cầm bên phảiChuột phải luôn luôn hiệu chỉnhChuột phải sử dụng công cụ lựa chọnGóc dưới bên phải của vùng tìm kiếm trong tọa độ đã bình thường hóa tương đối với vị trí của dấu mốcThân CứngRàng Buộc Thân CứngThể Loại Ràng Buộc Thân CứngĐối Tượng Thân CứngSắp Đặt Thân CứngHình Dạng Thân CứngLoại Thân CứngThế Giới Thân CứngThế Giới Thân Cứng không có dữ liệu vật lý liên quan để xuất khẩuThân Cứng Năng Động tham gia mô phỏngThân cứng biến dạng trong quá trình mô phỏngThân CứngThế giới thân cứng chưa được khởi thủy đúng đắn, cần khởi bước mô phỏng trước đãRigify Bộ Sưu Tập Hoạt ĐộngRigify Thể Loại Đang Hoạt ĐộngRigify Công Cụ Hoạt HọaRigify các Bộ Màu Đặc BiệtRigify Công Cụ Phát TriểnRigify các Giàn Điều Khiển SiêuRigify Giàn Điều Khiển Chủ Sở HữuRigify Tên Giàn Điều KhiểnRigify Giàn Điều Khiển Mục TiêuRigify UI của Giàn Điều Khiển Mục TiêuRigify Thể LoạiVành MépMàu của Mép ViềnNếp Gấp ở ViềnHiệu Ứng Viền MépDịch Chuyển Nguyên Vật Liệu của Mép ViềnNhóm Điểm Đỉnh Mép ViềnHiệu ứng viền mépVành NhẫnHướng của Hình NhẫnHình nhẫn ngang trục XHình nhẫn ngang trục YHình nhẫn ngang trục ZHình nhẫn dọc theo khoảng cách tỏa trònSố vành nhẫn phải có ít nhất là 3Phân XéQuá trình tách bị thất bạiLệnh Tách Xé (Rip) không tương thích với lựa chọn đồng bộPhân xé các hình đa giác ra và di chuyển kết quảTách xé các điểm đỉnh đã được chọn hoặc vùng đã chọn raVai trò của đối tượng trong Mô Phỏng Thân CứngLănGóc LănNguồn của Góc LănChiều Sâu CuộnChiều Hướng CuộnCuộn các Đường Cong TócLăn Đầu VàoLăn TráiChiều Dài CuộnLăn Đầu RaBán Kính CuộnLăn PhảiVuốt Thon CuộnDịch chuyển về độ lăn cho đoạn cuối của Xương-Dẻo, chỉnh độ xoắn vặnDịch chuyển về độ lăn cho đầu Xương-Dẻo, chỉnh độ xoắn vặnLăn góc nhìnLăn góc nhìn về bên tráiLăn góc nhìn về bên phảiLăn góc nhìn dùng một giá trị gócLăn: %.2fLăn: %sCửa Chập Quét MànhThời Lượng của Cửa Chập Quét MànhCuộn các đường cong tóc lên bắt đầu từ đỉnh của chúngTiếng Rômania (Român)Gốc/Phép CănĐường Kính GốcChiều Hướng GốcChỉ Số GốcVị Trí GốcVị Trí GốcCấu Trúc Cơ Bản GốcLựa Chọn GốcTọa Độ của Chất Liệu GốcDuy Dịch Chuyển của GốcSuy giảm dần mức cănGốc của hệ thống tầng bậc các bộ sưu tập trong góc nhìn này, tính chất con trỏ ‘bộ sưu tập’ của nó cũng đồng thời là con trỏ của bộ sưu tập chính của cảnhĐường dẫn gốc của toàn bộ các tập tin được liệt kê trong bộ sưu tập ``files`` (các tập tin)Xoay ChiềuXoay 180 độ theo chiều kim đồng hồXoay 270 độ theo chiều kim đồng hồXoay 90 độ theo chiều kim đồng hồĐộ Xoay ChiềuXoay Chiều EulerXoay Chiều Đường Cong TócXoay Chiều các Thực ThểQuay Góc Xoay ChiềuXoay NguồnXoay chiều những tọa độ UV nội trong các mặtXoay Chiều VéctơXoay chiều một điểm dùng trục XXoay chiều một điểm dùng thứ tự XYZXoay chiều một điểm dùng trục YXoay chiều một điểm dùng trục ZXoay chiều một điểm dùng góc trụcXoay một vectơ quanh một điểm tựa (tâm)Xoay quanh một điểm khácXoay chung quanh trục một góc độXoay chiều quanh trung tâm hình ảnhXoay quanh trục X địa phương, sau đó ZXoay quanh trục Z địa phương, sau đó XXoay quanh các trục X, Y, và ZXoay quanh trục Z của không gian bộ điều chỉnhXoay quanh trục X địa phươngXoay quanh trục Y địa phươngXoay quanh trục Z địa phươngXoay quanh trục nhất định ('chốt lại') để hướng về phía một mục tiêuXoay chiều pháp tuyến tách phân của những đối tượng được chọnXoay chiều thuộc tính màu của góc mặt nội bên trong mặtXoay chiều các thực thể hình học trong không gian cục bộ hoặc toàn cầuXoay chiều hình ảnh theo góc độ chỉ địnhXoay vùng lựa chọn ban đầu để được hình dạng tốt hơnXoay chiều thực thể chiểu theo chiều của pháp tuyến điểm đỉnhXoay chiều bị tác động bởi sắp đặt về bám dínhXoay chiều hải đảo để khít vừa nhấtXoay chiều các hải đảo để căn chỉnh theo chiều ngangXoay chiều các hải đảo để căn chỉnh theo chiều dọcXoay chiều quần đảo để cải thiện bố cụcXoay chiều phụ huynh bất đồng đều, đổi tỷ lệ để căn chỉnh với con cái, áp dụng tỷ lệ X của phụ huynh sang trục X của con cái, và những cái tương tựXoay các điểm quanh trung điểm của đầu bútXoay chiều tương đối về định hướng hiện tạiXoay chiều cạnh đã chọn hoặc các mặt tiếp giápXoay chiều các phần tử được chọnXoay chiều hình ảnhQuay góc xoay chiều cung cấp ở đầu vào trong không gian toàn cụcThực hiện xoay chiều ở đầu vào trong không gian địa phương của nóThực hiện xoay chiều ở đầu vào trong không gian địa phương của đối tượngXoay tiếp tuyến của bề mặtXoay góc nhìnXoay Chiều/Xoắn VặnXoay chiều máy quay phim, nhìn vào cùng một điểm trong khoảng cách hội tụĐã xoay chiều thành hình chữ nhật tối thiểu, hoặc theo chiều dọc hoặc theo chiều ngangXoay chiều từng đường cong tóc quanh một trụcXoay chiều các giá trị bit của A theo lượng dịch chuyển chỉ định. Các giá trị dương xoay sang trái, các giá trị âm xoay sang phải.Xoay chiều hướng của dị hướng, với 1.0 sẽ xoay hết vòng trònXoay ChiềuXoay Chiều & Tỷ LệGóc XoayTrục Xoay ChiềuPhương Pháp Xoay ChiềuLượng Tăng Tiến Xoay ChiềuẢnh Hưởng sự Xoay ChiềuMa Trận Xoay ChiềuPhương Pháp Xoay ChiềuChế Độ Hòa Trộn Độ Xoay ChiềuChế Độ Xoay ChiềuỔ Cắm Nút Xoay ChiềuGiao Diện Ổ Cắm của Nút Xoay ChiềuTọa Độ Xoay ChiềuĐường Dẫn đến Xoay ChiềuLượng Tăng Tiến Xoay Chiều Chính XácPhạm Vi Xoay ChiềuNhững Đặc Biệt của Giám Sát Xoay ChiềuCác Giám Sát Xoay ChiềuĐơn Vị Xoay ChiềuXoay Chiều ZXoay Chiều XXoay Chiều YXoay Chiều ZĐộ xoay cho mỗi điểm ảnh để điều khiển tốc độ quỹ đạo của cổng nhìnXoay Chiều và Đổi Tỷ LệGóc xoayGóc độ xoay chiều quanh trục-Z để áp dụng các xoay chiều delta từ bộ đầu VR sangSự xoay chiều quanh tâm hoặc quanh đối tượngSự xoay chiều quanh đường điSự xoay chiều quanh trục định hướng đã chọnTrục xoay chiều (mặc định: tiếp tuyến tại gốc)Chuyển đổi sự xoay chiềuSai số xoay chiềuGóc xoay chiều cho mỗi bướcGóc xoay hình ảnh nền (chỉ cho góc nhìn trực giao thôi)Góc xoay chiều cho đối tượng mới được thêmXoay chiều theo lý thuyết của EulerXoay chiều dùng QuatenionXoay chiều kiểu Quatenion (giữ bình thường hóa)Không hỗ trợ xoay chiều trong Bảng Hành ĐộngĐộ xoay chiều của lá khẩuĐộ Xoay chiều của mặt trời quanh thiên đỉnhXoay chiều của mục tiêu điều khiển tương ứng với hành động trong không gian thế giớiXoay chiều của hiệu ứngXoay chiều của các thực thểXoay chiều của ánh sáng Studio (studiolight) xung quanh trục ZDịch chuyển cho chiều xoay để áp dụng vàp tư thế cơ sở khi xác định chiều xoay quan sátDuy xoay chiềuXoay chiều hoặc tỷ lệ hóa điểm tựaSự xoay chiều vốn tồn tại trong cú máy gốc, sẽ được đền bù (ví dụ: đối với những cú quay xoay theo phương thẳng đứng cố ý)Phạm vi cho xoay quanh điểm tựaBước xoay cho các phím bàn số (2 4 6 8)Xoay Chiều sang Góc TrụcXoay Chiều sang DeltaXoay Chiều sang EulerXoay Chiều sang QuaternionGiá trị xoay chiều trong thuộc tính hình họcỔ cắm giá trị xoay chiều của một nútGiá trị xoay chiều chỉ có thể được hiển thị nếu lồng ghép văn bản trong góc nhìn 3DĐiểm Tựa cho Xoay Chiều/Đổi Tỷ LệXoay chiều: %.2f%s %sXoay chiều: %s %s %sDịch Chuyển của Độ XoaySự Xoay ChiềuĐộ Gồ Ghề/RốiHệ Số RápĐộ NhámĐộ Rối 1Độ Rối 2Đường Cong của Độ RốiĐộ Ráp/Rối ở ĐỉnhLượng Rối Đầu CuốiGiới Hạn của Độ RápĐộ nhám của nguyên vật liệuĐộ nhám của nước láng bóng. Các giá trị độ nhám thấp và cao tạo ra diện mạo mập mờ hoặc có bụi bám, tương ứng với giá trịDựa Trên Độ NhámĐộ Nhám UĐộ Nhám VLàm/TrònLàm tròn A về bội số nguyên lớn nhất của B nhỏ hơn hoặc bằng ALàm tròn số A thành số nguyên gần nhất. Dùng số lớn hơn gần nhất nếu phần thập phân là 0,5Chế Độ Làm TrònLàm tròn UV về điểm ảnh trong khi chỉnh sửaĐầu tròn (bán cầu)Làm tròn các góc bằng cách tạo các cung tròn trên mỗi điểm điều khiểnHình cong tròn có đường chu vi mở (không kín)Làm tròn số thực xuống số nguyên nhỏ nhất tiếp theoLàm tròn số thực đến số nguyên gần nhất về hướng 0 (floor (xuống) nếu dương; ceiling (lên) nếu âm)Làm tròn số thực lên hoặc xuống số nguyên gần nhấtLàm tròn số thực lên số nguyên lớn nhất tiếp theoLàm Tròn về Điểm ẢnhLàm tròn về trung tâm điểm ảnhLàm tròn về các góc điểm ảnhTrònBăng Thắt Nơ TrònĐộ TrònĐộ tròn của con cái chung quanh phụ huynhĐộ tròn của đầu bútĐộ tròn của góc bảng và góc các bảng phụSố LượtHàngThanh Lọc HàngChiều Cao của HàngXen Kẽ HàngSố Hàng:Cao SuTính Toán Quy TắcĐộ Mơ Hồ trong Quy TắcThước ĐoCác quy tắc được đánh giá từ trên xuống dưới (chỉ quy tắc đầu tiên với hiệu quả cao hơn giới hạn mơ hồ là được đánh giá)Chạy Với Tư Cách Người DùngThi hành tập tin PythonChạy Python trong khi đang biên soạnThi Hành Tập LệnhThi hành tập lệnh đang hoạt độngThi Hành tựa như Công Việc Ngầm ở Nền Đằng SauChạy với tư cách người dùng cụ thể nào đóChạy trong Trình Biên Soạn Nút Hình HọcChạy tập lệnh này sau khi sinh tạo để áp dụng các thay đổi đặc thù của người dùngThi hành văn bản này, như một tập lệnh Python, trong khi nạpChạy trong Chế Độ Ngoại TuyếnThời Gian ChạyDữ Liệu Thời Gian ChạyCác tùy chọn cho thời gian thi hànhThông tin về trạng thái phiên VR trong thời gian hoạt độngTiếng Nga (Русский)Độ Bão HòaBidirectional Scattering Distribution Function: Hàm Phân Bổ Tán Xạ Hai ChiềuKhung Lưới Đồ Thị SDFBoolean với Khung Lưới Đồ Thị SDFLấp Kín Khung Lưới Đồ ThịLaplaceBoolean với Khung Lưới Đồ Thị SDFBoolean với Khung Lưới Đồ Thị SDFSelective Damped Least Square: Giảm Chấn Bình Phương Tối Thiểu có Tuyển ChọnNgưỡng SMAANgưỡng SMAA khi Kết XuấtNgưỡng SMAA trong Khung NhìnSMPTE (Ngắn Gọn)SMPTE (Toàn Phần)Mã thời gian SMPTE chỉ hiển thị phút, giây, và số khung hình mà thôi - Số giờ chỉ được hiển thị khi cần thiết, không đặt là mặc địnhSắp Đặt cho Chất Lỏng SPHGiải Nghiệm SPHLượng Mẫu Vật SSAASắp Đặt về SSAOSSE2Xuất Khẩu STL: Không thể mở tập tin '%s' đượcXuất Khẩu STL: Không tìm thấy bộ sưu tập '%s'Nhập Khẩu STL: Không thể mở tập tin '%s' đượcNhập Khẩu STL: Không thể nhập khẩu khung lưới từ tập tin '%s' đượcNhập Khẩu STL: Không đọc tập tin '%s' đượcSVG dưới dạng Đường CongSVG có dốc màu, màu Bút Chì Dầu sẽ được tính ước chừngVùng An ToànVùng an toàn cho các thành phần phổ thôngVùng an toàn cho các phần tử nói chung trong một tỷ lệ khung hình khácVùng an toàn cho văn bản và đồ họaVùng an toàn cho văn bản và đồ họa trong một tỷ lệ khung hình khácVùng an toàn trong góc nhìn 3D và trong Trình Phối HìnhCùng KênhCùng Một Đối TượngTương tự như frame_end (khung hình cuối), song bất kỳ giá trị nào cũng có thể đặt được, bao gồm cả những giá trị tạo ra một trạng thái bất hợp lệ nữaTương tự như frame_start (khung hình đầu), song có thể đặt bất kỳ giá trị nào, bao gồm cả những giá trị tạo ra một trạng thái bất hợp lệ nữaChọn cùng một xương rồi...Cùng một bộ sưu tập như xương đang hoạt độngCùng màu với xương đang hoạt độngĐầu vào/đầu ra của ổ cắm có cùng chiều hướngLấy Mẫu VậtLấy Mẫu UV của cái Đính VàoMức Thiên Lệch của Mẫu VậtSố Mẫu VậtLấy Mẫu Đường CongLấy Mẫu Chiều Dài Đồng ĐềuĐịnh dạng mẫu vậtLấy Mẫu Khung Lưới Đồ ThịLấy Mẫu Khung Lưới Đồ Thị dùng Chỉ SốLấy Mẫu ID của NhómLấy Mẫu Chỉ SốChiều Dài Lấy MẫuLấy Mẫu Vật về Đường VẽLấy Mẫu Vật cái đã Hợp NhấtChế Độ Lấy MẫuLấy Mẫu Gần NhấtLấy Mẫu Bề Mặt Gần NhấtVị Trí Lấy MẫuBán Kính Lấy MẫuTấn Số MẫuKích Thước MẫuLấy Mẫu Cạnh Thẳng HàngLấy Mẫu Một PhầnChiều Dài của Mẫu Lấy PhầnDịch Chuyển của Mẫu Lấy PhầnLấy Mẫu UVLấy Mẫu UV của Bề MặtLấy mẫu vật xương từ Góc Nhìn 3D hoặc từ Mục Lục để lưu trữ trong tính chấtLấy mẫu vật một dải màuLấy mẫu một màu sắc từ Cửa Sổ Blender và kiến tạo chất liệu Bút Chì DầuLấy mẫu vật màu sắc từ Cửa Sổ Blender để lưu vào một tính chấtLấy mẫu vật một khối dữ liệu từ góc nhìn 3D để lưu trữ trong một tính chấtLấy mẫu một đường vẽ và hiển thị nó trong các bảng Kế Đo LườngĐộ chính xác của mẫu vật - quan trọng đối với dữ liệu hoạt họa (giá trị càng thấp càng chính xác)Lấy mẫu một tập tin hình ảnh làm chất liệuLấy mẫu một tập tin hình ảnh làm chất liệu môi trường. Thường được sử dụng để chiếu sáng cảnh với nút nền sauLấy mẫu vật về màu sắc cho %sĐộ sâu của mẫu vật từ khung nhìn 3DLấy mẫu chi tiết từ liên kết cấu trúc độngLấy mẫu từng chốt trục một bằng cách phân bố đều số điểm chỉ địnhLấy mẫu vật từng chốt trục, bằng cách tách phân nó ra thành các phân đoạn có chiều dài chỉ địnhLấy mẫu các cạnh với chiều dài đồng đềuLấy mẫu các cạnh với tay cầm véctơLấy mẫu vật từng điểm ảnh một của hình ảnhĐịnh dạng mẫu vậtLấy mẫu các chiều dài dựa trên tổng chiều dài của toàn bộ các đường cong, thay vì sử dụng một chiều dài bên trong mỗi đường cong đã chọnLấy mẫu từ kích thước của thể tích tửLấy mẫu vật nhiều nguồn sáng hiệu quả hơn dựa trên sự đóng góp ước tính tại mọi điểm tốiLấy mẫu vật các giá trị điểm ảnh nằm dưới con trỏĐiểm mẫu vật cho Đường Cong-FTần số lấy mẫu tính bằng số mẫu/giâyTốc độ lấy mẫu âm thanh tính bằng HzLấy mẫu vật chi tiết khung lưới tại điểm bấm chuộtLấy mẫu vật màu sắc hiển thị ở đầu ra (màn hình)Lấy mẫu ánh xạ UV bề mặt tại điểm đính vàoMức mẫu vật khởi đầu khử nhiễu bản xem trướcGiá trị lấy mẫu từ một chất liệu hình ảnhĐiểm Đã Lấy MẫuDữ liệu hoạt họa đã lấy mẫuLấy mẫu vật màu sắc dọc theo đường vẽLượng Mẫu VậtThử Biến HóaSố Mẫu Vật trên mỗi Khung HìnhLấy Mẫu VậtLấy Mẫu Hoạt HọaĐịnh Dạng Dự Phòng Khi Dùng WebPPhương Pháp Lấy Mẫu VậtMô Hình Mẫu VậtSắp Đặt Sẵn về Mẫu VậtTần Số Lấy Mẫu VậtSố Lần Lấy Mẫu VậtPhương pháp lấy mẫu vật để dùng cho các thể tíchChiến lược lấy mẫu cho các bề mặt phát xạXoay chiều hình ảnhĐộ Bão HòaChế Độ Bão HòaChế Độ Bão HòaMức độ bão hòaĐộ tươi của màu trên các biểu tượng trong giao diệnĐộ Bão Hòa, Giá Trị, Sắc MàuĐộ Bão Hòa:LưuLưu & NạpLưu Như Bản Kết XuấtLưu Thành...Lưu Bản Dự PhòngLưu Bản SaoLưu Ra Bên Ngoài...Chế Độ LưuLưu các PNG dưới dạng PNG, JPEG dưới dạng JPEG, WebP dưới dạng WebP. Đối với các định dạng khác, xin sử dụng PNG nhéLưu các Cài Đặt Sở ThíchNhắc Nhở Khi LưuSố Phiên Bản của Blender LưuLưu tập tin BVH (Bounding Volume Hierarchy : Cây Phân Cấp Giới Hạn Thể Tích) nắm bắt chuyển động từ một khung rốiLưu một bản sao của tài sản đầu bút đang hoạt động vào thư viện tài sản mặc định và biến nó thành đầu bút đang hoạt độngLưu một bản sao của trạng thái làm việc, song không làm cho tập tin đã lưu hoạt độngLưu chủ đề tùy chỉnh trong danh sách cài đặt sẵnLưu một trình tự các hình ảnhLưu khối dữ liệu văn bản đang hoạt độngLưu tập tin văn bản đang hoạt động với các tùy chọnLưu toàn bộ các hình ảnh đã thay đổiLưu hình ảnh được đóng gói trong tập tin .blend ra đĩa (tách ra đĩa)Lưu như Bản Kết XuấtLưu tập tin bộ nhớ đệm ra đĩa (yêu cầu lưu tập tin .blend trước đã)Có lưu các thay đổi trước khi đóng không?Lưu bố trí ánh sáng studio tùy chỉnh từ các sắp đặt của trình biên soạn ánh sáng studioLưu các biến đổi về hình thể ra một tập tin bên ngoàiLưu hình ảnh với quản lý màu kết xuất. Đối với các định dạng hình ảnh hiển thị như PNG, xin hãy áp dụng biến hóa góc nhìn và hiển thị. Đối với các định dạng hình ảnh trung gian như OpenEXR, xin hãy sử dụng không gian màu đầu ra kết xuất mặc địnhLưu các hình ảnh thành JPEG. (Song những hình ảnh cần có kênh alpha trong đó sẽ được lưu thành PNG.) Nên nhớ là khả năng mất chất lượng hình ảnh có thể xảy raLưu hình ảnh dưới dạng WebP làm hình ảnh chính (không dự phòng)Lưu các kênh YCC (luminance-chrominance-chrominance: độ sáng/màu sắc/màu sắc) thay vì các màu RGB (đỏ/lục/lam)Lưu khi ThoátLưu các cài đặt sở thích đã thay đổi lại khi thoát (trừ phi các sắp đặt của xưởng sản xuất đã được nạp)Lưu bộ nhớ đệm kết xuất vào tập tin EXR (Có lợi cho quá trình tổng hợp phức tạp. Để ý: gián tiếp ảnh hưởng cảnh kết xuất)Lưu ánh xạ nướng ở tập tin bên ngoàiLưu ánh xạ nướng ở trong khối dữ liệu của hình ảnhLưu tập tin Blender hiện tạiLưu tập tin Blender hiện tại với tên có số tịnh tiến để ngăn việc viết đè lên bất kỳ tập tin hiện có nàoLưu tập tin hiện tại vào vị trí mong muốnLưu tập tin hiện tại vào vị trí mong muốn song không đặt tập tin đã lưu lại là tập tin đang hoạt độngLưu nút quan sát hiện tại vào một tập tin hình ảnhLưu hình ảnh với một cái tên khác và/hoặc các sắp đặt khácLưu hình ảnh với tên và các sắp đặt hiện tạiLưu hình ảnh đã kết xuất vào đường dẫn đầu ra (chỉ sử dụng khi tắt hoạt họa đi)Lưu cảnh ra một tập tin PLYLưu cảnh ra một tập tin Wavefront OBJLưu cảnh ra một tập tin STLLưu khối dữ liệu này ngay cả khi nó không có người dùng nào cảLưu tầng đầu ra nàyLưu ra đĩa (bỏ qua các thay đổi bên ngoài)Lưu các sắp đặt về phiên dịch vào một tập tin JSon ổn địnhĐã Lưu "%s"Đã Lưu %sĐã lưu thành "%s"Đã lưu bản sao dưới dạng "%s"Đã lưu hình ảnh '%s'"Đã lưu gia tăng dưới dạng "%s"Lưu tập tin được đóng gói vào: %sVăn bản đã lưu '%s'"LưuLưu bị thất bại rồiViệc lưu nó bằng Blender này (%s) có thể gây ra mất mát dữ liệu đấy nhé.Việc lưu nó bằng Blender này (%s) có thể gây ra mất mát dữ liệu đấy nhé.Quá trình lưu cài đặt sở thích đã bị thất bạiHình Răng CưaĐồ Họa Véc Tơ Có Thể Mở Rộng (.svg)Định Dạng Đồ Họa Véc Tơ Có Thể Mở Rộng (SVG) 1.1Tỷ LệTỷ LệĐổi tỷ lệ (đổi kích thước) các phần tử được chọnĐổi tỷ lệ khung lướiTỷ Lệ Dựa VàoĐổi Tỷ Lệ Chậm RãiĐổi Tỷ Lệ Phần TửĐổi Tỷ Lệ Đồng ĐềuĐổi Tỷ Lệ Tần Số Khung HìnhHệ Số Tỷ LệHệ Số Đổi Tỷ Lệ cho Chất LiệuĐổi Tỷ Lệ Hình Ảnh sang Kích Thước MớiTỷ Lệ Đầu VàoẢnh Hưởng Tỷ LệĐổi Tỷ Lệ Thực ThểMa Trận Tỷ LệChế Độ Hòa Trộn Tỷ LệChế Độ Tỷ Lệ HóaTỷ Lệ Hóa Dịch ChuyểnTỷ Lệ Đầu RaNgẫu Nhiên Hóa Kích ThướcTỷ Lệ Hóa Độ CứngTỷ Lệ Hóa Độ Dày của Nét VẽTỷ Lệ Hóa Độ DàyĐổi tỷ lệ U và V độc lậpĐổi tỷ lệ các tọa độ UV cho khít ranh giới sau khi mở góiĐổi Tỷ Lệ Đồng ĐềuTỷ Lệ XTỷ Lệ X: %s Y: %s Z: %s%s %sTỷ Lệ X: %s Y: %s%s %sTỷ Lệ YTỷ Lệ ZĐổi tỷ lệ giá trị của một số float (số thực)Đổi tỷ lệ toàn bộ các dữ liệu (Một số trình nhập khẩu không hỗ trợ xương đã đổi tỷ lệ!)Đổi tỷ lệ toàn bộ các ô UDIM của hình ảnhĐổi Tỷ Lệ dọc theo Đường CongĐổi tỷ lệ dọc theo trục XĐổi tỷ lệ dọc theo trục YĐổi tỷ lệ giá trị của một số nguyên (int) theo ngữ cảnhĐổi tỷ lệ dựa vào số điểm ảnh trên mỗi Đơn Vị BlenderĐổi tỷ lệ dựa trên số điểm ảnh trên mỗi inchTỷ Lệ Hóa theo Kích Thước MặtTỷ Lệ Hóa theo Kích Thước MặtThu nhỏ văn bản lại để khít vừa nội bên trong các hộpĐổi tỷ lệ đồng đều mỗi đường cong để đạt được độ dài mục tiêuHệ số tỷ lệ xác định 'tốc độ' của hàmHệ số tỷ lệ để xác định các giá trị tối đa/tối thiểuHệ số tỷ lệ để điều chỉnh độ cao của các khung khóaHệ số tỷ lệ cho hình dạng xươngHệ số tỷ lệ của bán kính tán xạ dưới bề mặtHệ số tỷ lệ cho đuôi xương-mềm (B-Bone), nhằm điều khiển độ dày (để tạo hiệu ứng vuốt thon)Hệ số tỷ lệ cho đầu xương-mềm (B-Bone), nhằm điều khiển độ dày (để tạo hiệu ứng vuốt thon)Phương Pháp Đổi Tỷ Lệ để Khít VừaTỷ lệ cho cường độ ánh sáng của các nguồn sáng nhập khẩuTỷ lệ dành cho đối tượng mới được thêm vàoĐổi tỷ lệ các thực thể hình học trong không gian cục bộ hoặc toàn cầuĐổi tỷ lệ các nhóm, các cạnh và các mặt kết nốiĐổi tỷ lệ các cạnh riêng rẽ hoặc các cạnh hải đảo lân cậnĐổi tỷ lệ các mặt riêng rẽ hoặc các mặt hải đảo lân cậnĐổi tỷ lệ của thực thể theo kích thước mặtTỷ Lệ Dựa VàoĐổi tỷ lệ bị tác động bởi sắp đặt về bám dínhĐổi tỷ lệ các hải đảo của ánh xạ UV và di chuyển chúng để chúng phủ kín không gian UV ở mức độ cao nhất có thểĐổi tỷ lệ quần đảo để phủ kín hình vuông đơn vịĐổi tỷ lệ khung lướiTỷ lệ của nhiễu biến dạngTỷ lệ của nhiễu (giá trị cao hơn sẽ cho kết quả là các lốc xoáy lớn hơn)Tỷ lệ của chất liệu nhiễu dọc theo mỗi đường congTỷ lệ của giải nghiệm đối tượng trong không gian máy quay phimCỡ phóng/thu của chữ hoa nhỏTỷ lệ của trục X và Z được điều chỉnh để duy trì thể tích của xươngTỷ lệ của trục X và Z là đảo nghịch của Tỷ Lệ-YTỷ lệ của quãng tám nhiễu cơ sởĐổi tỷ lệ đầu bút trên trục XTỷ lệ của hiệu ứng dời hìnhTỷ lệ của các nét vẽ kết thúcTỷ lệ của thực thể dây buộc tócTỷ lệ của các thực thểTỷ lệ của tầng lớpTỷ lệ chất liệu nhiễu theo vị trí gốcTỷ lệ của mặt cắt tại mỗi điểmTỷ Lệ của Bóng TốiĐộ tỷ lệ của nhiễu không gianTỷ lệ của chất liệuDuy đổi tỷ lệĐổi tỷ lệ khu vực được chọnĐổi tỷ lệ kích thước hiển thị của các xương dẻo (bendy bones) đã chọnĐổi tỷ lệ các giá trị khóa đã chọn theo mức trung bình tổng hợp của chúngĐổi tỷ lệ bán kính da của các điểm đỉnh được chọnĐổi tỷ lệ độ cứng thay vì bán kínhĐổi tỷ lệ BVH bằng giá trị nàyTỷ lệ đầu vào Z, khi không sử dụng bộ đệm Z, để điều chế độ nhòe mờ tối đa được chỉ định bởi độ trắng của màu sắc, hoặc giá trị đầu vào bằng 1Tỷ lệ hóa hình ảnh nềnTỷ lệ hóa các xương cho khít với toàn bộ chiều dài của đường congĐổi tỷ lệ đối tượng tùy chọn theo chiều dài của xươngĐổ tỷ lệ các đối tượng được thực thể hóa theo mặtĐổi tỷ lệ chuyển động của chuột bằng giá trị này, trước khi áp dụng deltaTỷ lệ hóa tần số nhiễuĐổi tỷ lệ dịch chuyển theo hình học chung quanhTỷ lệ hóa ma trận dịch chuyển (dùng để áp dụng dịch chuyển của không gian màn hình)Đổi tỷ lệ dịch chuyển để làm độ dày đồng đều hơnTỷ lệ các đối tượng trong cảnh theo đơn vị mét của cảnh USD. Việc thay đổi tỷ lệ này sẽ được áp dụng thêm vào giá trị vốn đã đặt trong tùy chọn Tỷ Lệ.Đổi tỷ lệ về độ dày của nét vẽ khi đang biến hóa chúngĐồi tỷ lệ chất liệu cho khít với toàn bộ chiều dài của mỗi nét vẽĐổi tỷ lệ giá trị của Đường Cong-F đã chỉnh sửaĐổi Tỷ Lệ cho Khít với Chiều Dài của XươngTỷ Lệ Hóa cho Khít Ranh GiớiĐổi Tỷ Lệ theo Khung Hình Máy Quay PhimTỷ Lệ sang DeltaTỷ Lệ Hóa tới Kích Thước MặtĐổi Tỷ Lệ để Phủ KínĐổi Tỷ Lệ để Khít VừaĐổi tỷ lệ để khít vừa hoặc phủ kín khung hình máy quay phimTỷ lệ tôn trọng thu phóng (nếu không, thu phóng sẽ hoàn toàn độc lập với kích thước hiển thị)Tỷ lệ sử dụng khi chuyển đổi giữa các đơn vị và kích thước Blender. Khi làm việc với tỷ lệ siêu nhỏ hoặc quy mô khổng lồ, chúng ta có thể sử dụng thang đo nhỏ, hoặc lớn, để tránh các vấn đề về độ chính xác của sốTỷ lệ hóa độ nhạy trong khi quỹ đạo dùng hình cầu điều khiểnĐổi tỷ lệ các véctơ với độ lớn của chúngThay đổi tỷ lệ, dịch chuyển và xoay chiều hình ảnhĐổi Tỷ Lệ/Dịch ChuyểnTỷ Lệ: %s : %s : %s%s %sTỷ Lệ: %s %s%s %sTỷ Lệ: %s%s %sTỷ Lệ B X: %s Y: %s Z: %s%s %sTỷ Lệ B: %s : %s : %s%s %sTỷ Lệ B: %s%s %sTỷ Lệ X: %sĐổi Tỷ LệĐổi tỷ lệ hình ảnh sao cho vừa khít hoàn toàn trong khung hình, không để lại khoảng trống nào ở các góc cảPhóng đại cường độ nhiễuĐổi tỷ lệ khung lưới như một thân mềm, dùng tọa độ gốc của đối tượng để đổi tỷ lệTăng cường độ ánh sáng theo cấp thừa số, nhân cường độ với 2^độ phơi sángĐổi Tỷ LệĐổi tỷ lệ nhiễu (trong thời gian)Hệ số tỷ lệ cho hành độngHệ số tỷ lệ áp dụng dọc theo trục XHệ số tỷ lệ áp dụng dọc theo trục YTỷ lệ của nhiễu đầu vàoĐổi tỷ lệ của đối tượngRà quét các thư mục của trình bổ sung để tìm những mô-đun mớiThời gian "phơi sáng" của dòng quét trong hiệu ứng cửa chập quét mành cuộn (rolling shutter)Tán XạHệ Số Tán XạTán xạ ánh sáng khi nó đi qua thể tích, thường được sử dụng để thêm sương mù vào cảnhĐổi Tỷ Lệ Thực ThểMô hình tán xạBán kính tán xạ trên mỗi kênh màu (RGB), nhân với Tỷ LệCảnhSao Chép các Sắp ĐặtBản Sao Toàn PhầnBản Sao Kết NốiMớiChỉ Số Đối TượngKhông GianThể LoạiCảnh '%s' là cảnh được kết nối, vì thế khả năng khởi tạo đối tượng bị vô hiệu hóa (tắt đi)Cảnh '%s' là cảnh nội tại cuối cùng, không thể xóa đượcMáy Quay Phim của CảnhBộ Sưu Tập CảnhBộ Sưu Tập CảnhHiển Thị của CảnhThời Lượng CảnhPhạm Vi Khung Hình của CảnhĐồ Thị CảnhTrọng Lực của CảnhCảnh HydraCác cài đặt của động cơ kết xuất Cảnh HydraThực Thể Hóa CảnhÁnh Sáng của CảnhĐối Tượng của CảnhThao Tác CảnhTùy Chọn về CảnhTọa Độ Gốc của CảnhTính Chất của CảnhGóc Nhìn Kết Xuất CảnhThiết Lập CảnhKích thước cảnhThống Kê về CảnhDải về CảnhHiển Thị Dải của CảnhDải về CảnhThời Gian CảnhĐơn Vị của CảnhThế Giới của CảnhTài sản nhóm nút chưa được ấn định vào một danh mục nào cả. Danh mục có thể được ấn định trong Trình Duyệt Tài SảnCảnh ở trạng thái đã được tính toánKhối dữ liệu của cảnh, bao gồm các đối tượng nằm trong cảnh, thời gian đã định và các sắp đặt liên quan đến kết xuấtKhối dữ liệu của cảnhCác sắp đặt về hiển thị cảnh trong cổng nhìn 3DTốc độ khung hình cảnh được đặt thành %.4g (chuyển đổi từ %.4g)Cảnh để chọn máy quay phim đang hoạt động ở đó (cảnh kết xuất nếu không xác định)Cảnh không có máy quay phimTập hợp các Bộ Khóa trong cảnhĐổi tỷ lệ mét trên mỗi đơn vị của cảnh thành 0.001Đổi tỷ lệ mét trên mỗi đơn vị của cảnh thành 0.01Đổi tỷ lệ mét trên mỗi đơn vị của cảnh thành 0.0254Đổi tỷ lệ mét trên mỗi đơn vị của cảnh thành 0.3048Đổi tỷ lệ mét trên mỗi đơn vị của cảnh thành 0.9144Đổi tỷ lệ mét trên mỗi đơn vị của cảnh thành 1.0Đổi tỷ lệ mét trên mỗi đơn vị của cảnh thành 1000.0Chế độ cảnh sử dụng chế độ nướng toàn phần:Không tìm thấy cảnh nào cảBộ sưu tập gốc của cảnh, chứa các đối tượng và các bộ sưu tập khác đã được thực thể hóa thành trong cảnhKích thước cảnhCảnh mà trình tự này đang sử dụngCảnh để kết xuất. Kết xuất cảnh hiện tại nếu chưa xác địnhCảnh sẽ được kết xuất dùng 11 mẫu vật khử răng cưaCảnh sẽ được kết xuất dùng 16 mẫu vật khử răng cưaCảnh sẽ được kết xuất dùng 32 mẫu vật khử răng cưaCảnh sẽ được kết xuất dùng 5 mẫu vật khử răng cưaCảnh sẽ được kết xuất dùng 8 mẫu vật khử răng cưaCảnh sẽ được kết xuất dùng phương pháp Khử Răng Cưa Đơn Lượt (FXAA : Fast Approximate Anti-Aliasing -- Khử Răng Cưa Ước Chừng Nhanh Chóng)Cảnh sẽ được kết xuất không khử răng cưa(Các) CảnhCảnhKế Hoạch = Catmull-Clark, khi có thể. Sử dụng xuất khẩu khung lưới chia nhỏ đối với kiểu phân chia Đơn GiảnKế Hoạch = Không (None). Xuất khẩu khung lưới cơ sở mà không chia nhỏKế Hoạch = Không (None). Xuất khẩu khung lưới chia nhỏNền của Vùng Kế Đo LườngKế Đo LườngKế đo lường để xem thống kê của một đoạn phimKế đo lường hiển thị thống kê của hình ảnhKế đo lường để trực quan các thông kế của hình ảnhKế đo lường để quan sát các thống kê của đoạn phimKhoảng Cách Xáo TrộnKhoảng Cách Xáo Trộn Cổng NhìnMàn HìnhMớiChính XácMàn HìnhCỡ Nắm Bắt Màn HìnhChế Độ Màn HìnhKhông Gian Màn HìnhDò Tia Màn HìnhNhững tọa độ màn hình của quá trình lấy mẫu vậtKhối dữ liệu màn hình, định nghĩa sự bố trí các vùng miền trong cửa sổKhối dữ liệu màn hìnhBố trí màn hình của một không gian làm việcKích thước màn hình cho các pháp tuyến trong góc nhìn 3DBám dính vào góc độ trong không gian màn hìnhDò Tia Màn HìnhĐộ Chính Xác của Dò Tia Màn HìnhChiều Dày của Dò Tia Màn HìnhMàn HìnhẢnh Chụp Màn HìnhẢnh chụp màn hình không được nhỏ hơn %i điểm ảnh trên một cạnhĐinh VítBộ Điều Chỉnh Xoáy ỐcTrục xoáy ốcTập LệnhCác Thư Mục Tập LệnhTập Tin về Tập LệnhNút Tập LệnhNguồn Tập LệnhKhông tìm thấy thư mục tập lệnhBiểu Thức Tập LệnhViết Tập LệnhThanh CuộnChiều Hướng CuộnMàu cho Thành Tố Cuộn DòngCuộn và thu-phóng dành cho vùng 2DChiều hướng cuộn (duy Wayland mà thôi)Cuộn xuống một trangCuộn trang lên hoặc xuốngĐưa các tập tin đã chọn vào tầm nhìnCuộn khung nhìn xuốngCuộn khung nhìn sang tráiCuộn khung nhìn sang phảiCuộn khung nhìn lênCuộn lên một trangCuộn góc nhìn bằng cách bấm chuột và kéoCuộn khung nhìn để khung hình hiện tại được đặt ở trung tâmCuộn Trở LạiRà QuétVùng Rà Quét/Dấu MốcVùng Rà Quét/Dấu MốcĐiêu KhắcĐiêu Khắc: Toàn Bộ các Hải ĐảoĐiêu Khắc: Khung Lưới Cơ SởĐiêu Khắc: Tiềm NăngĐiêu Khắc Đường CongĐiêu Khắc: Khung Lồng Đường CongĐiêu khắc: Độ đục của Mặt Ấn ĐịnhĐiêu Khắc: Bút Chì DầuĐiêu Khắc: Nét Bút Chì DầuMức Độ Điêu KhắcĐiêu Khắc: Độ đục Màn Chắn LọcChế Độ Điêu KhắcLớp Vẽ Lồng Chế Độ Điêu KhắcMàu Vẽ Lồng trong Điêu KhắcBình Diện Điêu KhắcĐiêu Khắc: Đặt Điểm TựaĐiêu Khắc: Hiển Thị các Mặt Ấn ĐịnhĐiêu Khắc: Hiển Thị Màn Chắn LọcSơn Chất Liệu trong Điêu KhắcĐiêu khắc một nét vào hình họcĐiêu Khắc Đường Cong bằng Đầu BútĐiêu khắc trên một tầng ổn định của khung lướiĐiêu khắc các nét vẽ trong đối tượng Bút Chì Dầu đang hoạt độngMàu Lớp Lồng trong Điêu Khắc/SơnĐiêu KhắcĐường KhâuMép Lề Đường KhâuĐường khâu dùng để mở gói UVĐường KhâuTìm KiếmTìm kiếm trình bổ sungVùng Lùng Tìm:Khoảng Cách Lùng TìmTìm Kiếm Trình mở rộngKết Quả Tìm ThấyTìm Kiếm Tối ĐaTìm Kiếm Tối ThiểuKích Thước Lùng TìmTìm lại từ đầu tập tin sau khi đã đến cuối tập tinTìm Kiếm theo Khóa-Kết BuộcTìm Kiếm theo TênTìm kiếm nút bằng cách sử dụng chỉ danh, rồi tập trung vào và đồng thời chọn nóTìm kiếm các tập tin thuộc loại nàyTìm kiếm các mục trong thư mục nàyTìm các dấu mốc do biến dạng affine tạo ra (t, r, k, và sự xiên lệch) giữa các khung hìnhTìm những dấu mốc bị biến dạng theo luật xa gần (ánh xạ đồng hình) giữa các khung hìnhLùng tìm những dấu mốc bị dịch chuyển và xoay chiều giữa các khung hìnhLùng tìm những dấu mốc bị dịch chuyển và đổi tỷ lệ giữa các khung hìnhLùng tìm những dấu mốc bị dịch chuyển giữa các khung hìnhLùng tìm những dấu mốc bị dịch chuyển, xoay chiều, và đổi tỷ lệ giữa các khung hìnhTìm kiếm trong toàn bộ các khối dữ liệu văn bản thay vì chỉ trong khối dữ liệu đang hoạt động mà thôiViệc lùng tìm chuỗi ký tự phải mẫn cảm với loại chữ là chữ hoa hay chữ thườngLùng các thư mục nhánh để tìm những hình ảnh liên quan (CẢNH BÁO: có thể chậm chạp)Chữ tìm kiếm để thanh lọc trong Giao Diện Người DùngGiây/Thứ HaiCơ Sở Thứ HaiKiểu Tay Cầm Thứ HaiĐối Tượng Thân Cứng thứ hai bị ràng buộcPhân Bước theo GiâyHệ số thứ hai của biến dạng tỏa tròn đa thức bậc bốn của Brown-ConradyHệ số thứ hai của biến dạng tiếp tuyến đa thức bậc hai của Brown-ConradyHệ số thứ nhất của sự biến dạng bậc hai trong NukeHệ số thứ hai của đa thức bậc hai mô hình biến dạng phép phân chiaHệ số thứ hai của quang sai biến dạng đa thức bậc baMàu thứ hai sử dụng trong hiệu ứngĐiểm điều khiển cubic chốt trục thứ hai giữa tốc độ tối thiểu/tối đaĐầu vào thứ hai cho dải hiệu ứngKhung khóa thứ hai dùng để khởi động sự khôi phụcĐiểm thứ hai của ảnh chụp màn hình trong không gian màn hìnhCần phải có đối tượng thứ hai đã được chọn để sao chép hình dạng từ đóTên của nhóm điểm đỉnh thứ nhìPhụTrục PhụTrục Xương PhụMàu PhụCác Tầng Lớp Điều Khiển Thứ CấpĐường Dẫn Dữ Liệu Thứ YếuSuy Giảm Dần của Ảnh Hưởng ThứPhản Quang Thứ HaiChất Liệu PhụMàu phụ của mô hình bàn cờ, dùng để ám chỉ những khu vực trong suốtĐường dẫn thứ yếu đến tính chất được đặt bằng điều khiển tỏa trònSố Giây Đồng HồSố giây chung quanh con trỏ mà chúng ta thu-phóng vàoSố giây để chạy thử nghiệm (thay thế số lần lặp lại)Bí MậtPhần để kích hoạt trong Cài Đặt Sở ThíchXem '%s' trong trình biên soạn bên ngoàiXem '%s' trong trình biên soạn văn bảnXem bảng các Bộ Điều Chỉnh ở dướiXin xem khối văn bản OperatorList.txtMầmMầm ngẫu nhiên, nếu sử dụngMầm để tạo số ngẫu nhiên (nếu âm, nó sẽ dùng thời gian của máy để làm mầm thay thế)Mầm cho các phép toán ngẫu nhiênMầm để tạo nhiễuMầm dành cho máy phát sinh số ngẫu nhiênMầm của nhiễuMầm của máy phát sinh số ngẫu nhiênMầm sử dụng bởi trình tạo ngẫu số để sinh tạo các điểm ngẫu nhiênGiá trị hạt cho bộ tích phân kiết tạo các mẫu hình nhiễu khác nhauGiá trị mầm ngẫu nhiênGiá trị mầm dành cho bộ máy phát sinh số ngẫu nhiênLùng tìm dựa trên dấu thời gian đọc từ luồng phim ra, cung cấp sự xứng khớp tốt nhất giữa thời gian cảnh và phimPhân ĐoạnTọa Độ Hình ẢnhChiều Hướng Phân ĐoạnPhân ĐoạnẢnh hưởng của phân đoạnChiều Dài Phân ĐoạnĐộ Xoay Chiều của Mặt TrờiPhân đoạn giữa hai khung khóaSố/Phân ĐoạnSố phân đoạn của cạnh congSố phân đoạn phải có ít nhất là 3Số phân đoạn được lấy mẫu từ các điểm điều khiểnCác phân đoạn có khoảng cách hình ảnh nhỏ hơn giá trị này sẽ được nối dây chuyền lại với nhauLựa ChọnLựa Chọn & Hiệu ChỉnhChọn 2 dải âm thanhChọn loại đường cong 2D hay 3DChọn Tay Cầm Đơn Căn ChỉnhChọn Toàn BộBật/Tắt Chọn Toàn BộChọn Toàn Bộ theo Đặc ĐiểmChọn Mấu Neo ChốtChọn VùngNền của Lựa ChọnChênh Lệch Cho Phép Khi ChọnChọn Lớn HơnChọn KênhChọn Con CáiChọn Con CáiDuy Chọn Con CáiLựa Chọn Bộ Sưu TậpChọn theo/MàuChọn Điểm Điều KhiểnLựa Chọn Đường CongChỉ Số của Dòng Cuối Lựa ChọnChọn các Mặt kết nối với lựa chọn hiện tạiChọn theo NhómChọn Tay CầmChọn các Tay CầmChọn Thứ BậcChọn các Đối Tượng đã Nhập KhẩuChọn TầngChọn Tay Cầm Bên TráiChọn cái Kết NốiChọn Mục trong Danh SáchChọn Mục trong Danh Sách (Nhấp đúp để đổi tên)Chọn Địa ĐiểmChọn Vòng MạchChế Độ Lựa ChọnTăng/Giảm Lựa ChọnLựa Chọn bằng Nút ChuộtChọn NgoàiChọn Phụ HuynhChọn LượtChọn Kiểu MẫuChọn ĐiểmChọn Tay Cầm Bên PhảiChọn Vành ĐaiChọn Vùng Tìm KiếmChọn Bộ Lựa ChọnChọn Tương TựChọn KheChọn Tách PhânChọn Văn BảnChọn các điểm đỉnh UVChọn lựa các điểm đỉnh UV dùng phương pháp chọn khoanh vùng hình hộpChọn điểm đỉnh UV dùng vòng tròn lựa chọnChọn UV nằm tại cùng một vị trí và có chung một điểm đỉnh khung lướiChọn các UV có cùng một điểm đỉnh khung lưới, bất kể chúng có nằm ở cùng một vị trí hay khôngChọn các UV dùng vòng dây thòng lọngChọn các Điểm Đỉnh kết nối với lựa chọn hiện tạiChọn Góc NhìnChọn một xương trên giàn sinh tạo, tức cái sẽ điều vận hành động nàyChọn thư mục đã được đánh dấu trangChọn một máy quay phim để kết buộc vào một dấu mốc trên khung hình nàyChọn một dây chuyền các dải kết nối nhau nằm gần với con trỏ chuột nhấtChọn cạnh viền hình thể nếu cả hai các mặt kề nhau đã được đánh dấuChọn cạnh viền hình thể nếu một trong hai mặt kề nhau đã được đánh dấuChọn một mạch lưới của các điểm đỉnh UV kết nốiChọn một vòng mạch của các cạnh kết nối với nhauChon trục phản chiếu đối xứng (X, Y)Chon trục phản chiếu đối xứng (X, Y, Z)Chọn một đường dẫn mới cho thư viện này và tái nạp toàn bộ các dữ liệu của nóChọn một nút để ấn định phím tắtChọn một điểm trên đường cong sơnChọn một điểm hoặc các tay cầm của nóChọn một tập hợp của tóc hay các điểm được phân phối ngẫu nhiênChọn một khoảng từ phần tử đang hoạt độngChọn một hàng điểm điều khiển, bao gồm cả điểm đang hoạt động. Nếu tiếp tục sử dụng trên cùng một điểm, sẽ chuyển đổi giữa hai hướng U/V.Chọn một dải (cái được chọn cuối cùng sẽ trở thành "dải đang hoạt động")Chọn các điểm đỉnh bị ảnh hưởng trong khung lướiChọn toàn bộ các mặt UV chồng gối lên nhauChọn toàn bộ các điểm đỉnh UV kết nối với ánh xạ UV đang hoạt độngChọn toàn bộ các điểm đỉnh UV kết nối dưới chuộtChọn toàn bộ các kênh hoạt họa nằm trong phạm vi chỉ địnhChọn toàn bộ các xương kết nối bởi sự liên kết giữa phụ huynh và con cái vào lựa chọn hiện tạiChọn tất cả các xương có cùng phụ huynh với các xương hiện đang được chọnCác Ký Tự Đặc BiệtChọn tất cả các con cái của xương hiện đang được chọnChọn toàn bộ các điểm điều khiển kết nối với các điểm đã chọn rồiChọn toàn bộ các điểm điều khiển kết nối với sự lựa chọn hiện tạiChọn toàn bộ các điểm nối với điểm đang chọnChọn toàn bộ các dữ liệu trong khung lưới trên một đơn trụcChọn toàn bộ các giám sát đã bị tắt đi (vô hiệu hóa)Chọn toàn bộ các phần tửChọn toàn bộ các giám sát đã ước tínhChọn toàn bộ nếu 'Đúng', nếu không, hủy chọn toàn bộ cácChọn toàn bộ các giám sát đã khung khóa hóaChọn toàn bộ các khung khóa của kênh nằm dưới chuộtChọn toàn bộ các khung khóa tại (các) khung hình được chọnChọn toàn bộ các khung khóa ở cùng khung hình nằm dưới chuộtChọn toàn bộ các khung khóa nội trong phạm vi xác địnhLựa chọn toàn bộ các khóa (keys) kết nối với những cái đã được chọnChọn toàn bộ các giám sát đã bị khóa lạiChọn toàn bộ các điểm đỉnh hay các cạnh phi đa tạpLựa chọn toàn bộ các đối tượng trong bộ sưu tậpChọn toàn bộ các vật cản trở ánh sáng từ vật phát xạ nàyChọn toàn bộ các đối tượng tiếp nhận ánh sáng từ vật phát xạ nàyChọn toàn bộ các đường đi giữa các phần tử nguồn/đíchChọn toàn bộ các điểm đỉnh UV đã được ghim xuốngChọn toàn bộ các điểm trong đường cong với bất kỳ lựa chọn điểm nàoChọn toàn bộ các điểm trong đường cong nằm dưới con trỏChọn toàn bộ cạnh đủ độ sắc nhọnChọn toàn bộ các dải kề cạnh với lựa chọn hiện tạiChọn toàn bộ các dải được nhóm lại tùy theo các tính chất khác nhauLựa chọn toàn bộ các dải nằm cùng bên với khung hình hiện tại, ở phía mà con trỏ chuột nằmChọn toàn bộ các điểm của nét vẽChọn toàn bộ các điểm của nét giữa các nét vẽ khácChọn toàn bộ các nét vẽ có những đặc điểm tương tựChọn toàn bộ văn bảnChọn toàn bộ các khung khóa trong kênh nằm dưới chuộtChọn toàn bộ các khung khóa trong đường congChọn toàn bộ văn bảnChọn toàn bộ các điểm đỉnh đã được ấn định vào nhóm điểm đỉnh đang hoạt độngChọn toàn bộ các dấu mốc thời gian bằng phương pháp khoanh vùng hình hộpChọn toàn bộ các giám sát đã truy lùngChọn toàn bộ các giám sát từ nhóm chỉ địnhChọn toàn bộ các dấu giám sát thất bại trong quá trình khôi phục lạiChọn toàn bộ các giám sát có cùng màu sắc với giám sát đang hoạt độngChọn toàn bộ các điểm đỉnh kết nối với lựa chọn hiện tạiChọn toàn bộ các xương nhìn thấy, đã được nhóm lại vì có các tính chất tương đồngChọn toàn bộ các đối tượng, nhìn thấy được, được nhóm lại theo một số tính chất tương đồngChọn toàn bộ các đối tượng kết nối có thể nhìn thấyChọn toàn bộ các đối tượng nhìn thấy được và cùng thể loạiChọn các điểm xen kẽ trong các nét vẽ với các điểm đã được chọnChọn một vành đai cạnhChọn một vành đai cạnh của các điểm đỉnh UV kết nốiChọn một số vòng mạch là số chẵn để có thể cầu nối các đôi với nhau đượcChọn một Rãnh NLA hiện tồn tại hoặc một dòng hành động trống trước đãChọn một đối tượng hoặc xương tư thếChọn và kích hoạt (các) đối tượngChọn và trượt đẩy điểm trên đường cong sơnChọn và sử dụng mục khung lướiChọn các đường không phải là đường viền hình bóngChọn ít nhất một đối tượng khung lướiPhải chọn ít nhất hai vòng cạnh mới đượcChọn các vùng lớn hơn, thay vì những cái nhỏ hơnChọn các xương trong Bộ Sưu Tập Xương đang hoạt độngChọn các xương là phụ huynh của các xương được chọn hiện tạiChọn các xương dùng làm mục tiêu cho các xương hiện được chọnChọn nét cạnh đường ranh giới (các cạnh của khung lưới không kín)Chọn các cạnh ranh giới vòng quanh các mặt được chọnChọn theoChọn theo Cường Độ MặtChọn theo khe nguyên vật liệu đang hoạt độngChọn các đối tượng phụ huynh/con cái có kết nốiChọn đường công-tua hoặc đường viền bóng hìnhChọn đường công-tua (đường viền bóng hình của mỗi đối tượng)Lựa chọn các điểm điều khiển tại ranh giới của mỗi vùng lựa chọnChọn các điểm điều khiển nằm tiếp theo với những cái đã chọn rồi, dọc theo đường congChọn những điểm điều khiển, dọc theo đường cong, đứng trước những cái đã được chọn rồiChọn cạnh đã miết (những cái nằm giữa hai các mặt, tạo nên một góc độ nhỏ hơn Góc Độ Nếp Gấp)Lựa chọn các đối tượng đã được tạo ra ở cuối quá trình nhập khẩuChọn các điểm của đường cong bằng phương pháp khoanh vùng ranh giới chọn theo hình hộpChọn các điểm của đường cong bằng lựa chọn vòng trònChọn các điểm của đường cong dùng dây thòng lọngChọn các đường cong nằm gần với các đường cong đã được chọnChọn kiểu dữ liệu của thuộc tínhChọn con cái trực tiếp của xương hiện đang được chọnChọn đối tượng làm phạm vi mô phỏng luồng khóiChọn các dấu mốc cạnh (các cạnh đã được chú thích bởi các chỉ dấu cạnh FreestyleChọn các cạnh viền tại các ranh giới chất liệuChọn các đôi cạnh hay mặt để các vòng cạnh có thể xoay quanhChọn 1 hoặc 3 điểm đỉnh để phụ huynh chúngChọn hoặc là tóc, hoặc là các điểmLựa chọn phần tửChọn các phần tử dựa trên thuộc tính boolean đang hoạt độngChọn các điểm cuối của đường congChọn các điểm cuối của nét vẽChọn mọi cái, khởi đầu với vùng chọn trước đâyChọn mọi thứ ngoại trừ các đường từ bộ sưu tập chỉ địnhChọn đường viền ngoài (đường viền bóng hình của đối tượng che khuất và đối tượng bị che khuất)Chọn vòng mạch mặt nằm dưới con trỏChọn các mặt nơi toàn bộ các cạnh có hơn 2 người dùng mặtChọn các cạnh viền hình thể dựa trên bộ sưu tập của đối tượngChọn cạnh viền hình thể dựa trên thể loại cạnhChọn cạnh viền hình thể dựa vào tầm nhìnChọn các nét viền hình thể trực thuộc một nhóm đối tượng nào đóChọn cạnh viền hình thể dựa trên các chỉ dấu cho mặtChọn cạnh viền hình thể dựa vào ranh giới hình ảnh (dùng ít bộ nhớ)Chọn các nét viền hình thể không trực thuộc bất cứ đối tượng nào trong nhómChọn nét viền hình thể không thỏa mãn tính chất loại nét cạnh đã choChọn các nét viền hình thể không thỏa mãn các điều kiện dấu chỉ mặt đã choChọn các nét cạnh viền hình thể thỏa mãn toàn bộ các điều kiện của kiểu nét cạnhChọn nét viền hình thể thỏa mãn ít nhất một trong các điều kiện của kiểu nét cạnhChọn nét viền hình thể thỏa mãn những điều kiện kiểu nét cạnh đã choChọn các nét viền hình thể thỏa mãn các điều kiện dấu chỉ mặt đã choChọn các cạnh viền hình thể nằm trong phạm vi các giá trị định lượng vô hình (ĐLVH)Chọn các đường nét trên hình thể từ các vùng được chiếu sáng, hoặc các vùng bị bóng tối che phủ. Sẽ không ảnh hưởng đến bóng tối ngả xuống và đường viền ánh sáng vì chúng nằm ở ranh giới.Chọn mô hình Chiang hoặc HuangLựa chọn từ nhiều đầu vào theo tênChọn các tay cầm của gizmo tại hai bên của dải được chọnChọn các đường cong biểu đồChọn các tay cầm kế tiếp dải đang hoạt độngChọn các cạnh viền hình thể ẩn khuấtChọn phương pháp ràng buộc đối tượng vào bề mặt mục tiêuChọn phương pháp sử dụng để ràng buộc các điểm đỉnh vào bề mặt mục tiêuLựa chọn nếu kho lưu trữ nằm trong thư mục, do người dùng quản lý, hay do hệ thống cung cấpChọn phụ huynh/con cái ruột kề cận của các xương được chọnLựa chọn giao cắt với khung hình hiện tạiChọn các phần tử dùng phương pháp khoanh vùng hình hộpChọn các phần tử dùng vòng trònChọn các phần tử dùng vòng dây thòng lọngChọn các điểm khung khóa dùng lựa chọn vòng trònChọn các điểm khung khóa dùng lựa chọn dây thòng lọngChọn các khung khóa mới, bên cạnh những cái đã được chọnLựa chọn các khung khóa bằng cách bấm trên nóChọn các khung khóa nằm cùng trên Đường Cong-F với những cái đã chọnChọn các khung khóa về bên trái, hay về bên phải, của khung hình hiện tạiChọn các điểm điều khiển kết nối với ranh giới các điểm đã chọn của mỗi hạt (sợi)Chọn kiểu đường cho nét vẽChọn các mặt kết nối với nhauChọn các mặt kết nối theo góc độChọn các mặt kết nối với nhau nằm dưới con trỏChọn các điểm đỉnh kết nốiChọn các điểm đỉnh kết nối nằm dưới chuộtChọn hình học rời rạc dựa trên chế độ lựa chọnChọn các dấu mốc nằm trên và nằm bên trái / phải của khung hình hiện tạiChọn các dấu mốc dùng phương pháp khoanh vùng chọn hình hộpChọn các dấu mốc dùng sự lựa chọn vòng trònChọn các dấu mốc bằng dây thòng lọngChọn các phần tử của khung lưới tại các vị trí phản chiếu đối xứngChọn các điểm lưới rào phản chiếu đối xứngChọn thêm các điểm đỉnh UV kết nối với lựa chọn ban đầuChọn thêm các điểm của chốt trục có kết nối với lựa chọn ban đầuChọn thêm các dải kề cận vào lựa chọn hiện tạiChọn thêm các điểm đỉnh, cạnh, hay các mặt kết nối với sự lựa chọn ban đầuChọn các dải phim hoặc hình ảnhChọn kênh đang giám sát của đoạn phimChọn hạt gần nhất với con trỏ chuộtLựa chọn phần tử khung lưới đang hoạt động và sử dụng vị trí của nóChọn các đối tượng mớiChọn nút và kết nối nó với một nút quan sátChọn các nút kết nối từ những nút đã chọnChọn các nút kết nối tới những cái được chọnChọn các nút dùng dây thòng lọng lựa chọnChọn các nút có tính chất tương đồngChọn lựa đối tượng trong cùng một bộ sưu tậpChọn đối tượng tương đối với vị trí của đối tượng đang hoạt động trong thứ bậcChọn các đối tượng trong bộ sưu tậpChọn các đối tượng xứng khớp với một mẫu tênChọn các đối tượng một cách đệ quy từ phần tử đang hoạt độngChọn một nhóm điểm đỉnh có thể sử dụng được nằm dưới vị trí con trỏ chuộtChọn một hoặc nhiều dảiChỉ chọn toàn bộ các mặt được chọnDuy chọn các điểm mà thôiChọn hay hủy chọn toàn bộ các Dải NLAChọn và hủy chọn toàn bộ các tập tinChọn hay hủy chọn toàn bộ các dảiChọn và hủy chọn các đối tượng nhìn thấy được một cách ngẫu nhiênChọn định hướng sau sự kiến tạo của nóLựa chọn các dải hoặc các tay cầm khác cùng lúc, hoặc toàn bộ các khóa tính lại thời gian nằm sau khóa hiện tại trong chế độ tính lại thời gianChọn những đối tượng đã dánChọn vùng các mặt nằm nội trong một vòng mạch của các cạnh được chọnChọn thông/thông báo bằng chỉ sốChọn các đối tượng được tiết lộ raChọn các lằn gợn và thung lũng (đường ranh giới giữa các khu vực lồi và lõm của bề mặt)Chọn gốc của toàn bộ các hạt có thể nhìn thấyChọn đường ngắn nhất giữa hai xươngChọn đường dẫn ngắn nhất giữa hai lựa chọnChọn bóng hình (các cạnh nằm ở ranh giới của các mặt ẩn hình và hữu hình)Chọn các UV tương tự theo thể loại tính chấtChọn các xương tương đồng về thể loại tính chấtChọn các điểm đường cong tương đồng về thể loại tính chấtChọn những vùng mặt tương đồng với lựa chọn hiện tạiChọn các siêu cầu tương đồng về thể loại tính chấtChọn các điểm đỉnh, cạnh hoặc các mặt tương tự, theo thể loại tính chấtChọn các điểm của chốt trụcChọn tay cầm của dảiLựa chọn từng dải riêng biệt cho dù chúng có được kết nối hay khôngChọn các dải nằm phía bên được đề đạt của dải được chọnChọn các dải nằm tương đối với khung hình hiện tạiChọn các dải nằm về bên trái hoặc bên phải của khung hình hiện tạiChọn các dải bằng phương pháp chọn khoanh ranh giới hình hộpChọn các phần tử dùng vòng trònChọn các dải bằng phương pháp chọn khoanh ranh giới hình hộpChọn phong cách sử dụng để vẽ các nétChọn kiểu sử dụng để tô kín các nét vẽChọn đường dẫn công-tua (gần như đường viền bóng hình/đường công-tua)Chọn văn bản theo dòngLựa chọn văn bản trong khi di chuyển con trỏChọn chế độ điều khiển FreestyleChọn máy quay phim đang hoạt độngChọn thư viện tài sản và các danh mục trong đó để hiển thị trong kệ tài sảnChọn trục để so sánh với mỗi điểm đỉnhChọn các xương từ Bộ Lựa Chọn nàyChọn máy quay phimChọn trục gần nhất khi đặt đối tượng xuống (vượt quyền bề mặt)Chọn gizmo hiện được nêu bậtChọn định dạng tập tin để lưu dữ liệu nhiễu trong bộ nhớ đệmChọn định dạng tập tin để lưu dữ liệu hạt trong bộ nhớ đệmChọn định dạng tập tin để lưu dữ liệu bề mặt trong bộ nhớ đệmChọn định dạng tập tin để lưu dữ liệu thể tích trong bộ nhớ đệmChọn tập tin tương đối với tập tin .blendChọn các tầng lớp để chuyển đổiChọn loại ánh xạChọn các đối tượng phản chiếu đối xứng của đối tượng đã chọn ví dụ: "L.sword" và "R.sword"Chọn các mặt cắt nội mớiChọn phần tử tiếp theo (theo thứ tự lựa chọn)Chọn nút nằm dưới con trỏChọn phụ huynh của xương hiện đang được chọnChọn phần tử trước (dùng trật tự lựa chọn)Chọn bảng tính chất để hiển thịChọn tham số hóa màu của bộ tô bóngChọn hình dạng của các nét công-tua cho bản in lamChọn hình dạng cho cả hai đầu của các đường nétChọn khóa sắp thứ tự để biết thứ tự sắp xếp của các dây chuyềnChọn thể loại trật tự sắp xếpChọn nguồn cho tư thế nghỉChọn các dải và những tay cầm của chúngChọn API cho máy tính bảng, để sử dụng cho độ nhạy về áp lực (có thể đòi hỏi phải khởi động lại Blender để thay đổi có hiệu lực)Chọn phương pháp dò tia sử dụng để tìm sự giao cắt của tia cảnhChọn phương pháp kết nối các nét viền hình thể để tạo thành các dây chuyềnChọn phương pháp tính khóa để sắp thứ tự cho mỗi trình tựChọn những xương có kết nối với lựa chọn đầu tiênChọn các xương được sử dụng trong tư thế nàyChọn các dấu mốc thời gianChọn các đỉnh của toàn bộ các hạt có thể nhìn thấyChọn về bên trái của khung hình hiện tạiChọn về bên phải của khung hình hiện tạiChọn các dấu giám sátChọn các dấu giám sát, tức những cái sử dụng trong quá trình ổn định hóa sự xoay chiềuChọn các dấu giám sát được sử dụng trong quá trình ổn định hóa dịch chuyểnChọn định hướng biến hóaChọn hai vòng cạnh hoặc một đơn vòng cạnh đóng kín mà từ đó hai vòng cạnh có thể được tính toánChọn hai khung lưới đối tượngChọn kiểu dốc màu sử dụng để tô kín các nét vẽChọn thuật toán co-bọc cho vị trí mục tiêuChọn thể loại của thuật toán phân hóaChọn lựa những giám sát không hoàn chỉnhLựa chọn các điểm đỉnh tại các cực theo số cạnh kết nối. Trong chế độ cạnh và mặt thì hình học kết nối với các điểm đỉnh sẽ được chọnLựa chọn các điểm đỉnh hoặc các mặt theo số cạnh của mặtChọn các điểm đỉnh chưa có nhómChọn các cạnh viền hình thể thấy đượcChọn điểm nào là điểm bắt đầu của đường congLựa Chọn bằng Nút ChuộtChọn từ nằm tại vị trí con trỏChọn chữ nằm dưới con trỏChọn/Hủy chọn toàn bộ các nét vẽ Bút Chì Dầu đang sử dụng nguyên vật liệu hiện tạiChọn/Hủy Chọn phần tử ở hướng nàyChọn/Hủy chọn các tập tin bằng cách tiến bước thông xuyên qua chúngKhả Năng Lựa Chọn & Tính Hữu HìnhCó Thể ChọnDuy cái có thể ChọnĐã ChọnCái Đã Chọn & Nội dungBản Đồ Hành Động đã ChọnDải Phân Đoạn Hành Động Được ChọnKết Buộc được ChọnChọn In ĐậmChọn KênhCác Kênh được Chọn tại Con TrỏTổng Số Cạnh được ChọnTổng Số Mặt được ChọnCác Mặt được ChọnTập Tin được ChọnNêu Bật cái được ChọnID đã chọn '%s' là một %s, không thể dùng để thay thế ID liên kết hiện tại '%s' được vì nó là một %sID đã chọn '%s' có vẻ giống với ID đang được thay thế '%s'. Hãy dùng thao tác 'Tái Nạp' thay vì nhéChọn In NghiêngMục được ChọnSử dụng mục đã chọn sẽ buộc tâm quỹ đạo chỉ tính đến các vật thể hiện đang được chọn mà thôi.Mục được ChọnCác Khung Khóa được ChọnĐịa Ranh được ChọnNền Sau của Dòng được ChọnMàu Văn Bản của Dòng Được ChọnDấu Mốc được ChọnDải Siêu Được Chọn (để nhóm các dải có liên quan với nhau lại)Đối Tượng Được ChọnĐối Tượng được ChọnDuy Đối Tượng được ChọnĐối Tượng và Dữ Liệu đã ChọnĐối Tượng, Dữ Liệu, và Nguyên Vật Liệu đã ChọnDuy cái được ChọnĐiểm được ChọnXương Tư Thế đã ChọnChọn In Hoa NhỏDải Âm Thanh Được Chọn (để giữ nhịp/tính thời gian cho âm thanh loa)Dải Được ChọnÁnh Sáng Studio được ChọnVăn Bản được ChọnDải Chuyển Cảnh Được ChọnPhần Tử UV được ChọnCác điểm đỉnh UV được chọn nằm trong bán kính của nhau sẽ được hàn gắn lại thành mộtChọn Gạch ChânTổng Số Điểm Đỉnh đã ChọnKhông thể tìm thấy tài sản %s đã chọn bên trong thư viện tài sảnTài sản đã chọn %s không phải là một Hành ĐộngTài sản đã chọn nằm trong một tập tin do hệ thống tài sản quản lý, nên tránh việc biên soạn thủ công nhéTài sản được chọn nằm trong tập tin hiện tạiĐã chọn các xương từ %sKhối dữ liệu được chọn hiện đã là tài sản rồi (hoặc không hỗ trợ việc sử dụng nó làm tài sản)Số lượng cạnh được chọn trong Chế Độ Biên SoạnĐòi hỏi phải lựa chọn các cạnh/các mặtSố lượng mặt được chọn trong Chế Độ Biên SoạnĐòi hỏi các mặt phải đã được chọnCác vòng mạch đã chọn cần có số cạnh bằng nhauCác khung lưới đã chọn phải có số lượng điểm đỉnh, cạnh và mặt bằng nhauCác nút được chọn là bất đồng thể loại với {}Đường dẫn đã chọn nằm ngoài thư viện tài sản đã chọnCái được Chọn Sang cái đang Hoạt ĐộngSố lượng điểm đỉnh được chọn trong Chế Độ Biên SoạnChọn/Chưa ChọnChọn các đường nét từ các vùng được chiếu sáng và tạo sự kết hợp của đường viền, đường công tua sáng và đường viền bóng thành các hình khép kínViệc chọn máy quay phim chỉ được hỗ trợ trong chế độ đối tượng mà thôiLựa ChọnPhạm Vi Lựa ChọnKý Tự Cuối Cùng của Vùng Lựa ChọnDòng Cuối của Lựa ChọnChắn Lọc vùng Lựa ChọnChế Độ Lựa ChọnDuy Lựa ChọnĐộ Đục của Lựa ChọnBộ Lựa ChọnChỉ Mục Bộ Lựa ChọnCác Bộ Lựa ChọnCác Đặc Biệt của Bộ Lựa ChọnCông Cụ Lựa ChọnKiểu Lựa ChọnHành động lựa chọn để thi hànhLựa Chọn theo Bộ Sưu TậpLựa Chọn theo Thể Loại CạnhLựa Chọn theo Dấu Chỉ MặtChọn theo Ranh Giới Hình ẢnhChọn theo Tầm NhìnLựa chọn không phải là xươngLựa chọn không phải là xương. Khung Rối cần ở chế độ Tư Thế hoặc chế độ Biên Soạn để chọn được trong Cổng Nhìn 3DLựa chọn chạy chậm hơn chuột và đi theo một đường dẫn mượt mà hơnChọn lựa trong chế độ đối tượng chưa được hỗ trợLựa chọn giải nghiệm IK cho chuỗi IKMở rộng vùng chọn kênh đang hoạt động tới kênh đã được nhấp chuột vàoLựa chọn trên phạm vi hoạt động lặp lạiKhông tìm thấy cặp đôi lựa chọnTrạng thái lựa chọn của điểm đường congTrạng thái lựa chọn của điểm trên đường dẫnTrạng thái lựa chọn của kheTrạng thái lựa chọnTrạng thái lựa chọn của Tay Cầm Đơn Căn ChỉnhTrạng thái lựa chọn của điểm điều khiểnTrạng thái lựa chọn của điểm điều khiển. (Lỗi thời: sử dụng Chọn Điểm Điều Khiển thay vì nhé)Trạng thái lựa chọn của tay cầm bên tráiTrạng thái lựa chọn của tay cầm bên phảiLựa Chọn vào Khung Hình Hiện TạiLựa Chọn tới Giá trị Con TrỏLựa Chọn vào Khung Hình Gần NhấtLựa Chọn vào Dấu Mốc Gần NhấtLựa Chọn vào Giây Đồng Hồ Gần NhấtGiảm Chấn Bình Phương Tối Thiểu có Tuyển ChọnChọn phương pháp mà tay cầm cuối của Xương-Dẻo được tính toánChọn phương pháp mà tay cầm cho đầu của Xương-Dẻo sẽ được tính toánChọn phương pháp các điểm đỉnh sẽ ánh xạ tới các phân đoạn Xương Dẻo (B-Bone) dựa trên vị trí của chúngChọn các điểm ngẫu nhiên từ lựa chọn nét hiện tạiChọn thuật toán điều chỉnh đường biên bao bọcLựa chọn thuật toán sử dụngChọn thuật toán sử dụng cho chiều dàyTự Va ĐậpSự Va Đập vào Bản ThânTự Tác ĐộngMa Sát của Bản ThânTự Giao CắtBản Thân Giao CắtKiểm Tra Sự Giao Cắt Bản ThânKhoảng Cách Tự Va Đập Tối ThiểuĐối Tượng của Bản ThânTự Đè Gối Bản ThânTự giao cắt các mặt được chọnSắp đặt và môi trường của mô phỏng thân cứng độc lậpNhóm Điểm Đỉnh Va Đập Bản ThânGiải thích ngữ nghĩa của tính chấtĐưa về SauĐưa về Sau CùngĐộ Mẫn CảmBộ Cảm BiếnKhít với Bộ Cảm BiếnChiều Cao Bộ Cảm BiếnChiều Rộng Bộ Cảm BiếnRà quét bộ cảm biến từ trên xuống dướiTách PhânTách PhânTách Phân Bó RaMục Tách Phân Bó RaTách Phân Con EmTách Phân MàuTách Phân các Thành PhầnHình Trụ Trung TâmTách Phân Hình HọcIK Ngón Chân Riêng BiệtTách Phân Ma TrậnChế Độ Tách PhânTách Phân Trình Tự Hình ẢnhTách Phân Biến HóaTách Biệt Đơn VịTách Phân XYZTách phân toàn bộ các hình học khỏi vùng giao cắtTách phân theo tầng lớpTách phân theo nguyên vật liệuTách các dải đang được giữ trong dải siêu được chọn raTách phân các phóng chiếu riêng biệt theo các hải đảo vốn được cô lập bởi các đường khâuTách phân hình học đã chọnTách các hình học đã chọn thành một khung lưới mớiTách hình học đã chọn thành một đối tượng mớiTách hình học đã chọn thành một đám mây điểm mớiPhân rã các nút đã chọn ra khỏi nhóm nútTách rời các điểm được chọn ra khỏi các điểm chưa chọn thành một đối tượng mớiTách phân hình học đã chọn thành một đối tượng Bút Chì Dầu mớiTách phân %s thành %i hành động mớiXương đã được phân táchGam Nâu ĐenTrình TựThêmĐiều ChỉnhTầng Điều ChỉnhAlpha Chồng LênAlpha DướiÂm ThanhHình HộpĐộ Sáng/Độ Tương PhảnĐoạn PhimĐồng HồMàuCân Bằng MàuHòa Trộn MàuTrình Tổng HợpChuyển Tiếp Mượt MàĐường CongChiều HướngGấp ĐôiBộ Điều Chỉnh Cân BằngHòa Trộn GammaNhòe Mờ GausHừng SángTách Phân có Duy TrìChỉnh Sắc MàuHình ẢnhVàoIris/Tròng MắtMàn Chắn LọcSiêu Đối TượngPhimĐa Máy QuayTrình Chọn Đa Máy QuayNhânKhông CóRaMỗi DảiĐề ÁnLưu Trữ Đại DiệnCảnhĐơnÂm ThanhTốc ĐộTách PhânKhấu TrừVăn BảnĐiều Chỉnh Sắc TháiKiểu Chuyển CảnhThể LoạiCân Bằng TrắngGạtTrình Phối HìnhTrượt Đẩy Trình TựĐẩy Trượt Trình Tự Hình Ảnh: %s%sTên của Dải Trình TựDữ liệu biên soạn của trình phối hình cho một khối dữ liệu CảnhDữ liệu không gian của trình phối hìnhChế độ chơi lại chuỗiDải trình tự áp dụng một ảnh hưởng trên các hình ảnh của các dải khácDải trình tự tạo mờ nhòe GausDải trình tự tạo hiệu ứng hừng sángDải trình tự kiến tạo hiệu ứng chuyển cảnh gạtDải trình tự tạo một hình ảnh được phủ bằng một màu duy nhấtDải trình tự tạo văn bảnDữ liệu dải trình tự cho riêng một khung hìnhĐoạn phim xác định một âm thanh được chơi lại qua một giai đoạn thời gianDải trình tự để điều chỉnh tốc độ của các dải khácDải trình tự để nhóm các dải khác lại thành mộtDải trình tự để nạp videoDải trình tự để nạp một video từ một màn chắn lọcDải trình tự để nạp một video từ trình biên soạn phimDải trình tự để nạp một hoặc nhiều hình ảnh vàoDải trình tự thi hành các điều chỉnh thanh lọc cho các tầng bên dướiDải trình tự thực hiện biên soạn đa máy quay phimDải trình tự sử dụng hình ảnh kết xuất của một cảnhTrình Phối HìnhXem Trước & Trình Phối HìnhSắp Đặt Không Gian Màu Sắc của Trình Phối HìnhNút Tổng HợpTrình Phối HìnhLồng Đè trong Trình Phối HìnhXem Trước Trình Phối HìnhTô Bóng trong Xem Trước của Trình Phối HìnhTrượt Đẩy Trình TựBám Dính Trình Phối HìnhDải của Trình Phối HìnhCác Cài Đặt của Công Cụ Phối HìnhKiểu hiệu ứng của trình phối hìnhDải đang hoạt động của Trình Phối HìnhTiếng Serbia Latin (Srpski latinica)Trạng Thái của Phiên Hoạt ĐộngUID của Phiên Sử DụngChỉ số của bộ sưu tập để chuyển tớiUID phiên của khối dữ liệu để thao tác sử dụngUID Phiên của bộ sưu tập liên kết trực tiếp có chứa đối tượng đã chọn, để tạo một vượt quyền từ đóUID phiên của nhóm nút hình học đang thả vàoUUID của Phiên Sử DụngUUID của phiên sử dụng của đối tượng cần đặt vào (sử dụng đối tượng đang hoạt động khi cái này và 'tên' (name) chưa được đặt)ĐặtĐặt "Người Dùng Giả" cho các phần tử bổ sung mà thôi (ngoại trừ các đối tượng và các bộ sưu tập)Đặt vị trí con trỏ 2DĐặt Hành ĐộngĐặt Chỉ Số Khe Hành Động Đang Hoạt ĐộngĐặt Toàn Bộ Hoạt Họa glTF Bắt Đầu từ 0Đặt AlphaĐặt Thẻ MàuĐặt Pháp Tuyến Đường CongĐặt Bán Kính Đường CongĐặt Độ Nghiêng của Đường CongĐặt Giá Trị Điều Tra LỗiĐặt biểu tượng mặc địnhĐặt Mặt Ấn ĐịnhĐặt Cường Độ MặtĐặt Người Dùng GiảĐặt Sử Dụng Chức Năng Dự BịĐặt Phạm Vi Khung HìnhĐặt Tên Hình HọcĐặt Màu Bút Chì DầuĐặt Chiều Sâu của Bút Chì DầuĐặt Độ Mềm Mại của Bút Chì DầuĐặt làm NềnBiến Hóa DảiĐặt Mặt Cắt Đường Cong TócĐặt Vị Trí Tay CầmĐặt Kiểu Tay CầmĐặt IDĐặt Biến Hóa Thực ThểĐặt Chờ Đảo NgượcĐặt Nguyên Vật LiệuBật tính năng Pha Trộn Nguyên Vật LiệuĐặt Chỉ Số Nguyên Vật LiệuĐặt Pháp Tuyến của Khung LướiĐặt biến số Minkowski = 0.5Đặt biến số Minkowski = 4Đặt TênĐặt Làm Phụ Huynh ChoĐặt Điểm TựaĐặt Bán Kính ĐiểmĐặt Vị tríĐặt khoảng của các Khung Khóa được chọn làm Phạm Vi Xem TrướcĐặt Phạm Vi Xem Trước dựa trên phạm vi các khung khóa đã chọnĐặt Tốc Độ Khung Hình CảnhĐặt Dải được Chọn làm Đại DiệnĐặt Lựa ChọnĐặt Tô Bóng là Mịn MàngĐặt Kích ThướcĐặt Cơ Sở Bám DínhĐặt Chốt Trục là Tuần HoànĐặt Độ Phân Giải Chốt TrụcĐặt Thể Loại Chốt TrụcĐặt 3D Lập ThểĐặt các điểm điều khiển UVW cách nhau đồng đềuĐặt vị trí quan sát VR thành vị trí tia bắn va đập trúng của bộ điều khiểnĐặt Giá TrịĐặt Biến Hóa Góc NhìnĐặt một nhãn màu cho bộ sưu tập đã chọnĐặt một nhãn màu cho các dải đã chọnĐặt một giá trị mảng ngữ cảnh (có lợi cho việc luân chuyển Chế Độ Biên Soạn của khung lưới đang hoạt động)Đặt một giá trị ngữ cảnhĐặt giá trị ngữ cảnh (hữu ích để quay vòng nguyên vật liệu đang hoạt động, hình mẫu, nhóm, v.v.)Đặt giá trị ngữ cảnh cho một khối dữ liệu IDĐặt số lượng khung hình cố định cho toàn bộ hoạt họa xây dựngĐặt tỷ lệ phần trăm xây dựng thủ côngĐặt số lượng bước ảnh B tối đaĐặt bộ khóa hoạt động mớiĐặt một tên mới hoặc đặt tiền tố/hậu tố cho một cái hiện tạiĐặt sự lựa chọn mớiĐặt dấu mốc đang hoạt động làm tọa độ gốc bằng cách di chuyển máy quay phim (hoặc phụ huynh của nó, nếu có) trong không gian 3DĐặt nguyên vật liệu đang hoạt độngĐặt toàn bộ hoạt họa glTF bắt đầu từ giây 0.0. Có thể hữu ích cho quá trình nhắc lại tuần hoàn các hoạt họaĐặt toàn bộ các điểm nét vẽ là có cùng một độ đụcĐặt toàn bộ các điểm nét vẽ có cùng độ dàyĐặt toàn bộ các pháp tuyến điểm đỉnh theo góc độ của gócĐặt toàn bộ các pháp tuyến điểm đỉnh theo diện tích mặtĐặt alpha cho mốc dừng màu đã chọnĐặt độ đục cho bố trí của UV được xuất khẩuĐặt và sử dụng con trỏ 3DĐặt Tầm Nhìn của chú thích (hiển thị chú thích hay không)Đặt biến hóa góc nhìn thích đáng dựa trên không gian màu của phương tiện truyền thôngĐặt làm nhóm điểm đỉnh đang hoạt độngĐặt mặc định là trònĐổi các kênh âm thanh thành 4 kênhĐổi các kênh âm thanh thành 5.1 âm thanh vòmĐổi các kênh âm thanh thành 7.1 âm thanh vòmĐổi các kênh âm thanh thành đơn kênh (mono)Đổi các kênh âm thanh thành lập thể (stereo)Đặt cỡ bộ đệm pha trộn âm thanh bằng 1024 mẫu vậtĐặt cỡ bộ đệm pha trộn âm thanh bằng 16384 mẫu vậtĐặt cỡ bộ đệm pha trộn âm thanh bằng 2048 mẫu vậtĐặt cỡ bộ đệm pha trộn âm thanh bằng 256 mẫu vậtĐặt cỡ bộ đệm pha trộn âm thanh bằng 32768 mẫu vậtĐặt cỡ bộ đệm pha trộn âm thanh bằng 4096 mẫu vậtĐặt cỡ bộ đệm pha trộn âm thanh bằng 512 mẫu vậtĐặt cỡ bộ đệm pha trộn âm thanh bằng 8192 mẫu vậtĐặt định dạng mẫu vật âm thanh là số nguyên 16 bit có dấu (âm/dương)Đặt định dạng mẫu vật âm thanh là số nguyên 24 bit có dấu (âm/dương)Đặt định dạng mẫu vật âm thanh là số thực 32 bitĐặt định dạng mẫu vật âm thanh là số nguyên 32 bit có dấu (âm/dương)Đặt định dạng mẫu vật âm thanh là số thực 64 bitĐặt định dạng mẫu vật âm thanh là số nguyên 8 bit không dấuĐặt tần số lấy mẫu vật âm thanh bằng 192000 mẫu mỗi giâyĐặt tần số lấy mẫu vật âm thanh bằng 44100 mẫu mỗi giâyĐặt tần số lấy mẫu vật âm thanh bằng 48000 mẫu mỗi giâyĐặt tần số lấy mẫu vật âm thanh bằng 96000 mẫu mỗi giâyĐặt điểm đen hay trắng cho các đường congĐặt giá trị bool cho một bộ sưu tập các phần tửĐặt góc nhìn của máy quay phim vào góc nhìn đang hoạt độngĐặt tính năng chỉ đóng góp gián tiếp (vào bóng tối và ánh phản quang) trong Tầng Góc Nhìn của bộ sưu tậpĐặt Tầm Nhìn của màuĐặt thuộc tính màu sắc và độ đục trên hình học Bút Chì DầuĐặt màu là hoàn toàn đục, thay vì tái sử dụng alpha hiện cóĐặt phương pháp nội suy màu sắcĐặt chế độ màu cho quá trình nội suyĐặt màu cho mốc dừng màu đã chọnĐặt đoạn phim hiện tại làm nền máy quay phim trong cổng nhìn 3D (chỉ hoạt động khi cổng nhìn 3D nhìn thấy được)'Đặt vị trí con trỏĐặt vị trí con trỏĐặt vị trí con trỏ vào dịch chuyển sử dụng cho các thực thể bộ sưu tậpĐặt con trỏ lựa chọnĐặt thuộc tính màu mặc định sử dụng để kết xuấtĐặt khoảng cách giữa mỗi mặt phẳngĐặt kiểu chậm rãi cho các phân đoạn của Đường Cong-F, bắt đầu từ các khung hình đã chọnĐặt độ sắc nét của cạnh dựa trên góc độ giữa các mặt lân cậnĐặt hiệu ứng mở rộng trong giao điện người dùngĐặt chế độ ngoại suy cho Đường Cong-F được chọnĐặt cường độ mặt trên toàn bộ các mặtĐặt cường độ mặt trên những mặt mới, hoặc những cái bị ảnh hưởng mà thôiDuy đặt sức mạnh cho những mặt mới hoặc cho những cái đã được sửa đổi mà thôiChỉ đặt cường độ mặt trên những mặt mới mà thôiĐặt người dùng giả trên các ID chèn thêm vàoĐặt mặt sànĐặt kiểu chữĐặt kiểu phôngĐặt tốc độ khung hình của cảnh hiện tại bằng tốc độ khung hình của phimĐặt tâm của cái móc đến vị trí con trỏPhương pháp thi hành tổng hợpĐặt nếu khối dữ liệu vượt quyền thư viện này có thể chỉnh sửa đượcĐặt hình ảnh cho quá trình sơn chất liệu trực tiếpĐặt phép nội suy giữa các điểm dừng màu sắcĐặt chế độ nội suy cho các phân đoạn Đường Cong-F, bắt đầu từ các khung khóa được chọnĐặt chỉnh sửa đảo ngược cho ràng buộc Làm Con CáiĐặt chỉnh sửa đảo ngược cho ràng buộc Giải Nghiệm Đối Tượng'Đặt khung khóa mà bộ giải nghiệm sử dụngĐặt Tầm Nhìn của màn chắn lọcĐặt màn chắn lọc theo mức độ xác định trong tính chất 'giá trị'Đặt màn chắn lọc theo mức độ xác định trong tính chất 'giá trị' đảo nghịchĐặt đường khâu của khung lưới tùy theo sắp đặt về hải đảo trong trình biên soạn UVĐặt siêu cầu làm âm hìnhMở rộng bộ điều chỉnh trong giao điện người dùngĐặt các giá trị RGB chất liệu và cường độ màu âm về 0. Đối với một số trường hợp, như phép dời hình, lựa chọn này có thể được tắt đi để đạt được giới hạn tối đaĐặt vị trí con trỏ 3D mới và sử dụng nóĐặt khoảng cách giữa hai dấu giám sát được chọn làm tỷ lệ giải nghiệm của đối tượngTập hợp các tính chất bị ảnh hưởngĐặt dịch chuyển cho các thực thể của bộ sưu tập dựa trên vị trí của con trỏĐặt dịch chuyển sử dụng cho các thực thể bộ sưu tập dựa trên vị trí của đối tượng đang hoạt độngĐưa tọa độ gốc đến điểm trung vị của các bộ điểm được chọnĐặt kích thước hạt trong các ô mô phỏng hoặc dùng ô gần nhấtĐặt bán kính cho mỗi điểm để sử dụng cho quá trình vuốt thon bo trònĐặt bình diện trên 3 bộ điểm được chọn bằng cách di chuyển máy quay phim (hoặc phụ huynh của nó, nếu có) trong không gian 3DĐặt vị trí của mốc dừng màuLấy kích thước kết xuất và tỷ lệ tương quan từ dải đang hoạt độngĐặt độ phân giải của các đường cong đã chọnĐặt tỷ lệ của cảnh bằng cách đổi tỷ lệ máy quay phim (hoặc phụ huynh của nó, nếu có)Đặt tỷ lệ về kích thước X, Y và Z của chất liệuĐặt khung hình đầu và cuối của cảnh khớp với khung hình đầu và chiều dài của đoạn phimĐặt giá trị mặt ấn định điêu khắc cho các mặtĐặt các điểm đỉnh được chọn là không rời rạcĐặt lựa chọn là hình học đã chỉnh sửa, để thi hành công cụTô bóng phẳng bẹtĐặt tô bóng mịn màngĐặt đường cong (đồ thị) cho cửa chậpĐặt trọng lượng mục tiêu của thân mềm cho các điểm được chọnĐặt thuộc tính độ mềm mại trên hình học Bút Chì DầuĐặt một tính chất kích thước nào đó (ví dụ: kích thước đầu bút) với bánh xe chuộtĐặt tốc độ của phân đoạn được tính lại thời gianĐặt khung khởi đầu và kết thúc từ cảnhĐặt lựa chọn văn bảnĐặt thứ tự chiều sâu của Bút Chì Dầu để sử dụngĐặt số mét trên mỗi đơn vị của Cảnh USD thành đơn vị đo đã chọn, hoặc một giá trị tùy chỉnhĐặt ánh xạ UV là đang hoạt động để kết xuấtĐặt tầng lớp Bút Chì Dầu đang hoạt độngĐặt xương đang hoạt động làm phụ huynh của xương được chọnĐặt đối tượng đang hoạt động làm máy quay phim đang hoạt động cho góc nhìn hay cảnh nàyHoàn lại các giá trị của thao của (operator) đang hoạt động về sắp đặt mặc địnhĐặt nhóm điểm đỉnh đang hoạt độngĐặt ranh giới cho kết xuất theo đường ranh giới và bật chức năng kết xuất nàyKhoanh vùng ranh giới để quan sát cục bộĐặt ranh giới của vùng kết xuất và kích hoạt (bật) vùng kết xuấtĐặt ranh giới cho các thao tác quan sátĐặt chế độ tương tác của đoạn phimThiết lập màu sắc và độ đục cho các điểm của nét vẽThiết lập màu sắc và độ đục cho các nét tô phủ kínĐặt vùng lựa chọn trong bàn giao tiếpĐặt khung hình hiện tại như khung hình cuối của cảnh hoặc xem trướcĐặt khung hình hiện tại làm khung hình bắt đầu của cảnh hoặc của xem trướcĐưa vị trí của khung hình hiện tại đến vị trí trung bình của các khung khóa đã chọnĐặt ngôn ngữ hiện tại cho bàn giao tiếpĐặt dụng cụ (gizmo) biến hóa hiện tạiĐịnh vị con trỏ, kéo rê để biến hóaĐặt pháp tuyến tùy thích theo các mặt đã chọnĐặt chiều hướng trục của cảnh bằng cách xoay máy quay phim (hoặc phụ huynh của nó nếu có). Điều này giả định rằng rãnh đã chọn nằm trên một trục thực kết nối nó với tọa độ gốcĐặt kích thước hiển thị của các điểm đám mây điểmĐặt khoảng cách giữa hai con mắt - tỷ số (tầm nhìn nổi / 30) là đượcĐặt chế độ tính toán cho pháp tuyến đường congĐặt công cụ dự bị thay vì công cụ chủ yếuĐặt sử dụng chức năng công cụ dự bị, thay vì chức năng công cụ chủ yếuĐặt đường dẫn tập tin tương đối với tập tin blend, khi có thểĐặt phạm vi khung hình cho các điểm đầu và cuối của các dải đã chọnĐặt kiểu tay cầm cho các đường cong bezierĐặt kiểu tay cầm cho các đường cong bezierĐặt kiểu tay cầm cho các điểm điều khiển của một đường cong BézierĐặt thuộc tính id trên hình học đầu vào, chủ yếu được sử dụng nội bộ cho quá trình ngẫu nhiên hóaĐặt ảnh hưởng của ràng buộc này bằng 0 trong khi cố gắng duy trì biến hóa của đối tượng. Những ràng buộc đang hoạt động khác vẫn có thể tác động tới biến hóa cuối cùngĐặt vị trí của từng điểm mộtĐặt vị trí của con trỏ 3DĐặt ánh xạ ở tình trạng hoạt động để có thể rập khuônĐặt ánh xạ là đang hoạt động để có thể hiển thị và biên soạnĐặt tầng màn chắn lọc dùng các nút về ánh xạ UVĐặt phụ huynh của màn chắn lọcĐặt chỉ số nguyên vật liệu cho từng phần tử hình học đã chọnĐặt nguyên vật liệu trên các mặt mới dựa trên thứ tự của các danh sách khe nguyên vật liệu. Nếu một nguyên vật liệu không tồn tại trên đối tượng bộ điều chỉnh thì mặt sẽ sử dụng cùng một khe nguyên vật liệu, hoặc cái đầu tiên nếu đối tượng không có đủ số khe.Đặt tên cho hình học để điều tra gỡ lỗi dễ dàng hơnĐặt tọa độ gốc của đối tượng bằng cách hoặc là di chuyển dữ liệu, hay là đặt vào tâm của dữ liệu, hoặc sử dụng con trỏ 3DSắp đặt phụ huynh hóa của đối tượngSắp đặt phụ huynh cho đối tượng mà không đặt chỉnh sửa đảo nghịch phụ huynhĐặt các pháp tuyến của khung lưới kết quả thành mịn màngĐặt vị trí cho các tay cầm của đường cong BézierĐặt phạm vi xem trước thay vìĐặt bán kính của đường cong tại mỗi điểm điều khiểnĐặt phương pháp thể hiện sự xoay chiều sử dụng bởi các xương được chọnĐặt nguyên vật liệu của nét vẽ được chọn làm nguyên vật liệu đang hoạt độngĐặt độ sắc nét của các cạnh khung lưới dựa trên góc giữa các mặt lân cậnĐặt kiểu không gian hoặc luân chuyển qua các kiểu bậc thứĐặt khung lưới bề mặt vào vị trí nghỉ của nó trước khi đính vàoĐặt góc xoay nghiêng tại mỗi điểm điều khiển của đường congĐặt công cụ theo chỉ số (dành cho bố trí phím)Đặt công cụ bằng tên (cho bố trí phím)Biến hóa từ không gian chỉ mục khung lưới đồ thị sang không gian đối tượngĐặt ma trận biến hóa của mọi thực thểĐặt giá trị của toàn bộ các thẻĐặt trọng lượng nhóm điểm đỉnh dựa trên khoảng cách tới một đối tượng đích khácĐặt trục quan sát trong đó mỗi chiều hướng của chuột luôn luôn ánh xạ tới cùng một trụcĐặt trục quan sát trong đó mỗi chiều hướng của chuột ánh xạ tới một trục tương đối với định hướng hiện tạiĐặt vùng cắt xén trong góc nhìnĐặt trọng lượng cho điểm điều khiển đã chọnĐặt trọng lượng của công cụ Vẽ theo trọng lượng của điểm đỉnh bên dưới con trỏ chuộtĐặt trọng lượng của những nhóm xứng khớp với các xương của khung rối gắn liền được chọn, dùng khoảng cách giữa các điểm đỉnh và các xươngĐặt trọng lượng của các điểm đỉnh trong một nhóm dùng khoảng cách của một đối tượng đíchĐặt chiều rộng dựa trên nút nhóm phụ huynh trong ngữ cảnh hiện tạiĐặt tỷ lệ thu phóng (tùy theo kích thước của đoạn phim)Đặt Hành Động của tư thế này làm Hành Động đang Hoạt Động trên Đối Tượng đang sử dụngĐặt giá trị hiện tại của tính chất này làm mặc định mớiĐặt bán kính đỉnh = 0 (đóng kín lại, không để hở)Đặt là 0 để sử dụng sự dự đoán từ hình ảnh cung cấp ở đầu vàoĐặt là đúng (true) nếu bộ nhớ đệm được phân chia thành nhiều tập tin khác nhauĐặt là ĐÚNG để yêu cầu tái tính toán ma trận đảo ngược (phải chờ đợi để yêu cầu được thi hành)Đặt hiển thị nút câyĐặt thể loại của chốt trụcĐặt kiểu tay cầm cho các khung khóa được chọnĐặt kiểu tay cầm cho các điểm điều khiển được chọnĐặt thể loại khung khóa cho các khung khóa được chọnĐặt thể loại đường cong đã chọnThiết lập các bản đại diện một cách thủ côngĐặt giá trị của các mặtLấy các giá trị của con trỏ đặt cho giá trị của các khung khóa được chọn (Y/thành phần Nằm Ngang)Đặt giá trị của thuộc tính đang hoạt động cho các phần tử đã chọnĐặt mặt tườngĐặt trọng lượng vào một số bước cố địnhĐặt tỷ lệ thu-phóng của khung nhìnĐặt/Đọc cường độ (sức mạnh) của mặt (sử dụng trong bộ điều chỉnh Pháp Tuyến Cân Trọng)Đặt/xóa các điểm đỉnh UV được chọn như đã được neo chốt trong các thao tác mở góiĐặt mức Bề Mặt Phân Hóa (1 đến 5)Đặt số đối tượng đơn nhất có thể phân biệt tại mỗi điểm ảnhĐặt các vùng bên ngoài vùng cắt xén thành trong suốt thay vì thực sự cắt xén kích thước của hình ảnhĐặt tầng là đang hoạt động để có thể hiển thị và biên soạnĐặt tầng là đang hoạt động để có thể kết xuấtĐặt chế độ tương tác với đối tượngĐặt vị trí điểm tựa vào vị trí của điểm đỉnh đang hoạt độngĐặt vị trí điểm tựa vào vị trí trung bình của các điểm đỉnh không chắn lọcĐặt vị trí điểm tựa vào trung tâm đường ranh giới của màn chắn lọcĐặt vị trí điểm tựa vào bề mặt bên dưới con trỏĐặt điểm tựa ở tọa độ gốc của điêu khắcĐặt thuộc tính bán kính của đường cong tóc theo hình dạng mặt cắtTự động đặt tọa độ gốc xoay chiều bằng cách sử dụng cấu trúc liên kết và hình dạng của khung lưới làm hướng dẫnĐặt vị trí điểm tựa cho biến hóa trong điêu khắcTăng 'Cài Đặt Sở Thích > Hệ Thống > Số Tiến Trình Con Biên Dịch Bóng Đổ Tối Đa' lên có thể cải thiện thời gian biên dịch.Sắp ĐặtCài đặt nằm trong thẻ HạtCác sắp đặt đều nằm ở trong mục Vật LýCác cài đặt cho đầu Bút Chì DầuCấu hình cho các công cụ nội suy Bút Chì DầuSắp đặt dành cho vật lý của quần thểCài đặt về hiển thị các lớp vẽ lồngNhững sắp đặt về hiển thị lớp vẽ lồng trong cổng nhìn 3DCác sắp đặt dành cho việc hiển thị các lớp vẽ lồng trong Trình Biên Soạn NútCác sắp đặt dành cho việc hiển thị các lớp vẽ lồng trong Trình Biên Soạn NútCài đặt để hiển thị các lớp vẽ lồng trong trình biên soạn UV/Hình ẢnhNhững cài đặt cho trình mở rộngNhững sắp đặt dành cho các chức năng vẫn còn nằm trong giai đoạn đầu (non nớt) của quá trình phát triểnSắp đặt cho quá trình thanh lọc dữ liệu hoạt họaNhững sắp đặt để thanh lọc các kênh được hiển thị trong các trình biên soạn hoạt họaSắp đặt các định dạng cho hình ảnhSắp đặt cho các thiết bị đầu vàoSắp đặt để tương tác với dữ liệu của BlenderSắp đặt cho chế độ điều hướng đi bộSắp đặt cho đối tượng tham gia Mô Phỏng Thân CứngSắp đặt cho vật lý chất lỏng dùng hệ thống hạtSắp đặt cho mô phỏng thân cứngNhững sắp đặt về tô bóng trong cổng nhìn 3DSắp đặt cho mô phỏng thân mềmSắp đặt cho không gianSắp đặt cho lập thể 3DSắp đặt cho hiển thị 3D lập thểSắp đặt cho âm lập thể 3DSắp đặt cho đầu ra lập thểSắp đặt cho các công cụ điêu khắc nét và các đầu bútCác sắp đặt đối với việc lựa chọn tập tin trong chế độ Duyệt Thảo Tài SảnSắp đặt dành cho diễn họa chuyển độngCác sắp đặt dành cho việc sử dụng đối tượng làm vật va đập trong mô phỏng vật lýSắp đặt cho đối tượng được sử dụng làm trường lực trong mô phỏng vật lýSắp đặt cho chế độ điều hướng đi bộCác sắp đặt ở đây có thể cóSắp đặt không gian màu mà trình phối hình đang sử dụngSắp đặt của thiết bị sẽ sử dụng để hiển thị hình ảnh đã lưuCác sắp đặt cần được khung khóa hóa cùng với nhauCác sắp đặt để áp dụng vào nút mới được kiến tạoSắp đặt nhằm xác định một thư viện khả tái dụng, hầu cho các Trình Duyệt Thảo Tài Sản có thể sử dụng nóCác cài đặt để xác định một kho lưu trữ tiện ích mở rộngSắp đặt sử dụng cho chất lỏngSắp đặt/thông tin về ngôn ngữThiết Lập Chế Độ Lập ThểMay Vá Vải VócMay VáLực May Vá Tối ĐaChuyển Sắc ở DướiTô Bóng Mịn MàngChuyển Sắc ở TrênMàu dành cho các xương tương ứng với một nhóm trọng lượng được khóa lại trong khi sơnTối/Chuyển SắcPhi Chuyển SắcBộ Tô BóngAOV của Bộ Tô BóngTên của Bộ Tô Bóng AOVNhóm Tô Bóng Tùy ChỉnhTrình Biên Soạn Bộ Tô BóngCác Trình Bổ Sung cho Trình Biên Soạn Bộ Tô BóngHiệu Ứng Tô BóngNút Tô BóngXem Trước Nút Tô BóngỔ Cắm Nút ShaderGiao Diện Ổ Cắm của Nút Tô BóngCây Nút Tô BóngQuả bóng chuyển sắcBộ tô bóng định nghĩa máy quay phim tùy chỉnhNút tô bóngĐường dẫn tập lệnh của bộ tô bóngỔ cắm cho bộ tô bóng của nútBộ Tô Bóng sang RGBTô BóngDịch Chuyển của Tô BóngSắp Đặt về Tô BóngSắp đặt về tô bóng dành cho bộ máy kết xuất OpenGLKiểu tô bóng để bật/tắtBóng TốiAlpha của Bóng TốiGóc Độ Bóng TốiLoại Bỏ Mặt Sau của Bóng TốiLàm Nhòe Bóng TốiĐộ Sáng của Bóng TốiĐiểm Xén Bộ Đệm Bóng Tối Đằng TrướcCắt Xa của Máy Quay Phim Bóng TốiCắt Gần của Máy Quay Phim Bóng TốiKích Thước Máy Quay Phim Bóng TốiVật Bắt Bóng TốiTụ Quang Bóng TốiMàu Bóng TốiHiệu Ứng Ngả BóngBán Kính Thanh Lọc Bóng TốiĐộ Nét của Bóng TốiĐộ Đậm của Bóng TốiRung Nhẹ Bóng TốiLàm Nhòe Bóng Tối Rung Nhẹ Quá MứcLiên Kết Bóng TốiNhững Đặc Biệt về Liên Kết Bóng TốiLiên Kết Bóng Tối cho %sDịch Chuyển Bóng TốiDịch Chuyển Bóng Tối Chiều XKích Thước Bể Chứa Bóng TốiKích Thước Bể Chứa Bóng TốiSố Lượng Tia Bóng TốiSắp Đặt về Bóng TốiDịch Chuyển của Bóng TốiKích Thước Bóng TốiKích Thước Bóng Tối MịnSố Bước Bóng TốiPhương Pháp Kết Thúc Bóng TốiDịch Chuyển Kết Thúc Bóng Tối Hình HọcDịch Chuyển Pháp Tuyến Kết Thúc Bóng TốiDịch Chuyển Tô Bóng của Mép Bóng TốiMức Bóng Tối Hữu HìnhChiều Rộng Bóng TốiDịch Chuyển X của Bóng TốiDịch Chuyển Y của Bóng TốiMàu của bóng tối trong giá trị màu xámHiệu ứng ngả bóngHệ số về độ đậm của bóng tốiĐiểm xén ánh xạ bóng tối ở đằng trước. Trước điểm này, các đối tượng sẽ không có bóng tốiDịch chuyển của bóng tối trong đơn vị điểm ảnhGóc kết thúc của bóng tốiKiểu bóng tối (0 không có, 3, 5 nhòe mờ, 6 đường viền)Bóng TốiGiới Hạn Độ Phân Giải Bóng TốiTỷ Lệ Độ Phân Giải Bóng TốiNước NôngHình DạngHình Dạng Phi Đối XứngHình MẫuHoạt Họa Hình MẫuĐiểm Hình Mẫu BézierĐiểm Hình Mẫu cho Đường CongChế Độ Biên Soạn Hình MẫuTrình Biên Soạn Hình MẫuPháp Tuyến Hình MẫuĐiểm của Hình MẫuNhững Đặc Biệt của Hình MẫuTiếp Tuyến của Hình MẫuKhối dữ liệu của Hình MẫuHình MẫuHoạt Họa Hình MẫuPhương Pháp Hình DạngĐối Tượng Chỉnh HìnhĐịnh Hướng của Hình DạngTham Số Chốt TrụcBảo Tồn Hình DạngĐiều chỉnh hình dạng độ dày của sợi cho bím tócGiới hạn góc độ của hình dạngHình mẫu trong một khối dữ liệu hình mẫuHình mẫu sử dụng trong quá trình pha trộnHình mẫu để sử dụng cho những đoạn ở vị trí tĩnh tại của lực đàn hồiHình mẫuKhối dữ liệu hình mẫu có chứa nhiều hình thể của khối dữ liệu hình học khác nhauHình dạng của lượng dọc theo mỗi đường cong (0=không đổi, 0.5=tuyến tính)Hình dạng khómHình dạng phân bố từ tâm đến mép xung quanh hướng dẫnHình dạng rối của đầu cuốiHình dạng của Ánh Sáng đèn phaHình dạng bán kính bím tóc dọc theo mỗi đường congHình dạng ảnh hưởng dọc theo các đường cong (0=hằng số, 0.5=tuyến tính)Hình dạng của mặt cắtHình dạng bán kính dọc theo đường congHình dạng sử dụng làm hình mẫu tương đốiHình dạng sử dụng ở đầu bút để áp dụng lực vào vải vócHìnhMẫuHình mẫu %s có con trỏ 'từ' (from) (%p) không hợp lệ, nó sẽ bị xóa điKhông tìm thấy Hình MẫuHình DạngDùng Chung Không Gian Chất LiệuTrình Truy Cập Dùng ChungCó Cùng Vị TríCó Cùng Điểm ĐỉnhCó Cùng Bộ Sưu TậpDùng chung dữ liệu (khung cảnh, hình ảnh, âm thanh, v.v.)Có Cùng hiệu ứngThể loại đối tượng đồng phân hưởngCó cùng phụ huynhCó cùng thể loại dải hiệu ứng (nếu dải đang hoạt động không phải là dải hiệu ứng thì chọn toàn bộ các dải phi hiệu ứng)Có cùng thể loại dảiSắc Cạnh/Đột NgộtCạnh SắcGiới Hạn Tăng Độ Sắc NétCạnh sắc nét để tạo bóngPhát hiện các cạnh sắc nét hoặc các pháp tuyến tùy chỉnh, tắt phân chia GPUSuy giảm dần đột ngộtLàm Sắc NétLàm Sắc Nhọn GócSắc Cạnh Hóa Màn Chắn LọcLàm cho đỉnh sắc nhọnLàm cho các khe hốc của khung lưới trở nên sắc nhọn hơnSắc Nhọn:Độ Sắc NhọnTối Đa của Độ Sắc NétTối Thiểu của Độ Sắc NétỨng Suất Cắt/Xô NghiêngTrục Xô LệchHệ Số Xô LệchNhóm Xô NghiêngHạn Định Đàn Hồi khi Xô NghiêngỨng Suất TrượtLượng Ứng Suất Trượt Tối đaNhóm Điểm Đỉnh Ứng Suất TrượtXô nghiêng các mục đã chọn dọc theo trục đã choXô lệch các khóa sử dụng khóa bên trái làm tham chiếuXô lệch các khóa sử dụng khóa bên phải làm tham chiếuXiêu Vẹo: %s %sNước Láng BóngNước Láng Bóng BSDFĐộ Nhám của Ánh Bóng LoángTrọng Lượng của Ánh Bóng LoángMô hình tô bóng nước láng bóngVỏNhóm Điểm Đỉnh VỏXê DịchShift - Bấm cho độ chính xácShift Chuột TráiDịch chuyển Chất Liệu trong không gian 2DDịch Chuyển Chiều XDịch Chuyển Chiều YPhím Shift được bấm xuốngPhím Shift đã được bấm xuống, -1 cho các trạng thái khácXê dịch các khóa đã chọn tới giá trị của các khóa lân cận dưới dạng một khốiDịch hình dạng về phía một hình cơ bản định trướcShiftTráiShiftPhảiDịch chuyển các giá trị bit của A theo lượng dịch chuyển được chỉ định. Các giá trị dương dịch chuyển sang trái, các giá trị âm dịch chuyển sang phải.Dịch giá trị của các khóa đã chọn theo thời gianDanh Sách Ngắn GọnLuân Chuyển Đường Cắt Ngắn: {}Sắp đặt đường tắt cho bàn phím và các thiết bị khácPhím tắt {:d} chưa được ấn định cho nút Quan SátĐường Cắt Ngắn: {}Thu ngắn các đường cong bằng cách xóa các phần ở đầu hoặc cuối điĐường Chéo Ngắn NhấtĐường Cạnh Ngắn NhấtTrường Chi Phí của Đường Dẫn Cạnh Ngắn NhấtTrường Điểm Đỉnh Tiếp Theo của Đường Dẫn Cạnh Ngắn NhấtXoay Chiều Ngắn NhấtTần số ngắn nhất cho phépHiển thịHiển thị các tập tin .blendHiển thị các phần tử của tập tin .blend (đối tượng, nguyên vật liệu, v.v.)Hiển thị các tập tin .blend1, .blend2, vân vânHiển thị con trỏ 2DHiển Thị Con Trỏ 3DHiển Thị Tên Dấu Mốc 3DHiển thị các tập tin thể tích 3DHiển thị các khối dữ liệu về Hành ĐộngHiển Thị khi Hoạt ĐộngHiển Thị Mặt Ấn Định đang Hoạt ĐộngHiển Thị các Điểm Ảnh đang Hoạt ĐộngHiển Thị Toàn BộHiển Thị Toàn Bộ các Tầng Góc NhìnHiển Thị AlphaHiển Thị Alpha trong Kết Xuất Xem TrướcHiển Thị Chú ThíchHiển thị các khối dữ liệu về Hành ĐộngHiển thị Chú Thích trong các xem trước OpenGLHiển thị các khối dữ liệu về Khung RốiHiển Thị Khung Rối trong trạng thái tư thế kết buộc (không thể đổi tư thế được)Hiển Thị Khung RốiHiển Thị Cảnh Báo Nếu Khung Khóa Hóa Tự ĐộngHiển Thị Mặt TráiHiển Thị Hình Ảnh NềnHiển Thị Tư Thế Pha TrộnBiểu hiện tập tin Blender trong Trình Duyệt Tập TinHiển thị mức sử dụng bộ nhớ của BlenderHiển thị dòng chữ về phiên bản của BlenderHiển Thị Kênh LamHiển Thị Xương X-QuangHiển Thị XươngHiển Thị Đầu BútHiển Thị Đầu Bút Trên Bề MặtHiển thị các khối dữ liệu về Đầu BútHiển Thị Bộ ĐiểmHiển Thị Bộ Nhớ ĐệmHiển thị các khối dữ liệu về Tập Tin Bộ Đệm NhớHiển Thị Khoảng Cách Hội Tụ của Máy Quay PhimHiển Thị Hướng Dẫn Máy Quay PhimHiển Thị Lăng Kính Máy Quay PhimHiển Thị Đường Đi của Máy Quay PhimHiển thị các khối dữ liệu về Máy Quay PhimHiển Thị Máy Quay PhimHiển thị khung lưới đồ thị Khung Vẽ ở đằng trướcHiển Thị Khe HốcHiển Thị Vùng An Toàn Trung TâmHiển Thị Bộ Sưu Tập của các khối dữ liệuHiển Thị Bộ Sưu TậpHiển Thị các Thẻ Đánh Dấu MàuHiển Thị Hình NónHiển Thị các Đường Cong-F Khống ChếHiển Thị các Điều KhiểnHiển Thị Con TrỏHiển Thị Duyệt Con TrỏHiển Thị những Cực Độ của Đường CongHiển thị các khối dữ liệu về Đường CongHiển Thị Lớp Vẽ Lồng Tùy ChỉnhHiển Thị Thanh Lọc Khối Dữ LiệuHiển Thị Truy Lùng LỗiHiển Thị cái Bị TắtHiển Thị Khoảng Thời LượngHiển Thị Đường Biên SoạnDuy hiển thị các Đường Nét Biên Soạn trong đa khung hìnhHiển thị những đường biên soạn khi biên soạn các nét vẽHiển Thị Phần Tử Phát SinhHiển Thị Đối Tượng Trống/RỗngHiển Thị Trường Lực RỗngHiển Thị Hình Ảnh RỗngHiển Thị LỗiHiển Thị Mở RộngHiển Thị Số Lượng Cập Nhật Trình Mở RộngHiển Thị Ngoại SuyHiển Thị Đường Cong-FHiển Thị Vùng Tô KínHiển Thị Màu Tô Phủ Trong Khi VẽHiển Thị Bộ LọcHiển Thị Bộ LọcHiển thị các khối dữ liệu về Phông ChữHiển Thị Chân TrangHiện Số Khung HìnhHiển Thị Khung HìnhHiển thị các khối dữ liệu về Phong Cách Nét Vẽ FreestyleHiển thị mức sử dụng bộ nhớ video của bộ xử lý đồ họa (GPU)Hiển Thị GizmoHiển Thị GizmoHiển Thị Bút Chì DầuHiển thị các khối dữ liệu Bút Chì DầuHiển thị các đối tượng Bút Chì DầuHiển Thị Kênh LụcHiển Thị Khung Lưới Đồ ThịHiển Thị Tay CầmHiển Thị Tay Cầm và Nội SuyHiển Thị Tiêu ĐềHiển Thị cái Ẩn KhuấtHiển Thị Tập Tin/Khối Dữ Liệu ẨnHiển Thị Vùng Ẩn KhuấtHiển Thị Danh Sách Phím NóngHiển Thị khi Lơ Lửng Ở TrênHiển thị các khối dữ liệu về Hình ẢnhHiển Thị TrongHiển Thị Ở Đằng TrướcHiển Thị Thông TinHiển Thị các Trình Mở Rộng đã Cài ĐặtHiển Thị Thực Thể Hóa ViênHiển Thị các Thuộc Tính được Đặt TênĐường Cong của Cửa ChậpHiển Thị Số Khung KhóaHiển Thị Địa RanhHiển Thị Dây Thòng LọngHiển thị các khối dữ liệu về Lưới RàoHiển Thị Nguồn Sáng Nhìn VàoHiển thị các khối dữ liệu về Bộ Thăm Dò Ánh SángHiển Thị Kích Thước Nguồn SángHiển thị các khối dữ liệu về Ánh SángHiển Thị Nguồn SángHiển Thị Giới HạnHiển Thị NétHiển thị nét Bút Chì Dầu Line Art ở đằng trước mọi thứHiển Thị Đường ViềnHiển Thị Dấu Mốc Cục BộHiển Thị Vị TríHiển Thị LềHiển Thị Mô Hình Dấu MốcHiển Thị Hộp Tìm Kiếm cho Dấu MốcHiển Thị Dấu MốcHiển Thị Trình Biên Soạn Màn Chắn LọcHiển Thị Lớp Lồng của Màn Chắn LọcHiển Thị Chốt Trục Chắn LọcHiển thị các khối dữ liệu về Màn Chắn LọcHiển thị các tính chất liên quan đến biên soạn Màn Chắn LọcHiển thị các khối dữ liệu về Nguyên Vật LiệuHiển Thị Bộ NhớHiển Thị Trình ĐơnHiển thị các khối dữ liệu về Khung LướiHiển Thị Khung LướiHiển thị các khối dữ liệu về Siêu CầuHiển Thị Siêu Dữ LiệuHiển Thị Đối Tượng Thiếu VắngHiển Thị Sương MùHiển Thị Mô Thái Toàn PhầnHiển Thị Cột Chế ĐộHiển thị các khối dữ liệu về Đoạn PhimHiển Thị TênHiển Thị các Thuộc Tính được Đặt TênHiển Thị TênHiển Thị Nhóm NútHiển Thị Xem Trước NútHiển thị các khối dữ liệu về Cây NútHiển Thị các Tính Chất của Hệ Điều Hành cho mục nàyHiển Thị Con Cái của Đối TượngHiển Thị Nội Đối TượngHiển Thị Đối Tượng Bổ SungHiển Thị Địa Điểm của Đối TượngHiển Thị Đường Viền Đối TượngHiển Thị Sự Xoay Chiều của Đối TượngHiển Thị Tỷ Lệ Đối TượngHiển thị các khối dữ liệu về Đối TượngHiển Thị Dịch ChuyểnHiển Thị Ở Đằng TrướcDuy Hiển Thị cái Được ChọnHiển Thị Thao TácHiển Thị các Tùy ChọnHiển Thị Trục Quỹ ĐạoHiển Thị Tâm Quỹ ĐạoHiển Thị Tư Thế GốcHiển Thị các Đối Tượng KhácHiển Thị Bị Quá SángHiển Thị Lớp LồngHiển Thị Lớp Vẽ LồngHiển Thị SơnHiển thị các khối dữ liệu về Đường Cong SơnHiển thị các khối dữ liệu về Bảng Pha MàuHiển thị các khối dữ liệu về Sắp Đặt HạtHiển Thị HạtHiển Thị Khung Cắt CảnhHiển Thị Nhìn Xuyên ThấuHiển Thị Dấu Mốc Tư ThếHiển Thị Xem TrướcHiển thị các tham chiếu về Python trong các chú thích về công cụHiển Thị các Vị Trí Gần ĐâyHiển thị danh sách các vị trí gần đây trong Trình Duyệt Tập TinHiển Thị Sự Khôi PhụcHiển Thị Kênh Màu ĐỏHiển Thị Kết XuấtHiển Thị Tự Động Gắn Nhãn Đổi TuyếnHiển Thị Khóa Tính Lại Thời GianHiển Thị Khu Vực An ToànHiển Thị Đồng Nguyên Vật LiệuHiển Thị Thời Lượng của CảnhHiển thị các khối dữ liệu về CảnhHiển Thị Vùng Lựa ChọnHiển Thị Bản ThânHiển Thị Kích Thước Bộ Cảm BiếnTrượt Đẩy Trình TựHiển Thị Cài ĐặtHiển Thị Bóng TốiHiển Thị Khung TrượtHiển thị các khối dữ liệu về Âm ThanhHiển Thị NguồnHiển thị các khối dữ liệu về Loa Âm ThanhHiển Thị Màn Hình Chào ĐónHiển Thị Ổn ĐịnhHiển Thị Khung Hình Khởi ĐầuHiển Thị Thống KêHiển Thị Thanh Trạng TháiHiển Thị Lập ThểĐường Cong Cường ĐộHiển Thị Nét VẽHiển Thị Phân Khung HìnhHiển Thị các Vị Trí Hệ thốngHiển Thị các Vượt Quyền Hệ ThốngHiển thị danh sách các vị trí của hệ thống trong Trình Duyệt Tập TinHiển thị vùng an toàn cho tựa đề truyền hình và vùng an toàn cho hành động trong góc nhìn Máy QuayHiển thị vùng đảm bảo cho đầu đề và hành động của TV trong xem trướcHiển Thị ThẻHiển Thị Văn BảnHiển thị các khối dữ liệu về Văn BảnHiển Thị Chất LiệuHiển thị các khối dữ liệu về Chất LiệuHiển Thị Hình Thu NhỏHiển Thị Thời GianHiển Thị Dấu Mốc Nhỏ XíuHiển Thị các Cài Đặt của Công CụHiển Thị Đường Giám SátHiển Thị các Giám SátHiển Thị Sai Lầm Giám SátHiển Thị Chuyển Động của Giám SátHiển Thị Đường Dẫn CâyHiển Thị Cấu Hình Phím trong UIHiển thị danh sách Giao Diện Người Dùng các giám sát đang tham gia trong quá trình chống rungHiển Thị Trình Biên Soạn UVHiển thị các tính chất liên quan đến biên soạn UVHiển Thị Máy Quay Phim VRHiển Thị các Điều Khiển VRHiển thị các điều khiển VR ( đòi hỏi các hành động VR đối với các tư thế điều khiển)Hiển Thị VRAMHiển Thị Giá TrịHiển Thị Phiên BảnHiển Thị Quan SátHiển Thị Cảnh BáoHiển Thị Cảnh BáoHiển Thị Đường Viền Vùng Trọng LượngHiển Thị Trọng LượngHiển Thị Mạch LướiHiển Thị Màu của DâyHiển thị các khối dữ liệu về Thế GiớiHiển Thị X-QuangHiển thị phần tử X của khung lưới đồ thị MACHiển thị phần tử Y của khung lưới đồ thị MACHiển thị phần tử Z của khung lưới đồ thị MACHiển thị cột liệt kê ngày và giờ sửa đổi của mỗi tập tinHiển thị cột liệt kê kích cỡ của mỗi tập tinHiển thị tầng kính lồng thẫm màu ở khu vực ngoài hình ảnh của góc nhìn Máy QuayHiển thị dụng cụ quay số cho một giá trị trong cổng nhìnHiển thị dụng cụ tuyến tính cho một giá trị trong khung nhìnHiển thị một danh sách các chữ/từ đã sử dụng trong tài liệu đang mởHiển thị bản xem trước của khung bắt đầu hoặc kết thúc của một dải trong khi biến hóa tay cầm tương ứng của nóHiển thị dụng cụ biến hóa trong khung nhìnHiển thị các dấu mốc địa phương của hành động trên các dải, có lợi khi đồng bộ hóa thời gian của cái dảiHiển thị thuộc tính màu đang hoạt độngHiển thị cài đặt sở thích về trình bổ sungHiển thị các tùy chọn bổ sung trong trình đơn tô bóng ('Z')Hiển thị toàn bộ các tầng lớp Bút Chì DầuHiển thị tất cả các bộ sưu tập xươngHiển thị toàn bộ ngoại trừ nhóm này trong khi đang tương tácHiển thị tất cả các thể loại trình mở rộngHiển thị toàn bộ các khung khóa trong khi chơi lại hoạt họa và cho phép biên soạn tất cả các khung hình (bỏ dấu kiểm để chỉ sử dụng khung khóa hiện tại trong khi chơi lại và biên soạn hoạt họa mà thôi)Hiển thị toàn bộ các đối tượng trong tầng góc nhìnHiển thị toàn bộ các đối tượng và các bộ sưu tập nằm bên trong bộ sưu tậpHiển thị toàn bộ các tầng góc nhìnHiển thị toàn bộ khi đang tương tác. Cũng như nhóm này, khi một nhóm khác đang được tương tác với nóHiển thị kênh alpha của màn chắn lọcHiển thị một chỉ dấu cho giá trị hiện tại trong khi đang kéo rêHiển thị một đường viền nêu bật xung quanh các đối tượng đã chọnHiển thị dữ liệu hoạt họaHiển thị khối dữ liệu chú thích trực thuộc giám sát đang hoạt độngHiển thị khối dữ liệu chú thích trực thuộc đoạn phimHiển thị các chú thích cho góc nhìn nàyHiển thị khung rối trong tư thế được kết buộc cho hoặc trong trạng thái tư thế cuối cùngHiển thị khung rối trong trạng thái của tư thếHiển thị đối tượng khung rốiHiển thị khung rốiHiển thị các tài sản từ toàn bộ các thư viện tài sản được liệt kêHiển thị các tài sản từ thư viện tài sản đã cài đặt trong Cấu HìnhHiển thị lớp vẽ lồng thuộc tính cho nút quan sát đang hoạt độngHiển thị các giá trị thuộc tính dưới dạng văn bản trong cổng nhìnHiển thị kênh màu lam trong khung hìnhHiển thị cả hai, khoảng cách và góc độHiển thị hướng dẫn bố cục máy quay phimHiển Thị Đối Tượng Máy Quay PhimKhung cắt cảnh của máy quay phimHiển thị máy quay phimHiển thị con cáiHiển thị bộ sưu tậpHiển thị danh sách màu ngắn gọn thay vì các hình thu nhỏHiển thị các đường viền công-tua được hình thành bởi các điểm với trọng lượng nội suy tương đồngChỉ hiển thị khung hình hiện tại mà thôiHiển thị con trỏ trong cổng nhìnHiển thị đường cong về sai số trung bình mỗi khung hình (nên tiến hành giải nghiệm chuyển động máy quay phim trước đã)Hiển thị đường congHiển thị các đường cong, lưới rào, bộ thăm dò ánh sáng, phông chữ, ...Hiển thị lớp vẽ lồng tùy chỉnh của VRHiển thị các vết cắt bị hình học ẩn giấu điHiển thị nét gạch ngang biểu thị quan hệ phụ huynh hay quan hệ ràng buộcHiển thị các giám sát bị tắt trong đoạn phimHiển thị trình biên soạn điều vận trong một cửa sổ riêng biệtHiển thị duyệt trước của đoạn phim đang biên soạnHiển thị vật thể trống rỗngHiển Thị Đối Tượng RỗngHiển thị trình mở rộng theo thể loạiHiển thị các cạch mạch lưới của mặtHiện các tập tin và khối dữ liệu, mà khi thông thường, chúng bị ẩn giấu điHiển thị các tùy chọn về thanh lọcHiển thị các bộ lọc cho trình biên soạn đồ thịHiển thị các danh mụcHiển thị các thư mục trong Trình Duyệt Tập TinHiển thị các tập tin phôngHiển thị số khung hình của các Khung Khóa trên Đường Chuyển ĐộngHiện số khung hình trên các Đường Chuyển ĐộngHiển thị mặt trước/sauHiển thị ảo ảnh của các khung hình trước và sau khung hình hiện tạiHiển thị toàn bộ các thể loại GizmoHiển thị biểu đồ cho yếu tố đang hoạt độngHiển thị kênh màu lục trong khung hìnhHiển thị khung lưới đồ thị trong góc nhìn bên trực giaoHiển thị khung lưới đồ thị về sự bóp méo của thấu kínhHiển thị đường khung lưới đồ thịHiển thị các sợi tóc hướng dẫnHiển thị đường cong tócHiển thị khung lưới đồ thị mô phỏng tócHiển thị các điểm điều khiển BézierHiển thị các đường viền trợ giúp để quá trình tô kín trông thấy ranh giới của mìnhHiện các đường trợ giúp nới nét vẽ raHiển thị tập tin ẩn bắt đầu với dấu chấm (.*)Hiển thị các hạt ẩnHiển thị các tập tin hình ảnhHiển thị các hình ảnh, đoạn phim, âm thanh và màn chắn lọcHiển Thị Trình Biên Soạn Điều VậnHiển Thị trong Ảo ẢnhHiển Thị trong Nhật Ký Thông TinHiển thị những Đường Cong-F tác động đến các dảiHiển thị thông tin nhật ký trong một cửa sổ riêng biệtHiển thị thực thể khi các hạt đang hoạt độngHiển thị thực thể khi các hạt đã chếtHiển thị thực thể khi các hạt chưa sinh raChỉ hiển thị các đo lường về góc độ mà thôiChỉ hiển thị các đo lường về khoảng cách mà thôiHiển thị sự kiện của ấn định phím và các chi tiết tính chất trong giao diện người dùngHiển thị lưới ràoHiển thị màu của ánh sángHiển Thị các đối tượng là nguồn sángHiển thị đầu dò ánh sángHiển thị đènHiển thị số dòng kề bên dòng văn bảnHiển thị các dấu mốc trực thuộc hành động đang hoạt động thay vì các dấu Cảnh (chỉ dành cho Trình Biên Soạn Hành Động và Hình Mẫu mà thôi)Hiển thị các dấu mốc trong hình thức ngắn gọn hơnHiển thị các công cụ biên soạn chắn lọcHiển thị màu của nguyên vật liệuHiển thị tên nguyên vật liệu đã ấn định cho mỗi nét vẽHiển thị các nguyên vật liệu, cây nút, chất liệu và kiểu đường nét FreestyleHiển thị trình đơn trong thanh tiêu đềHiển thị các đối tượng khung lướiHiển thị khung lưới khi các hạt hoạt độngHiển thị khung lưới khi các hạt chếtHiển thị khung lưới khi các hạt chưa được sinh raHiển thị dữ liệu về khung lưới, đường cong, lưới rào, khung rối và siêu cầuHiển thị siêu cầuHiển thị siêu dữ liệu của đoạn phimHiển thị siêu dữ liệu của dải đầu tiên nhìn thấy đượcHiển thị tập tin phimHiển thị tên cho các đối tượng giám sát được khôi phục lạiHiển thị các điều khiển về điều hướng trong các góc nhìn 2D và 3D cho những cái không có các thanh cuộnKhông hiển thị các đo lườngHiển thị điểm tâm của đối tượngHiển thị màu của đối tượngHiển thị màu đối tượng trên khung dâyHiển thị các đối tượng bổ sung, bao gồm các đối tượng trống rỗng, đèn và máy quay phimHiển thị đối tượngHiển thị các đối tượng và các bộ sưu tậpHiển thị các đối tượng trong bộ sưu tập này, thay vì các hạtHiển thị duy các khối dữ liệu của một thể loạiDuy hiển thị các phím nóng có văn bản này trong tên của chúngDuy hiển thị các đối tượng trong bộ sưu tập mà thôi (Shift để nới rộng)Duy hiển thị các đối tượng có thể chọn mà thôiDuy hiển thị đối tượng đang hoạt động mà thôiDuy hiển thị vỏ hành của đối tượng đang hoạt động mà thôiDuy hiển thị bộ sưu tập xương này, và những bộ sưu tập khác vốn cũng được đánh dấu là 'độc diễn' (solo)Hiển thị các tùy chọn cho trình biên soạn tính chấtHiển thị các tùy chọn để giúp quyết định xem những kênh liên quan đến các dữ liệu nhất định nào đó có được bao gồm hay khôngHiển thị các đường cong ban đầu mà hiện đang được biên soạnHiển thị các thể loại dữ liệu khácHiển thị khu vực bị quá sáng bằng các đường vằn ngựaHiển thị các tính chất liên quan đến sơnHiển thị số của hạtHiển thị kích thước hạtHiển thị vận tốc hạtHiển thị các hạt sau khi chúng đã chếtHiển thị hạt trước khi chúng được phát hànhHiển thị đường chuyển động của giám sátHiển thị khung viền hình hộp giới hạn quanh kiểu mẫu cho các dấu mốcHiển thị các đám mây điểmHiển thị các điểm theo trật tự chúng xuất hiện trong mỗi nét vẽ (chẳng hạn để hoạt họa các nét như chúng đang được vẽ)Hiển thị sự dự phóng của các dấu mốc 3D vào đoạn phimHiển thị màu của đối tượng ngẫu nhiênHiển thị màu đối tượng ngẫu nhiên trên khung dâyHiển thị đường đi của máy quay phim đã khôi phục lạiHiển thị khu vực hình chữ nhật lồng ở trênHiển thị kênh màu đỏ trong khung hìnhChỉ hiển thị khung hình tham khảo mà thôiHiển thị các tính chất liên quan đến kết xuấtHiển thị các phím tính lại thời gian trong các dải đã chọnHiển thị các khóa tính lại thời gian, để chúng có thể di chuyển đượcHiển thị lề phảiHiển thị vùng an toàn để khít vừa nội dung trong một tỷ lệ kích thước khung hình khácHiển thị khoảng thời lượng của cảnhHiển thị cảnh bằng một đơn màu tùy chọnHiển thị thiết kế về cảnhHiển thị các khung dây của cảnh với màu dây từ kiểu mẫuHiển thị các cảnhHiển thị tập tin tập lệnhHiển thị hình hộp giới hạn vùng tìm kiếm cho các dấu mốcHiển thị đối tượng được chọnHiển thị đường viền vùng lựa chọnHiển thị kích thước bộ cảm biến (cổng phim) trong góc nhìn Máy QuayHiển thị khung trượt giá trị bên lề các kênh Đường Cong-FHiển thị các trục 3D xoay chiều nhỏ ở góc trên cùng bên phải của cổng nhìn 3DHiển thị tập tin âm thanhHiển thị loaHiển thị đoạn phim ổn định trong trình biên soạn (nếu đã sử dụng ổn định hóa)Hiển thị thanh trạng tháiHiển thị các hình thu nhỏ của dảiDùng các chấm màu xanh lá cây lớn hơn (bắt đầu) và các chấm đỏ nhỏ hơn (kết thúc) để hiển thị hướng của nét vẽHiển thị các vùng tô kín nét vẽ của chất liệu nàyHiển thị các đường của nét vẽ trong chất liệu nàyHiển thị bề mặtHiển thị bảng cài đặt sở thích hệ thống "Mạng" để cho phép truy cập trực tuyếnHiển thị tập tin văn bảnHiển thị đối tượng văn bảnHiển thị chất liệu trong mục chất liệuHiển thị chất liệu trong cổng nhìnHiển thị lượt kết xuất về THTQXMT (AO)Hiển thị lượt kết xuất Ảnh NềnHiển thị lượt Kết Xuất Kết HợpHiển thị lượt kết xuất Màu Khuếch TánHiển thị lượt kết xuất Khuếch Tán Trực TiếpHiển thị lượt kết xuất Khuếch Tán Gián TiếpHiển thị lượt kết xuất Phát XạHiển thị lớp vẽ lồng Chiều Hướng của MặtHiển thị lượt kết xuất Màu Sắc của Ánh Bóng BẩyHiển thị lượt kết xuất Ánh Bóng Bẩy Trực TiếpHiển thị lượt kết xuất Ánh Bóng Bẩy Gián TiếpHiển thị lượt kết xuất Sương MùHiển Thị Lớp Vẽ Đường Chuyển ĐộngHiển thị lượt kết xuất Pháp TuyếnHiển Thị Lớp Bóc Vỏ HànhHiển thị lượt kết xuất Vị TríHiển thị lượt kết xuất Vật Tóm Bắt Bóng TốiHiển thị lượt kết xuất Màu Truyền LanHiển thị lượt kết xuất Truyền Xạ Trực TiếpHiển thị lượt kết xuất Truyền Xạ Gián TiếpHiển thị lượt kết xuất UVHiển thị lượt kết xuất Thể Tích Trực TiếpHiển thị lượt kết xuất Thể Tích Gián TiếpHiển thị đường trục XHiển thị đường trục YHiển thị đường trục ZHiển thị tên Máy Quay Phim đang hoạt động trong góc nhìn máy quayHiển thị bộ nhớ đệm Sơn Động Lực của đối tượng đang hoạt độngHiển thị bộ nhớ đệm Thân Cứng của đối tượng đang hoạt độngHiển thị bộ nhớ đệm điểm vải vóc của đối tượng đang hoạt độngHiển thị bộ nhớ đệm điểm hệ thống hạt của đối tượng đang hoạt độngHiển thị bộ nhớ đệm và dữ liệu nướng của các nút mô phỏng của đối tượng đang hoạt độngHiển thị bộ nhớ đệm khói của đối tượng đang hoạt độngHiển thị bộ nhớ đệm điểm thân mềm của đối tượng đang hoạt độngHiển thị tên tài sản cùng với mẫu xem trước. Nếu không, chỉ có mẫu xem trước là sẽ hiển thị mà thôi.Hiển thị các tài sản hiện có trong phiên sử dụng Blender nàyHiển thị các khối xây dựng cơ bản và các tiện ích đi kèm với BlenderHiển thị lớp vẽ lựa chọn xươngHiển thị các khoảng cách tầm nhìn trong khung nhìn 3DHiển thị bộ sưu tập trong Tầng Góc Nhìn nàyHiển thị trình chọn khối dữ liệu trong bộ điều chỉnhHiển thị trình chọn khối dữ liệu trong nútHiển thị chi tiết trong giao diện người dùngChỉ hiển thị bộ đệm hừng sáng mà thôiHiển thị nền khung lưới đồ thị và đường viền ranh giớiHiển thị khung lưới đồ thị trên hình ảnhHiển thị lưới khung lưới đồ thị mặt sànHiển thị thể tích ảnh hưởng trong khung nhìn 3DHiển thị máy quay phim trái và phảiHiển thị cột chế độ để có thể bật/tắt và kích hoạt chế độHiển thị dấu chấm tọa độ gốc ở trung tâm đối tượng cho toàn bộ các đối tượng (chọn hay chưa chọn)Hiển thị bảng các tùy chọn về độ trong của alphaHiển thị bảng các tùy chọn về màu nétHiển thị bảng các tùy chọn về độ dày đường nétHiển thị bảng về kiến tạo đường nétHiển thị bảng các tùy chọn về hình học của nét vẽHiển thị bảng các tùy chọn về nét vẽ có chất liệuHiển thị thể tích sửa thị sai trong khung nhìn 3DHiển thị chế độ nhìn xuyên thấuHiển thị thông tin về khung hình lưu trong bộ nhớ đệm của lịch trình thời gianHiển thị bình diện hội tụ 3D lập thểHiển thị thể tích hình cụt 3D lập thểHiển thị ánh sáng xưởng phim (studiolight) trên nềnHiển thị chất liệu từ nút chất liệu hình ảnh đang hoạt động bằng cách sử dụng tọa độ ánh xạ UV đang hoạt độngHiển thị tập tin nàyHiển thị hình ảnh này làm nềnHiển thị hình ảnh này ở đằng trước các đối tượng trong cổng nhìnHiển thị đối tượng này, thay vì các hạtHiển thị thời gian dưới dạng mã thời gian thay vì số khung hìnhHiển thị tên giám sát và trạng tháiHiển thị các công cụ giám sát và giải nghiệmHiển thị các nét trong mờ dùng làm ranh giới để tô kínHiển thị các đường khung lưới đồ thị chiều dọcHiển thị các điểm đỉnhHiển thị các điểm đỉnh không có trọng lượng nằm trong bất cứ nhóm nàoHiển thị các điểm đỉnh không có trọng lượng nằm trong nhóm đang hoạt độngHiển thị đối tượng nhìn thấy đượcHiển thị thể tíchNếu sử dụng chức năng tự động khung khóa hóa thì hiển thị những dấu hiệu cảnh báo khi biến hóa các đối tượng và các xươngHiển thị các phần tử bên trong các đối tượngHiển thị khi các nút đang sử dụng các thuộc tính được đặt tênHiển thị trong khi đang kéo rêHiển thị toàn cảnh trong suốtHiển thị các khối dữ liệu về không gian làm việcHiển thị thế giới, các nguồn sáng, máy quay phim và các loa âm thanhHiển thị {} cài đặt sở thíchHiện/Ẩn GiấuHiện/Ẩn Giấu các MặtHiển thị / ẩn giấu khối dữ liệu Đường CongẨn/Hiện khối dữ liệu Đám Mây ĐiểmẨn/Hiện khối dữ liệu Thể TíchThu Nhỏ/Co LạiCo Diện Mặt Ấn ĐịnhHệ Số Thu Nhỏ LạiHệ Số Thu Nhỏ Tối ĐaThu Diện Màn Chắn LọcTốc Độ Thu NhỏThu Nhỏ Nhóm Điểm ĐỉnhThu Hẹp Tính Hữu HìnhThu nhỏ lựa chọn hiện tại của các dải được chọn kề cạnh lạiThu nhỏ khung hình lại về khung hộp viền tối thiểuThu nhỏ vị trí về bề mặt mục tiêu gần nhấtThu nhỏ vị trí về bề mặt mục tiêu gần nhất dọc theo trục đã choThu Nhỏ vị trí về bề mặt mục tiêu gần nhất, dọc theo các pháp tuyến điểm đỉnh được nội suy của mục tiêuThu Nhỏ vị trí về điểm đỉnh mục tiêu gần nhấtThu nhỏ khung lưới về bề mặt gần nhất trên mục tiêuThu nhỏ khung lưới về bề mặt gần nhất trên mục tiêu, dọc theo trục đã choThu nhỏ khung lưới tới bề mặt mục tiêu gần nhất dọc theo các pháp tuyến điểm đỉnh được nội suy của mục tiêuThu nhỏ khung lưới về điểm đỉnh gần nhất trên mục tiêuThu hẹp vùng lựa chọn xuống một điểmThu hẹp tính hữu hình theo một mặt dựa trên cấu trúc khung lướiBộ điều chỉnh thu co bao bọc hòng thu nhỏ và bao bọc một đối tượng vào một mục tiêuBộ điều chỉnh để thu/co một đối tượng lại và bao bọc một mục tiêuThu Nhỏ/Phình ToThu Nhỏ/Phình To: Thu Nhỏ/Phình To: %3fThu Nhỏ/Phình To: %sThu nhỏ/phình to các điểm đỉnh đã chọn ra dọc theo pháp tuyếnHệ Số Co LạiNhóm về Mức Co LạiCo-BọcRàng Buộc Co-BọcCo-Bọc Đường Cong TócBộ Điều Chỉnh Co BọcKiểu Co-BọcCo-Bọc các đường cong tóc thành bề mặt khung lưới từ bên dưới và từ bên trên nếu muốnSắp Xếp LạiCửa ChậpCửa Chập ĐóngĐường Cong của Cửa ChậpCửa Chập MởLoại Cửa ChậpAnh Chị EmBênBên (Y-Z)Số Phân Đoạn của CạnhSố Phân Đoạn của Cạnh nhất định phải ít nhất là 1Kề Nhau về bên TráiKề Nhau về bên PhảiKề Nhau Xuống DướiKề Nhau, Lên TrênChiều dài cạnh dọc theo mỗi trụcChiều dài cạnh của bình diện theo hướng XChiều dài cạnh của bình diện theo hướng YVùng Bên Cạnh Khung hìnhPhía bên của đối tượng sử dụng để sắp hàngBên của khung khóa mà các tay cầm Bézier sẽ tác độngPhía bên của dải để tráo đổiBên để lựa chọnBên Kề BênThanh BênSố CạnhXichmaChế Độ DấuDấu của véctơ song tiếp tuyến (bitangent) cho điểm đỉnh này đối với mặt này (phải được tính toán trước bằng cách sử dụng hàm calc_tangents, bitangent = bitangent_sign * cross(pháp tuyến, tiếp tuyến))Góc Độ có DấuTrường Góc số Âm/DươngHình BóngThanh Lọc Đường Viền Hình BóngCác đường viền hình bóng và đường viền ranh giới được đặt tại tâm hình học của nét vẽVẽ các đường viền hình bóng và đường viền ranh giới bên trong hình học của nét vẽVẽ các đường viền hình bóng và đường viền ranh giới bên ngoài hình học của nét vẽCác đường viền hình bóng và đường viền ranh giới bị dịch chuyển với tỉ số do người dùng đặt raLụaBạcTương tự như Hỗn Hợp Đa Phân Dạng (Hybrid Multifractal) kiến tạo một địa hình hỗn tạp, song với hình dạng trông giống như các mạch sông ngòiTương tự như SMPTE (Ngắn Gọn), ngoại trừ phần thập phân của giây đồng hồ sẽ được hiển thị thay vì số khung hìnhTương tự với hầu hết các thấu kính mắt cá hiện đại, có cân nhắc đến kích thước của bộ cảm biếnTương tự như đa phân dạngTương tự như nút BSDF Nguyên Tắc nhưng sử dụng quy trình làm việc của ánh phản xạ chuẩn thay quy trình của ánh kim loại, hoạt động bằng cách chỉ định màu phản chiếu đối mặt (dọc theo pháp tuyến). Năng lượng không được bảo toàn, vì vậy kết quả có thể không chính xác về mặt vật lýĐơn GiảnTrục Đơn GiảnPha Trộn Đơn GiảnBiến Dạng Đơn GiảnBiểu Thức Đơn GiảnTên Đơn GiảnHình Ngôi Sao Đơn GiảnBộ điều chỉnh biến dạng đơn giản để áp dụng các hiệu ứng như xoắn vặn và uốn congNội suy đơn giản giữa các điểm ảnh kề cậnTên đơn giản của danh mục tài sản, dành cho mục đích gỡ lỗi và phục hồi dữ liệuHiệu ứng chậm rãi đơn giản lấy cảm hứng từ vật lýVẽ lại đồng hồ đơn giản để thử tốc độ cập nhật giao diệnBộ giải nghiệm đơn giản với hiệu suất tốt, không hỗ trợ hình học chồng chéo lên nhauBiếnDạngĐơnGiảnBộ Điều Chỉnh Biến Dạng Đơn GiảnĐơn Giản HóaĐơn Giản HóaĐơn Giản Hóa Con Cái HạtĐơn giản hóa Đường Cong-F bằng cách loại bỏ các khung khóa có khoảng cách gần nhauĐơn giản hóa bản vẽ Bút Chì DầuDuy đơn giản hóa Bút Chì Dầu trong khi chơi lại hoạt họaBộ Điều Chỉnh Đơn Giản HóaĐơn Giản Hóa Nét VẽBộ điều chỉnh Đơn Giản Hóa Nét VẽĐơn Giản Hóa Độ Phân HóaĐơn Giản Hóa Thể TíchĐơn giản hóa hình học bằng thu các cạnh lạiĐơn giản hóa các khung lưới thông qua tỷ lệ số lượng tam giácĐơn giản hóa các đường cong đã chọnĐơn giản hóa các nét đã chọnĐơn giản hóa nét vẽ để thuyên giảm số điểmĐơn giản hóa nét vẽ bằng cách hợp nhất các điểm đỉnh nằm trong khoảng cách đã choĐơn giản hóa bộ đường nétMô phỏng một lớp sơn tráng bóng bằng cách giảm độ nhám xuống thành hệ số đã cho duy trong lần bật nẩy ánh sáng đầu tiên (khuếch tán). Phạm vi [0, 1] tương đương với mức giảm [0%, 100%] độ nhám ban đầuMô phỏng cấu trúc thể tích bên trong bằng cách kiến tạo lực đàn hồi (lò xo) kết nối các bên đối lập của khung lưới với nhauMô phỏng bề mặt đại dươngMô phỏng sự biến dạng và phân tán từ các lăng kính của máy quay phimMô phỏng chất lỏng có độ nhớt cao bằng một trình giải nghiệm đặc biệtMô phỏng áp lực bên trong một khung lưới kín của vải vócMô phỏng các vật thể mềm có thể biến dạngKhung Hình Mô PhỏngDuy mô phỏng một khu vực cụ thể chung quanh đầu bút, giới hạn bởi một bán kính cố định, mà thôiMô phỏng toàn bộ khung lướiMô PhỏngĐầu BútLưu vào Bộ Nhớ ĐệmKhung VẽThay Đổi Độ SâuTiêu BiếnLựcTrở Ngại VậtDuy Phản HồiTỷ Lệ Ảnh HưởngThể LoạiLoại SóngKhu Vực Mô PhỏngThư Mục Nướng Mô PhỏngSuy Giảm Dần của Mô PhỏngKhung Hình Kết Thúc Mô PhỏngKhung Hình Khởi Đầu Mô PhỏngĐầu Vào Mô PhỏngMục Mô PhỏngGiới Hạn Mô PhỏngPhương Pháp Mô PhỏngCác Nút Mô PhỏngĐầu Ra Mô PhỏngID của Nút Đầu Ra Mô PhỏngPhạm Vi Mô PhỏngMô Phỏng Bắt Đầu TừTrạng Thái Mô PhỏngVùng Mô PhỏngKhung hình mô phỏng chấm dứtTrường mô phỏng thành ánh xạ màu sắcTrường mô phỏng, tô màu sơ đồ thành các đường khung lưới đồ thịKhung hình mô phỏng bắt đầuMô phỏng sẽ được tính toánSinChế độ SinĐơn/MộtĐơn Mũi TênĐơn TrụcĐơn MàuĐơn Hình ẢnhKhử Răng Cưa Đơn LượtĐơn Tính ChấtĐơn BênĐơn BênĐơn Giá TrịĐơn kênh âm thanhĐơn mặt của bản đồ lập phương đẳng giácĐơn tập tin với toàn bộ các góc nhìnMột tập tin có hai hình lập thể được mã hóaĐơn Thành Phần của Mục TiêuĐơn tập tin hình ảnhMột đơn tầng dùng chắn lọc các điểm ảnhMột điểm trên phân đoạn chốt trục xác định mép nhòeMột điểm trong chốt trục dùng để xác định màn chắn lọcSố thực mức chính xác đơnĐơn nhất tầng kết xuất để tái kết xuất (chỉ sử dụng khi hoạt họa được tắt đi)Chốt Trục dùng để định nghĩa hình dạng của màn chắn lọcMột hệ thống máy quay phim lập thể, điều chỉnh sắp đặt lập thể trong bảng về máy quay phimNên chọn một dấu giám sát có nhóm điểm để xác định trụcĐơn phần tử hình học cho vòng lặp hiện tại. Lưu ý rằng việc tách phân các hình học lớn thành nhiều hình học nhỏ có thể là một việc làm khá kém hiệu quảGiá trị tới hạn (trong tình trạng tắc nghẽn) phần mềm sử dụng để áp dụng sự giảm chấn cấp lũy tiến (giá trị cao hơn làm cho kết quả ổn định hơn, ít tính phản ứng hơn)Thuyên Chuyển Hình SinChậm rãi theo hình Sin (yếu nhất, gần như tuyến tính song cong một chút)Địa Điểm Trang MạngKích ThướcCỡ 1Cỡ 2Đi Lệch Do Kích ThướcHệ Số Kích ThướcChế Độ Kích ThướcÁp Lực Đổi Kích ThướcNguồn Kích ThướcĐơn Vị Thời GianKích Thước XKích Thước YKích Thước ZKích Thước từ Bán KínhHệ số nhân kích thước để sử dụng khi hiển thị các phần tử giao diện người dùng tùy chỉnh, hòng để chúng đổi tỷ lệ chính xác trên các màn hình có độ phân giải DPI khác nhau. Giá trị này dựa trên cài đặt DPI của hệ điều hành và tỷ lệ hiển thị của Blender.Kích thước của mô hình bàn cờ dùng để ám chỉ những khu vực trong suốtKích thước độ nhiễu của khómCỡ của dịch chuyển dẫn xuất, dùng để tính pháp tuyếnKích thước dùng để hiển thị đối tượng trống rỗng trong cổng nhìnKích thước phần tử, sự sử dụng các thành phần tùy thuộc vào thể loại của yếu tốKích thước của mỗi một bản đồ lập phương (cubemap)Kích thước bộ nhớ đệm hình ảnh được kết xuất cuối cùng tính bằng megabyteCỡ rối phụ thuộc vào vị tríCỡ của tập tin đóng gói trong đơn vị byteKích thước của các hạt trong cổng nhìnKích thước diện tích của kiểu mẫu cho những giám sát mới kiến tạoKích thước của hình dạng dự phóng (0 là chế độ tự động)Kích thước chiều dài ngẫu nhiên thêm vào cuối mỗi nét vẽKích thước chiều dài ngẫu nhiên thêm vào đầu mỗi nét vẽCỡ rối ngẫu nhiênKích thước bộ nhớ đệm hình ảnh nguồn thô tính bằng megabyteKích thước của diện tích tìm kiếm cho những giám sát mới kiến tạoKích thước hình đĩa cho mặt trờiKích thước của ánh xạ chất liệuKích thước diện tích của nguồn sáng diện tích, kích thước chiều Y cho các hình dạng là hình chữ nhậtKích thước diện tích của nguồn sáng diện tích, kích thước hướng X cho các hình dạng hình chữ nhậtKích thước của hình thu nhỏ xem trước tài sản tính bằng điểm ảnhKích thước mờ nhòe dọc theo trục XKích thước mờ nhòe dọc theo trục YKích thước bộ cảm biến của máy quay phimKích thước của hình lập phương để phóng chiếu lênKích thước của hiệu ứngKích thước của phần trám giữa các viên gạch (được gọi là "vữa"). 0 nghĩa là không có vữaKích thước phông sử dụng khi kết xuất văn bản đóng dấuKích thước của bể bức xạ, kích thước bể lớn hơn sẽ cho phép có nhiều khung lưới đồ thị bức xạ hơn trong cảnh, song có thể không khít vừa với lượng bộ nhớ GPU và sẽ làm giảm hiệu suất hoạt độngKích thước lề mép như một phân vùng của ánh xạ UVKích thước của phần đệm xung quanh mỗi trình biên soạn.Kích thước cửa sổ tìm kiếm được sử dụng để xác định các cạnh. Kích thước tìm kiếm cao hơn tương ứng với các cạnh ít nhiễu hơn và chất lượng cao hơn, không nhất thiết là các cạnh lớn hơn. Có thể sử dụng dung sai cạnh để mở rộng kích thước của các cạnhKích thước của ánh xạ bóng tối áp dụng vào mỗi mẫu vật của sự tỏa sángKích thước của bể chứa bóng tối, kích thước bể lớn hơn sẽ cho phép có nhiều bóng tối trong cảnh hơn, song có thể không khít vừa với bộ nhớ GPUKích thước của phạm vi mô phỏng (trong đơn vị mét), và hình học sinh tạo (trong đơn vị Blender)Cỡ văn bảnKích thước của hỗn loạnCỡ ô của khung lưới đồ thị thể tích tử đối với các hiệu ứng tương tácKích thước thể tích tử trong không gian đối tượng, được sử dụng trong quá trình tính toán thể tích. Những giá trị thấp sẽ duy trì các chi tiết tinh tế.Kích thước để chụp ảnh cho quá trình tái phóng chiếuKích Thước:Kích thước: {:s}Kích thước phải lớn hơn 0Phác họa cho tầng này trên các khung hình khácPhác HọaKết nối dây chuyền theo kiểu phác họa được vẽ nhiều lầnDaBộ Điều Chỉnh DaĐổi Kích Thước của DaGốc của DaĐiểm Đỉnh của DaĐiểm Đỉnh của DaÁnh_sáng_của_daBóng_tối_của_daDa BọcBỏ QuaBỏ Qua nếu đã Ấn XuốngBỏ Qua Các Kênh bị Khóa hoặc bị Tắt ĐiBỏ Qua POTBỏ qua việc sinh tạo tập tin POTBỏ Qua Sắp Đặt TrướcBỏ Qua LưuSố Phân Đoạn Nhảy CáchBỏ qua việc tính toán các pháp tuyến tùy chỉnh và các pháp tuyến góc mặt để hiển thị các khung lưới trong cổng nhìnBỏ qua việc hiển thị các cạnh đã được phân chia bên trongBỏ qua việc hiển thị/kết xuất các cạnh bên trong đã được phân chiaBỏ qua các tam giác của vỏ mà mặt có sẵn che lấpBỏ qua việc hiển thị mục trong danh sáchBỏ qua %d/%d hải đảo, hình học quá phức tạp trong quá trình phát hiện một trường hợp khớp giốngBỏ qua việc biên soạn dữ liệu đối tượng của thư việnBỏ qua một số bộ sưu tập bởi vì đã phát hiện có sự tuần hoàn vòng tròn xảy raBỏ qua '{:s}', không phải khung lướiBỏ qua '{:s}', số lượng điểm đỉnh khác nhauBỏ qua khung hình hiện tại "%s"Bỏ qua đối tượng '%s', dữ liệu '%s' đã được xử lý với một đối tượng trước rồiBỏ qua đối tượng '%s', dữ liệu kết nối hoặc vượt quyền '%s' không thể sửa đổi đượcBỏ qua đường dẫn trong Bộ Khóa, vì nó không có ID (ks = '%s', đường dẫn '%s[%d]')Bầu TrờiChất Liệu Bầu TrờiLoại Bầu TrờiPhiếnCắt LátSố Lần Cắt Lát Thể Tích TửPhân Cắt Chuỗi Ký TựCắt lát theo trục XCắt lát theo trục YCắt lát theo trục ZCắt Rời thành Đối Tượng MớiCắt lát vùng chắn lọc được vẽ bằng sơn ra khỏi khung lướiTrượt ĐẩyTrượt Đẩy Mép NhòeTrượt Đẩy Điểm MớiTrượt Đẩy Điểm trên Đường Cong SơnTrượt Đẩy ĐiểmTrượt đẩy một điểm trên chốt trục để xác định độ cong của nóĐẩy trượt một dải trình tự theo thời gianĐẩy trượt một điểm đỉnh dọc theo khung lướiTrượt đẩy một vòng cạnh dọc theo khung lướiTrượt đẩy hoạt họa để bắt đầu tại khung 0Trượt Đẩy các Điểm Điều KhiểnTrượt đẩy khu vực dấu mốcTrượt đẩy khu vực dấu mốc bình diệnThanh TrượtThanh Trượt Tối ĐaThanh Trượt Tối ThiểuMàu cho Thành Tố Thanh TrượtCông Cụ Trượt ĐẩyĐôi ChútTrượt Đẩy Khung KhóaDịch Chuyển Trượt: Số Khung Hình: %dDịch Chuyển Trượt: Số Khung Hình: %d Độ Lệch Âm Thanh: %.3fDịch Chuyển Trượt: Số Khung Hình: %sTrượt đẩy nội dung của các dải đã chọnĐộ DốcKheKhe %dTên Hiển Thị của KheTay Cầm của KheID của KheThể Loại KheKhe không thể là Không Tồn Tại (None) đượcKhe có một hình ảnh và ánh xạ UV hợp lệKhe chứa thông tin về quá trình sơn chất liệuKhe {:d}Các KheTiếng Xlô-vak (Slovenčina)Tiếng Slovenia (Slovenščina)ChậmBiểu thức Python chậm trễÁnh xạ chậm hơn cho biến dạng tốt hơn đối với Xương Dẻo (B-Bones) tức những xương đã được uốn cong ngoắt đi trong tư thế nghỉBộ giải nghiệm chậm hơn, nhưng cho kết quả tốt nhất với các mặt nằm cùng một bình diệnTốc Độ Chậm NhấtNhỏChữ Hoa NhỏTỷ Lệ Chữ In Hoa NhỏNhỏ HơnSố nguyên với phạm vi nhỏ hơn từ -128 đến 127 mà thôiGiá trị nhỏ sẽ cho độ phân giải cao hơnCác giá trị nhỏ hơn cho kết quả hiệu suất hoạt động tốt hơn, song có thể cắt bỏ thể tíchSóng Nhỏ NhấtThông MinhPhóng Chiếu UV Thông MinhBôi NhòeBôi nhọ trọng lượng trong nhóm điểm đỉnh đang hoạt độngKhóiKhói & LửaMàu KhóiPhạm Vi KhóiNguyên Vật Liệu Phạm Vi KhóiĐộ Phân Giải của Khung Lưới Đồ Thị KhóiMốt KhóiSắp đặt về sự va đập của khóiKhung lưới đồ thị màu của khóiKhung lưới đồ thị mật độ của khóiKhung Lưới Đồ Thị lửa của khóiKhung lưới đồ thị nhiệt của khóiKhung lưới đồ thị nhiệt độ của khói, phạm vi 0 đến 1 đại biểu là 0°K đến 1000°K (độ Kevin)Khung lưới đồ thị vận tốc khóiLàm MịnLàm Mịn để Sửa SaiĐầu Cuối Mịn MàngLàm Mịn Đầu CuốiLàm Mịn F1Hệ Số Làm MịnHình Học Rời RạcNét vẽ Bút Chì Dầu mượt màCờ Bit của Nhóm MịnCác Nhóm MịnLàm Mịn Đường CongNội suy tiếp tuyến cạnh mịn màng, theo phương pháp của Charles Hermite, giữa các giá trị Từ Tối Thiểu (From Min) và Từ Tối Đa (From Max)Số Lần Lặp Lại Quá Trình làm Mềm MạiLàm Mịn LaplacianLàm Mịn Màn Chắn LọcChế Độ Làm Mịn Tối ĐaChế Độ Làm Mịn Tối ThiểuBộ Điều Chỉnh Làm MịnLàm Mịn Pháp TuyếnBán Kính Làm MịnTỷ Lệ Làm MịnTô Bóng Mịn MàngPhân Bước Làm MịnNắn Mượt Nét VẽHệ Số Nắn Mượt Nét VẽBán Kính Nắn MượtDung Sai Làm Nét Trơn TruKiểu Làm MịnChuyển Động Góc Nhìn Mềm MạiĐường Dây Mềm MạiLàm Mịn Trục XLàm Mịn Trục YLàm Mịn Trục ZLàm mịn dọc theo trục XLàm mịn dọc theo trục YLàm mịn dọc theo trục ZLàm mịn một Đường Cong-F trong khi duy trì hình dạng tổng thể của đường congLàm mịn các vùng của một hình ảnh có nhiễu đáng chú ý, song để nguyên, không động chạm gì đến các vùng phức tạp cảLàm mịn các cạnh lởm chởmLàm mịn ranh giới song duy trì độ sắc nhọn của các gócLàm mịn ranh giới, bao gồm cả các góc nữaLàm Mịn theo GócLàm cho màu sắc mịn màngLàm cho màu trên các điểm đỉnh mịn màngLàm mịn hình học phức tạp quanh các phân nhánhLàm mịn các pháp tuyến tự tạo dựa vào các pháp tuyến của điểm đỉnh kề cạnhHiệu số hiệu ứng làm mượtBộ điều chỉnh tạo hiệu ứng làm mịnLàm mịn các đầu cuối của các nét vẽNhòe mờ mịn màngSuy giảm dần mịn màng được thêm vào sau bán kính đặcLàm cho tóc mịn màngCường độ làm mượt mà ánh sáng gần nguồn sáng. Cái này có thể tránh được những điểm nêu bật khắc nghiệt, và giảm nhiễu chiếu sáng toàn cầu. 0.0 tương ứng với không làm mịn; giá trị cao hơn sẽ mượt mịn màng hơnNội suy mịn màng giữa A và B, với đôi chút chủ động về hình dạng của đường congSố lần lặp lại được áp dụng sau khi tính toán hệ số tư thế của mỗi điểm đỉnhSố lần tái lặp quá trình làm mịn để áp dụng vào khung lưới trích xuấtLàm mượt các cạnh lởm chởm của văn bản trong giao diện người dùngLàm mịn khung lướiLàm mịn đối tượng dọc theo hướng XLàm mịn đối tượng dọc theo hướng YLàm mịn đối tượng dọc theo hướng ZDuy nắn mượt các điểm được chọn trong nét vẽLàm mịn màu với màu trung bình nằm dưới đầu bútLàm mịn màu của các điểm nét vẽ kề bênĐường Dây Mềm MạiCuộn nhẹ nhàng để làm cho tập tin biên soạn có thể nhìn thấy đượcNắn mượt nét vẽ được chọnNắn mượt/làm trơn tru các điểm của nét vẽLàm mịn đường cong bằng bộ lọc GaussLàm mịn các chi tiết, song giữ nguyên hình dạng tổng thểLàm mịn ánh sáng từ nguồn sáng nàyLàm mịn khung lưới bằng cách làm bẹp những góc nằm giữa các mặt kề cạnhLàm mịn khung lưới trong khi vẫn duy trì thể tíchLàm mịn pháp tuyến của bề mặt hoặc đường cong được bo trònLàm mịn bề mặt khung lưới, đồng thời bảo tồn thể tíchLàm mịn trọng lượng của nhóm điểm đỉnh đang hoạt độngLàm mịn trọng lượng cho các điểm đỉnh đã chọnNội suy mịn màng với chất lượng cao, nhưng chậm hơnPhiên bản mịn màng của F1. Tổng trọng của các tế bào voronoi lân cận.Làm Mịn ÂmLàm Mịn DươngNội suy tiếp tuyến cạnh mịn màng hơn, theo phương pháp của Charles Hermite, giữa các giá trị Từ Tối Thiểu (From Min) và Từ Tối Đa (From Max)Phân Bước Làm Mịn HơnNội suy ánh tỏa sáng mịn màng hơn song sẽ tạo ra sự rò rỉ ánh sángLàm mịn hình dạng đường cong của tócLàm MịnNhóm Làm MịnLàm Mịn DươngSố Bước Làm MịnBộ điều chỉnh hiệu ứng làm mịnHệ số làm mịnSố lần tuần hoàn quá trình làm mịn cho các tiếp tuyếnDịch chuyển giá trị ngẫu nhiên của mỗi nét vẽ một cách mịn màngMức Độ Làm MịnHệ số làm mịnLàm mịn các cạnh và các nét vẽLàm mịn bề mặt và thể tíchLàm mịn bề mặt của khung lưới, đồng thời bảo tồn thể tíchBôi Bẩn/NhòeCường Độ Bôi NhòeLàm nhòe màu bằng cách túm nắm và kéo rê chúngCường độ hiệu ứng bôi nhòeBám DínhBám dính con trỏ 3D vào đối tượng đang hoạt độngBám dính con trỏ 3D vào trung điểm của (các) phần tử được chọnBám dính con trỏ 3D vào phân khoảng khung lưới đồ thị gần nhấtBám dính con trỏ 3D vào tọa độ thế giớiGóc của Mặt TrờiNền Tảng Bám DínhBám Dính Khung Hình Hiện Tại vào các DảiKhoảng Cách Bám DínhPhần Tử Bám DínhTăng Tiến Bám DínhĐảo Nghịch Bám DínhBắt Dính các Hải Đảo LạiChế Độ Bám DínhBám Dính Nút trong khi biến hóaCài Đặt Gói dùng SnapBám Dính vào Đối Tượng BócMục Tiêu Bám DínhMục Tiêu Bám Dính cho Cá Nhân Phần TửBám Dính VàoBám Dính VàoNgưỡng của Mặt TrờiBám Dính Phần Tử UVBám dính UV trong khi biến hóaBám Dính Điểm ĐỉnhBám dính cái đang hoạt động vào mục tiêuBám Dính vào Trung ĐiểmBám dính bằng cách phóng chiếu lên các mặtBám dính điểm gần nhất vào mục tiêuBám dính khung hình hiện tại vào điểm khởi đầu hoặc điểm kết của dảiBám dính con trỏ vào tâm của các điểm được chọnBám dính con trỏ vào loại mục tiêuBám dính trong khi biến hóaBắt dính các hải đảo lại với nhau (trong chế độ đính vá cạnh, đồng thời xoay chiều hải đảo nữa)Bám dính trung điểm vào mục tiêuBám dính điểm giữa của các điểm đỉnh vào điểm tâm của trụcChỉ bám dính vào các đối tượng có thể chọn mà thôiDuy bám dính vào mục tiêu lúc đầu nằm gần nguồn (duy “Mặt Gần Nhất”) mà thôiBám Dính vào cái đang Hoạt ĐộngBám Dính vào cái Chỉnh SửaBao dính vào cái Không Chỉnh Sửa đượcDuy Bám Dính vào cái Có Thể ChọnDuy bám dính vào chính bản thân mình mà thôi, nếu bật (duy chế độ biên soạn)Bám dính vào các đối tượng không hoạt động trong chế độ biên soạn (duy chế độ biên soạn)Bám dính vào các đối tượng không nằm trong chế độ biên soạn (duy chế độ biên soạn)Nhấp vào đầu chơi khi rà quétBám dính các điểm đỉnh UV được chọn vào loại mục tiêuBám dính (các) phần tử được chọn vào con trỏ 3DBám dính phần tử được chọn vào phần tử đang hoạt độngBám dính (các) phần tử được chọn vào vị trí chuộtBám dính (các) phần tử được chọn vào phân khoảng khung lưới đồ thị gần nhấtBám dính các khung khóa được chọn vào các thời điểm/giá trị được chọnBám dính các khung khóa được chọn vào khung hình hiện tạiBám dính các khung khóa được chọn vào khung hình gần nhất (toàn bộ) (dùng để sửa sự dịch chuyển vô tình của phân-khung-hìnhBám dính khung khóa được chọn vào dấu gần nhấtBám dính khung khóa được chọn vào giây đồng hồ gần nhấtBám dính các khung khóa được chọn vào các điểm thời gian chỉ địnhBám dính điểm được chọn vào các điểm của khung lưới đồ thị gần nhấtBám dính các điểm/nét vẽ được chọn vào con trỏBám dính các dải trong khi biến hóaBám dính gốc của mỗi đường cong vào điểm bề mặt gần nhấtBám dính vàoBám Dính Vào các Phần TửBám Dính vào cùng một Mục TiêuBám Dính vào DảiBám Dính vào Bề MặtBám dính vào toàn bộ hình họcBám dính vào toàn bộ các điểmBám dính vào đường viền và tọa độ gốc của các dải chưa được chọn, có thể nhìn thấyBám dính vào khung hình hiện tạiBám dính vào cạnhBám dính vào điểm đầu tiên, cuối cùng, và nội suyBám dính vào điểm đầu tiênBám Dính vào Khung HìnhBám dính vào số khung hình tăng tiếnBám dính vào toàn giá trịBám dính vào khung lưới đồ thịBám dính vào phân khoảng gia tăng, snap(A,B)Bám Dính theo Mức Tịnh TiếnBám dính vào khoảng cách của đồ thịBám dính vào khung khóaBám dính vào các dấu đánhBám dính vào dấu mốc gần nhấtBám dính vào điểm gần nhất trên các mặtBám dính vào đường viền xem trướcBám dính vào trung tâm xem trướcBám dính vào bản xem trước hoặc khung hình bắt đầu và kết thúc của cảnhBám dính vào các khóa tính lại thời gianBám dính vào số giây tăng tiếnBám Dính vào Số GiâyBám dính vào trung điểm của các cạnhBám dính vào điểm gần nhất trên một cạnhBám dính vào các điểm đỉnhBám dính vào thể tíchBám dính trung tâm biến hóa vào mục tiêuBám vào các giá trị xấp xỉ với bậc phân chia của khung lưới đồ thị, ví dụ như tạo hiệu ứng chuyển động giậtBám dính các cặp điểm đỉnh vào các vị trí phản chiếu đối xứng của chúngBám DínhKhoảng Cách Bám DínhBám dính chi FK vào IKBám dính chi IK vào FKỔ CắmMã Định Danh Ổ CắmChọn Ổ CắmBản Mẫu của Ổ CắmLoại Ổ CắmTên Loại Ổ CắmMiêu tả ổ cắmĐường kết nối của ổ cắm được hiển thị trong giao diệnỔ cắm phải nằm trong một bảng điều khiểnTên ổ cắmHình dạng của ổ cắmỔ cắm để bao gồm trong nút đầu vào/đầu ra của nhóm bổ sungChú thích ổ cắmỔ CắmỔ CắmMềmThân MềmBộ Điều Chỉnh Thân MềmTính Mềm Dẻo của Thân MềmBộ Đệm Nhớ Điểm của Thân MềmSắp Đặt Thân MềmSuy Giảm Dần Mềm MạiÁnh Sáng Mềm MạiChế Độ Ánh Sáng Mềm MạiGiới Hạn MềmTối Đa MềmTối Thiểu MềmBộ điều chỉnh mô phỏng thân mềmSắp đặt mô phỏng thân mềm cho một đối tượngThân MềmThân Mềm & Vải VócTrọng lượng mục tiêu của thân mềmLàm Mềm MạiĐộ Mềm MạiLập ThểNguồn Sáng Lập ThểNguồn Sáng cho Lập ThểBán Kính ĐặcĐắp DàyBộ Điều Chỉnh Đắp DàyĐộc TấuĐộc Diễn Đang Hoạt ĐộngĐơn Diễn Hình Mẫu đang Hoạt ĐộngGiảiGiải nghiệm chuyển động của máy quay phim từ các dấu giám sátSai số trong giải nghiệm: {:.2f} điểm ảnhTrình Giải NghiệmSố Lần Lặp Lại Giải NghiệmCác Tùy Chọn của Trình Giải NghiệmKết Quả Giải NghiệmBộ giải nghiệm đòi hỏi một khung lưới đa tạpGiải NghiệmChọn phương pháp giải nghiệm: giảm chấn tự động hay giảm chấn thủ côngMột số kết nối đã bị mất do số lượng ổ cắm đầu ra khác nhauKhông thể chuyển đổi một số đường cong vì chúng không gắn vào bề mặtMột số dữ liệu không tái dựng được (xem bàn giao tiếp để biết thêm chi tiết)Một số khung hình đã bị bỏ qua trong khi nướng/lưu bộ nhớ đệm đóMột số chuỗi văn bản đã được sửa chữa, chớ quên lưu tập tin .blend để giữ lại các thay đổiSắp Thứ TựSắp Xếp theo Thứ Tự Bảng Chữ CáiSắp Xếp Thứ Tự TheoSắp Xếp Thứ Tự Theo:Sắp Tuần Tự các Khối Dữ LiệuSắp Xếp Thứ Tự các Phần TửChỉ Số Sắp XếpKhóa để Sắp Thứ TựTrật Tự Sắp XếpSắp Xếp Trật Tự các Màu trong Bảng PhaKiểu Sắp Xếp Trật TựTrọng Lượng Sắp XếpSắp Xếp theo trật tự Gần Đây NhấtSắp Xếp theo TênSắp thứ tự bằng độ dài 2D của đường cong (đường nét dài hơn nằm ở trên đường ngắn hơn)Sắp thứ tự bằng khoảng cách từ máy quay phim (đường nét gần hơn nằm ở trên đường xa hơn)Sắp xếp thứ tự theo giá trị X phóng chiếu trong hệ tọa độ hình ảnhSắp xếp thứ tự theo giá trị Y phóng chiếu trong hệ tọa độ hình ảnhSắp xếp các kênh theo thứ tự của sai số tái dự phóng trung bình ở hậu kỳ giải nghiệm giám sátSắp xếp các kênh theo thứ tự số của khung hình đầu tiênSắp xếp các kênh theo thứ tự số của khung hình cuối cùngSắp thứ tự kênh bằng đoạn giám sát dài nhấtSắp thứ tự bằng tổng lượng các đoạn được giám sátSắp thứ tự các kênh bằng tênSắp xếp các tập tin theo thứ tự thời gian sửa đổiSắp xếp các tập tin theo thứ tự kích thước của tập tinSắp xếp các phần tử theo thứ tự tên của chúngSắp xếp các phần tử theo thứ tự đi xuống (descending), từ các giá trị cao nhất đến thấp nhấtSắp xếp thứ tự các phần tử được chọn từ xa nhất đến gần nhất trong góc nhìn hiện tạiSắp xếp thứ tự các phần tử được chọn từ trái sang phải trong góc nhìn hiện tạiSắp xếp thứ tự các phần tử được chọn từ gần nhất đến xa nhất so với con trỏ 3DSắp xếp các mặt được chọn theo thứ tự, từ chỉ số nguyên vật liệu nhỏ nhất đến lớn nhấtSắp xếp danh sách tài sản theo thứ tự bảng chữ cáiSắp xếp danh sách tài sản sao cho các tài sản trong cùng một danh mục được duy trì đứng cùng nhau. Nội trong một đơn danh mục, các tài sản được sắp xếp theo tên. Các danh mục được sắp xếp theo thứ tự của hệ thống phân cấp danh mục đơn điệu, phi tầng lớp.Sắp xếp bảng danh sách tập tin theo thứ tự chữ cáiSắp xếp bảng liệt kê tập tin theo thứ tự alphabet của đuôi tập tin/thể loạiSắp xếp thứ tự các mục tìm kiếm gần đây ở trên cùngKiểu sắp xếp trật tựSắp xếp thứ tự các nhóm điểm đỉnhSắp Thứ TựÂm ThanhChặn Âm ThanhMớiLiaCao ĐộDịch Chuyển Âm ThanhÂm Lượng của DảiÂm LượngTập Tin Âm ThanhTên Âm ThanhDải Âm ThanhDải Âm ThanhDải Âm Thanh được ChọnTên khối dữ liệu âm thanh để mở góiKhối dữ liệu âm thanh tham chiếu một tập tin âm thanh ở bên ngoài hoặc đã được đóng góiKhối dữ liệu âm thanh của loa nàyKhối dữ liệu âm thanh của loa nàyKhối dữ liệu của âm thanhÂm thanh không thể chỉnh sửa đượcÂm thanh chưa được đóng góiTập tin mẫu âm thanh mà khối dữ liệu Âm Thanh này sử dụngDải âm thanhRãnhÂmThanhÂm ThanhThư Mục Âm ThanhNguồnKênh NguồnHình Ảnh của Nguồn Rập KhuônKhe Nguồn Rập KhuônÁnh Xạ UV của Nguồn Rập KhuônBộ Sưu Tập NguồnHình Ảnh NguồnLựa Chọn các Tầng NguồnCác Thư Viện NguồnThư Viện NguồnDanh Sách NguồnĐối Tượng NguồnVị trí NguồnGốc Mã NguồnỔ Cắm Nguồn!Cây NguồnThể Loại NguồnNhóm Điểm Đỉnh NguồnNguồn và đích cho operator đối xứngKhung lưới nguồn và khung lưới đích không có cùng một số góc cạnh, cho nên, không thể sử dụng ánh xạ ‘Cấu Trúc Liên Kết’ trong trường hợp này đượcKhung lưới nguồn và khung lưới đích không có cùng một số góc mặt, cho nên, không thể sử dụng ánh xạ 'Cấu Trúc Liên Kết' trong trường hợp này đượcKhung lưới nguồn và khung lưới đích không có cùng một số mặt, cho nên, không thể sử dụng ánh xạ 'Cấu Trúc Liên Kết' trong trường hợp này đượcKhung lưới nguồn và khung lưới đích không có cùng một số điểm đỉnh, cho nên, không thể sử dụng ánh xạ ‘Cấu Trúc Liên Kết’ trong trường hợp này đượcMàu nguồnCác thành phần nguồn cần phải gần hơn khoảng cách đã cho với cái ở đíchTập tin nguồn nằm trong đường dẫn tìm kiếm trình bổ sung: {!r}Thư viện nguồn: {} {}Vị trí nguồnKhung lưới nguồn không có bất cứ một cạnh nào cả, do đó, trong trường hợp này, không thể áp dụng các ánh xạ ‘Cạnh’ đượcKhung lưới nguồn không có bất cứ một mặt nào cả, do đó, trong trường hợp này, không thể áp dụng các ánh xạ 'Mặt' đượcNguồn giá trị cung cấp cho các biến điều vậnNguồn gốc tên nhãnNguồn của sự ngẫu nhiênNguồn định hướng tia phản xạKhung lưới nguồn được dùng để kiến tạo hình dạng va đậpKhung lưới nguồn và đích không có bất cứ cạnh nào cả. Không thể chuyển giao dữ liệu cạnh đượcKhung lưới nguồn và đích không có các mặt nào cả. Không thể thuyên chuyển dữ liệu về góc cạnh đượcKhung lưới nguồn và đích không có bất cứ mặt nào cả. Không thể thuyên chuyển dữ liệu mặt đượcKhung lưới nguồn và đích không có bất cứ điểm đỉnh nào cả. Không thể thuyên chuyển dữ liệu điểm đỉnh đượcNguồn để chọn khung vẽCác nguồn dữ liệu cung cấp cho tính toán biến số nàyNamĐông NamTây NamPhân Khoảng/Không GianKhông Gian Trình Biên Soạn Đoạn PhimKhông Gian Bàn Giao TiếpKhông Gian Trình Biên Soạn Bảng Hành ĐộngKhông Gian Trình Duyệt Tập TinKhông Gian Trình Biên Soạn Đồ ThịKhông Gian Trình Biên Soạn Hình ẢnhKhông Gian Thông TinMa Trận Không GianKhông Gian Trình Biên Trình Biên Trình Biên Soạn NLAKhông Gian Trình Biên Soạn NútKhông Gian Mục LụcCài Đặt Sở Thích về Không GianKhông Gian Trình Phối HìnhKhông Gian Bảng TínhKhông Gian Biên Soạn Văn BảnThể Loại Không GianKhông Gian Trình Biên Soạn UVPhân Khoảng Toàn bộ các UV Đều ĐặnKhoảng trống giữa các hải đảoKhông gian đang được hiển thị trong diện tích nàyDữ liệu không gian cho một vùng màn hìnhLoại dữ liệu không gianPhân khoảng các vết bút tùy theo định hướng của bề mặt thay vì không gian màn hìnhKhông gian cho trục dự phóngKhông gian dùng cho các biến hóaKhông gian sử dụng cho độ cao đầu vàoKhông gian của pháp tuyến cung cấpKhông gian để tính toán chủ nhânKhông gian mà mục tiêu được tính toán trong đóKhông gian nguồn để khởi đầu chuyển đổiKhông gian đích để chuyển đổi sangKhông gian sử dụng cho quá trình sao chép dữ liệu khung lướiBiến hóa không gian cho quá trình sao chép từ một đối tượng sang một đối tượng khácThanh CáchHành Động của phím Dấu CáchKhông Gian/Dấu Cách TrốngNhững không gian nằm trong khu vực này, trước tiên nhất là diện tích đang hoạt động (LƯU Ý: Có lợi trong việc phục hồi không gian góc nhìn 3D đã sử dụng trước đây, trong một khu vực nào đó, để lấy lại định hướng cũ của góc nhìn, chẳng hạn)Phân KhoảngPhân Nhịp Dọc theo Nét VẽKích Thước Phân KhoảngÁp Lực Phân KhoảngKhoảng cách trước khi dốc màu của đầu bút tuần hoàn lại từ đầuDùng khoảng cách trống giữa các chấm làm phần trăm của đường kính đầu bútChỉnh phân khoảng giữa các ký tựPhân khoảng giữa các điểm khung lưới đồ thịKhoảng cách giữa các từKhoảng cách giữa các chất liệu dọc theo chiều dài của nét vẽKhoảng cách: {:g}Số Nhịp NốiTiếng Tây Ban Nha (Español)Kết Buộc Thưa ThớtNhiễu Không GianTái Dụng Không GianKích Thước Không GianSinh tạo hạt từ hình dạngLoaMớiThể Tích Tối ThiểuKhối dữ liệu loa cho đối tượng loa 3DKhối dữ liệu của loaCác LoaLoaCác Ký Tự Đặc BiệtChỉ định mức hấp thụ năng lượng trên mỗi đơn vị chiều dài khi ánh sáng truyền qua tóc. Giá trị cao hơn dẫn đến màu tối hơnChỉ định mức độ góc nhọn sẽ được bo tròn lạiChỉ định độ tròn của bokeh, độ tròn tối đa tạo ra bokeh trònXác định hình thức xương thừa kế sự thay đổi về tỷ lệ từ xương phụ huynhChỉ định phương pháp xương dính vào được bố trí với bộ điều khiển tại vị trí đầu xươngXác định ánh xạ tông màu hoạt động trên toàn bộ hình ảnh hay trên từng điểm ảnh, 0 là toàn bộ hình ảnh, 1 là từng điểm ảnh một, và các giá trị giữa là sự pha trộn giữa hai cáiXác định xem nếu ánh xạ tông màu hoạt động dựa trên độ sáng hoặc trên từng kênh màu riêng biệt, 0 là dùng độ sáng, 1 là từng kênh màu một, các giá trị giữa là sự pha trộn của cả haiChỉ định độ nhám của mặt vi mô của nền khuếch tán (0.0 là phản xạ Lambertian hoàn hảo, 1.0 là hoàn toàn nhám)Chỉ định độ nhám mặt vi mô của bề mặt cho phản chiếu đều và truyền xạ (0.0 là phản quang đối xứng hoàn hảo (gương), 1.0 là hoàn toàn thô nhám)Chỉ định lượng dịch chuyển màu. 1 có nghĩa là dịch chuyển tối đa về phía màu xanh lam trong khi -1 có nghĩa là dịch chuyển tối đa về phía màu đỏChỉ định cường độ giới hạn của kênh giới hạnChỉ định độ sáng mà tại đó các tông trung gian của hình ảnh kết thúc và các điểm nổi bật bắt đầuChỉ định độ sáng mà tại đó các tông trung gian của hình ảnh bắt đầu và các bóng tối kết thúcChỉ định kích thước của mống mắt hệ gương–thấu kính; giá trị 0 có nghĩa là không có mống mắt.Chỉ định độ mượt của màn hình khóa hóaChỉ định cường độ tràn vãi của mỗi kênh màuChỉ định cường độ tràn vãiChỉ định ngưỡng hoặc độ nhạy đối với các cạnh. Giảm giá trị này đi thì bạn sẽ có thể phát hiện nhiều cạnh hơn, song phải trả giá về hiệu suất hoạt động kémChỉ định giá trị của tùy chọn Vị Trí Cục Bộ cho các điều khiển IK. Tùy chọn này quyết định xem các kênh vị trí có căn chỉnh theo định hướng điều khiển cục bộ hay định hướng thế giới hay khôngChỉ định trọng lượng làm mịn so sánh với pháp tuyến gốcXác định xem có nên chọn hình dạng mới được tiết lộ hay khôngChỉ định giá trị mét trên mỗi đơn vị của cảnh tùy chỉnhXác định kích thước tùy chỉnhXác định điều kiện chọn nét viền hình thể tùy theo các chỉ dấu mặtXác định một tập hợp lôgic của những điều kiện lựa chọn đối với các kiểu nét viền cạnh hình thểXác định giá trị mẫu vật mới để quyết định độ phân giải của các đường đa giácChỉ định một đường dẫn nơi dữ liệu đã nướng sẽ được lưu trữ một cách thủ côngChỉ định một phân số chính xác của đầu ra UV cuối cùngXác định hoặc là bao gồm, hoặc là ngoại trừ, các nét viền hình thể trực thuộc một bộ sưu tập các đối tượngXác định cho bao gồm hoặc loại trừ các nét viền hình thể dựa trên các kiểu nét cạnhXác định hoặc là bao gồm hay loại trừ các nét viền hình thể dựa trên các dấu chỉ mặtChỉ định độ dài tiêu cự của ống kính bằng milimétChỉ định phương pháp các biến hóa hiện tại kết hợp với các kênh hành độngXác định phương pháp kết hợp sự xoay chiều sao chép với sự xoay chiều hiện tại với nhauXác định phương pháp kết hợp các biến hóa sao chép với các biến hóa hiện tạiXác định phương pháp pha trộn giá trị của bộ điều chỉnh với giá trị cơ sởXác định phương pháp để kết hợp vị trí mới với vị trí ban đầuXác định phương pháp để kết hợp góc độ xoay chiều mới với xoay chiều ban đầuXác định phương pháp để kết hợp tỷ lệ mới với tỷ lệ ban đầuXác định chiều hướng và tỷ lệ, thay vì sử dụng dữ liệu đã được nhúng sẵn trong tập tin FBX (Filmbox:Phòng Bán Vé Phim)Xác định nguồn cho hình dạng khung lưới đồ thịXác định số lượng các mặt mục tiêu tương đối với khung lưới hiện tạiXác định khoảng cách giữa các điểm đỉnhXác định thấu kính bằng góc của tầm nhìnXác định điểm bắt đầu và điểm kết của đường nétXác định dịch chuyển từ điểm đỉnh này tới điểm đỉnh tiếp theoXác định tổng số điểm đỉnhXác định thể loại kênh xoay chiều sử dụngChiều dài mong muốn của thể tích tửXác định đơn vị độ dày của nét trong số điểm ảnhChỉ định độ chính xác của dữ liệu thể tích. Giá trị thấp hơn sẽ giảm mức tiêu thụ bộ nhớ, song sẽ ảnh hưởng đến mức chi tiết.Xác định độ dày đặc của thể tích và kích thước bước trong không gian đối tượng hoặc không gian thế giớiXác định kích thước phân bước và độ dày đặc của thể tích trong không gian thế giớiXác định thuộc tính nào của nguyên vật liệu để sử dụngXác định những phần nào của tài sản tư thế sẽ bị viết đè lênPhổ SóngPhổ sóng sử dụngPhản Xạ ChuẩnÁnh Phản Xạ Chuẩn BSDFMàu Phản Xạ ChuẩnKênh Lam của Màu Phản Xạ ChuẩnKênh Lục của Màu Phản Xạ ChuẩnKênh Đỏ của Màu Phản Xạ ChuẩnHệ Số Phản Xạ ChuẩnĐộ Sắc Nét của Phản Xạ ChuẩnĐiểm Nhấn Phản Xạ ChuẩnMức Chỉ Số Khúc Xạ của Ánh Phản Xạ ChuẩnBố Trí Ánh Sáng Tia Phản Xạ ChuẩnMàu phản xạ chuẩn của chất liệuSố nhân cho độ phản quang của ánh phản xạ chuẩnTốc ĐộĐiều Chỉnh Tốc ĐộHệ Số Tốc ĐộNội suy tốc độ 0Nội Suy Tốc Độ 1Số Nhân cho Tốc ĐộDốc Tăng TốcVéctơ Tốc ĐộPhương pháp điều chỉnh tốc độHệ số tốc độ khi quan sát chung quanh, giá trị càng cao thì chuột di chuyển càng nhanhTốc Độ Âm ThanhTốc độ âm thanh để tính hiệu ứng DopplerTốc độ của phản ứng đốt cháy (giá trị cao hơn làm cho lửa yếu điTốc độ của sóng. Tiến về điểm khởi đầu khi là giá trị âmDải Điều Chỉnh Tốc ĐộBộ Nhớ Đệm Đánh VầnHình CầuBán Kính Hình CầuĐặt Lựa ChọnBán kính hình cầu để tính toán độ congĐộ Phân Giải Hình CầuHình CầuSuy Giảm Dần Hình CầuĐầu Dò Hình CầuLập Thể Hình CầuMáy quay phim toàn cảnh cho các bản đồ môi trường, hay còn gọi là cảnh rộng Kinh Vĩ (Lat Long panorama)Nhòe mờ hình cầuTrường lực hình cầu dựa trên điện tích của các hạt, chỉ tác động đến các trường lực điện tích khác mà thôiHình Cầu HóaCường Độ Hình Cầu HóaCường Độ Tràn VãiĐường Xoắn ỐcLực xoáy ốc quanh trục Z địa phương của đối tượng lựcQuảng CáoMàn Hình Chào ĐónMẫu CongCác Điểm Chốt Trục của BézierSố Lượng Chốt TrụcHàm Nối Trục IKRàng Buộc IK Hàm Nối TrụcChỉ Số Chốt TrụcChiều Dài Chốt TrụcNút Chiều Dài Chốt TrụcTham Số Chốt TrụcNút Tham Số Chốt TrụcSố Điểm Chốt TrụcĐiểm của Chốt TrụcĐộ Phân Giải của Chốt TrụcChốt Trục sẽ được đóng kín khi thả ra nếu không được kéo rêĐiểm của chốt trục không có tay cầmThể loại chốt trụcMẫu Cong:Chốt TrụcTách PhânGóc Độ Tách PhânTách Phân Hoạt Họa theo Đối TượngTách phân các yếu tố của BVH (Bounding Volume Hierarchy=Cây Phân Cấp Giới Hạn Thể Tích) theo số bước thời gian này để tăng tốc thời gian kết xuất, mặc dầu việc này sẽ tiêu tốn bộ nhớ nhiều hơnTách Phân theo NhómTách Phân theo Đối TượngPhân Gạch 1Phân Gạch 2Phân Gạch 3Tách Phân CạnhTách Phân Cạnh và Các MặtTách Rời Mí Mắt Theo Thanh TrượtPhân Khoảng 1Phân Khoảng 2Phân Khoảng 3Phân Tách Xung LựcChiều Dài Tách ĐoạnPhân Tách DòngPhân Tách Nguyên Vật LiệuMẫu Tách PhânTách PhânPhân tách một ma trận 4x4 thành từng giá trị riêng lẻ của nóTách phân một bó ra thành nhiều ổ cắm.Tách phân một màu thành các thành phần cá nhân của nó dùng nhiều mô hìnhTách phân mặt thành một hình quạt (dùng hình như nan bánh xe đạp)Tách phân một hình học thành một đầu ra riêng biệt cho từng thể loại dữ liệu trong hình học đóPhân tách một hình học thành hai đầu ra hình học dựa trên một lựa chọnTách phân một vectơ thành các thành phần X, Y và Z của nóTách phân toàn bộ các điểm thành đường cong theo ID nhóm của nó và sắp xếp lại theo trọng lượngTách phân một hình ảnh thành các kênh màu tổng hợp của nóTách phân hoặc hội nhập các trình biên soạn lại bằng cách kéo rê từ các gócTách phân tại vị trí con trỏ, thay vì tại vị trí của khung hình hiện tạiPhân tách các mặt đã hội nhập tại các cạnhTách các ánh xạ đã nướng ra cho từng nguyên vật liệu riêng biệt, dùng tên của chất liệu trong tập tin xuất (chỉ bên ngoài thôi)Tách các dây chuyền tại những điểm có góc lớn hơn góc 2D tối đaTách các dây chuyền tại những điểm có góc nhỏ hơn góc 2D tối thiểuTách phân các kênhTách phân các pháp tuyến của những điểm đỉnh được chọn tùy ýTách phân các cạnh được đánh dấu là sắc nhọnTách phân các cạnh với góc độ giữa các mặt có giá trị caoTách phân các hình ảnh từ bên ngoài ra tùy theo nguyên vật liệu (chỉ ngoại biên thôi)Tách phân các mặt dọc theo những cạnh được chọnTách phân các mặt và các cạnh kết nối với những điểm đỉnh đã chọn raTách phân dải đa máy quay và chọn máy quay phimPhân chia các mặt không phẳng có góc độ vượt quá giới hạn gócTách các góc của mặt ra, thay vì hòa nhập các mặt lạTách các góc của mặt ra để duy trì hình học bao quanhTách rời xương được chọn khỏi các xương kết nối chưa chọnTách hình học được chọn ra khỏi hình học kết nối chưa chọnTách các điểm được chọn ra khỏi các điểm kết nối chưa chọnTách phân khu vực đã chọn thành các góc nhìn: qua máy quay phim, đằng trước, phải và trên xuốngTách phân khu vực được chọn thành các cửa sổ mớiTách phân các cạnh được chọn, hầu cho mỗi mặt lân cận có một bản sao riêng cho bản thân mìnhTách chia các điểm đã chọnChia các điểm đã chọn thành một nét mớiPhân đoạn các dải được chọn tại trung điểm của chúngTách phân đường cong cho đến khi thỏa mãn mức sai số thì thôi (nhanh)Tách phân các mặt thành nhiều phần nhỏ hơn, làm cho diện mạo trở nên mịn màng hơnTách phân các đa giác với thuật toán 'cắt tai' (ear clipping)Tách phân các tứ giác dọc theo đường chéo dài nhất của chúngTách phân các tứ giác dọc theo đường chéo ngắn nhất của chúngTách phân các tứ giác thành các tam giác đẹp, phương pháp chậm hơnTách phân các tứ giác tại điểm đỉnh thứ 2 và thứ 4Tách phân các tứ giác tại các điểm đỉnh thứ 1 và thứ 3Chia các điểm đã chọn thành một nét mớiTách phân các dải được chọn ra thành haiTách Phân thành các Thực ThểTách Phân/Neo ChốtTách các hướng dẫn thành các nhóm riêng biệt. Các đường cong mới nội suy các đường cong hiện có từ một đơn nhómTách phân các phần tử của hình học đầu vào thành các nhóm tức những cái có thể lấy mẫu riêng từng cá nhân một đượcTách phân các mặt của khung lưới đầu vào thành nhiều nhóm, tức những cái có thể lấy mẫu riêng từng cá nhân một đượcTách PhânPha Trộn Pha ĐènPha Trộn Điểm: %.2fĐèn RọiBụi NướcBụi Nước + Bong BóngBụi Nước + Bọt NướcBụi Nước + Bọt Nước + Bong BóngBản Đồ Bụi NướcCác hạt về bụi nước và bong bóng sẽ được lưu trong cùng một hệ thống hạtCác hạt về bụi nước và bọt nước sẽ được lưu trong cùng một hệ thống hạtMức Lan TỏaChiều Dài Lan TỏaTốc Độ Lan TỏaKhoảng cách ảnh hưởng của các vòng cung cho đường cắt góc bên trongBảng TínhCột Bảng TínhID Cột Bảng TínhTrình Biên Soạn Bảng TínhThanh Lọc Hàng của Bảng TínhBàn Bảng TínhID của Bàn Bảng TínhCác Bàn Bảng TínhDữ liệu không gian của bảng tínhĐàn HồiLực Đàn HồiSố Khung Hình của Lực Đàn HồiChiều Dài Lực Đàn HồiKiểu Lực Đàn HồiNhóm Điểm Đỉnh Lực Đàn HồiLực đàn hồi (Co Giãn)Lực đàn hồi kéo mức nước quay trở lại số khôngBản thực hiện về lực đàn hồi (lò xo) sử dụng trong Blender 2.7. Giảm chấn không thể vượt quá giá trị 1.0Chiều dài của đoạn ở trạng thái nghỉ của lực đàn hồi (hệ số của bán kính hạt)Chiều dài lực đàn hồi ở trạng thái nghỉ là một thừa số của 2 * cỡ của hạtLực Đàn HồiNgưỡng của Nhiễu Sáng Đột NgộtVuông/Hình VuôngHình Vuông (HS + V)Hình Vuông (HV + S)Hình Vuông (SV + H)Centimet Bình PhươngChains Bình PhươngDecimet Bình PhươngDekamet Bình PhươngFeet Bình PhươngFurlongs Bình PhươngHectomet Bình PhươngInches Bình PhươngKilomet Bình PhươngMet Bình PhươngMicromet Bình PhươngMiles Bình PhươngMilimét Bình PhươngCăn Bậc HaiChế Độ Căn Bậc HaiThou Bình PhươngGiới Hạn Hình VuôngYards Bình PhươngĐầu vuông (phẳng và kéo dài)Duy Hình Vuông: toàn bộ các giá trị có một biên độ tuyệt đối, nếu thấp hơn cái đó thì sẽ cho kết quả bằng 0Căn Bậc Hai của AHình vuông với chấm ở trongVuông/Hình VuôngNén ÉpNén Ép & Kéo GiãnLượng Nén ÉpTần Số Nén ÉpNén lại cứ mỗi N hàng mộtÉp Giá Trị (Cũ)Khung Hình Bị Bóp NénTrọng Lượng Chống RungỔn Định HóaỔn Định Hóa 2DĐoạn Phim Ổn Định Hóa 2DỔn Định Pháp TuyếnỔn Định Hóa Xoay ChiềuỔn Định Hóa Tỷ LệỔn Định Hóa Nét VẽỔn định hóa sự xoay chiều phát hiện được quanh tâm của khung hìnhỔn định cảnh quay bằng cách sử dụng các cài đặt giám sát chống rung 2DHệ Số Ổn Định Hóa Nét VẽBán Kính Ổn Định Hóa Nét VẽXếp Chồng Lên TrênXếp Chồng Xuống DướiĐóng Dấu Máy Quay PhimĐóng Dấu Ngày ThángĐóng Dấu Tên TậpĐóng Dấu Khung HìnhRập Tên MáyRập Nhãn HiệuĐóng Dấu Thấu KínhĐóng Dấu MốcLời Văn để Rập InVăn Bản Ghi Chú Đóng DấuĐóng Dấu Kết QuảĐóng Dấu Lượng Bộ NhớĐóng Dấu Thời Gian Kết XuấtĐóng Dấu CảnhĐóng Dấu Dải Trình tựĐóng Dấu Thời GianTiêu ChuẩnĐộ Lệch ChuẩnChuyển tiếp tiêu chuẩn giữa các khung khóaNgôi SaoKhởi/ĐầuKhởi Đầu & Kết Thúc Ánh XạKhởi đầu (Hệ số)Khởi đầu (Độ dài)Góc Bắt ĐầuKiểu Mũi Tên Mở ĐầuBắt Đầu ở Khung Hình Hiện TạiNắp Ở ĐầuGiải Hoạt Khi Bắt ĐầuKhởi Đầu Khử NhiễuHệ Số Khởi ĐầuKhung Hình ĐầuKhung Hình Đầu (thao tác từ Giao Diện Người Dùng)Khung Hình Khởi Đầu (giá trị thô)Khung Hình Đầu (khi Hạn Chế Phạm Vi Khung Hình được bật lên)Tay Cầm Khởi ĐầuChậm Rãi Tay Cầm ĐầuTỷ Lệ của Tay Cầm Khởi ĐầuVị Trí Khởi ĐầuKiểu Ánh Xạ Khởi ĐầuDịch Chuyển ĐầuVị Trí Khởi Đầu XĐối Tượng làm Vị Trí Khởi ĐầuVị Trí Khởi Đầu XVị Trí Khởi Đầu YBán Kính Khởi ĐầuLượng Mẫu Vật Khởi ĐầuKích Thước Khởi ĐầuKhởi Động Phiên Sử Dụng VRĐiểm Đỉnh ĐầuKhung bắt đầu và kết thúc không thể giống nhau được!Khoảng cách khởi đầu của hiệu ứng thể tíchBắt đầu chỉnh sửa trường thư mụcKhởi công nhập văn bản thanh lọcBắt đầu nhập văn bản thanh lọc cho tập dữ liệu đang được tập trung vàoKhởi công nhập văn bản thanh lọc cho danh sách đang được tập trung vàoKhởi công nhập văn bản thanh lọc tập hợp các kênh được hiển thị, để chỉ cho hiện những kênh có tên khớp với mẫu thanh lọc mà thôiHạn định khung hình đầu nội trong phạm vi kết xuất hợp lệKhung hình đầu tiên hiển thị trong trình phối hình sau khi đã dịch chuyển vị trí, đặt giá trị này cũng giống như di chuyển tay cầm chứ không phải khung hình đầu tiên thựcKhung hình đầu tiên để nướngKhung bắt đầu của dải NLA. Lưu Ý: thay đổi giá trị này cũng đồng thời cập nhật giá trị của khung kết thúc của dải. Nếu chỉ khung bắt đầu là cần thay đổi mà thôi thì xin hãy xem tính chất "frame_start" (Khung Hình Đầu) nhé.Khung hình đầu tiên của hiệu ứngKhung hình đầu tiên để xuất khẩu, dùng giá trị mặc định để lấy khung hình đầu của cảnh hiện tạiKhung hình đầu tiên để nướng mô phỏng đại dươngKhung hình đầu của dải trình tựBắt Đầu tại Khung HìnhKhởi đầu đặt xuống, dùng một điểm dự phóng trên trục định hướng, tại vị trí của con trỏ 3DKhởi đầu đặt xuống, dùng một điểm dự phóng trên bề diện quan sát tại vị trí của con trỏ 3DBắt đầu đặt lên bề mặt, sử dụng vị trí của con trỏ 3D làm chỗ dựa nếu có vấn đềKhởi đầu đặt xuống vị trí trung tâmKhởi đầu đặt xuống vị trí của cạnhĐiểm bắt đầuKhởi lùng tìm văn bảnKhởi động thao tác biến hóa ngay sau khi chèn thêm nútĐầu/CuốiĐang Khởi ĐầuChuột Khởi ĐộngGóc bắt đầu của vòng cungKhoảng bắt đầu của sương mù, đo từ máy quay phimKhung hình khởi đầu của hoạt họaPhạm vi khung hình khởi đầu của các đường chuyển động để hiển thị/tính toán (không dành cho phương pháp Bóc Vỏ Hành 'Quanh Khung Hình')Khung hình đầu của phạm vi lưu trữKhung hình khởi đầu để xuất khẩuThời gian khởi đầu của đường dẫnTập tin khởi động đã được lưuTrạng TháiMàu cho Trạng TháiTrạng Thái của Người KiaTrạng thái của toàn bộ các bảng được nhóm nút xác địnhTrạng thái liên kết ánh sángTrạng thái của đường dẫn người dùng kia đối với các hành động hai tayTrạng thái liên kết bóng tốiGiải nghiệm toàn-trạng-thái được thi hành trong ngữ cảnh thời gian thực, không quan tâm đến các hành động và các ràng buộc phi-IKTrình giải nghiệm phi trạng thái tính toán tư thế bắt đầu từ hành động hiện tại và các ràng buộc phi-IKBVH Tĩnh TháiHải Đảo TĩnhKiểu TĩnhHiển thị thống kê của mức độ màu sắc trong một hình ảnhThống KêTrạng TháiThanh Trạng TháiCác cờ trạng tháiTrạng thái của các chu kỳ giải nghiệmTrạng Thái:ThépKhuôn InMàu của Khuôn InKích Thước Khuôn InHình Ảnh Khuôn InTầng Khuôn InKhuôn-In Chắn LọcĐộ Đục của Khuôn-In Chắn LọcVị Trí của Khuôn InMàu của khuôn in trong cổng nhìnBướcSố BướcKích Thước BướcKích Thước Bước của Sét ĐánhSố Bước Tối ThiểuBước cách giữa các khung hình sinh tạoKích thước bước khi diễu hành tia thể tíchKích thước bước khi diễu hành tia thể tích để tính toán ánh sángLần bước qua đoạn hoạt họa dùng vị tríBộ Điều Chỉnh-F Nội Suy Bậc ThangTuyến Tính Phân BướcNội suy tuyến tính phân bước giữa các giá trị Từ Tối Thiểu (From Min) và Từ Tối Đa (From Max)Số Phân BướcSố Bước Tối ThiểuSố Bước ở Cổng NhìnLập ThểLập Thể 3DHiển Thị 3D Lập ThểĐịnh Dạng Lập Thể 3DChế Độ Lập Thể 3D yêu cầu cửa sổ được mở trên toàn màn hìnhMắt Lập ThểLập Thể FXLập Thể LFEChế Độ Lập ThểĐầu Ra Lập ThểNhị kênh âm thanhNhị kênh với kênh LFELập ThểCác sắp đặt lập thể cho khối dữ liệu Máy Quay PhimGậyGắn nét vẽ vào các nét vẽ khácGắn nét vẽ vào bề mặtGắn nét vẽ vào hình ảnhGắn nét vẽ chiểu theo góc nhìnĐộ Dính KếtChế Độ Lựa Chọn Dính KếtTắt sự lựa chọn điểm đỉnh dính kếtTứ Giác CứngĐộ sệt của tính nhớtĐộ sệt của tính nhớt là một hệ số của chất nhớt bình thườngĐộ CứngĐộ Cứng XDùng độ cứng để xác định lượng bao phủ thành phần là bao nhiêuĐộ cứng trên trục xoay XĐộ cứng trên trục xoay chiều XĐộ cứng trên trục xoay YĐộ cứng trên trục xoay chiều YĐộ cứng trên trục xoay ZĐộ cứng trên trục xoay chiều ZTĩnhĐính Vá: Xem Trước Hải Đảo đang Hoạt ĐộngĐính Vá: Xem Trước CạnhĐính Vá: Xem Trước MặtĐính Vá: Xem Trước những chỗ Đính Vá ĐượcĐính Vá: Xem Trước những chỗ Không Thể Đính Vá ĐượcĐính Vá: Xem Trước Điểm ĐỉnhMay vá các UV nằm trong một khoảng cách giới hạn đã địnhĐính Vá các điểm đỉnh UV được chọn tùy theo mức cận độ của chúngViệc khâu đính chỉ hoạt động nếu có ít hơn %i đối tượng được chọn mà thôi (hiện %i đã được chọn)ĐáĐá (Đập Vụn)ĐáDừngNgừng Phiên Sử Dụng VRNgừng chơi hoạt họaNgừng thúc đẩy nhảyNgừng phân chia khi đạt đến mức này, ngay cả khi tần số phân hóa sẽ cho mức phân hóa tinh tế hơn đi nữaNgừng công việc nàyNgăn ngừa việc phóng chiếu các điểm đỉnh vào một mặt trên mục tiêu khi đối mặt hoặc quay điLưu GiữChế độ lưu trữ cho dữ liệu pháp tuyến tùy chỉnhKho lưu trữ của một thao tác đang được thi hành, hoặc được đăng ký sau khi thi hànhKhe để tạm thời giữ hành động chính trong khi ở chế độ tinh chỉnhKhe để tạm thời giữ hành động chính trong khi ở chế độ tinh chỉnhLưu các lượt lọc nhiễuLưu Trữ các Danh Mục đã Bật Lên trong Cài Đặt Sở ThíchLưu Trữ Thuộc Tính Có TênLưu Trữ Khung Lưới Đồ Thị có TênLưu trữ kênh RGB và alpha riêng biệt ra, với alpha hoạt động như một màn chắn lọc, còn được gọi là alpha phi liên kết. Thường được sử dụng bởi các ứng dụng chỉnh sửa hình ảnh và các định dạng tập tin như PNG.Lưu trữ các kênh RGB với alpha nhân trước vào, còn được gọi là alpha liên kết. Đây là định dạng tự nhiên dùng cho các kết xuất và được sử dụng bởi các định dạng tập tin như OpenEXR.Lưu một vector pháp tuyến cho mỗi phần tử của khung lướiLưu trữ một giá trị duy nhất cho toàn bộ phạm viLưu trữ giá trị cho mọi phần tửLưu trữ toàn bộ các khối dữ liệu liên kết tới các tập tin .blend khác trong tập tin .blend hiện tại. Các tham chiếu thư viện được bảo tồn để các khối dữ liệu liên kết có thể được tái giải nén một lần nữaLưu các pháp tuyến tùy chỉnh dưới dạng vector đơn giản trong không gian cục bộ của khung lưới. Các giá trị này không nhất thiết sẽ được cập nhật tự động sau đó khi lưới bị biến dạng.Lưu trữ các giá trị liệt tính chất tùy chỉnh dưới dạng chuỗi ký tựLưu các giá trị liệt kê (enumeration) tựa như các chuỗi ký tựLưu trữ các giá trị lựa chọn dấu phẩy động. Đối với hình học khung lưới thì lưu trữ đảo ngược dưới dạng màn chắn lọc chế độ điêu khắcLưu các sắp đặt xuất khẩu glTF trong đề án BlenderLưu trữ dữ liệu khung lưới đồ thị trong một hình học thể tích với tên chỉ địnhLưu trữ các dời hình đa phân giải ngoài tập tin .blend, để tiết kiệm bộ nhớLưu các pháp tuyến trong một không gian biến hóa tùy chỉnh phụ thuộc vào biến dạng. Phương pháp này chậm hơn, nhưng có thể mang lại kết quả tốt hơn khi các thao tác tiếp theo thay đổi khung lưới mà không xử lý pháp tuyến một cách cụ thể.Lưu trữ bản đại diện dùng sắp đặt của riêng từng dải phim mộtLưu trữ bản đại diện dùng thư mục của đề ánLưu trữ dữ liệu nướng trong một thư mục trên đĩaLưu trữ trạng thái hiện tại của danh mục tài sản trong bộ đệm hoàn tácLưu các lượt lọc nhiễu hình thể và hình ảnh bị nhiễu. Các lượt tùy ứng với trình khử nhiễu lựa chọn cho quá trình kết xuấtLưu trữ ước tính biến hóa trong sắp đặt thân mềmLưu trữ kết quả của một trường trên một hình học và xuất dữ liệu dưới dạng một ổ cắm nút. Cho phép ghi nhớ hoặc nội suy dữ liệu khi hình học thay đổi, chẳng hạn như vị trí trước khi biến dạngLưu trữ kết quả của một trường trên một hình học dưới dạng một thuộc tính với tên được chỉ địnhLưu độ sắc nét của từng mặt hoặc cạnh. Tương tự như các thao tác 'Tô Bóng Mịn Màng' và 'Tô Bóng Phẳng'.Lưu trữ các danh mục đã được bật lên của kệ trong cài đặt sở thích, thay vì các cài đặt kệ tài sản cục bộLưu giữ hành động này trong ngăn xếp NLA, như một dải không đóng góp, để sử dụng sau nàyLưu giữ hành động này trong ngăn xếp NLA, như một dải không đóng góp, để sử dụng sau này, và kiến tạo một hành động mớiLưu trữ các giá trị lựa chọn đúng (true) hoặc sai (false) trong chế độ biên soạnChế Độ Thao Tác đã LưuLưu và áp dụng sự khác biệt giữa nguồn tham chiếu và giá trị địa phương (KHÔNG SỬ DỤNG)Lưu và áp dụng hệ số nhân giữa nguồn tham chiếu và giá trị địa phương (KHÔNG SỬ DỤNG)Lưu giữ phong cách cho mỗi ký tựThẳngAlpha ThẳngCắt ThẳngNội suy theo đường thẳng giữa A đến B (tức là không chậm rãi vào/ra)Đường dốc thẳng của các phân đoạn kết thúc sẽ được nới dài, vượt quá điểm cuối của các khung khóaNắn ThẳngNắn Thẳng Đường Cong TócNắn Thẳng XNắn Thẳng YDuỗi thẳng các đường cong của tóc từ gốc đến ngọnSợiChỉ Số SợiChiều Dài SợiKết Xuất SợiHình Dạng SợiSố Bước của SợiĐường kính cho chiều rộng ở gốcĐường kính cho chiều rộng của sợi ở đỉnh đầuTham số hình dạng của sợiHệ số phai mờ dần của vệt sángVệt SángGóc của Vệt SángChỉ Số của LuồngNét Luồng ChảyCường ĐộHệ Số về Cường Độ/Sức MạnhÁp Lực làm Cường Độ/Sức MạnhSức Mạnh Ngẫu NhiênĐộ chói sáng của mặt trờiMức độ dời hình khi áp dụng vào khung lướiCường độ phát xạCường độ của trường lựcCường độ biến dạng của bộ điều chỉnhCường độ hiệu ứng của bộ điều chỉnhCường độ nhiễuCường độ mức làm trơn tru được áp dụng trên các chuỗi lởm chởmCường độ của hiệu ứng ánh xạ gồ ghề, nội suy giữa ánh xạ không gồ ghề và ánh xạ gồ ghề hoàn toànCường Độ Dời HìnhCường độ của ánh sáng phát raCường độ của ánh sáng phát ra. Giá trị 1.0 đảm bảo rằng đối tượng trong hình ảnh có chính xác cùng một màu với Màu Phát XạCường độ của hiệu ứng nhòe mờ dầnCường độ của nguồn sángCường độ của hiệu ứng ánh xạ pháp tuyếnCường độ ánh sáng studiolightĐộ hãm mức kéo giãn thể tíchSức mạnh sử dụng để chỉ định hoặc lựa chọn tác động của mặt trong bộ điều chỉnh pháp tuyến cân trọngMức ĐộKéo GiãnĐộ Đục của Kéo GiãnKéo Giãn TớiRàng Buộc Kéo Giãn TớiCo Giãn để Khít VừaKéo Giãn Chiều UCo Kéo các UVKéo Giãn Chiều VKéo giãn dọc theo Trục Y để hướng về phía mục tiêuKéo dài hoặc thu ngắn các nét vẽKéo dài tọa độ U trong khoảng từ 0 đến 1 khi UV hiện hữuKéo dài tọa độ V trong khoảng từ 0 đến 1 khi UV hiện hữuKéo giãn đầu và cuối của đuôi nét vẽKéo giãn đối tượng theo hướng Z của không gian bộ điều chỉnhKéo Giãn để Lấp ĐầyKéo giãn để tiếp cận đối tượng mục tiêuNghiêm NgặtKhoảng nhảy cách mà các nét vẽ sắp xếp ô sẽ được sao chépChuỗi Ký Tự/StringThuộc Tính StringGiá trị Thuộc Tính StringChiều Dài Chuỗi Ký TựỔ Cắm Nút StringGiao Diện Ổ Cắm của Nút StringGiá Trị StringỔ cắm cho chuỗi ký tự của nútChuỗi Ký Tự thành Đường CongGiá Trị StringVăn bản để chèn vào vị trí của con trỏGiá trị String (chuỗi ký tự) trong thuộc tính hình họcChuỗi Ký TựDảiDải '%s' không nằm trong cảnh '%s'Lược Bỏ Ký TựMàu DảiCân Bằng Màu DảiDữ Liệu Cân Bằng Màu của DảiDấu Nhãn Màu DảiCắt DảiPhần Tử của DảiTước Bỏ TừBộ Điều Chỉnh DảiTính Chất của Bộ Điều ChỉnhCác Bộ Điều Chỉnh DảiTên DảiĐoạn Phim Vô ĐịnhLược Bỏ Con SốLược Bỏ PhầnXem Trước DảiTính Chất Nguyên Vật LiệuĐại Diện DảiĐại Diện & Mã Thời Gian của DảiThời Gian của Dải PhimBiến Hóa DảiDải không thể di chuyển vào bản thân nó đượcDải phim sẽ không gây ảnh hưởng gì bên ngoài phạm vi của nóTước bỏ các chữ dẫn đầu/nối đuôi khỏi tênTên dải là không thể chỉnh sửa được từ Mục LụcThời gian của đoạn sẽ do Đường Cong-F điều khiển, thay vì được xác định tự độngTính chất biến hóa của dải sẽ được hoàn lạiThể loại dải không hỗ trợ bộ điều chỉnhThể loại dải phải là 'META' (Siêu)Dải phim được sử dụng làm nguồn màn chắn lọc cung cấp cho bộ điều chỉnhDải với một bộ các Đường Cong-F cho mỗi khe hành độngCác Dải PhimStripElements.pop (phần tử của dải.nảy bật ra): không thể lấy (làm nảy bật) phần tử cuối cùng ra đượcStripElements.pop (phần tử của dải.nảy bật ra): chỉ mục nằm ngoài phạm vi cho phépDải PhimDải được ChọnCác đoạn phim phải có chiều dài bằng nhauCác đoạn phim cần phải có số lượng đầu vào giống nhauCác dải lồng nhau trong meta strip (siêu dải)Các đoạn phim không tương thíchStrips.new_effect (dải.hiệu ứng_mới): hiệu ứng kỳ vọng hơn 2 đầu vào (%d, là trường hợp không bao giờ nên xảy ra cả!)Strips.new_effect (dải.hiệu ứng_mới): hiệu ứng cần 1 dải đầu vàoStrips.new_effect (dải.hiệu ứng_mới): hiệu ứng cần 2 dải đầu vàoStrips.new_sound (dải.âm thanh_mới): không thể mở tập tin âm thanhChớp/GiậtNét VẽNét Vẽ và Vùng Tô KínTrung Tâm NétMàu Nét VẽDịch Chuyển về Chiều Sâu của Nét VẽTrật Tự Chiều Sâu của Nét VẽChiều Hướng của Nét VẽCuối NétPhương Pháp Khít Nét VẽChiều Dài của Nét VẽTên Nguyên Vật Liệu của Nét VẽDịch Chuyển của Nét VẽDuy Nét VẽĐộ Đục của Kéo GiãnPhương Pháp Đặt Nét VẽPhương Pháp Đặt Nét Vẽ (Khung Nhìn 2D)Phương Pháp Đặt Nét Vẽ (Khung Nhìn 3D)Phương Pháp Đặt Nét Vẽ:Điểm Tham Số cho Nét VẽĐiểm của Nét VẽNgẫu Nhiên Hóa NétBám Dính Nét VẽĐầu NétBước Nét VẽĐộ Dày của Nét VẽNét Vẽ và Vùng Tô KínCác điểm dữ liệu của nét vẽKiểu kết thúc nét vẽDịch chuyển nét vẽ cho bộ điều chỉnh Line ArtKiểu cách ở đầu nét vẽNét VẽNét Vẽ Va Chạm NhauCác nét vẽ xuất hiện/biến mất, cái nó sau cái kia, song chỉ mỗi cái thay đổi một lần mà thôiNới phần kết thúc của nét ra để lấp kín các khoảng trống, sử dụng giá trị 0 để tắt điMạnhĐịnh nghĩa cấu trúc sử dụng cho các tính chất được ấn định cho mục nàyCấu trúc (struct) dùng để triệu tập toàn bộ dữ liệu mà các chỉ danh (IDs) kết nối vượt quyền cần đếnCấu TrúcCấu TrúcNhóm Cấu TrúcNhóm Điểm Đỉnh cho Độ Cứng Cấu TrúcCấu TrúcCấu TrúcChất Liệu StucciXưởngÁnh Sáng StudioÁnh Sáng StudioÁnh sáng studioTập tin hình ảnh của bố trí ánh sáng studio có các lượt "khuếch xạ" và "phản xạ chuẩn" riêng biệtSắp đặt ánh sáng studioStudioLight đã được cài đặt {!r} vào {!r}Ánh Sáng StudioXoay Chiều Ánh Sáng StudiolightKiểuMô-Đun Phong CáchCác Mô-Đun Phong CáchPhong cách ĐầuKhông thể xóa được mô-đun phong cách '%s'Cấu hình mô-đun Phong Cách Tự Do (PCTD) để xác định một mô-đun phong cáchKhông thể xóa được mô-đun phong cáchPhong cách pha trộn màuĐặt kiểu phông cho vùng lựa chọnKiểu cách sử dụng khi vẽ các điều khiển VRPhong CáchTrừTầng Dưới/PhụLượng Trì Hoãn Mở Trình Đơn Tầng DướiPhụ Huynh ThứKênh PhụNền DướiSố Phân BướcMục Tiêu PhụKênh PhụPhân ChiaPhân Hóa và Thu LạiPhân Chia Đường CongPhân Chia CạnhPhân Chia Khung LướiPhân Chia Nét VẽBộ điều chỉnh Phân Chia Nét VẽPhân chia các điểm nối tiếp nhau của đường nét, thêm một điểm nằm giữa chúngChia nhỏ các mặt mà không làm thay đổi hình dạngKhi cần, phân chia các cạnh dài để tăng chi tiết của khung lướiPhân chia các cạnh vuông góc với vành đai cạnh được chọnChia nhỏ các phân đoạn đường cong đã chọnPhân chia các cạnh đã chọnPhân hóa các phân đoạn của những hạt được chọn (thêm điểm điều khiển)Phân chia các phân đoạn được chọnChia nhỏ các nét vẽ và làm mịn chúngPhân hóa khung lưới theo phương pháp cho phép biên soạn mức phân hóa cao hơnPhân HóaNếp Gấp Phân HóaDữ Liệu Phân HóaMức Phân HóaChế Độ Phân HóaBộ Điều Chỉnh Phân HóaSố Phân ĐoạnBề Mặt Phân HóaBộ Điều Chỉnh Bề Mặt Phân HóaBộ điều chỉnh Bề Mặt Phân Hóa phải ở vị trí đầu tiên để có thể làm việc được với quá trình mở góiThể Loại Phân HóaMức phân hóa áp dụng trước khi biến dạngBộ điều chỉnh bề mặt phân hóaMức Phân ChiaPhân-Khung-HìnhPhân-khung-hình để giúp việc mô phỏng, cải thiện độ ổn định và mô phỏng chi tiết mịn màng hơn (dt = timestep / (subframes + 1))ID Cục Bộ của Mục PhụChỉ Số Cục Bộ của Mục-ThứTên Cục Bộ của Mục-ThứID Tham Chiếu của Mục ThứChỉ Số Tham Chiếu của Mục-ThứTên Tham Chiếu của Mục-ThứKhử Răng Cưa ở mức Điểm Ảnh ThứTập Hợp ConTập hợp con của các bộ thăm dò ánh sáng để cập nhậtTập hợp con của các thẻ (được xác định trong cấu trúc phụ huynh) được đặt cho tính chất nàySố Phân BướcSố Bước Phụ Mỗi GiâyDưới Bề MặtDị Hướng Dưới Bề MặtMàu Dưới Bề MặtDưới Bề Mặt Trực TiếpChỉ Số Khúc Xạ Dưới Bề MặtDưới Bề Mặt Gián TiếpPhương Pháp Tán Xạ Dưới Bề MặtBán Kính của Lớp Dưới Bề MặtTỷ Lệ của Lớp Dưới Bề MặtTán Xạ Dưới Bề MặtTính Trong Mờ Dưới Bề MặtTrọng Lượng của Lớp Dưới Bề MặtBộ đổ bóng đa tán xạ dưới bề mặt để mô phỏng ánh sáng đi vào bề mặt và dội lại bên trong. Thường được sử dụng cho các vật liệu như da, sáp, đá cẩm thạch hoặc sữaTrừMàu Khi Khấu TrừChế Độ TrừDải TrừKhấu Trừ trọng lượng của nhóm B khỏi trọng lượng của nhóm AKhấu Trừ hiệu ứng của đầu bútKhấu trừ lựa chọn hiện tạiKhấu Trừ giá trị nguồn khỏi cái ở đích, dùng giới hạn đã định làm hệ sốKhấu Trừ khỏi khung hình hiện tại để sử dụng cho việc lùng tìm dữ liệu trong tập tin bộ nhớ đệm, hoặc để xác định tập tin nào sẽ sử dụng trong một trình tự tập tinKhấu trừ khỏi màu của chất liệu để lấy một véctơ dời hìnhVượt Quyền Khấu TrừKiểu ThứNhãn của Kiểu ThứKiểu thứ của giá trị mặc địnhThành CôngĐã thêm %d khung khóa vào Bộ Khóa '%s'Đã sao chép thành công các thuộc tính từ {} đến {}Đã sinh tạo thành công: "{:s}"Đã xóa %d khung khóa khỏi Bộ Khóa '%s'Đã hoàn lại thành công {}Hậu TốHậu tố được thêm vào các hình ảnh kết xuất cho góc nhìn nàyHậu tố để xác định máy quay phim sử dụng, và được thêm vào các hình ảnh kết xuất cho góc nhìn nàyĐộ dày đường nét và kích thước điểm được đề xuất, trong đơn vị số điểm ảnh, dành cho các tiện ích bổ sung (add-ons) hiển thị các phần tử Giao Diện Người Dùng tùy chỉnh. Dựa trên cài đặt của hệ điều hành và thang đo Giao Diện Người Dùng của BlenderĐường Công-Tua Gợi ÝĐường Công-Tua Gợi ÝTổngGiá Trị TổngTóm TắtMặt TrờiGóc của Mặt TrờiTia NắngHướng ZHình Đĩa Mặt TrờiĐộ Nâng Cao của Mặt TrờiCường Độ của Mặt TrờiÁnh Sáng Mặt TrờiĐặt Vị tríĐộ Xoay Chiều của Mặt TrờiKích Thước của Mặt TrờiNgưỡng của Mặt TrờiGóc độ của mặt trời từ đường chân trờiĐĩa mặt trời không có trong EEVEECường độ ánh sáng mặt trời tính bằng watt trên mét vuông (W/m²)Siêu ÊlípHỗ TrợHỗ Trợ Mô PhỏngHỗ Trợ Tỷ Lệ Đồng ĐềuHỗ trợ các đường ranh giới của mặtHỗ trợ đổi tỷ lệ chi một cách đồng đều thông qua điều khiển bánh răng ở đếHỗ Trợ Xem TrướcHỗ trợ các kiểu kết hợp của các hành động cùng một lúc: tóm nắm, xoay chiều, đổi tỷ lệHỗ trợ loại bỏ theo chiều sâu bởi có các đối tượng khác nằm trong khung nhìn (bị che chắn)Hỗ trợ lựa chọnKìm Hãm Điều KhiểnBềMặtBề MặtĐường Cong Bề MặtBiến Dạng Bề MặtPhát Trên Bề MặtĐịnh Dạng Bề MặtHình Học Bề MặtHướng Dẫn Bề MặtXác Suất Hướng Dẫn Bề MặtLoại Bề MặtBộ Điều Chỉnh Bề MặtPháp Tuyến Bề MặtDời Hình Pháp Tuyến Bề MặtĐối Tượng Bề Mặt để gắn vào (cần có các biến hóa xứng khớp)Dịch Chuyển trong chế độ Bề MặtPhóng Chiếu lên Bề MặtPhương Pháp Kết Xuất Bề MặtPhản Ứng của Bề MặtVị Trí Nghỉ của Bề MặtBề Mặt Mịn MàngMức Căng Thẳng của Bề MặtĐộ Dày của Bề MặtLoại Bề MặtUV của Bề MặtTọa Độ UV của Bề MặtÁnh Xạ UV của Bề MặtTọa độ UV bề mặt tại điểm đính vàoÁnh xạ UV của bề mặt chưa được xác địnhÁnh xạ UV bề mặt sử dụng cho vật đính kèmBản đồ UV bề mặt sử dụng để lấy mẫu pháp tuyến cho sự dời hìnhTọa độ UV bề mặt đính vào được lưu trữ trên mỗi đường congMật độ bề mặt của đường cong tóc sinh tạo raHình học bề mặt để sinh tạoHình học bề mặt của phần đính kèm đường congHình học bề mặt để đính các đường cong tóc vàoHình học bề mặt sử dụng cho co bọcHình học bề mặt sử dụng để lấy mẫu pháp tuyến cho sự dời hìnhBề mặt không có khung lướiBộ điều chỉnh bề mặt nhằm xác định vị trí ngăn xếp của bộ điều chỉnh sử dụng cho các trường hình bề mặtTên bề mặtPháp tuyến Bề mặt tại điểm đính kèmĐối tượng bề mặt để sinh tạo (cần các biến dạng xứng khớp)Vật thể bề mặt sử dụng cho co bọcĐối tượng bề mặt sử dụng để lấy mẫu pháp tuyến cho sự dời hìnhĐộ phân giải bề mặt, trong hướng U, sử dụng trong khi kết xuất (0 = dùng độ phân giải xem trước)Độ phân giải bề mặt, trong hướng V, sử dụng trong khi kết xuất (0 = dùng độ phân giải xem trước)Hệ số tỷ lệ bề mặt (không ảnh hưởng đến độ cao của sóng)Lượng phân hóa bề mặt cho mỗi phân đoạnSức căng bề mặt của chất lỏng (Giá trị cao hơn sẽ cho kết quả khó lan tỏa (vón hòn bi) hơn)Độ dày bề mặt được sử dụng để phát hiện sự giao cắt khi sử dụng tính năng dò tia màn hìnhBề mặt không có điểm đang hoạt độngBiếnDạngBềMặtBộ Điều Chỉnh Biến Dạng Bề MặtBề MặtĐộ Phân Giải của Phần Tử Bề MặtTiếng Swahili (Kiswahili)Tráo ĐổiTráo đổi 2 dải của trình phối hìnhTráo Đổi Khu VựcĐổi TrụcHoán Đổi Chiều Cao và Chiều SâuChuyển Đổi Trái/PhảiHoán Đổi Kết NốiTráo đổi dải đang hoạt động với dải ở bên phải hay tráiChuyển đổi các kênh lập thể trái và phảiTráo đổi nguyên vật liệu này với nguyên vật liệu khácTráo đổi thứ tự của những dải được chọn nội trong các rãnhĐổi màu chính và màu phụ của bútTráo đổi vị trí màn hình của những khu vực được chọnĐổi hướng thu-phóng của Bánh Xe ChuộtHoán đổi kết nối đầu ra của hai nút đã chọn hoặc hai đầu vào tương tự của một đơn nútHoán đổi vai trò của Chiều Cao và Chiều Sâu.Hoán đổi hai đầu vào của dải hiệu ứngTiếng Thụy Điển (Svenska)Góc QuétĐung ĐưaĐung Đưa và Xoắn Vặn XĐung Đưa và Xoắn Vặn YĐung Đưa và Xoắn Vặn ZXoáy LốcHiệu Ứng Xoáy LốcHiệu ứng xoáy lốcChuyển ĐổiChuyển Đổi Hải ĐảoĐổi Kiểu Quan SátĐổi Kiểu Quan SátQuay trở lại Hành Động trước đây, sau khi tạo tài sản tư thếĐổi qua lại giữa một thuộc tính và một đơn giá trị để xác định dữ liệu cho mọi phần tửChuyển đổi giữa đầu bút hiện tại và đầu bút ấn định khi sử dụng liên tiếp.Chuyển đổi giữa hai hình ảnh bằng cách sử dụng một hộp kiểmChuyển đổi giữa hai đầu vàoĐảo chiều hướng của chốt trục được chọnChuyển đổi góc nhìn hiện tại giữa hai phép chiếu: phối cảnh (luật xa gần) và trực giaoChuyển hướng từ thuận chiều kim đồng hồ sang ngược chiều kim đồng hồChuyển sang chế độ Tư Thế hoặc Đối TượngĐổi sang đối tượng hoặc xương mục tiêuĐổi sang chế độ đối tượng này khi kích hoạt không gian làm việcCó Thể Chuyển Đổi Phụ HuynhTráo đổi đối tượng đang hoạt động và ấn định đồng chế độ sang một cái mới nằm dưới con trỏ chuột, để nguyên cái hiện tại ở chế độ đang hoạt độngĐảo RĐối xứngĐối xứng ({:s})Đối Xứng HóaĐối xứng các biến đổi trong cấu trúc liên kếtĐối xứngHòa Nhòe Đối XứngĐối xứng XĐối xứng YĐối xứng ZĐồng Bộ HóaĐồng Bộ Chiều Dài của Hành ĐộngĐồng Bộ Hóa Độ DàiĐồng Bộ Dấu MốcĐồng Bộ Hóa các Dấu Mốc với những thay đổi trên khung khóaChế Độ Đồng Bộ HóaĐồng Bộ Hóa Lựa Chọn trong Mục LụcThời Gian CảnhĐồng Bộ Hóa Lựa ChọnĐồng Bộ Hóa Phạm Vi Nhìn Thấy ĐượcĐồng Bộ Phóng Vào/DờiĐồng bộ hóa lựa chọn trong mục lục với các trình biên soạn khác (phản ảnh sự lựa chọn trong các cửa sổ khác)Đồng Bộ Hóa với Âm ThanhĐồng bộ hóa với âm thanh chơi lại, nhảy cách khung hìnhĐồng bộ vị trí góc nhìn giữa các góc nhìn bênĐồng Bộ Hóa với Mục lụcĐồng bộ hóa chiều dài của Hành Động tham chiếu với chiều dài sử dụng trong dảiĐồng bộ hóa kho lưu trữ với một URL từ xaĐồng bộ hóa phối cảnh quan sát của phiên thực tế ảo với cổng nhìn 3D nàyĐồng bộ hóa phạm vi nhìn thấy được trên dòng thời gian với các trình biên soạn có nền tảng thời gianCú Pháp Gắn SẵnCú Pháp Chú ThíchNêu Bật Cú PhápCú Pháp Con SốCú Pháp Tiền Xử LýCú Pháp Dự BịCú Pháp Đặc BiệtCú Pháp Chuỗi Ký TựCú Pháp Ký HiệuNêu bật cú pháp trong khi viết tập lệnhHệ ThốngHệ Thống & OpenGLDấu Trang của Hệ ThốngThư Mục Hệ ThốngCài Đặt dùng Hệ ThốngTối Đa của Hệ ThốngBộ Nhớ của Hệ ThốngNhững Vượt Quyền của Hệ ThốngCác trình mở rộng hệ thống là duy-đọc mà thôi và không thể gỡ cài đặt đượcDấu trang của hệ thốngThư mục của hệ thống (thường là thư mục gốc, các ổ cứng có thể sử dụng, v.v.)TIFFKHUYÊN: Nên sử dụng các Đường Cong-F đối với thủ tục hoạt họa thì hơnKHUYÊN: Dùng các biến số thay vì các đường dẫn trong bpy.data (xem dưới đây)KHUYÊN: bpy.context không an toàn cho việc sử dụng với trại kết xuấtTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3TabMàu ThẻKết Quả Thẻ Tìm KiếmChiều Rộng của TabTab cho Trình Đơn Hình Rẻ QuạtBảng chứa dữ liệu hình họcBảngBảng ĐiệnAPI cho Bảng ĐiệnNgưỡng Kéo Rê của Bảng ĐiệnÁp lực của bảng vẽTab thành Dấu Cách TrốngNhãnDấu nhãn '%s' đã tồn tại trong tài sản đã choKhông tìm thấy dấu nhãn '%s' trong tài sản đã choNhãn Bo TrònNhãn Nếp GấpNhãn Dấu Cạnh FreestyleNhãn Đường KhâuNhãn Sắc NhọnĐánh dấu các xương được chọn là vô hình trong Chế Độ Biên SoạnĐánh dấu các xương được chọn là không thể nhìn thấy được trong Chế Độ Tư ThếDấu nhãnĐuôiVị Trí ĐuôiĐuôi được ChọnĐuôiLấy Tầng Lớp Bút Chì Dầu hoặc Nhóm Tầng Lớp làm trường lựa chọnChụp nhanh cổng nhìn đang hoạt độngLấy giá trị trung bình của các vận tốc từ khung hình trước và các vận tốc mới từ khung hình hiện tạiLấy trung bình các pháp tuyến điểm đỉnhXem xét đến độ mịn mặt khi tính toán ánh xạ khung nhìnCân nhắc đến thông tin tay cầm trong quá trình chuyển đổiTính toán đến tỷ lệ cân đối của hình ảnhLưu tâm đến các sắp đặt về đơn vị của Blender hiện tại (nếu không đặt thì các giá trị Đơn Vị Blender nguyên thủy sẽ được sử dụng như hiện tại)Lấy liên kết ra khỏi nhóm nút để kết nối với nút đầu ra của cây gốcTiếng Tamil (தமிழ்)Tiếp TuyếnChế Độ TangPháp Tiếp TuyếnPha Tiếp TuyếnKhông Gian Tiếp TuyếnTiếp tuyến từ ánh xạ UVNút tiếp tuyếnChỉ có thể tính toán không gian tiếp tuyến cho tam giác và tứ giác mà thôi. Bỏ qua quá trìnhTính toán không gian tiếp tuyến cần có Ánh Xạ UV, song không tìm thấy "%s". Hủy thao tácÁnh xạ pháp tuyến của không gian tiếp tuyếnÁnh xạ dời hình vectơ trong không gian tiếp tuyếnTiếp Tuyến với Bề MặtBiến Dạng Tiếp TuyếnTiếp TuyếnThời Định bằng Phím BấmĐối Tượng Vuốt ThonBán Kính Vuốt ThonVuốt Thon Khởi ĐầuHệ số vuốt thon cho bán kính của mỗi điểm trên đường congVuốt thon của cuộnNhấn Alt xuống (không nhấn bất kỳ phím nào khác) thì sẽ hiển thị lời nhắc trên thanh trạng thái, nhắc nhở nhấn phím thứ hai để kích hoạt công cụMục TiêuXương Mục TiêuĐường Cong Mục TiêuMật Độ Mục TiêuCường Độ Mật Độ Mục TiêuKhung Hình Mục TiêuHình Học Mục TiêuBút Chì Dầu Mục TiêuTầng Lớp Bút Chì Dầu Mục TiêuKhối-ID Mục TiêuMục Tiêu Cục Bộ Cùng Phụ HuynhKhung Lưới Mục TiêuPhóng Chiếu theo Pháp Tuyến của Mục TiêuĐối Tượng Mục TiêuĐối Tượng Mục Tiêu (duy Đường Cong)Đối Tượng Mục Tiêu sẽ làm điểm tựa sau khi đã định nghĩaHệ Thống Hạt Mục TiêuĐường Dẫn Mục TiêuGiàn Điều Khiển Mục TiêuLựa Chọn Mục TiêuKhông Gian của Mục TiêuBiến Hóa Hiện TạiVận Tốc Mục TiêuThể Tích Mục TiêuZ của Mục TiêuMục tiêu dọc theo chiều dài của xương: Đầu = 0, Đuôi = 1Vận tốc góc mục tiêu của mô tơKhung Rối mục tiêuXương của khung rối mục tiêuXương mục tiêu dành cho các ràng buộc đa mục tiêuMục tiêu có đa giác lõmMục tiêu có đa giác không hợp lệMục tiêu có đa giác chồng chéo lên nhauChiều dài mục tiêu của cạnh trong khung lưới mớiHình Học Mục TiêuMục tiêu có các cạnh với hơn hai đa giácMục tiêu không nằm trong danh sách mục tiêu của ràng buộcĐộ dài mục tiêu cho thao tácVận tốc tuyến tính mục tiêu của mô tơVị trí mục tiêuVị trí mục tiêu mà các pháp tuyến sẽ hướng vàoĐối tượng mục tiêuĐối tượng mục tiêu cho những ràng buộc đa mục tiêuĐối tượng mục tiêu dùng để đo khoảng cáchĐối tượng mục tiêu dữ liệu-thư viện, bỏ qua!Đối tượng mục tiêu không phải là một đối tượng Bút Chì Dầu, bỏ qua!Đối tượng mục tiêu chưa được xác địnhHình dạng đối tượng mục tiêuĐối tượng mục tiêu để xác định điểm khởi đầu của nét vẽĐối tượng mục tiêu dùng để tác động các pháp tuyếnHệ thống hạt mục tiêuHệ thống hạt mục tiêuSố đa giác mục tiêu đã thay đổi từ %u thành %uCảnh mục tiêu có các dấu mốc đã bị khóa lạiHướng cho luồng làm việc trong điêu khắc sử dụng kích thước lấy mẫuMục tiêu để bám dính UV được chọn vàoSố điểm đỉnh mục tiêu đã thay đổi từ %u thành %uTrục Z của đối tượng đích, không phải trục Z của Thế Giới, sẽ điều hướng hướng LênMục Tiêu: Loại Trừ cái Không Thể ChọnMục Tiêu: Bao Gồm cái đang Hoạt ĐộngMục Tiêu: Bao Gồm cái Chỉnh SửaMục Tiêu: Bao Gồm cái Không Chỉnh SửaMục TiêuNhắm mục tiêu toàn bộ các điều khiển trục y vào trục xác định (không gian toàn cục)Nhắm mục tiêu WGT tùy chỉnh vào trục xác định (không gian toàn cầu)Xé Ranh GiớiNhảy Tới Vị Trí TrỏKhoảng Thời Lượng Viễn TảiSiêu-Tạm ThờiĐiều Độ (trung bình)Nhiệt ĐộThuộc Tính về Nhiệt ĐộMàu Nhiệt ĐộChênh Lệch Nhiệt ĐộKhung Lưới Đồ Thị Nhiệt ĐộNhiệt Độ Tối ĐaĐơn Vị Nhiệt ĐộNhiệt độ chênh lệch với môi trườngNhiệt độ của chất lỏngMẫu "{}" sẽ khởi động trong lần tới như trạng thái hiện tại.Khuôn mẫu đã được cài đặt ({:s}) từ {!r} vào {!r}Khuôn MẫuTích Lũy Tạm ThờiTái Phóng Chiếu theo Thời GianTạm thời không cho phép ngăn xếp NLA ước tính nữa (tức là chỉ hành động đang hoạt động là được ước tính mà thôi)Tạm thời ẩn giấu trong cổng nhìnTạm thời ẩn giấu trong cổng nhìn • Ctrl để cô lập bộ sưu tập • Shift để đặt bên trong bộ sưu tập và đối tượngTạm thời ẩn giấu trong cổng nhìn * Shift để đặt con cáiTạm thời ẩn giấu các tầng lớp màn chắn lọcTạm thời ẩn giấu các đối tượng khỏi cổng nhìnTạm ThờiThư Mục Tạm ThờiTrình Biên Soạn Tạm ThờiTập Tin Tạm ThờiXu hướng bật nảy của đối tượng sau khi va đập với đối tượng khác (0 = đứng yên, 1 = hoàn toàn đàn hồi)Áp Lực Bề MặtLượng Ứng Suất Độ Căng Thẳng trong Đàn HồiMức Ứng Suất Căng ThẳngMức Ứng Suất Căng Thẳng Tối ĐaNhuốm MàuChế Độ Kết ThúcTam Giác HóaTam giác phân lưới tổ ong trong khối dữ liệu của Khung LướiPhân hóa các đa giác của khung lưới thành những hình tam giácKiểm tra xem có sự mâu thuẫn nào trong cấu hình phím hay khôngTọa Độ Văn BảnSố Bit Lượng Tử Hóa Tọa Độ Chất LiệuVăn BảnKiểu ChữCon SốThụt DòngDòngSố DòngChữ ThườngĐã bị Sửa ĐổiMớiMẫu Ký TựDấu Chấm CâuDấu CáchLược Bỏ Ký TựTabTabChữ HoaTrọng LượngVăn bản '%s'Khử Răng Cưa Văn BảnĐầu Văn BảnHộp Văn BảnChiều Cao Hộp Văn BảnChiều Rộng Hộp Văn BảnHộp Văn BảnĐịnh Dạng Ký TựMàu Văn BảnCon Trỏ Văn BảnĐường Cong Văn BảnTrình Biên Soạn Văn BảnCác Đối Số của Trình Biên Soạn Văn BảnCài Đặt Trước của Trình Biên Soạn Văn BảnCuối Văn BảnTập Tin Văn BảnVăn Bản Nêu BậtGợi Ý Văn BảnThông Tin Văn BảnVẽ Lồng Văn Bản Thông TinNhập Văn BảnDòng ChữKết Xuất Văn BảnVăn Bản được ChọnDải Văn BảnCon Trỏ Dải Văn BảnPhong Cách Văn BảnKhử Răng Cưa Điểm Ảnh Thứ Văn BảnGiá Trị Văn BảnMàu của Thành Tố Văn BảnKhung hộp viền văn bản trong bố tríSắp đặt về định dạng của ký tựMàu của văn bảnMàu văn bản của dòng được chọnKhối dữ liệu văn bản của tập tin bên ngoài hay tập tin văn bản đã đóng góiKhối dữ liệu của văn bảnKhông gian để hiển thị và biên soạn văn bảnDữ liệu không gian biên soạn văn bảnVăn bản đã bị sửa đổi sau lần lưu cuối cùngTập tin văn bản nằm trong bộ nhớ, song không có tập tin tương ứng trên đĩaTập tin văn bản trên đĩa không còn giống với cái trong bộ nhớCăn chỉnh chiều ngang văn bản từ trung tâm của đối tượngVăn bản trong dòngKhông tìm thấy văn bản: %sVăn bản không được bất cứ một nút nào sử dụng cả. Bỏ qua quá trình cập nhậtCác đối tượng văn bản thì chỉ có tỷ lệ của chúng là được áp dụng: "%s"Văn Bản trên Đường CongChuỗi văn bảnCon trỏ chỉnh sửa dải văn bảnDải văn bản lựa chọn để chỉnh sửaVăn bản để hiển thịVăn Bản thành Đối Tượng 3DVăn Bản để Thay ThếVăn bản để hiển thị trên tiêu đề trong khi đổi tỷ lệVăn bản để chèn vào vị trí của con trỏVăn bản để thay thế văn bản được chọn dùng công cụ thay thếVăn bản để lùng tìm dùng công cụ tìm kiếmVăn bản sử dụng trên nút bảng UI (không chỉnh sửa tên bộ sưu tập)Văn bản sử dụng trên nút bảng UI thay vì tên của bộ sưu tậpVăn bản quá dàiCăn chỉnh chiều dọc văn bản từ trung tâm của đối tượngVăn Bản: Ngoại BiênVăn Bản: Nội BộVăn BảnChất LiệuDọc theo đường nétNhiễu Vân SọcVân SọcSố ChiềuSinh TạoToàn CầuÁnh XạMớiĐối TượngHoa VănNhựaNhiễu Vân Đồng TâmVân Đồng TâmSắc CạnhSắc Cạnh HơnMềm MạiSợi / HạtTọa Độ Chất LiệuUVLõm VàoLồi RaCửa SổTốc Độ Thu Dọn Chất LiệuTọa Độ Chất LiệuXương đặt Tọa Độ Chất LiệuĐối Tượng Đặt Tọa Độ Chất LiệuLượng Tử Hóa Tọa Độ Chất LiệuTọa Độ Chất LiệuGiảm Biến Dạng Chất LiệuChất Lượng Mã Hóa Chất LiệuTrường Lực Chất LiệuGiới Hạn của Chất LiệuÁnh Xạ Chất LiệuChế Độ Ánh Xạ Chất LiệuMàn Chắn Lọc Chất LiệuKhung Lưới của Chất LiệuMức Trung Bình của Chất LiệuChế Độ Chất LiệuNút Chất LiệuTrình Biên Soạn Nút Chất LiệuỔ Cắm Nút Chất LiệuGiao Diện Ổ Cắm của Nút VéctơCây Nút Chất LiệuĐộ Đục của Chất LiệuGóc Định Hướng của Chất LiệuLồng Chất Liệu dùng AlphaSơn Chất LiệuLớp Vẽ Lồng Sơn Chất LiệuKhe Sơn Chất LiệuSơn Chất Liệu/UV của Bộ Điều ChỉnhHệ số Kích Thước Điểm Ảnh của Chất Liệu dọc theo nét vẽTính Chất Chất LiệuThiên Lệnh của Mẫu Chất LiệuBán Kính Lấy Mẫu Chất LiệuKhe Chất LiệuHình Ảnh trong Khe Chất LiệuKhe Chất LiệuKhông Gian Chất LiệuVị Trí Không Gian Chất LiệuKhung Lưới Không Gian Chất LiệuKích Thước Không Gian Chất LiệuPhân khoảng của chất liệuNhững Đặc Biệt của Chất LiệuThời Hạn của Chất LiệuSắp đặt về ánh xạ tọa độ của chất liệuTọa độ chất liệu từ 0 đến 1Tọa độ chất liệu từ các vị trí hạt gốcTọa độ chất liệu dùng để ánh xạ chất liệu vào nềnKhối dữ liệu sử dụng bởi các nguyên vật liệu, các nguồn sáng, và các không gian thế giới, cùng các đầu bútKhối dữ liệu của chất liệu mà khe chất liệu này sử dụngKhối dữ liệu của chất liệuTrọng lượng của hiệu ứng viên chất liệuChất lượng mã hóa chất liệuPhương pháp xuất chất liệuThao tác thanh lọc chất liệuNhững hình ảnh chất liệu dùng để sơn chất liệuNội suy chất liệuÁnh xạ chất liệu không được đặt là 3D. Kết quả có thể là bất địnhKiểu ánh xạ chất liệuNút chất liệuKhe chất liệu xác định ánh xạ và sự ảnh hưởng của chất liệuKhe cho chất liệu trong một khối dữ liệu Đầu BútKhe cho các chất liệu trong khối dữ liệu phong cách nétKhe chất liệu cho các chất liệu trong một khối dữ liệu Sắp Đặt HạtTên khe chất liệuKhe chất liệu định nghĩa ánh xạ và sự ảnh hưởng của chất liệuỔ cắm chất liệu của một nútVị trí không gian chất liệuKích thước không gian chất liệuChất liệu để điều khiển cường độ phát khóiChất liệu để sử dụng cho lựcÁnh Xạ Chất LiệuCó Chất LiệuChất LiệuThư Mục Chất LiệuTiếng Thái Lan (ภาษาไทย)Mục đó đại diện một ID, đồng thời được sử dụng làm phụ thuộc trong vượt quyền thư viện (liboverride) (hoặc là trực tiếp, như một tham chiếu vượt quyền thư viện (liboverride), hoặc là gián tiếp, như dữ liệu sử dụng bởi một tham chiếu vượt quyền thư viện (liboverride) vậy). Đúng ra, nó sẽ không bao giờ nên được trực tiếp cục bộ hóa cả. Loại trừ lẫn nhau với `LIBOVERRIDE_DEPENDENCY_ONLY` (Duy Phụ Thuộc Vượt Quyền Thư Viện)Mục đó đại diện một ID chỉ được sử dụng như phụ thuộc vượt quyền thư viện (liboverride) (trực tiếp hoặc gián tiếp, xin hãy xem `LIBOVERRIDE_DEPENDENCY` (Duy Phụ Thuộc Vượt Quyền Thư Viện) để biết chính xác). Không nên cân nhắc cái này trong quá trình 'make local (biến thành cục bộ)' (chèn thêm vào) và phải được duy trì là dữ liệu liên kết thuần túy. Loại trừ lẫn nhau với `LIBOVERRIDE_DEPENDENCY`Mục đó đã được thêm vào cho một ID nhập khẩu gián tiếp, làm một phần phụ thuộc của một khối dữ liệu khácThuộc tính "id" nếu có, nếu không thì chỉ mụcChiều hướng pháp tuyến "cắt chẻ" của mỗi góc mặt, bị tác động bởi pháp tuyến điểm đỉnh, mặt sắc, cạnh sắc và pháp tuyến tùy chỉnh. Có thể để trống."nét vẽ" không thể trống rỗng đượcBộ sưu tập '{:s}' sẽ được thêm vào khi sinh tạoVị trí góc nhìn 2D để làm trung tâm của các nút mới, hoặc không thay đổi gì nếu chưa đặtHướng dẫn sử dụng tham chiếu API cho phiên bản Blender nàyPhần MOTION (chuyển động) của tập tin BVH (Cây Phân Cấp Giới Hạn Thể Tích) không có thời lượng khung hình nào trong đó cả. Tạm giả định là cảnh trong BVH và trong Blender có cùng một tần số khung hìnhĐường dẫn đến gốc mã nguồn của BlenderBộ Sưu Tập Xương của Khung Rối nàyBộ Sưu Tập Xương có chứa xương này trong đóĐiều Vận/Biểu Thức cho khối dữ liệu nàyThư viện FriBidi được biên dịch trong ngôn ngữ C (.so trong Linux, .dll trong windows...), bạn có thể sẽ phải chỉnh sửa nó nếu bạn đang sử dụng Windows, ví dụ: dùng cái được kèm trong kho thư viện BlenderGiá trị nhiễu Gabor với cả cường độ và pha ngẫu nhiên. Cái này bằng sin pha nhân với cường độDự kiến là con trỏ ID, bị vượt quyền bởi thao tác này, sẽ khớp với hệ thống cấp bậc tham chiếuChỉ Số Khúc Xạ (IOR) của lớp tráng (ảnh hưởng đến độ phản xạ của nó, cũng như độ suy giảm dần của màu nhuốm lớp tráng)Bộ Khóa để sử dụngKích thước Gizmo điều hướngMàu RGB của sợi. Chỉ được sử dụng trong Tô Màu Trực Tiếp mGiới hạn sai số của bộ giải nghiệm Runge-Kutta ODE, giá trị càng thấp thì càng chính xác hơn, giá trị cao thì nhanh hơnCảnh Quay cần một máy quay phimKhe Cắm nơi chứa dữ liệu hoạt họa của Túi Kênh (Channelbag)UUID của danh mục hiển thị trong trình duyệtĐặc trưng của Voronoi mà nút sẽ tính toánKích thước trục X của hình dạngVị trí X của góc dưới bên trái của vùng cắtKích thước trục Y của hình dạngVị trí Y của góc dưới bên trái của vùng cắtHành động %s là hành động không thể chỉnh sửa đượcHành động phụ thuộc vào các trạng thái/tư thế của cả hai đường dẫn người dùngHành động này nhằm mục đích được sử dụng như một chu kỳ lặp lại trên phạm vi khung hình chơi lại tự đặt (bật chức năng này lên không làm cho nó lặp lại một cách tự động đâu nhé)Các tư thế hành động sẽ được sử dụng cho các mục tiêu điều khiển VRCác tư thế hành động sẽ được sử dụng cho cần nắm điều khiển VRHành động khi kéo rê Nút Chuột Giữa trong khung nhìn. Shift-Nút Chuột Giữa sẽ được sử dụng cho hành động kia. Bố trí này cũng áp dụng cho trackpad nữaThuộc tính đang hoạt động có một kiểu chưa được hỗ trợThuộc tính đang hoạt động phải nằm trên phạm vi điểm đỉnh, cạnh hoặc mặt nhéThuộc tính đang hoạt động phải có kiểu là boolean nhéKhối dữ liệu đang hoạt động '%s' không phải là khối liên kết hợp lệKhối dữ liệu đang hoạt động '%s' vốn được sử dụng bởi dữ liệu liên kết khácMặt đang hoạt động của khung lưới nàyBộ đường nét đang hoạt động không có phong cách đường nét (ám chỉ dữ liệu bị hư hoại)Bộ điều chỉnh đang hoạt động trong bảng danh sáchĐối tượng đang hoạt động cần phải là một khung rối mới đượcKho lưu trữ đang hoạt động có cài đặt không hợp lệHình mẫu đang hoạt động của %s đã bị khóa lại rồiKhu vực mô phỏng sẽ di chuyển với đầu bútBộ điều chỉnh đang hoạt động trong bảng danh sáchNhóm điểm đỉnh đang hoạt động đã bị khóa lại rồiTầng góc nhìn của không gian làm việc đang hoạt động hiển thị trong cửa sổSự căn chỉnh của đối tượng mớiID cục bộ vốn tồn tại có thể tái sử dụng trong trường hợp chèn thêm & tái dụng (append & reuse). Không có giá trị gì cho đến khi tìm thấy rồiMức độ quang sai màu được thêm vào quá trình bóp méoSố lượng bản sao quá cao, chúng ta không thể tạo ra số lượng hình học mà nó yêu cầu đượcMức độ bóp méo. 0 nghĩa là không bóp méo, -1 là bóp méo lõm vào trong toàn phần, và 1 là bóp méo phồng ra ngoài toàn phần.Số lượng điểm cần chọn từ đuôi mỗi chốt trụcSố lượng điểm cần lựa chọn từ đầu mỗi chốt trụcLượng xoay chiều dọc theo mỗi trục, theo thứ tự XYZLượng xoay chiều trên mỗi trục, xung quanh các trục X, Y, rồi Z trong thứ tự đóLượng xoay chiều mà độ nhòe mờ lan trảiMức độ đổi tỷ lệ dọc theo mỗi trụcLượng tỷ lệ mà độ nhòe mờ lan trảiLượng xô lệch áp dụngKhoảng cách giữa các nútLượng dịch chuyển dọc theo mỗi trụcLượng dịch chuyển mà độ nhòe mờ lan trải theo chiều hướng đã chỉ định tương đối với kích thước của hình ảnh. Các giá trị âm biểu thị dịch chuyển theo hướng ngược lạiBiên độ của dịch chuyểnBiên độ của phong bao được tóm tắt lại (hoặc, khi bật Tích Lũy lên thì cả sự chênh lệch dương và âm sẽ đều được tích lũy cả)Góc giữa các pháp tuyến của các mặt đa tạp kết nốiGóc độ giữa các bề diện thay đổi trong khi nét vẽ đang được thi hành để khít với bề mặt nằm dưới con trỏGóc của bokehGia lượng góc độ bám dính, sử dụng khi đang ở trong chế độ ràng buộc vào góc độGóc xác định chiều hướng dịch chuyểnGóc mà vệt lóe đầu tiên tạo ra với trục ngangKhung xương cần phải ở chế độ Tư Thế hoặc chế độ Biên SoạnTài sản này nằm cục bộ trong tập tin. Xóa nó đi sẽ chỉ xóa trạng thái tài sản mà thôi.Đường dẫn danh mục tài sảnPhạm vi thuộc tính cung cấp đủ thông tin để đại diện các pháp tuyến của khung lướiThuộc tính liên quan tới Tầng Góc Nhìn, Cảnh hoặc Thế Giới đang được kết xuấtThuộc tính liên quan với thực thể hóa viên của hệ thống hạt hoặc đối tượng. Nó sẽ hồi phục trở về chế độ đối tượng nếu không tìm thấy thuộc tính, hoặc là đối tượng sẽ không được thực thể hóa nữaThuộc tính liên quan với hình học của đối tượng, và giá trị của nó thay đổi từ điểm đỉnh này đến điểm đỉnh kia, hoặc nội bên trong thể tích của đối tượngThuộc tính liên quan với đối tượng hoặc khối dữ liệu của bản thân khung lưới, và giá trị của nó là đồng nhấtThuộc tính chỉ dành cho Blender sử dụng nội bộ mà thôiTên thuộc tính không được để trốngTên thuộc tính sử dụng mặc định khi nhóm nút được bộ điều chỉnh nút hình học sử dụngKhông thể sử dụng đầu ra thuộc tính mà không có đầu ra hình họcKích thước biểu tượng của bộ trụcTrục để đường cong biến dạng theoTrục sử dụng để đặt vùng cơ sởĐơn vị cơ sở cho số điểm ảnh trên mét.Kho bf-translationHệ số pha trộn, 0 là khung hình hiện tạiMức độ sáng mà các điểm ảnh được coi là một phần của vùng sáng tạo ra tia lóeĐầu bút tác động sự xoay chiều UV của điểmĐầu bút sẽ tác động cường độ màu của điểmĐầu bút sẽ tác động tới vị trí của điểmĐầu bút sẽ tác động độ dày của điểmĐầu bút là thể loại sử dụng để vẽ các nétĐầu bút là thể loại sử dụng để tô kín các khu vựcĐầu bút là thể loại sử dụng để nhuốm màu nét vẽĐầu bút được sử dụng để tẩy xoá các nét vẽBộ nhớ đệm đã được nướng xongBộ nhớ đệm đang được nướngMáy quay phim sử dụng để kết xuất cảnhTâm của vòng tròn được miêu tả bởi ba điểmKhông có Bộ Lựa Chọn nào trong bảng nhớ tạm cảMã lập trình sử dụng để tính các lực tác động bên trong hệ thống hạtBộ sưu tập để thêm những đối tượng được chọn khác vàoBộ sưu tập để xóa những đối tượng được chọn khác khỏi nóBộ sưu tập để xóa đối tượng này khỏi nóMàu sắc cho các thứ sau khung hình hiện tại (dành cho quá trình bóc vỏ hành, đường chuyển động, v.v.)Màu sắc cho các mục trước khung hình hiện tại (dành cho quá trình bóc vỏ hành, đường chuyển động, v.v.)Biến thể màu sắc giữa Màu 1 (Color1) và Màu 2 (Color2). Các giá trị -1 và 1 nghĩa là chỉ sử dụng một trong hai màu. Các giá trị ở giữa là pha trộn giữa hai màuMàu sắc được ánh xạ thành màu trắng (tự động chuyển đổi sang/từ nhiệt độ và sắc thái màu nhuốm)Màu chuyển sang trắng được ánh xạ (tự động chuyển đổi sang/từ nhiệt độ và màu nhuốm)Phạm vi khung hình kết hợp của toàn bộ các Đường Cong-F trong hành động nàyTrình tổng hợp luôn luôn được bật bất kể góc nhìn là gìTrình tổng hợp bị vô hiệu hóaTrình tổng hợp chỉ được bật trong góc nhìn của máy quay phim mà thôiĐiều kiện để kích hoạt quá trình đóng kín chốt trụcHành động bị ràng buộcÁp dụng ràng buộc trong Không Gian Tư Thế, biến hóa của đối tượng sẽ bị bỏ quaRàng buộc được áp dụng trong không gian địa phương của một đối tượng/xương/nhóm điểm đỉnh tùy chỉnhÁp dụng ràng buộc tương đối với hệ thống tọa độ của đối tượngRàng buộc được áp dụng tương đối với hệ thống tọa độ địa phương cho tư thế nghỉ của xương, và do đó bao gồm cả biến hóa do phụ huynh gây ra nữaÁp dụng ràng buộc tương đối với hệ thống tọa độ thế giớiĐộ tương phản của màn chắn lọc khe hốcĐiểm điều khiển để trích xuất dữ liệu từ đó raĐiểm hội tụ cho máy quay phim lập thể (thường là khoảng cách giữa máy chiếu phim và màn chiếu phim)Tọa độ mà nhiễu Gabor sẽ được tính toán. Thành phần Z sẽ bị bỏ qua trong trường hợp 2DCác tọa độ để lấy mẫu nội trong ánh xạ UVGóc để trích xuất dữ liệu từ đó ra. Mặc định là sử dụng góc từ ngữ cảnhXoay chiều ngược chiều kim đồng hồ của tập hợp các điểm bên trongDanh mục bảng đang hoạt động hiện tại có thể là Null nếu khu vực không hỗ trợ tính năng này (LƯU Ý: các danh mục này được sinh tạo trong thời gian chạy, vì vậy danh sách có thể trống rỗng khi khởi tạo, trước khi bất kỳ quá trình vẽ nào diễn ra)Số dòng hiện tạiVị trí hiện tại (dịch chuyển) của góc nhìn cho Cây Nút (Node Tree) nàySố lượng các mặt hiện tại trong khung lưới bị tiêu haoKích thước bước thời gian hiện tại của mô phỏng, tức một phân số của khung hìnhHộp văn bản hiện tạiNhóm đường cong để nội suy trong đóGiá trị pháp tuyến của đường cong tại mỗi điểm điều khiển của đường congĐường cong mà điểm điều khiển là một phần của nóĐường cong để trích xuất dữ liệu từ đó ra. Mặc định sử dụng đường cong từ bối cảnhThể loại đường cong để đổi các đường cong đã chọn thành nóMàu xương tùy chỉnh, được sử dụng khi bảng màu là 'TÙY CHỈNH'Đường dẫn dữ liệu đến giá trị (số nguyên hay số thực) từ mỗi phần tử khả dĩ tuần hoàn (iterable)Đường dẫn dữ liệu tương đối với ngữ cảnh, phải hướng đến một phần tử khả dĩ tuần hoàn (iterable)Kiểu dữ liếu của cột tương tự đang hiển thị trong bảng tínhKiểu dữ liệu mà thuộc tính được chuyển đổi thành, trước khi tính toán các kết quảThể loại dữ liệu sử dụng để đọc các giá trị thuộc tínhCăn chỉnh mặc định cho các đối tượng được cho thêm vào từ trình đơn cổng nhìn 3DPhương thức mặc định và khuyến nghị cho đại đa số các ứng dụngThư mục mặc định để kết xuất hình ảnh xuất ngoại, dành cho những cảnh mớiThư mục mặc định tìm kiếm các phông chữ để nạpThư mục mặc định để tìm kiếm âm thanhThư mục mặc định để lùng tìm chất liệuThiết bị sử dụng để xử lý các nút khử nhiễu trong trình tổng hợpGiá trị chênh lệch giữa tỷ lệ của hai quãng tám liên tiếp. Giá trị lớn hơn tương ứng với tỷ lệ lớn hơn cho quãng tám cao hơnChiều hướng (chỉ áp dụng đối với các sự kiện kéo rê)Chiều hướng của nhiễu Gabor dị hướngChiều hướng mà bình diện sẽ hướng vàoTính định hướng của nhiễu Gabor. 1 có nghĩa là nhiễu hoàn toàn hữu hướng, trong khi 0 có nghĩa là nhiễu đa hướngThư mục lưu trữ các tập tin lưu tạm thời. Đường dẫn phải tham chiếu đến một thư mục vốn hiện có, nếu không nó sẽ bị bỏ quaBiến hóa hiển thị và góc nhìn hỗ trợ mô phỏng tự động cho một thiết bị hiển thị khác, sử dụng cơ chế không gian màu hiển thị trong cấu hình OpenColorIO v2Hiển thị và biến hóa góc nhìn hỗ trợ màu sắc dải động caoKhoảng cách mà một điểm có thể nằm tại, từ mặt, trước khi mặt không còn được cân nhắc là phẳng nữaKhoảng cách giữa điểm dưới cùng và trục XKhoảng cách giữa điểm trên cùng và trục XKhoảng cách các hạt bị ảnh hưởng toàn phầnHệ đo khoảng cách sử dụng để tính toán chất liệuChương trình quyên góp để hỗ trợ bảo trì và cải tiếnTrình mở rộng thả vào xuất phát từ một kho lưu trữ vốn đã bị vô hiệu hóa.Trình mở rộng được thả vào là đến từ một kho lưu trữ chưa biết đến.Hình học sao chép, không bao gồm hình học ban đầuCác cạnh đứng sau góc trong mặt, theo hướng chỉ số tăng lênCạnh đứng trước góc trong mặt, theo hướng giảm dần của chỉ sốCờ dấu cạnh để đánh dấu khi sử dụng lựa chọn đường ngắn nhấtCạnh để lấy dữ liệu từ đó ra. Mặc định là cạnh từ ngữ cảnhCác cạnh nằm trên vùng ranh giới giữa các nhóm mặt khác nhauĐối tượng được chỉnh sửaKhung hình cuối cùng của hoạt họaKhung hình kết thúc của phạm vi chơi lại dự kiến do mình đặt raNăng lượng mà ánh sáng này sẽ phát ra trên toàn bộ diện tích của nó nếu nó không bị giới hạn bởi góc Đèn Rọi, theo đơn vị công suất bức xạ (W)Toàn bộ phạm vi Cảnh / Xem TrướcĐịnh nghĩa liệt kê (enum) có thể truy cập trực tiếp trên nút lúc này. Cái này tồn tại là để tương thích ngược.Sự kiện mà các hệ thống hạt mục tiêu sẽ phản ứngVị trí chính xác của điểm sẽ sử dụngThời gian thực hiện từ lần đánh giá gần đây nhất của cây nút. Đối với các nút khung hình và nút nhóm là thời gian cho toàn bộ các nút thứGiá trị kỳ vọng của bình phương độ lệch so với trung bình trong mỗi nhómTrình mở rộng không tương thích với hệ thống này: {:s}Các điểm nổi bật trích xuất từ ánh lóe sáng sinh tạoChỉ số mặt cho mỗi tam giác của vòng mạchMặt để trích xuất dữ liệu ra. Mặc định là mặt từ bối cảnhHệ số độ đục của điểm ban đầu. Dành cho các điểm mớiHệ số bán kính của điểm ban đầu. Dành cho các điểm mớiHệ số để đổi tỷ lệ các khóaTên thư mục cơ sở lưu trữ bộ tính năng không phải là mã định danh hợp lệ: '{:s}'Kho lưu trữ bộ tính năng không có giàn điều khiển hoặc giàn siêu nào, hoặc thiếu tập tin __init__.pyKho lưu trữ bộ tính năng phải có chứa một thư mục cơ sởĐuôi tập tin dùng để lưu các bản kết xuấtNhãn của trình xử lý tập tinĐường dẫn tập tin sử dụng để xuất khẩuTập tin vốn được lưu bằng phiên bản mới hơn, xin hãy mở tập tin bằng Blender %s hoặc phiên bản mới hơn nhéKhung hình đầu tiên sẽ được xuất khẩuĐầu ra đầu tiên phải là một ổ cắm hình họcBàn chân xoay quanh điểm tựa gốc ngón chânBàn chân xung quanh điểm tựa tại mắt cá chânBàn chân xoay quanh điểm tựa tại mắt cá chân, thêm với điểm tựa của ngón chânDịch chuyển của phân dạngPhần phân số của APhần thập phân của A theo từng phần tửSố khung hình trong cảnhSố khung hình nơi dấu mốc lịch trình thời gian xuất hiệnKhung hình mà bản phác họa này sẽ xuất hiệnKhung hình để tính toán (bắt đầu tại 0)Trục không đổi tỷ lệ của đối tượngTần số của dịch chuyển (1/tổng chiều dài)Số nhân khuếch đạiÁnh lóe sáng sinh tạoSố ngẫu nhiên được tạo ra sẽ giống nhau cho mọi điểm điều khiển của đường congKhông thể trích xuất hình học khi cấu trúc liên kết động đã được kích hoạtChiều hướng pháp tuyến của hình họcCác công cụ gizmo được tạo ra để sử dụng với những phiên thực tế ảo, và chúng đòi hỏi sự quản lý vẽ lại khá đặc biệtĐịnh dạng glTF đòi hỏi các pháp tuyến phải gián đoạn nhau. Các UV và các thuộc tính điểm đỉnh khác cũng phải được lưu như các điểm đỉnh riêng biệt, như điều kiện đòi hỏi đối với phần cứng về đồ họa tiêu biểu vậy. Tùy chọn này cố gắng kết hợp các điểm đỉnh nằm cùng một vị trí lại làm một, nếu có thể. Hiện tại, phép toán này không thể kết hợp các điểm đỉnh có pháp tuyến khác biệtXương dính vào trở thành con cái của xương điều khiểnXương dính vào trở thành xương anh em của xương điều khiển với Sao Chép Biến HóaXương dính vào giữ nguyên phụ huynh của nó, song sử dụng Sao Chép Biến Hóa để nhóm cả chuyển động cục bộ, và chuyển động do phụ huynh tạo ra, của điều khiển vào không gian cục bộCó thể thay đổi nền tảng đồ họa trong phần Hệ Thống của Cài Đặt Sở Thích.Kích thước khung lưới đồ thị để kết buộcID nhóm của từng thực thể nhóm mộtTay cầm có thể di chuyển đến bất cứ đâu, và không gây tác động gì đến tay cầm kia của điểm cảChiều rộng của vùng cắtChiều cao của hình trụChiều cao vuông góc với đáy của hình xoắn ốcMũ cao nhất của 'X' cho đa thức này (số lượng hệ số - 1)Giá trị cao nhất trong mỗi nhómID của khe hành động được ấn định gần đây nhất. ID này xác định tập con nào của Hành Động sẽ được coi là dành cho ràng buộc này, và ID của nó được sử dụng để tìm đúng khe khi ấn định Hành Động.ID của khe hành động được ấn định gần đây nhất. ID này xác định tập con nào của Hành Động sẽ được coi là dành cho khối dữ liệu này, và ID của nó được sử dụng để tìm đúng khe khi ấn định Hành Động.ID của khe hành động được ấn định gần đây nhất. ID khe này xác định tập con nào của Hành Động sẽ được coi là dành cho dải này và ID của nó được sử dụng để tìm đúng khe khi ấn định Hành Động.Định danh được sử dụng để tạo nên dấu nhãn nàyHình ảnh đã thêm lóe sáng sinh tạoID đã nhập khẩu. Sẽ là Không Có Giá Trị (None) cho đến khi nó đã được liên kết hoặc chèn thêm vào rồi. Có thể giống như ``reusable_local_id`` (id cục bộ khả tái dụng) khi đã được chèn thêm vàoChỉ mục từ ngữ cảnhChỉ số của hệ thống hạt ở đối tượng mục tiêuChỉ số bộ sưu tập xương đang hoạt động của Khung Rối; -1 khi không có bộ sưu tập nào là đang hoạt động cả. Lưu ý rằng đây là việc lập chỉ mục cho mảng bộ sưu tập xương nền tảng, tức cái có thể không ở trong thứ tự mà bạn mong đợi. Các bộ sưu tập gốc sẽ được liệt kê trước tiên, rồi đến các phần tử anh em, theo tuần tự. Bên cạnh đó, các bộ sưu tập xương còn có thể được sắp xếp theo bất kỳ thứ tự nào, và do đó, việc tăng hoặc giảm chỉ số này có thể khiến cho bộ sưu tập xương đang hoạt động nhảy từ chỗ nọ sang chỗ kia, một cách bất định. Để có giao diện ổn định và dễ dự đoán hơn thì xin hãy sử dụng ``active`` (đang hoạt động) hoặc ``active_name`` (tên đang hoạt động) nhé.Chỉ số của thuộc tính màu dự phòng cho kết xuấtChỉ số của điểm điều khiển, cộng với dịch chuyển, nội trong toàn bộ khối dữ liệu đường congChỉ số của điểm điều khiển để tính toán. Sử dụng chỉ số hiện tại làm mặc địnhChỉ số của góc, bắt đầu từ góc đầu tiên trong mặtChỉ số của con trỏChỉ số mỗi hải đảo của điểm đỉnh. Các chỉ số dựa trên chỉ số đỉnh thấp nhất nằm trong mỗi hải đảoChỉ số của mặt mà góc là một phần của nóChỉ số của điểm đỉnh đầu tiên trong cạnhChỉ số của góc dịch chuyểnChỉ số của điểm đỉnh thứ hai trong cạnhChỉ số của điểm điều khiển đầu tiên của đường cong nàyChỉ số để di chuyển ràng buộc tớiChỉ số để đưa hiệu ứng tớiChỉ số để di chuyển bộ điều chỉnh đếnChỉ số của các bản sao cho mỗi phần tửCác cá nhân Đường Cong-F hoạt họa kheẢnh hưởng của tầng lớp Voronoi tương đối với tầng lớp trướcSắp đặt tỷ lệ tương quan khởi đầuĐộ sâu khởi đầu sử dụng khi đặt con trỏVị trí khởi đầu để sắp đặtCác dữ liệu được cung cấp không hợp lệ, hoặc sử dụng thuật toán không đúng đắnPhần số nguyên của A, loại bỏ các con số ở phần thập phânPhạm vi khung hình chơi lại dự định cho hành động này, sử dụng phạm vi tự đặt một cách thủ công nếu có, hoặc phạm vi khung hình kết hợp của toàn bộ các Đường Cong-F trong hành động này nếu không (ấn định phạm vi khung hình thủ công)Cường độ của nhiễu Gabor, không có pha ngẫu nhiênKiểu nội suy cho yếu tố này của đường congĐường giao cắt sẽ được đưa vào đối tượng có giá trị ưu tiên giao cắt cao hơnMa trận đảo nghịch hoặc ma trận đơn vị nếu đầu vào không thể đảo nghịch đượcLoại kho lưu trữ để cộng thêmKiểu xoay chiều để áp dụng. Các giá trị từ các chế độ xoay chiều khác sẽ không được sử dụngThể loại tin nhắn cần được truyền lan từ nút này đến nhóm nút phụ huynhSố nguyên lớn nhất song nhỏ hơn hoặc bằng ASố nguyên dương lớn nhất chia hết cho mỗi giá trị A và B, ví dụ: GCD(8,12) = 4Xương cuối cùng của chuỗi sẽ được điều khiển trực tiếp, giống như bàn tay trong cánh tay IK, và phần giữa được kéo giãn ra để chạm tới nóKhung hình cuối cùng để xuất khẩuNhóm tầng lớp được mở rộng trong UINút cây tầng lớp nằm sau (tức là ở trên) nút nàyNút cây tầng lớp nằm trước (tức là bên dưới) nút nàyTay cầm điểm điều khiển Bezier bên trái từ ngữ cảnhChiều dài nội dung của dải này cho đến điểm sau vị trí của tay cầm (bao gồm cả khoảng cách của tay cầm)Chiều dài nội dung của đoạn phim này kể từ điểm trước vị trí của tay cầm (bao gồm cả khoảng cách của tay cầm)Chiều dài khoảng cách theo các hướng của trụcKhoảng cách đoạn đường xa nhất trên trụcSự vượt quyền thư viện của ID liên kết. Sẽ là Không Có Giá Trị (None) cho đến khi nó được tạo raÁnh sáng phản chiếu từ bề mặt của sợi tócÁnh sáng đi qua tóc và thoát ra ở phía bên kiaMàu của nét được ưu tiên cao hơn sẽ được sử dụng tại ranh giới của chất liệuID liên kết có một số sử dụng khác không liên quan, do đó nó đã được sao chép thành một bản sao cục bộCác liên kết tạo thành một chu kỳ tuần hoàn, tức cái không được hỗ trợCác liên kết phải là anh chị emDanh sách các khe hành động phù hợp với dải NLA nàyDanh sách các tầng lớp tạo nên Hành Động nàyDanh sách các khe trong Hành Động nàyDanh sách các khe trong khối dữ liệu hoạt họa nàyDanh sách các dải trên tầng lớp hoạt họa nàyKhối dữ liệu cục bộ mà tài sản này đại diện cho nó; chỉ hợp lệ nếu đó là khối dữ liệu trong tập tin này mà thôiThư mục cục bộ chứa các tiện ích mở rộngVị trí được tự động tính toán là mịn màngVị trí được tính để trỏ đến (tham chiếu) điểm điều khiển tiếp theo/trước đóVị trí buộc phải chỉ vào hướng ngược chiều với tay cầm khácVị trí con trỏ 3D của cảnh, trong không gian cục bộ của đối tượng sửa đổiGiá trị thấp nhất trong mỗi nhómĐộ sáng được ánh xạ theo độ sáng trung bình logarit, thường được đặt bằng giá trị xám trung bìnhKhối lượng của mỗi điểm đỉnh trên chất liệu vảiNguyên vật liệu sử dụng cho các nét vẽ mớiLớp lồng được ánh xạ lại, các giá trị lớp lồng cao hơn mức trắng sẽ trở thành màu trắng. Các điểm ảnh ở các cạnh xác định sẽ bị loại trừ khỏi quá trình ánh xạ lại để giữ nguyên các chi tiếtLớp lồng được ánh xạ lại, các giá trị lớp lồng thấp hơn mức độ đen sẽ trở thành màu đen. Các điểm ảnh ở các cạnh xác định sẽ bị loại trừ khỏi quá trình ánh xạ lại để giữ nguyên các chi tiếtKhoảng cách tối đa mà một điểm đỉnh có thể dịch hình. Sự dịch hình vượt quá ngưỡng này có thể gây ra các vấn đề về tính hữu hình.Khoảng cách tối đa trên bề diện cho các điểm đỉnh bị ảnh hưởng. Tăng độ cao lên sẽ ảnh hưởng đến các điểm đỉnh nằm xa hơn bên trên bề diện.Khoảng cách tối đa dưới bề diện cho các điểm đỉnh bị ảnh hưởng. Tăng độ sâu lên sẽ ảnh hưởng đến các điểm đỉnh nằm xa hơn bên dưới bề diện.Số lớn hơn giữa A và BTối đa từ A và B, với độ làm mịn CKhoảng cách tối đa giữa các nét vẽ trong số giâyChiều dài tối đa, có thể có, của lực đàn hồi (lò xo) bên trong, trong khi kiến tạo. Nếu khoảng cách giữa các điểm bên trong lớn hơn giá trị này thì lực đàn hồi giữa các điểm này sẽ không được kiến tạo. Chiều dài bằng 0 có nghĩa là chiều dài vô tận.Số mẫu vật tối đa sử dụng để huấn luyện hướng dẫn đường đi. Số mẫu vật cao hơn dẫn đến hướng dẫn chính xác hơn, song cũng có thể làm chậm quá trình kết xuất một cách không cần thiết một khi hướng dẫn đã đủ chính xác. Giá trị 0 sẽ tiếp tục huấn luyện cho đến mẫu vật cuối cùngKhoảng cách tia xạ tối đa cho quá trình so sánh các điểm giữa các đối tượng đang hoạt động và các đối tượng được chọn. Nếu là 0 thì có nghĩa là không có giới hạnKhoảng cách tia xạ tối đa cho quá trình xứng khớp các điểm giữa các đối tượng đang hoạt động và các đối tượng được chọn. Nếu là 0 thì có nghĩa là không có giới hạn.Giá trị lớn nhất giữa A và B, max(A,B) (tối đa)Ánh xạ UV của khung lưới để lấy mẫu. Không được có các mặt chồng gối lên nhauKhung lưới thiếu nguyên vật liệuMô phỏng khung lưới được tăng tỷ lệ lên bằng hệ số này (so với độ phân giải cơ sở của phạm vi). Để tạo khung lưới tốt nhất thì nên điều chỉnh bán kính khung lưới hệ thống hạt theo giá trị này.Thể tích khung lưới nơi mà áp lực bên trong/bên ngoài sẽ bằng nhau. Nếu đặt là 0 thì sự thay đổi trong thể tích sẽ không ảnh hưởng đến áp lực.Phương pháp để xác định kích thước của cạnh vát/bo trònPhương pháp phím để kích hoạt các công cụ như di chuyển, xoay chiều & đổi tỷ lệ (G (túm nắm), R (xoay chiều), S (đổi tỷ lệ))Phương pháp sử dụng để kiến tạo khung lưới tại các điểm giao cắtPhương pháp sử dụng để kiến tạo khung lưới tại điểm giao cắtPhương pháp để tính dịch chuyển của mép nhòeGiá trị giữa trong mỗi nhóm khi toàn bộ các giá trị được sắp xếp theo thứ tự tăng dầnGiá trị độ nhám tối thiểu của nguyên vật liệu để áp dụng hướng dẫnSố nhỏ hơn giữa A và BTối thiểu từ A và B, với độ làm mịn CGiá trị nhỏ nhất giữa A và B, min(A,B) (tối thiểu)Bộ điều chỉnh tác động hệ số xoay chiều UV của điểmBộ điều chỉnh tác động cường độ màu của chấm (trên nét vẽ)Bộ điều chỉnh tác động đến vị trí của chấm (trên nét vẽ)Bộ điều chỉnh tác động đến độ dày của chấm (trên nét vẽ)Bộ điều chỉnh sử dụng không hỗ trợ các vị trí bị biến dạngTên '{:s}' là tên không được phép cho các bộ tính năngTên của tập tin json lưu các giá trị sắp đặt ở trên (rất không may, hệ thống Blender không hoạt động ở đây)Tên bộ sưu tập xương đang hoạt động của Khung Rối; sẽ là trống rỗng khi không có bộ sưu tập nào đang hoạt động cảTên đối tượng Đường Cong xác định hình dạng bo trònTên của thuộc tính màu hoạt động để hiển thị và biên soạnTên của cấu hình phím đang hoạt độngTên của thuộc tính trên khung lưới bề mặt, được sử dụng để xác định phần dính vào của mỗi đường congTên của thuộc tính màu mặc định sử dụng làm dự phòng cho kết xuấtTên của nút câyBiến hóa từ không gian chỉ mục khung lưới đồ thị sang không gian đối tượngID mới liên kết đã được cục bộ hóaNhóm nút được sử dụng làm bộ điều chỉnh hình họcNhóm nút được sử dụng như một công cụNhóm nút được sử dụng cho Bút Chì DầuNhóm nút được sử dụng cho các đường congNhóm nút được sử dụng cho các khung lướiNhóm nút được sử dụng cho các đám mây điểmNhóm nút được sử dụng trong chế độ biên soạnNhóm nút được sử dụng trong chế độ đối tượngNhóm nút được sử dụng trong chế độ sơn vẽNhóm nút được sử dụng trong chế độ điêu khắcNhóm nút phải có ổ cắm đầu ra hình họcNhãn của nútGiá trị mặc định của ổ cắm nútNhãn hiệu của cây nútSự mô phỏng nhiễu sẽ được tỷ lệ hóa lên theo hệ số này (so sánh với độ phân giải cơ sở của phạm vi)Chiều hướng pháp tuyến của mỗi mặt, được xác định bởi thứ tự xoay chiều của pháp tuyến và vị trí các điểm đỉnh của nóHướng pháp tuyến của mỗi điểm đỉnh, được xác định là giá trị trung bình của các pháp tuyến mặt xung quanhChiều hướng pháp tuyến của góc mặt, tính đến các mặt sắc cạnh, các cạnh sắc nét và dữ liệu pháp tuyến tùy chỉnhChiều hướng pháp tuyến của bình diện được miêu tả bởi ba điểm, hướng về phía trục Z dươngSố tầng lớp Voronoi để tính tổngSố khung hình hoạt họa. Nếu là một hình ảnh duy nhất, thì chỉ là 1Số điểm được tính theo hướng V giữa mọi cặp đôi của các điểm điều khiểnSố lượng các vòng đồng tâm được sử dụng để phủ kín các mặt trònSố điểm liên tiếp từ nét vẽ ban đầu nhằm bao gồm trong phân khúc nàySố điểm điều khiển dọc theo đường cong cần đi quaSố lượng điểm điều khiển cần kiến tạo trên phân đoạn sau mỗi điểmSố điểm để kiến tạoSố góc trong mặtSố góc di chuyển xung quanh mặt trước khi tìm được kết quả, đi vòng quanh đầu mặt nếu cầnSố lượng bản sao cần kiến tạo cho mỗi phần tửSố cạnh kết nối với mỗi điểm đỉnhSố cạnh trên đường congSố cạnh chạy dọc theo mặt bên của hình nónSố điểm được tính toán trên đường congSố mặt hoặc góc nối với mỗi cạnhSố các mặt hoặc góc kết nối với mỗi điểm đỉnhSố các mặt sử dụng mỗi cạnh làm một trong các cạnh của chúngSố lượng cánh trong bokehSố lượng khung hình cần có để duyệt đường dẫn, xác định giá trị tối đa cho sắp đặt 'Thời Gian Tính Toán'Số khung hình được sử dụng để tính tần số khung hình/giây FPS trung bình. 0 là để tính toán tự động, trong đó số mẫu vật xứng khớp với FPS mục tiêu.Số lượng phân đoạn sinh tạo nhảy cách để giảm độ phức tạpLượng ảo ảnh cho tia lóe Bóng Ảo, hoặc chất lượng và độ lan tỏa của Tia Lóe cho Vệt Sáng và Hình Ngôi Sao Đơn GiảnSố vòng chiều ngangSố lượng khung khóa được sử dụng bởi bản vẽ nàySố quãng tám của nhiễu. Giá trị cao hơn mang lại độ nhiễu chi tiết hơn song sẽ làm tăng thời gian kết xuấtSố lượng phiên bản cũ cần duy trì trong thư mục hiện tại, khi người dùng tự lưuSố lượng điểm ảnh tương ứng với cùng một điểm ảnh đầu raSố điểm trong đường congSố điểm trên vòng cungSố điểm bị bỏ qua sau phân khúc nàySố điểm để kiến tạoSố điểm cần nhảy cách để kiến tạo các phân đoạn thẳngSố phân đoạn hình chữ nhật dọc theo mỗi cạnhSố lượng mẫu vật để kết xuất trong tập hợp con nàySố mẫu sử dụng để ước tính độ nhòe mờ chuyển độngSố lượng mẫu vật được sử dụng để tính toán độ nhòe mờ. Càng nhiều mẫu thì kết quả càng mượt mà, song phải trả giá bằng thời gian tính toán lâu hơn. Số lượng mẫu thực tế là hai mũ số đầu vào này (2^x), do đó nó tăng theo cấp thừa sốSố phân đoạn trong mỗi phần tư hình tròn của hình bo trònSố VệtSố lần màn chắn lọc khe hốc được làm nhòe mờSố lần nhắc lại đối tượng này so với các đối tượng khácSố điểm đỉnh kết nối điểm đỉnh này với một cạnh, tương đương với số cạnh liên thôngSố điểm đỉnh trên đường tròn trên cùng và dưới cùngĐối tượng %s có các hình mẫu bị khóa lạiBản thân hình học của đối tượng phải nhìn thấy được trong kết xuấtĐối tượng chỉ có một tầng lớpĐối tượng chỉ có một nguyên vật liệuĐối tượng bị ràng buộc bên trong một khối cầu ảo bao quanh đối tượng mục tiêu, với bán kính được xác định bằng khoảng cách hạn chếĐối tượng bị ràng buộc trên bề mặt của một hình cầu ảo bao quanh đối tượng mục tiêu, với bán kính được xác định bằng khoảng cách hạn chếĐối tượng bị ràng buộc bên ngoài một khối cầu ảo bao quanh đối tượng mục tiêu, với bán kính được xác định bằng khoảng cách hạn chếPhụ huynh của đối tượng là xươngPhụ huynh của đối tượng là một lưới ràoPhụ huynh của đối tượng là một điểm đỉnhPhụ huynh của đối tượng là một đối tượng khácĐối tượng có hệ thống hạt mục tiêu (bỏ trống nếu là cùng một đối tượng)Đối tượng mà con trỏ dữ liệu tham chiếu đến không phải là một bộ điều chỉnh hợp lệMức dịch chuyển quá nhỏ, chúng ta không thể tạo ra lượng hình học mà nó yêu cầu đượcĐộ đục của các Đường Cong-F chưa chọn, so với nền đằng sau của Trình Biên Soạn Đồ ThịThứ tự của các điểm đỉnh/cạnh/các mặt được chọn sẽ bị sửa đổi, dựa vào phương pháp đã choHình học đầu vào gốc có thể có các thuộc tính mới mà vùng sẽ cung cấp ở đầu raĐầu ra là một đường cong hình vuông (các giá trị âm luôn luôn cho kết quả là -1, và các giá trị dương luôn luôn kết quả là 1)Nút đầu ra %s đã được ghép nối với %sChủ sở hữu của ràng buộc nàyNhóm phụ huynh của nút cây tầng lớp nàySự mô phỏng hạt sẽ được tỷ lệ hóa lên theo hệ số này (so sánh với độ phân giải cơ sở của phạm vi)Hệ thống hạt dùng để sơnCác phần của hình học nằm trong lựa chọnCác phần của hình học không nằm trong lựa chọnCác phần của hình học đi vào đầu ra đầu tiênCác phần của hình học sẽ bị xóa điĐường dẫn cho mặt cắt tùy chọnĐường dẫn cho mặt cắt tùy chọnĐường dẫn đến thư mục '/branches' (các phân nhánh) cho bản sao svn-translation (bản dịch-svn) địa phương của bạn, cho phép phiên dịch từ Giao Diện Người DùngĐường dẫn đến sắp đặt trước được nạp vào chủ đề này (nếu có)UID cố định của bộ điều chỉnhPha của nhiễu Gabor, không có cường độ ngẫu nhiênSiêu dữ liệu về mật độ điểm ảnh được ghi vào các định dạng hình ảnh hỗ trợ. Giá trị này sẽ được nhân với cơ sở PPM, vốn xác định đơn vị (thường là inch hoặc mét).Điểm được ràng buộc để nằm bên trong đối tượng mục tiêuĐiểm được ràng buộc để nằm bên ngoài đối tượng mục tiêuĐiểm được ràng buộc vào bề mặt của đối tượng mục tiêu, với khoảng cách dịch chuyển luôn luôn ra bên ngoài, về phía hoặc rời khỏi vị trí gốcĐiểm được ràng buộc với bề mặt của đối tượng, với khoảng cách dịch chuyển được áp dụng chính xác dọc theo pháp tuyến của mục tiêuĐiểm được ràng buộc vào bề mặt của đối tượng mục tiêu, với khoảng cách dịch chuyển về phía vị trí của điểm gốcVị trí (điểm tựa) mà các phép biến hóa xoay quanh. Được xác định theo tọa độ chuẩn hóa, do đó 0 có nghĩa là góc dưới bên trái và 1 có nghĩa là góc trên bên phải của hình ảnhVị trí cho các trục trên xương. Tăng giá trị cao lên thì sẽ di chuyển nó gần về đỉnh; giảm giá trị nhỏ xuống thì sẽ di chuyển nó gần về gốc.Vị trí từ bối cảnhVị trí của đỉnh đầu tiên trong cạnhVị trí của con trỏ chuột khi bắt đầu thao tácVị trí của điểm đỉnh thứ hai trong cạnhVị trí nguồn phát tia sáng theo tọa độ chuẩn hóa. 0 là góc dưới bên trái và 1 là góc trên bên phải.Vị trí của các điểm mớiĐộ chính xác của kết quả trung gian của trình tổng hợpTrục chính và trục phụ phải khác nhauXác suất hướng dẫn một chiều hướng nội bên trong một thể tíchXác suất hướng dẫn trên một bề mặtMặt cắt có thể là một đường cong lõm hoặc lồiMặt cắt có thể là bất cứ đường dẫn nào giữa các điểm đầu cùngHình dạng mặt cắt (0.5 = tròn)Dữ liệu cung cấp không phù hợp với điều kiện tiên quyếtChất lượng sẽ sử dụng bởi các nút khử nhiễu trong quá trình tổng hợp các bản kết xuất cuối cùng nếu tùy chọn chất lượng của các nút được đặt là Đi Theo CảnhChất lượng sẽ sử dụng bởi các nút khử nhiễu trong quá trình tổng hợp tương tác và cổng nhìn nếu tùy chọn chất lượng của các nút được đặt thành Đi Theo CảnhBán kính của các điểm mớiĐộ dày cho các nét vẽ được sinh tạo raBán kính của hình tròn được miêu tả bởi ba điểmBán kính của hình trụPhạm vi góc độ sẽ bị ảnh hưởngTốc độ mà nhiễu Gabor thay đổi trong không gian. Cái này khác với đầu vào Tỷ Lệ ở chỗ nó chỉ thay đổi tỷ lệ theo chiều hướng vuông góc với chiều hướng của nhiễu Gabor mà thôiTỷ số khung khóa cần loại bỏTỷ số giữa cỡ thước lớn nhất của mô hình và kích thước của khung lưới đồ thịTỷ số giữa trục nhỏ và trục lớn của mặt cắt hình elip. Giá trị đề cử là 0.8~1 đối với tóc người châu Á, 0.65~0.9 đối với tóc người da trắng, 0.5~0.65 đối với tóc người châu Phi. Trục chính được căn chỉnh theo pháp tuyến đường cong, tức cái không được hỗ trợ trong tóc lông dùng hệ thống hạtHướng dẫn sử dụng tham chiếu cho phiên bản Blender nàyVùng nơi mà bảng sẽ được sử dụng trong đóVị trí X của chuột trong khoảng không gian của vùng, trong số điểm ảnh, tăng dần từ 0 bên tráiVị trí Y của chuột trong khoảng không gian của vùng, tính trong số điểm ảnh, tăng dần từ 0 dưới đáyKhoảng cách tương đối mà một hạt có thể di chuyển trước khi phải đòi hỏi phải tạo các phân-khung-hình (số Courant); 0.01-0.3 là phạm vi khuyến nghịSố dư của phép chia làm tròn xuốngSố dư của phép chia cắt bớt sử dụng hàm fmod(A,B)Trình kiến tạo lại khung lưới không thể hoạt động được trong chế độ biên soạnTrình kiến tạo lại khung lưới không thể hoạt động khi bộ điều chỉnh Đa Phân Giải (Multires) cũng nằm trong ngăn xếp bộ điều chỉnhTrình kiến tạo lại khung lưới không thể hoạt động được nếu cấu trúc động (dyntopo) được kích hoạtTrình kiến tạo lại khung lưới không thể hoạt động trên dữ liệu đã được kết nối hoặc vượt quyềnĐộ phân giải của màn chắn lọc theo hướng XĐộ phân giải của màn chắn lọc theo hướng YĐộ phân giải của khung lưới đồ thị hạtĐộ phân giải sử dụng cho từng phân đoạn đường congTay cầm điểm điều khiển Bezier bên phải từ ngữ cảnhKênh xoay chiều đã được thanh lọcXoay chiều con trỏ 3D của cảnh, trong không gian cục bộ của đối tượng sửa đổiKiểu xoay chiều và thứ tự trục sử dụngĐộ nhám của lớp trángTổng giá trị thu thập trong nhóm tương ứng, bắt đầu từ giá trị đầu tiênTổng giá trị thu thập trong nhóm tương ứng, bắt đầu từ 0Hệ số tỷ lệ áp dụng cho các phân đoạn đường congTỷ lệ của tầng lớp Voronoi tương đối với tầng lớp trước đóTỷ lệ của nhiễu GaborVị trí và xoay chiều của con trỏ 3D trong cảnhCó thể đánh giá biểu thức lệnh đã viết mà không cần sử dụng trình thông dịch Python đầy đủBộ sưu tập giàn điều khiển đã chọnThể loại giàn điều khiển đã chọnCác dải được chọn không đè gối lên nhauKhoảng lựa chọn từ đầu và cuối chốt trục dựa trên kích thước đầu vàoViệc lựa chọn mỗi phần tử là một giá trị dấu phẩy độngViệc lựa chọn mỗi phần tử là giá trị đúng (true) hoặc sai (false)Sắp đặt cho chế độ duyệt tập tin để nạp một bản .blend, một thư viện, hoặc một tập tin đặc biệtHình dạng của phân phối gauss, các giá trị thấp hơn làm cho nó sắc nét hơnHình dạng của đầu khởi và đầu kết của nétGóc ngắn nhất tính bằng radian giữa hai mặt nơi chúng gặp nhau ở một cạnh. Các cạnh phẳng và các cạnh phi đa tạp có góc bằng 0. Tính toán giá trị này nhanh hơn góc âm/dươngCửa chập đóng lại tại khung hình hiện tạiCửa chập mở trong lúc nằm tại khung hình hiện tạiCửa chập mở ra tại khung hình hiện tạiPhía bên của tay cầm đã chọnBên sẽ được giữ lại ở trạng thái được chọn sau khi tách phân raPhía bên mà sự lựa chọn sẽ được áp dụngGóc arctan(A / B) âm hoặc dươngGóc số âm/dương tính bằng radian giữa hai mặt nơi chúng gặp nhau ở một cạnh. Các cạnh phẳng và các cạnh phi đa tạp có góc bằng 0. Góc lõm là dương và góc lồi là âm. Tính toán giá trị này chậm hơn góc số dươngBước thời gian mỗi khung hình của mô phỏng (giây/khung hình)Kích thước của sự giãn nở/xói mòn tính bằng số điểm ảnh. Các giá trị dương làm giãn nở và các giá trị âm gây xói mònKích thước của độ nhòe mờ tính bằng số điểm ảnhKích thước suy giảm dần từ các cạnh tính bằng số điểm ảnh. Nếu nhỏ hơn hai điểm ảnh thì các cạnh sẽ được khử răng cưaKích thước của bộ lọc tính bằng số điểm ảnhKích thước hình thể sẽ xác định khoảng cách giữa đối tượng trong mảngKích thước của tia lóe sáng so với hình ảnh. 1 có nghĩa là tia lóe sáng bao phủ toàn bộ hình ảnh, 0.5 có nghĩa là tia lóe sáng bao phủ một nửa hình ảnh, v.v.Kích thước phục hồi vùng ảnh tính bằng số điểm ảnhKích thước của hệ thống hạtKhe này xác định tập hợp con nào của Hành Động được coi là dành cho khối dữ liệu này, và tên nó sử dụng để tìm cho đúng khe khi ấn định một Hành ĐộngKhe xác định tập hợp con nào của Hành Động được coi là dành cho dải này, và tên của nó được sử dụng để lùng tìm đúng khe khi ấn định một Hành Động khácSố nguyên nhỏ nhất song lớn hơn hoặc bằng ASố nguyên dương nhỏ nhất chia hết cho cả A và B, ví dụ: LCM(6,10) = 30Độ mịn màng của các điểm nổi bật trích xuấtĐộ mịn mép ánh sáng của đèn phaGiải nghiệm không tái lặp, ngay cả đối với khung hình đầu tiên (bắt đầu từ tư thế nghỉ)Giải nghiệm sẽ lặp lại (đồng quy) cho toàn bộ các khung hìnhGiải nghiệm lặp lại (đồng quy) cho khung hình đầu tiên nhưng không cho khung hình tiếp theoTập tin âm thanh được giải mã và lưu giữ trong Bộ NhớTrục nguồn mà trục X của đối tượng bị ràng buộc sử dụngTrục nguồn mà trục Y của đối tượng bị ràng buộc sử dụngTrục nguồn mà trục Z của đối tượng bị ràng buộc sử dụngMàu nguồn có chứa thành phần AlphaMàu sắc nguồn đã được chỉnh gammaHình học nguồn phải chứa một khung lưới hoặc một đám mây điểmKhung lưới nguồn phải có các mặtNguồn của trường lực này là điểm số không của dao động điều hòaKhông gian nơi kệ tài sản sẽ hiển thị lên. Bỏ qua đối với các kệ tài sản bật lên, tức cái có thể hiển thị ở bất kỳ không gian nào.Không gian mà bảng sẽ được sử dụng trong đóCăn bậc hai của phương sai trong mỗi nhómNhiễu Perlin phân dạng tiêu chuẩnTay cầm bắt đầu và kết thúc nằm ở vị trí cố địnhTay cầm bắt đầu và kết thúc được dịch chuyển khỏi các điểm điều khiển của chốt trụcKhung hình đầu tiênKhung hình khởi đầu của phạm vi chơi lại dự địnhVị trí khởi đầu của các đường quan hệ từ xương phụ huynh đến các xương con cáiGiá trị độ đậm của các nét vẽ tạo raChuỗi văn bản cung cấp ở đầu vào cần tìmChuỗi văn bản để thay thế những phần xứng khớpGiá trị chuỗi văn bản (dòng chữ) để thả vào nútCác giá trị của dải được kết hợp với những kết quả đã tích tụ thông qua cách sử dụng các phép tính cộng, nhân, hoặc Quatenion thích hợp, dựa trên thể loại của kênhCác giá trị của dải phim thay thế các kết quả tích lũy bằng lượng chỉ định bởi ảnh hưởngMức phân hóa có thể nhìn thấy được khi kết xuấtTổng các giá trị trong mỗi nhóm chia cho số lượng phần tử của nhóm đóDiện tích các mặt của mỗi các mặt khung lướiHệ thống không tìm được giải nghiệm nào cảKhung lưới mục tiêu phải có một số các mặtChế độ xoay chiều mục tiêuMục tiêu sử dụng trong khi bám dínhThực hiện việc đổi tỷ lệ xúc tu một cách thủ công thông qua các điều khiển xoắn vặn.Co giãn xúc tu để khít vừa đường congChất liệu tác động màu cơ bản của nétChất liệu tác động giá trị alphaGóc nghiêng của vảy cá biểu bì (phần ngoài cùng của tóc). Chúng luôn nghiêng về phía chân tóc. Giá trị thường nằm trong khoảng từ 2 đến 4 đối với tóc ngườiThời gian chờ đợi (trong số phút) giữa các lần tự động lưu những tập tin tạm thờiThời gian tính bằng số giây để chờ các hoạt động trực tuyến trước khi kết nối có thể thất bại do lỗi hết thời gian. 0 là sử dụng mặc định của hệ thống.Thời gian sử dụng để lùng tìm dữ liệu trong tập nhớ đệm, hoặc để xác định tập tin tập nào để dùng trong trình tự tập tinTổng kích thước X của vùng tính trong số điểm ảnhTổng kích thước Y của vùng tính trong số điểm ảnhTổng số hải đảo khung lướiTổng số của toàn bộ các giá trị trong nhóm tương ứngBiến hóa của đầu ra thực thể. Không tác động gì đến hình học bên trongSự biến đổi của xương mục tiêu được đánh giá dựa trên hệ tọa độ cục bộ của nó, sau đó được điều chỉnh để bù đắp sự khác biệt trong định hướng giữa tư thế nghỉ của mục tiêu và tư thế nghỉ của chủ sở hữu. Khi được áp dụng như một phép biến hóa cục bộ cho chủ sở hữu thì nó tạo ra chuyển động toàn cục giống như mục tiêu nếu các phụ huynh vẫn ở trong tư thế nghỉ.Biến hóa của xương mục tiêu được tính toán tương đối với hệ thống tọa độ địa phương cho tư thế nghỉ của nó, và do đó bao gồm cả biến hóa do phụ huynh gây ra nữaBiến hóa của mục tiêu sẽ được tính toán tương đối với hệ tọa độ thế giới đối tượng/xương/nhóm điểm đỉnhBiến hóa của mục tiêu được tính toán tương đối với hệ tọa độ địa phương của nóBiến hóa của mục tiêu sẽ được tính toán tương đối với hệ tọa độ thế giớiBiến hóa của mục tiêu chỉ được tính toán trong Không Gian Tư Thế. biến hóa của đối tượng khung rối của mục tiêu sẽ bị bỏ quaSự biến hóa của véctơ và đầu ra của hình họcKiểu biến hóa ảnh hưởng đến đối tượng ràng buộcThể biến hóa từ mục tiêu sử dụngKiểu nhiễu Gabor để tính toánLoại dữ liệuThể loại giấy phép mà tài sản này vốn dùng khi phân phối. Giấy phép trống rỗng không nhất thiết biểu thị rằng cái này là miễn phí, không có điều khoản cấp phép. Xin liên hệ với tác giả nếu cần làm rõ vấn đề.Loại dữ liệuKiểu nội suy bán kính cho đường cong BezierThể loại hình dạng sử dụng để tái dựng một bộ phận đã được bo trònLoại thao tác tách phân sẽ thi hành trên các dảiThể loại chiến lược sử dụng để lấy mẫu sự đóng góp ánh sáng trực tiếpKiểu khối dữ liệu, nếu nội dung đại diện cho một kiểu nào đó (‘NONE' (KHÔNG CÓ) nếu ngược lại)Kiểu định danh bảngPhương pháp tính độ nghiêng của Đường Cong 3DKiểu nội suy xoay nghiêng cho đường cong 3D, BézierThể loại thao tác biến hóa để viết raKiểu nội suy trọng lượng cho chốt trụcÁp lực đồng đều được áp dụng liên tục vào khung lưới, trong đơn vị Thang Đo Áp Lực. Có thể là âm.Hệ thống đơn vị để sử dụng cho các điều khiển trong giao diện người dùngNgười dùng đã được nhắc nhở thông qua thông báo "Truy Cập Trực Tuyến" và đã đưa ra lựa chọn rồiKho lưu trữ người dùng để cài đặt trình mở rộng vàoGiá trị tính cho trình tự là giá trị tối đa các điểm đỉnh của trình tựGiá trị tính cho trình tự là giá trị trung bình các điểm đỉnh của trình tựGiá trị tính cho trình tự là giá trị tối thiểu các điểm đỉnh của trình tựGiá trị tính cho trình tự là giá trị được tính từ điểm đỉnh của trình tự đầu tiênGiá trị tính cho trình tự là giá trị được tính từ điểm đỉnh của trình tự cuối cùngGiá trị được tính tương đối với từng chiều của hình ảnh một cách độc lậpGiá trị được tính tương đối với chiều X của hình ảnhGiá trị được tính tương đối với chiều Y của hình ảnhGiá trị được tính tương đối với đường chéo của hình ảnhGiá trị được tính tương đối với chiều lớn hơn của hình ảnhGiá trị được tính tương đối với chiều nhỏ hơn của hình ảnhGiá trị của cờ bitflag 'FILTER_ITEM' (mục thanh lọc) dự trữ (trong các giá trị của filter_flags - cờ thanh lọc)Độ sáng trung bình sẽ được ánh xạ thành giá trị nàyGiá trị mà sự kiện này sẽ chuyển thành trong một ấn định phím mô tháiGiá trị sẽ sử dụng nếu đường dẫn dữ liệu không thể lý giải đượcGiá trị sử dụng để ánh xạ lên dốc màu. 0.0 cho màu ở ngoài cùng bên trái, trong khi 1.0 cho màu ở ngoài cùng bên phảiCác giá trị từ thuộc tính "id" trên điểm, hoặc chỉ số nếu thuộc tính đó không tồn tạiCác giá trị được dùng để tính trung bình cộng và trung vịCác giá trị dùng để tính giá trị nhỏ nhất và lớn nhấtCác giá trị dùng để tính độ lệch chuẩn và phương saiCác giá trị sẽ được tích lũyVéctơ sẽ được biến hóaĐiểm đỉnh của góc bao trùmĐiểm đỉnh để lấy dữ liệu từ đó ra. Mặc định là dùng điểm đỉnh từ ngữ cảnhMức nhìn thấy được của bản vẽ trong nút cây này sẽ bị ảnh hưởng bởi các tầng lớp trong danh sách các màn chắnPhương pháp mà ràng buộc đối xử với tỷ lệ gốc của trục bị ràng buộc (không tự do)Mức độ ướt khi các màu bắt đầu chuyển sang màu nềnChiều rộng cho các nút nhóm mới được tạo raChiều rộng của các cột trong chế độ xem danh sách theo chiều ngangChiều rộng của vùng cắtVị trí ngang tương đối của cửa sổ với diện tíchVị trí ngang của vùng tương đối với cửa sổVị trí dựng đứng tương đối của cửa sổ với diện tíchVị trí dọc của vùng tương đối với cửa sổThể tích của thế giới vốn được kết xuất bởi EEVEE Cũ. Cần phải chuyển đổi để nó kết xuất đúng đắn.Kiểu MẫuChủ đề "{:s}" đã được cài đặt rồi!Kiểu Mẫu của Cổng Nhìn 3DKiểu Mẫu của Màu NềnBộ Màu Kiểu Mẫu của XươngKiểu Mẫu của Trình Biên Soạn Đoạn PhimKiểu Mẫu về Màu của Bộ Sưu TậpKiểu Mẫu của Bàn Giao TiếpKiểu Mẫu của Bảng Hành ĐộngKiểu Mẫu của Trình Duyệt Tập TinKiểu Mẫu của Trình Biên Soạn Đồ ThịKiểu Mẫu của Trình Biên Soạn ẢnhKiểu Mẫu của Thông TinKiểu Mẫu của Trình Biên Soạn NútKiểu Mẫu Hoạt Họa Phi Tuyến TínhKiểu Mẫu của Mục LụcCài Đặt Sở Thích về Phong CáchKiểu Mẫu của Tính ChấtKiểu Mẫu của Trình Phối HìnhKiểu Mẫu của Không GianKiểu Mẫu của các Sắp Đặt Không GianKiểu Mẫu của Bảng TínhKiểu Mẫu cho Thanh Trạng TháiKiểu Mẫu Màu DảiKiểu Mẫu của Trình Biên Soạn Văn BảnKiểu Mẫu của Thanh Tiêu ĐềKiểu Mẫu của Giao Diện Người DùngBộ Màu Kiểu Mẫu của Thành Tố Điều KhiểnMàu Chủ Đề cho cTrạng Thái của Thành Tố Điều KhiểnMàu kiểu mẫu hoặc màu tùy chỉnh của một xươngSắp đặt kiểu mẫu về Phông ChữSắp đặt kiểu mẫu cho Thông TinCác cài đặt kiểu mẫu cho kệ tài sảnSắp đặt kiểu mẫu cho các màu nền và dốc màuSắp đặt kiểu mẫu cho những bộ màu sắc của xươngSắp đặt kiểu mẫu cho các màu sắc của bộ sưu tậpCài đặt kiểu mẫu cho các màu của dảiCài đặt về kiểu mẫu cho các bộ phong cáchSắp đặt kiểu mẫu cho Cổng Nhìn 3DNhững sắp đặt về phong cách cho các Cài Đặt Sở Thích của BlenderSắp đặt kiểu mẫu của Bàn Giao TiếpSắp đặt kiểu mẫu cho Bảng Hành ĐộngSắp đặt kiểu mẫu cho Trình Duyệt Tập TinSắp đặt kiểu mẫu cho Trình Biên Soạn ẢnhSắp đặt kiểu mẫu cho Trình Biên Soạn Đoạn PhimSắp đặt kiểu mẫu cho biên Trình Biên Trình Biên Soạn NLASắp đặt kiểu mẫu cho Trình Biên Soạn NútSắp đặt kiểu mẫu cho Mục LụcSắp đặt kiểu mẫu cho các Tính ChấtSắp đặt kiểu mẫu của Trình Phối HìnhCài đặt kiểu mẫu cho Bảng TínhCài đặt kiểu mẫu cho Thanh Trạng TháiSắp đặt kiểu mẫu cho trình Biên Soạn Văn BảnSắp đặt kiểu mẫu cho Thanh Tiêu ĐềSắp đặt kiểu mẫu cho trình biên soạn đồ thịSắp đặt kiểu mẫu của các yếu tố trong giao diệnSắp đặt kiểu mẫu cho các bộ màu của thành tố điều khiểnSắp đặt kiểu mẫu cho các màu về trạng thái của thành tố điều khiểnKiểu MẫuTheoraCó nhiều nút đầu ra của nhóm, song cái này không phải là cái đang hoạt độngKhông có khối dữ liệu nào là đang hoạt động cảKhông có dữ liệu hoạt họa nào để thao tác trên đó cảKhông có thư viện tài sản nào để xóa đi cảKhông có kho lưu trữ tiện ích mở rộng để xóaKhông có tầng lớp '%s'Không có nút nhóm phụ huynh nào trong ngữ cảnh nàyPhải có một thuộc tính ở tình trạng đang hoạt động nhéPhải có ít nhất một kho lưu trữ người dùng được thiết lập để cài đặt trình mở rộng vàoCó {:d} lỗi khóa hóa thất bại nhưng không rõ lý do.Những cái này đòi hỏi tự động khung khóa hóa:DàyNét dày hơn mặc địnhĐộ DàyHạn Định Độ DàyHệ Số Độ DàyĐộ Dày Từ Bóng TốiĐộ Dày Tối ĐaĐộ Dày Tối ThiểuChế Độ Chiều DàyBộ Điều Chỉnh Độ DàyĐộ Dày GầnĐộ Dày Ngoại ViVị Trí Độ DàyMặt Cắt của Độ DàyTỷ Số Độ DàyĐộ Dày Hình DạngCường Độ đối với Độ DàyĐộ dày nét dựa vào định hướng của nét vẽPhép tính chiều dày sử dụng một số ràng buộc, tân tiến nhấtHệ số độ dàyHệ số chiều dày sử dụng để tác động nhóm điểm đỉnh có trọng lượng bằng khôngKhông thể xóa bộ điều chỉnh độ dày '%s'Thể loại bộ điều chỉnh độ dàyBộ điều chỉnh độ dày để thay đổi độ dày nét vẽĐộ dày của các đường nét vẽ chú thíchĐộ dày của từng sợi tócĐộ dày đặc của khói hiển thị trong cổng nhìnĐộ dày của màng mỏng tính bằng nanometĐộ dày của nét viền tương đối với độ dày của đầu bút hiện tạiĐộ dày của nét viền chu viĐộ dày của vỏĐộ dày đặc của thể tích hiển thị trong cổng nhìnVị trí độ dày của các đường viền hình bóng và đường viền ranh giới (chỉ áp dụng khi sử dụng kết trình tự đơn thuần với tùy chọn 'Cùng Một Đối Tượng')Độ Dày: %s, Độ Sâu: %sMỏngMàng MỏngIOR của Màng MỏngĐộ Dày Màng MỏngNét mỏng hơn mặc địnhThứ BaHệ số thứ ba của biến dạng tỏa tròn đa thức bậc bậc bốn của Brown-ConradyHệ số thứ ba của quang sai biến dạng đa thức bậc baLuật Một Phần BaTài sản này đã được lưu trữ trong tập tin blend hiện tạiThuộc tính này không thể truy cập được trong ngữ cảnh thủ tụcBộ sưu tập xương này được mở rộng trong chế độ quan sát các bộ sưu tập xương ở dạng câyTúi kênh này không thuộc về dải nàyBộ sưu tập này trực thuộc sở hữu của Khung Rối cục bộ, hoặc được cho thêm vào thông qua một vượt quyền thư viện trong tập tin blend hiện tạiBộ sưu tập này đã được cho thêm vào thông qua vượt quyền thư viện trong tập tin blend hiện tạiMàu này sẽ xác định màu trắng trong dảiDữ liệu này không hỗ trợ hội nhập trong Chế Độ Biên SoạnKhối dữ liệu này không có khe Hành Động nào đã được ấn định cảKhối dữ liệu này là phần giữ chỗ cho dữ liệu liên kết bị thiếu vắng (tức nó là [một vượt quyền của] một dữ liệu vốn được liên kết song không tìm thấy nữa)Khối dữ liệu này có thể chỉnh sửa được trong giao diện người dùng. Các khối dữ liệu liên kết thì không thể biên soạn được, trừ khi chúng được nạp vào dưới dạng tài sản có thể chỉnh sửa.Khối dữ liệu này đã được liên kết và đóng gói vào tập tin .blendKhối dữ liệu này không phải là một khối độc lập, song thực ra, nó là một dữ liệu phụ của một chỉ danh ID khác (ví dụ tiêu biểu: các cây nút gốc hoặc các bộ sưu tập chính)Khối dữ liệu này là dữ liệu thời gian chạy, tức là nó sẽ không được lưu trong tập tin .blend đâu. Lưu ý rằng: các ID được tính toán sẽ luôn luôn chỉ xảy ra trong thời gian chạy thôi, vì vậy giá trị này chỉ có thể chỉnh sửa được trong các khối dữ liệu của cơ sở dữ liệu Chính mà thôi.Bộ tính năng này phụ thuộc vào bộ tính năng sau đây để hoạt động bình thường:Không nạp được bộ tính năng này một cách hoàn hảo.Bộ tính năng này đòi hỏi Blender {:s} hoặc phiên bản mới hơn để hoạt động bình thường.Tập tin này được quản lý bởi hệ thống tài sản Blender và không thể viết đè lên đượcTập tin này được quản lý bởi hệ thống tài sản Blender. Nó chỉ có thể đượcTập tin này được quản lý bởi hệ thống tài sản, bạn không thể viết đè lên nó được (có thể sử dụng "Lưu thành" nhé)Tập tin này hiện là ngoại tuyếnTập tin này chỉ là duy đọc mà thôiTập tin này được lưu bằng phiên bản mới hơn của Blender (%s).Đây là một tập tin hệ thống hạn chếĐây là một tầng thước đo đặc biệtĐây là khoảng cách từ bờ biển trong hướng gió thổi đến, đến điểm tham chiếu, gọi là chiều dài đà gió, hoặc là khoảng cách mà gió sẽ phải đi với tốc độ bất biến. Được sử dụng trong các mô hình 'JONSWAP' và 'TMA'.Đây là hình thức kém hiệu quả nhất trong các hình thức hiện có và chỉ nên sử dụng khi đòi hỏi mà thôi.Tầng lớp này không trực thuộc Hành Động nàyĐiều này có thể dẫn đến sự hành xử bất ngờGiàn siêu này chứa các thể loại giàn điều khiển cũ, và có thể nâng cấp tự động lên, để hưởng lợi ích từ các tính năng rigify mới.Giàn siêu này đòi hỏi phải được nâng cấp lên dùng Các Bộ Sưu Tập Xương (Bone Collections)Giàn siêu này sử dụng giàn điều khiển mặt cũ.Chế độ này đòi hỏi tự động khung khóa hóa thì mới hoạt động bình thường đượcBộ điều chỉnh này chỉ có thể biến dạng các điểm điều khiển mà thôi, không thể làm đối với đường cong/bề mặt đã phủ kín đượcBộ điều chỉnh này chỉ có thể biến dạng đường cong/bề mặt đã phủ kín mà thôi, chứ không thể làm với các điểm điều khiển đượcBộ điều chỉnh này đã nướng xong dữ liệuThao tác của bộ điều chỉnh này không được phép thi hành trong Chế Độ Biên SoạnGiàn điều khiển mặt nguyên khối này đã lỗi thời rồi.Cái này cần một Khung Rối cục bộ hoặc một vượt quyền nhéNút này không có kết nối đầu vào nào để hoán đổi được cảNút này không có đầu vào để hoán đổi đượcĐối tượng này là phần của một hình dạng tổng hợp đa phần tửThao tác này không được hỗ trợ ở chế độ biên soạnThao tác này chỉ hoạt động trong chế độ tư thế và chế độ biên soạn khung rối mà thôiOperator này đòi hỏi một điểm đỉnh đang hoạt động (cái được chọn cuối cùng)Khối dữ liệu vượt quyền này không còn cần đến nữa, song nó đã được phát hiện do người dùng chỉnh sửaKhối dữ liệu vượt quyền này là khối không sử dụng đếnThuộc tính vượt quyền này không tồn tại trong dữ liệu hiện tại. Nó sẽ bị xóa đi trong lần lưu tập tin .blend sắp tớiTài sản tư thế này là trống rỗng và do đó không có tư thế nào cảTính chất này không thể hoạt họa được vì nó sẽ không được cập nhật đúng đắnTính chất này để sử dụng nội bộ mà thôi và không thể biên soạn đượcTính chất này chỉ sử dụng để lưu diện tích của đối tượng trong bộ nhớ đệm để tính toán sau nàyKhu vực này chưa hỗ trợ các danh mục bảngKiểu giàn điều khiển này không cho thêm tiền tố ORG.Tập lệnh này được viết cho phiên bản Blender {:d}.{:d}.{:d} và có thể không còn hoạt động (đúng đắn), mặc dù nó đã được bật lênKhe (%s) này không trực thuộc Hành Động vốn đã được ấn địnhKhe này (%s) không phù hợp với thể loại khối dữ liệu này (%c%c)Khe này không trực thuộc Hành Động nàyỔ cắm này là nhằm dùng làm công tắc bật/tắt trong tiêu đề bảng điều khiển.Dải này không trực thuộc tầng lớp nàyKhông thể tính lại thời gian thể loại dải này đượcVăn bản này chưa được lưu lạiSố LuồngSố LuồngChế Độ Đa LuồngBa Tầng CấpCần ba dấu giám sát có nhóm điểm để xác định định hướng của sànNgưỡngNếu trên ngưỡng này thì việc tô phủ sẽ không có tác độngKhông xử lý tăng độ sắc nét với những giá trị dưới giới hạn nàyGiới hạn khoảng cách dành cho quá trình Hợp Nhất Tự ĐộngNhững hạt nào nằm trong khoảng cách này sẽ bị xóa điGiới hạn để kiểm tra sự đè gối lên nhau trong hình họcNgưỡng sử dụng trong thuật toán phát hiện cạnh (các giá trị cao có thể làm cho một số phần của hình ảnh trở nên nhòe mờ quá mứcNgưỡng cho thuật toán phát hiện cạnh (giá trị cao có thể làm mờ quá mức một số phần của hình ảnh). Chỉ áp dụng cho kết xuất cuối cùng mà thôi.Giới hạn nét vẽ giao cắtNgưỡng trong không gian màn hình được sử dụng cho thuật toán đơn giản hóa. Các điểm trong ngưỡng này được xử lý như thể chúng nằm trên một đường thẳng.Mức giới hạn để cân nhắc là điểm đặc trưng đạt đủ điều kiện để giám sátGiới hạn phân nhánhKhoảng cách giới hạn từ bề mặt của đối tượng nơi sự va đập được phép xảy ra (kết quả tốt nhất khi khác 0)Giới hạn chuyển động khởi đầu cần có, từ tư thế nghỉ, của thiết bịNgưỡng dùng để tính độ trong suốt của màu khi tô kínGiá trị giới hạn để cân nhắc các trọng lượng khác biệt là tương đồngHình Thu NhỏHành Động cho Nút Dấu NgãBố Trí Ô CờHình Dạng của Khung Lưới Đồ Thị Ô CờSố ÔDịch Chuyển ÔKích Thước ÔSố Ô Trục XSố Ô Trục YSắp Ô ZSố ô theo trục XSố ô theo trục YSắp ô theo trục ZÔ trong hình ảnh xếp ôNhãn hiệu của ôXếp Ô CờHình ảnh chất liệu được sắp xếp theo bố trí ô cờ (UDIM)Số ÔCác ô của hình ảnhBố Trí Ô CờKhoảng nhảy cách ô trên Trục XXoay NghiêngNội Suy Xoay NghiêngCường Độ Xoay NghiêngXoay Nghiêng XXoay Nghiêng YĐộ xoay nghiêng trong Khung Nhìn 3DXoay nghiêng các điểm điều khiển của đường congXoay nghiêng các điểm đỉnh điều khiển đã chọn của đường cong 3DXoay Nghiêng:GỗThời GianMớiCũĐồng Bộ Thời GianĐường Cong Thời GianNới Thời GianThời HạnChế Độ Thời GianPhân Đoạn của Bộ Điều Chỉnh Thời GianDịch Chuyển Thời GianThời Gian ChờBố Trí Lại Thời GianTỷ Lệ Thời GianTuần Tự Thời GianTrượt Đẩy Thời GianPhân Khoảng Thời GianKéo Giãn Thời GianDịch Chuyển Thời GianĐơn Vị Thời GianThời điểm cửa chập đóng lạiThời điểm cửa chập mở raThời gian giữa các lần bật nẩy để làm chậm rãi sự đàn hồi lạiThời gian giữa lúc mở và đóng màn trập trong khung hìnhThời gian trì hoãn, trong 1/10 giây, trước khi tự động mở các trình đơn ở tầng dướiThời gian trì hoãn, trong 1/10 giây, trước khi tầng đỉnh của trình đơn tự động mở raThời gian, trong số giây, mà bộ điều chỉnh sử dụng để tính toán. Cái này chỉ được đặt trên các đối tượng được tính toán mà thôi. Nếu nhiều bộ điều chỉnh cùng chạy song song một lúc, thì thời gian thi hành không phải là một thước đo đáng tin cậy.Thời gian đòi hỏi để hoạt họa trạng thái hình rẻ quạt mở ra trọn vẹn (trong 1/100 giây)Thời gian của hình mẫu trong mô phỏngThời gian của vị trí chuộtDịch chuyển thời gian cho hiệu ứng nhiễuThời gian kể từ lần truy cập cuối cùng bộ đệm đệm đỉnh của đối tượng GL (VBO) trong số giây đồng hồ sau khi nó được phóng thích (đặt thành 0 để duy trì VBO ở tình trạng đã được cấp phát)Thời gian kể từ lần truy cập cuối cùng của một đối tượng bộ đệm điểm đỉnh GL, trong số giây, sau đó được phóng thích (đặt thành 0 để duy trì VBO ở tình trạng được cấp phát)Thời gian từ bước cuối (trước đây) trong số giâyThời gian kể từ khi máy đếm thời gian bắt đầu tính bằng giâyThời gian chỉ định trong khung hình, được chuyển đổi thành số giây dựa trên tần số khung hình của cảnhThời gian chỉ định trong số giâyThời gian được chỉ định bằng giây, không phụ thuộc vào cảnhKhoảng thời gian sử dụng giữa lúc màn trập đóng và mở, trong đơn vị khung hìnhThời gian để hoạt họa góc nhìn trong số milli giây, đặt = 0 để tắt điThời gian nhìn xa trước trong đơn vị giâyThời điểm sử dụng hoạt họa Màn Chắn LọcThời gian/sự trì hoãn (trong mili-giây) của nháy đúpThời gian:Thời Gian: %.3f %sThời Gian: %s %sThời Gian: +%.3f %sThời Gian: +%s %sDịchThờiGianTrượt Thời Gian: %sMã Thời GianChỉ Số của Mã Thời GianMốt Mã Thời GianLịch Trình Thời GianKhung Hình Lịch Trình Thời GianDấu Mốc Trên Lịch Trình Thời GianCài Đặt Vẽ Lồng của Dòng Thời GianKhông tìm thấy dấu mốc lịch thời gian '%s' trong hành động '%s'Không tìm được dấu mốc lịch trình thời gian '%s' trong cảnh '%s'Đồng Hồ Bấm GiờĐồng Hồ Bấm Giờ (Số Phút)Thời GianBước Thời GianKhông đọc được dấu thời gianBước Thời GianSố Phân Bước Thời Gian Tối ĐaThời ĐịnhThời GianNhuốm MàuMàu NhuốmHệ Số Nhuốm MàuChế Độ Nhuốm MàuPhản xạ điện mội của màu nhuốm tại góc pháp tuyến để điều khiển theo con mắt nghệ thuật, cùng phản xạ kim loại ở góc chạm gần để mô phỏng chỉ số khúc xạ phức tạpPhản xạ màu nhuốm ở góc tới gần tiếp tuyến để mô phỏng chỉ số khúc xạ phức tạpNhuốm màu của nét vẽNhuốm màu tia lóe sáng. Cân nhắc việc khử bão hòa tia lóe sáng để có màu nhuốm chính xác hơnTí TẹoLoại Bỏ Cấu Trúc Cơ Bản Nhỏ XíuĐỉnhĐiều Khiển Đỉnh ĐầuĐường Kính ở Đỉnh ĐầuChiều Hướng ĐỉnhChỉ Số ĐỉnhChiều Dài Đỉnh ĐầuVị Trí ĐỉnhBỏ Đầu NétĐộ Tròn của Đầu BútĐổi Tỷ Lệ X của Đầu BútLựa Chọn ĐỉnhMức Lan Tỏa của ĐỉnhChế độ chọn đỉnh đầuĐầu ĐềChữ Hoa Đầu TừMép Lề An Toàn của Tựa ĐềĐầu đề cho trình duyệt tập tinĐồngHồĐH0ĐH1ĐH2ĐồngHồCôngViệcVùngĐHĐồngHồBiênBảnĐồngHồLưuTớiVề Vị Trí của Con Trỏ 3DĐến Toàn BộTới Toàn Bộ các cái Được ChọnXuống ĐáySang các Điều KhiểnTới Khung Hình Hiện TạiChế Độ Sang ĐộĐến Khung Khóa Cuối CùngĐến Kết NốiĐến Rời RạcĐến Tối ĐaĐến Tối Đa XĐến Tối Đa YĐến Tối Đa ZĐến Tối ThiểuĐến Tối Thiểu XĐến Tối Thiểu YĐến Tối Thiểu ZSang Khung Khóa Tiếp TớiĐến Thứ TựNhân TrướcChế Độ Sang RadỔ Cắm Mục TiêuThành Dấu CáchThành Hình CầuĐến Hình Cầu: %.4f %sĐến Hình Cầu: %s %sThẳngThành Dấu TabLên ĐỉnhĐể làm cho các thay đổi trong Cài Đặt Sở Thích trở thành vĩnh viễn thì xin hãy sử dụng "Lưu các Cài Đặt Sở Thích"Để làm cho các thay đổi trong Cài Đặt Sở Thích trở thành vĩnh viễn thì xin hãy sử dụng "Lưu các Cài Đặt Sở Thích”.Để làm cho các thay đổi trong Cài Đặt Sở Thích trở thành vĩnh viễn thì xin hãy sử dụng "Lưu các Cài Đặt Sở Thích" nhé. Cảnh Báo: Tập tin của bạn chưa được lưu lại! Tiếp tục thi hành sẽ hủy bỏ các thay đổi của bạn đấy.Vào nútVào ổ cắmHôm NayNgón ChânLăn Đầu Ngón ChânChụm VàoĐảo Lật/Bật/TắtBật/Tắt hỗ trợ lập thể cho cửa sổ hiện tại (hoặc đổi chế độ hiển thị)Đảo lật giữa Cộng Thêm/Khấu Trừ cho công cụ vẽ sơn trọng lượngBật/Tắt Toàn BộBật/Tắt Tùy Chọn về XươngBật/Tắt Nhận XétBật/Tắt CuốiBật/Tắt Tự Do/Căn ChỉnhBật/Tắt tùy chọn Khóa Lựa Chọn (không cho phép lựa chọn) của trình biên soạn hiện tạiBật/Tắt Lớp Vẽ LồngBật/Tắt khả năng Cắt Cụt Mặt CắtBật/Tắt Sử Dụng Kết XuấtBật/Tắt Lựa ChọnBật/Tắt Lựa ChọnBật/Tắt Bám DínhBật/Tắt ĐầuBật/Tắt Bàn Giao Tiếp của Hệ ThốngBật/Tắt VéctơBật/Tắt Sử Dụng Trong Cổng NhìnBật/Tắt Tầm NhìnMàu của Thành Tố Bật/TắtĐổi một giá trị ngữ cảnhBật/Tắt siêu dải (để biên soạn các dải gói ở trong)Kích hoạt một nút quan sát của trình tổng hợp cụ thể bằng các phím 1, 2,.., 9Bật/tắt chơi lại hoạt họa ('Shift-thanh cách' cho Công Cụ)Đổi các tay cầm thành Véctơ hoặc Tự độngBật/tắt lựa chọn bằng khoanh vùng hình hộpBật/tắt hiển thị danh mục trong kệ tài sảnBật/tắt chống đè gối lên nhauBật/Tắt trạng thái nút thu lại và ẩn giấu các ổ cắm không dùng đếnBật/tắt giải hoạt các nút đã chọnBật/Tắt các thao tác dốc màuBật/Tắt tính tuần hoàn của các chốt trục được chọnBật/tắt cờ hiệu ngưng hoạt động (tắt/vô hiệu hóa) cho dấu mốc được chọnBật/Tắt hiển thị (các) đối tượng được chọn riêng biệt và được đặt ở trung tâm góc nhìnBật/Tắt hiển thị vùng được chọn giữa hai chế độ: toàn màn hình/tối đaBật/Tắt khả năng biên soạn của các kênh đã chọnBật/tắt liệt kê (enum)Bật/Tắt sự phai mờ dần của các tầng lớp Bút Chì Dầu, ngoại trừ cái đang hoạt độngChuyển đổi kiểu chữ hoa/thườngĐảo chọn kiểu phôngBật/tắt ngẫu nhiên hóa hình học cho mục đích điều tra gỡ lỗiBật/tắt hiệu ứng trọng lựcBật/tắt cờ hiệu cương pháp tuyếnBật/tắt tính năng ẩn giấu các tập tin bí ẩn có chấm đầuBật/Tắt Đảo Nghịch các Pháp Tuyến Ảnh HưởngBật/Tắt trạng thái lựa chọn của khung khóa, thay vì chỉ để nguyên các khung khóa mới được chọn mà thôiĐảo lật cờ hiệu thông báo tình trạng khóa của giám sát được chọnBật/tắt khóa toàn bộ và đảo ngược các nhóm đỉnh không được chọn của đối tượng đang hoạt độngBật/tắt khóa toàn bộ các nhóm điểm đỉnh của đối tượng hoạt độngBật/tắt khóa các nhóm điểm đỉnh đã chọn của đối tượng hoạt độngBật/tắt khóa các nhóm điểm đỉnh chưa chọn của đối tượng hoạt độngBật/tắt cờ hiệu đánh dấu đường khâuBật/tắt cờ hiệu đánh dấu/xóa dấu sắc nhọnBật/Tắt xem trước tô bóng của nguyên vật liệuBật/tắt giải hoạt các nút đã chọnBật/tắt chế độ biên soạn của đối tượngBật/Tắt trường lực của đối tượngBật/Tắt trạng thái đóng/mở của cây thứ bậcBật/Tắt hiển thị các nút bấm tùy chọn cho các nút đã chọnBật/Tắt viết đè trong khi đánh máy chữBật/Tắt Chế Độ Biên Soạn hạtBật/Tắt hiển thị xem trước cho các nút đã chọnBật/Tắt tô bóng đã kết xuấtBật/Tắt chế độ điêu khắc trong cổng nhìn 3DKích hoạt nút quan sát đã chọn trong các nút trình tổng hợp và hình họcĐảo lật lựa chọn cho toàn bộ các phần tửBật/tắt lựa chọn của toàn bộ các kênh hoạt họaĐảo lật lựa chọn toàn bộ các khung khóaLật đảo trạng thái lựa chọn của toàn bộ các xươngBật/Tắt kiểu tô bóng trong cổng nhìn 3DBật/Tắt hiển thị cảnh kết xuấtBật/Tắt tô bóng đặc (lập thể)Bật/Tắt sắp đặt chỉ định trên toàn bộ các kênh hoạt họa được chọnBật/tắt các kết nối của dảiBật/Tắt Kiểm Thử Chiều SâuBật/Tắt chế độ sơn chất liệu trong khung nhìn 3DĐảo lật lựa chọn các phần tử trong Bảng Mục LụcBật/tắt góc nhìn trong máy quay phimBật/tắt toàn màn hình cửa sổ hiện tạiĐảo chiều sự căn chỉnh của vùng (trái/phải hoặc trên/dưới)Lật đảo sự lựa chọnBật/Tắt chế độ sơn điểm đỉnh trong khung nhìn 3DBật/Tắt hình mẫu nàyHiện/Ẩn ổ cắm nút không dùng đếnBật/tắt tính ẩn/hiệnBật/tắt hiển thị của các Kênh trong Trình Biên Soạn Đồ Thị để chỉnh sửaBật/Tắt chế độ sơn trọng lượng trong khung nhìn 3DBật/Tắt tình trạng hoạt động của thể loại đã choBật/Tắt giữa việc xử lý bề mặt hay bỏ quaBật/tắt trạng thái của nguyên vật liệu đang hoạt động, hầu cho nó duy là cái có thể biên soạn, và/hoặc duy là cái có thể nhìn thấy đượcXác định hoặc là nguyên vật liệu được kết nối với dữ liệu đối tượng, hoặc là với khối đối tượngBật/tắt tô bóng của khung dâyBật/tắt chuỗi IK giữa xoay chiều và sử dụng cực mục tiêuKhông được phép bật/tắt các vùng trong thanh đỉnh (Top-bar)Dung SaiDung sai trong quá trình tìm các điểm đỉnh trùng lặpDung sai cho các đường viền; những giá trị thấp hơn sẽ thanh lọc được nhiễu, trong khi những giá trị cao hơn sẽ tái tạo các cạnh gần với nguồn cung cấp hơnPhạm Vi Tông MàuSắc TháiThuật toán ánh xạ tông màuBộ điều chỉnh ánh xạ tông màuSắc thái của đường congĐiều Chỉnh Sắc TháiPhương Pháp Điều Chỉnh Sắc TháiTấnSắc TháiSố cụm các đoạn được chọn trong Rãnh NLA (%s) quá ít: cần phải chọn đúng 2 đoạnSố lựa chọn quá ít để có thể hợp nhấtSố cụm các đoạn được chọn trong các Rãnh NLA (%s) quá nhiều: cần phải chọn đúng 2 đoạn mà thôiQuá nhiều điểm được chọn: %dQuá nhiều bộ sưu tập gốc(%d) có tiềm năng cho hệ thống thứ bậc vượt quyền, xin vui lòng sử dụng Mục Lục (Outliner) thay vìCông CụGizmo về Công CụTiêu Đề của Công CụKhởi Thủy Công CụBố Trí Bàn Phím Công Cụ:Các Phím Công CụChế Độ Công CụTính Chất Công CụKhởi Động Tính Chất của Công CụCác Cài Đặt của Công CụMàu của Thành Tố Công CụKhông thể thiết lập công cụ với một không gian trống đượcTài sản nhóm nút công cụ chưa được ấn định vào một danh mục nào cả. Danh mục có thể được ấn định trong Trình Duyệt Tài SảnKhông tìm thấy công cụ {!r} cho không gian {!r}Thanh Công CụThành Phần của Thanh Công CụMàu của Thành Tố Phần Tử trong Thanh Công CụBố Trí Hộp Công Cụ Theo CộtCông CụCác công cụ có thể sử dụng cái này để ký nhãn dữ liệu cho các mục đích riêng của chúng (trạng thái khởi đầu là không xác định)Chú ThíchMàu của Chú Thích về Công CụKiểu Chú Giải Công CụChú Thích về Công CụBSDF Hoạt HọaBSDF Hoạt Họa thành phần để sử dụngĐỉnhĐỉnh (X-Y)Thanh ĐỉnhĐường Cơ Sở ĐỉnhChiều Cao ĐỉnhTầng ĐỉnhLượng Trì Hoãn Mở Tầng Đỉnh của Trình ĐơnDòng Trên CùngTrực Giao ĐỉnhPhối Cảnh ĐỉnhĐỉnh Bên PhảiChiều Rộng ĐỉnhCăn chỉnh về đỉnh khi mới nạpDòng trên cùng nhìn thấy đượcĐỉnh của danh sáchPhạm vi cao nhất của chuyển động ở đích trên trục XPhạm vi cao nhất của nguồn chuyển động trên trục XPhạm vi cao nhất của chuyển động ở đích trên trục YPhạm vi cao nhất của nguồn chuyển động trên trục YPhạm vi cao nhất của chuyển động ở đích trên trục ZPhạm vi cao nhất của nguồn chuyển động trên trục ZTrên xuống DướiTrình Biên Soạn 3D Phía Trên-Bên TráiDuy các dải phim ở tầng trên cùngĐỉnh/ĐáyCấu Trúc Liên KếtCấu Trúc Đường ChéoKhoảng Cách Cấu Trúc Liên KếtẢnh Hưởng của Cấu Trúc Liên KếtÁnh Xạ Cấu Trúc Liên KếtPhản Chiếu Đối Xứng Cấu Trúc Liên KếtNghiêng Góc Cấu Trúc Liên KếtNghiêng Góc Cấu Trúc Liên KếtCấu trúc liên kết đã thay đổi, có lẽ là do tam giác hóa khung lưới. Duy các điểm đỉnh là sẽ được đọc mà thôi!Hình XuyếnTổng SốTổng Chi PhíBán Kính Bên Ngoài của Hình XuyếnBán Kính Bên Trong của Hình XuyếnTổng Mức ĐộTổng số tập tin %d | Thay đổi %d | Thất bại %dTổng lượng bật nẩy tối đaTổng số hạtTổng cộng số lượng điểm cho đường cong hoặc bề mặt trên hướng UTổng cộng số lượng điểm cho bề mặt trên hướng VTổng thời gian cần thiết cho hiệu ứng xây dựngBàn Di ChuộtChiều Hướng Cuộn của TouchpadHướng Tới Máy Quay Phim Tùy ChỉnhDò TiaCan Khung HìnhCan Hình Ảnh bắt đầu ở khung hình hiện tạiĐộ Chính Xác trong Dò TìmCan toàn bộ trình tựDò các tia xạ hướng về phía bên trong của đối tượngCan khung hình hiện tại của hình ảnhVật Truy VếtDò TiaPhương Pháp Dò TiaGiám SátKhông tìm thấy giám sát '%s' trong đối tượng theo dõi %sTrục Giám SátDõi Theo Máy Quay PhimChỉ Số RãnhGiám Sát Chuyển ĐộngVị Trí của Giám SátGiám Sát Trình TựGiới Hạn Giám SátGiám Sát TheoRàng Buộc Giám Sát Theo (Track To Constraint)Giám sát với tốc độ nhanh nhất có thểGiám sát bị ẩn giấuRãnh bị khóaGiám sát bị khóa lại và toàn bộ các thay đổi đến nó đều bị vô hiệu hóaGiám sát đã được chọnGiám sát dấu mốc trong trình tự hình ảnh thay vì một đơn hình ảnhChế độ rãnh sử dụng chế độ nướng đầy đủ:Giám sát kiểu mẫu từ khung hình hiện tại đến khung hình tiếp theoMẫu giám sát từ khung hình đã cho, khi theo dõi dấu mốc tới khung hình tiếp theoMẫu giám sát từ khung khóa tới khung hình tiếp theoGiám sát các dấu mốc được chọnGiám sát các dấu mốc đã chọn ngược trở lại một khung hìnhGiám sát các dấu mốc đã chọn ngược trở lại cho toàn bộ đoạn phimGiám sát các dấu mốc đã chọn về phía trước một khung hìnhGiám sát các dấu mốc đã chọn về phía trước cho toàn bộ đoạn phimRàng Buộc Giám Sát Theo (Track To Constraint)Giám sát với tốc độ nhanh gấp đôiGiám sát với tốc độ bằng một nửa thời gian thựcGiám sát bằng tốc độ một phần tư thời gian thựcGiám sát với tốc độ thời gian thựcĐiểm neo chốt của giám sát được chọnVùng kiểu mẫu của giám sát được chọnVùng tìm kiếm của giám sát được chọnGiám Sát:Trackball (Chuột Bi Lăn)Hình cầu điều khiển cho phép bạn đảo góc nhìn của mình ở bất cứ góc độ nàoXoay chiều dùng phong cách điều khiển hình cầu trên vật được chọnChuột Bi Lăn: %.2f %.2f %sChuột Bi Lăn: %s %s %sKhung Hình được Giám SátNhững Giám Sát đã Truy LùngGiám SátTrục Theo DõiĐối Tượng Giám SátSắp Đặt TrướcSắp Đặt về Giám SátSắp Đặt Bổ Sung về Giám SátSắp Đặt Bổ Sung về Giám SátGiám Sát các Dấu MốcGiám SátKiểu Hiển Thị Giám SátKích Thước Giám SátGiám Sát cho Vị TríGiám Sát cho Chiều Xoay/Tỷ LệGiám Sát cho sự Ổn Định HóaNhững Giám Sát có Cùng Màu SắcThỏa hiệp giữa tốc độ mã hóa và tỷ số nénTruyền thốngChiều hướng cuộn truyền thốngSố Vệt ĐuôiHậu DẫnSố Mẫu Huấn LuyệnThuyên ChuyểnThuyên chuyển hoạt họa FK sang xương IKThuyên chuyển dấu chỉ cạnh FreestyleThuyên chuyển dấu chỉ mặt FreestyleThuyên chuyển hoạt họa IK sang xương FKDuy Thuyên Chuyển cái Được ChọnThuyên chuyển các Ánh Xạ UV từ đối tượng đang hoạt động sang cái được chọn (yêu cầu hình học xứng khớp)Thuyên chuyển các tầng UV sangThuyên chuyển dấu chỉ đường khâu UVThuyên chuyển các nhóm điểm đỉnh đang hoạt động, hoặc toàn bộ các nhóm điểm đỉnhThuyên chuyển toàn bộ các thuộc tính sang khung lưới mớiThuyên chuyển toàn bộ các tầng dữ liệuThuyên chuyển toàn bộ các nhóm điểm đỉnh mà các xương biến dạng sử dụngThuyên chuyển toàn bộ các nhóm điểm đỉnh mà các xương tư thế đã chọn sử dụngThuyên chuyển trọng lượng bo tròn sangThuyên chuyển các thuộc tính màuThuyên chuyển các giá trị của nếp gấpThuyên chuyển các pháp tuyến tùy chỉnh sangChuyển dữ liệu từ đối tượng hiện đang hoạt động sang đối tượng đã chọnThuyên chuyển các tầng dữ liệu (trọng lượng, độ sắc nhọn của cạnh, ...) từ khung lưới đang hoạt động sang khung lưới được chọnThuyên chuyển các tầng dữ liệu (trọng lượng, độ sắc nhọn của cạnh, v.v.) từ khung lưới lựa chọn sang khung lưới đang hoạt độngThuyên chuyển dấu hiệu chỉ tính phẳng bẹt/mịn màngThuyên chuyển từ các đối tượng được chọn sang cái đang hoạt độngThuyên chuyển bố trí của (các) tầng dữ liệu từ cái đang hoạt động sang các khung lưới đã chọnChỉ thuyên chuyển biến hóa về vị trí mà thôiThuyên chuyển các biến hóa về vị trí, xoay chiều, và tỷ lệThuyên chuyển nguyên vật liệu từ các khe không trống sang khung lưới kết quả, cho thêm nguyên vật liệu mới vào nếu cần. Đối với các khe trống rỗng thì quay trở lại sử dụng cùng một chỉ số nguyên vật liệu như khung lưới toán hạng.Thuyên chuyển sự chuyển động từ một khung lưới khácChỉ thuyên chuyển biến hóa về xoay chiều mà thôiChỉ thuyên chuyển các biến hóa về tỷ lệ mà thôiDuy thuyên chuyển các xương đã chọn mà thôiThuyên chuyển một số kiểu dữ liệu (nhóm điểm đỉnh, ánh xạ UV, màu điểm đỉnh, pháp tuyến tùy chỉnh) từ một khung lưới sang một cái khácThuyên chuyển dấu chỉ cạnh sắcThuyên chuyển các giá trị của nếp gấp phân hóaThuyên Chuyển Hoạt Họa FK sang IKBiến HóaBộ Nhớ Đệm Biến HóaRàng Buộc Bộ Nhớ Đệm Biến HóaKênh Biến HóaBiến Hóa Con TrỏBiến Hóa DeltaChiều Hướng Biến HóaBiến Hóa Hình HọcDụng Cụ Biến HóaMa Trận Biến HóaChế Độ Biến HóaĐiều Hướng Biến Hóa bằng phím AltBiến Hóa DeltaCác Khe Định Hướng Biến HóaCác Định Hướng Biến HóaBiến Hóa Tọa Độ GốcBiến Hóa Phụ HuynhBiến Hóa Điểm TựaBiến Hóa ĐiểmXem Trước Biến HóaLượng Mẫu Vật Biến HóaKhông Gian Biến HóaBiến hóa một vectơ có phương hướngBiến hóa một véctơ hướng (Vị Trí sẽ bị bỏ qua)Biến hóa vectơ pháp tuyến có chiều dài đơn vịBiến hóa một điểmBiến hóa một chất liệu bằng cách ánh xạ đảo ngược tọa độ chất liệuBiến hóa một véctơ pháp tuyến đơn vị (Vị Trí sẽ bị bỏ qua)Biến hóa toàn bộ các hải đảo, hầu cho chúng chiếm chỗ trong không gian UV/UDIM ở mức độ cao nhấtHạn chế tác động, chỉ cho phép biến hóa trên trụcKênh Biến HóaBiến hóa các khung khóa hóa trùng lặpBiến hóa từ không gian chỉ mục khung lưới đồ thị sang không gian đối tượngBiến hóa được thiết lập để chỉ ảnh hưởng đến vị trí mà thôiĐồng biến hóa dấu mốc và các dảiBiến hóa tọa độ gốc của đối tượng, trong khi giữ nguyên hình dạngCác tham số biến hóa cho một dải trình tựBiến hóa các phần tử được chọn tùy theo thể loại chế độBộ Điều Chỉnh biến hóa tọa độ chất liệu của nét vẽBiến hóa bản đồ UV dùng khoảng chênh lệch giữa hai đối tượngBiến hóa vectơ đầu vào bằng cách áp dụng phép dịch chuyển, xoay chiều và đổi tỷ lệBiến hóa các phụ huynh mà thôi, để nguyên con cáiCác công cụ biến hóa cũng sẽ bị ràng buộc này tác động đến nữaBiến Hóa:Biến HóaRàng Buộc Biến HóaChế Độ Biến HóaKênh biến hóa từ mục tiêu được sử dụng để tạo khung khóa của Hành ĐộngMa trận biến hóa chứa vị trí, xoay chiều và tỷ lệ của đối tượngMa trận biến hóa từ chỉ số thể tích tử đến không gian đối tượngMa trận biến hóa cho áp dụng trướcBiến hóa của mỗi thực thể từ ngữ cảnh hình họcĐịnh hướng biến hóaBiến HóaCác biến hóa cũng sẽ bị ràng buộc này tác động nữaBiến hóa không bao gồm phụ huynh hóa/tư thế nghỉ và các ràng buộcBiến hóa bao gồm những hiệu ứng của các ràng buộc, song không có phụ huynh/tư thế nghỉBiến hóa bao gồm những hiệu ứng của phụ huynh hóa/tư thế nghỉ và các ràng buộcBiến hóa các điểm từ không gian đối tượng sang không gian góc nhìn bằng cách sử dụng vị trí và góc quay của cổng nhìnBiến hóa các điểm trong không gian góc nhìn thành không gian vùng ("không gian nhìn thấy được" (clip space) hoặc "tọa độ thiết bị bình thường hóa")Chuyển Cảnh/TiếpDải Chuyển CảnhChuyển CảnhChuyển Cảnh được ChọnDịch ChuyểnDịch Chuyển các Thực ThểPhiên Dịch Giao DiệnPhiên Dịch Những Tên MớiDịch Chuyển Tọa Độ GốcPhiên Dịch các Báo CáoDịch Chuyển GốcPhiên Dịch Chú Thích về Công CụDịch Chuyển XDịch Chuyển YPhiên dịch thông tin bổ sung, chẳng hạn như các thông báo lỗiPhiên dịch các nhãn trên trình đơn, nút bấm và các bảng (lưu ý rằng sắp đặt này có thể làm cho việc theo dõi các bài hướng dẫn hoặc bản hướng dẫn sử dụng)Dịch chuyển và xoay chiều các đường cong dựa trên những thay đổi giữa khung lưới bề mặt ban đầu và khung lưới bề mặt được đánh giá của đối tượngDịch chuyển tọa độ gốc thay vì lựa chọnDịch chuyển xương gốc (tức cái không có phụ huynh) sang tọa độ gốc của khung rốiPhiên dịch các miêu tả khi lơ lửng trên các phần tử Giao Diện Người Dùng (UI) (khuyến nghị)Phiên dịch các tên của những khối dữ liệu (đối tượng, nguyên vật liệu...)Dịch chuyển tập hợp các điểm, khởi đầu trong vòng chu vi của đầu bútDịch Chuyển, Định Hướng, Đổi Tỷ LệDịch Chuyển, Xoay Chiều, Đổi Tỷ LệDịch chuyển, xoay chiều hoặc đổi tỷ lệ hình họcDịch Chuyển/Phiên DịchThư Mục các Phân Nhánh Phiên DịchNgữ Cảnh Phiên DịchGốc Phiên DịchNhững Đặc Biệt của Giám Sát Dịch ChuyểnCác Giám Sát Dịch ChuyểnNgữ cảnh phiên dịch của tên tính chấtDịch chuyển của tầng lớpBSDF Trong MờTruyền XạLượng Bật Nẩy của Tia Truyền XạMàu Truyền LanĐộ Sâu Lan TruyềnTruyền Xạ Trực TiếpHệ Số Truyền XạTruyền Xạ Gián TiếpMức Truyền Xạ Hữu HìnhTrọng Lượng Truyền XạSố nhân ánh sáng truyền xạChuyển Cảnh/TiếpĐộ TrongChồng Gối Độ TrongĐộ trong của biểu tượng trong giao diện, hòng để giảm độ tương phảnTính trong suốt không có khúc xạ, đi thẳng xuyên qua bề mặt như thể không có hình học nào cảTrong SuốtBSDF Trong SuốtNền Trong SuốtBảng Ô Cờ Trong SuốtĐộ Sâu của Độ TrongKính Trong SuốtLượng Bật Nẩy Tối Đa của Tia Trong SuốtGiới Hạn của Độ Ráp Trong SuốtBóng Tối Trong SuốtHiển thị cảnh trong suốt. Cho phép lựa chọn xuyên qua các phần tửChuyển Vị Ma TrậnHình ThangMẫu Vật cho Hạt về Bọt NướcLượng Bọt Nước Tối ĐaMẫu Vật cho Bọt NướcThông duyệt các mặt kết nối (bao gồm các đường chéo và các vòng-đai cạnh)Coi toàn bộ các đường là cùng một thể loại, hầu cho, chúng có thể đều cùng được móc nối lại với nhauCoi đường cong là tuần hoàn (không hạn chế trong khung hộp viền của đường cong)Coi hình ảnh như dữ liệu phi sắc tính không có quản lý màu sắc, giống như ánh xạ pháp tuyến, hoặc ánh xạ dời hìnhCoi các điểm giao cắt và các đường viền công tua là cùng một thể loại, hầu cho, chúng có thể đều cùng được móc nối lại với nhauĐối xử với các nguyên vật liệu có alpha như các đề-can (không ngả bóng tối)Chỉ coi mặt sau của bề mặt là một nguồn sáng để lấy mẫuChỉ coi mặt trước của bề mặt là nguồn sáng, thường dành cho các khung lưới kín không nhìn thấy được nội thấtCoi bề mặt là nguồn sáng để lấy mẫu, phát xạ từ cả mặt trước và mặt sauCoi đối tượng này như một khung lưới phẳng và không khép kín. Chất lỏng sẽ chỉ được phát ra từ bề mặt khung lưới và dựa trên giá trị phát xạ của bề mặt.Coi đối tượng này như một bề diện, khung lưới mở (không đóng kín)Nút CâyLoại CâyNút cây đã được chọnHình Tam GiácHình Tam GiácTam Giác ADiện Tích Tam GiácTam Giác BCác Mặt Tam GiácHình Rẻ QuạtPháp Tuyến của Tam GiácTam GiácCác tam giác, cùng toàn bộ các điểm đỉnh nằm trong nhóm này, sẽ không được sử dụng trong các va đập của đối tượngCác tam giác, cùng toàn bộ các điểm đỉnh nằm trong nhóm này, sẽ không được sử dụng trong các va đập vào bản thânTam GiácTam Giác HóaTam Giác Hóa các MặtTam Giác Hóa Khung LướiTam Giác Hóa Khung LướiBộ Điều Chỉnh Tam Giác HóaTam giác hóa khung lưới trong quá trình xuất khẩuChỉ tam giác hóa các đa giác với số điểm đỉnh lớn hơn hoặc bằng con số nàyBiến các mặt đã chọn thành tam giácKhung Lưới Tam Giác HóaKích hoạt AKích hoạt BSong Tuyến TínhCắt Xén Đường CongCắt Xén Đường Cong TócChế Độ Cắt XénCắt Gọn Đầu của Nét VẽCắt gọn toàn bộ các cạnh ngay tại ranh giới của hình ảnh (bao gồm cả vùng quét dư nữa)Cắt bớt những đường cong tóc ngẫu nhiên đến một mức nhất địnhCắt gọn các đầu của nét vẽ giao cắtCắt xén hoặc tách phân các dải để xử lý tình trạng đè gối lên nhauCắt Xén/ThêmCắt xén hoặc đổi tỷ lệ các đường cong tóc theo một độ dài nhất địnhBaChân Máy ẢnhChuyển Động của Chân Máy QuayGiải Nghiệm Chân ĐếBình PhươngĐúngPháp Tuyến ThựcĐúng (true) nếu một phần tử đang hoạt động tồn tại trong khung lưới, sai (false) nếu khôngĐúng nếu đường cong không đóng góp gì về hoạt họa cả, do thiếu các khung khóa, hoặc các bộ điều chỉnh có ích, và đáng phải được xóa điGiá trị 'Đúng' nếu dữ liệu hình ảnh được tải nhập vào bộ nhớĐúng nếu ma trận đầu vào có thể đảo nghịch đượcGiá trị 'Đúng' nếu thẻ bộ điều chỉnh được mở rộng'Đúng' nếu ổ cắm có thể chấp nhận nhiều kết nối đầu vào có thứ tựGiá trị 'Đúng' nếu ổ cắm là đầu ra, nếu không thì là đầu vàoGiá trị 'Đúng' nếu ổ cắm được kết nốiĐúng nếu ổ cắm được chọnĐúng nếu ổ cắm không khả dụngGiá trị 'Đúng' nếu có dữ liệu pháp tuyến tách phân tùy chỉnh trong khung lưới nàyGiá trị 'Đúng' nếu hình ảnh này có bất cứ một tầng lớp nào đã có tênGiá trị 'Đúng' nếu hình ảnh này có nhiều góc nhìnGiá trị là Đúng (True) nếu hình ảnh này sử dụng đệm float (số thực)Đúng (True) nếu thư viện này chứa các vượt quyền thư viện đã liên kết trong tập tin blend hiện tại và phải được đồng bộ hóa một cách đệ quy khi tải nạp (sau đó nên mở và tái lưu tập tin blend thư viện ấy)Đúng (True) nếu nguyên vật liệu này có dữ liệu Bút Chì DầuGiá trị 'Đúng' nếu nút này được sử dụng làm đầu ra nhóm đang hoạt độngGiá trị 'Đúng' nếu nút này được sử dụng làm đầu ra đang hoạt độngĐúng nếu biểu tượng xem trước này đã được sửa đổi bởi tập lệnh py và không còn được Blender sinh tạo tự động nữaĐúng nếu biểu tượng xem trước này đã được sửa đổi bởi tập lệnh py và không còn được Blender tự động sinh tạo nữaGiá trị 'Đúng' nếu dấu giám sát có một bộ điểm hợp lệĐúng hoặc Sai'Đúng' khi nguồn đầu vào thứ nhất là đúng và nguồn đầu vào thứ hai là saiĐúng khi toàn bộ tổ tiên của bộ sưu tập xương này được đánh dấu là có thể nhìn thấy được; luôn luôn là Đúng cho các bộ sưu tập xương gốc'Đúng' khi ít nhất một trong hai nguồn đầu vào là 'Sai''Đúng' khi ít nhất một nguồn đầu vào là 'đúng''Đúng' khi cả hai nguồn đầu vào xấp xỉ bằng nhau'Đúng' khi cả hai nguồn đầu vào khác bằng nhau (OR độc quyền)'Đúng' khi cả hai nguồn đầu vào bằng nhau (NOR độc quyền)'Đúng' khi cả hai nguồn đầu vào là sai'Đúng' khi cả hai nguồn đầu vào không xấp xỉ bằng nhau'Đúng' khi cả hai nguồn đầu vào là 'đúng'Giá trị 'Đúng' khi được thi hành (ngay cả khi chỉ có thi hành các callback (hàm gọi lại) mà thôi)Đúng khi có nhiều enum (liệt kê)Giá trị 'Đúng' khi độ đục của màu phủ được đặt cao vừa đủ, có thể nhìn thấy đượcGiá trị 'Đúng' khi độ đục của nét đặt vừa đủ cao, có thể nhìn thấy đượcĐúng khi chạy từ bảng 'Điều Chỉnh Thao Tác Trước Đây'Đúng khi chạy từ Thao Tác 'Nhắc Lại bước Sau Cùng'Giá trị 'Đúng' khi nắm bắt được con trỏ'Đúng' khi nguồn đầu vào thứ nhất lớn hơn nguồn đầu vào thứ hai'Đúng' khi đầu vào thứ nhất sáng hơn'Đúng' khi đầu vào thứ nhất là tối hơn'Đúng' khi nguồn đầu vào thứ nhất lớn hơn nguồn đầu vào thứ hai'Đúng' khi nguồn đầu vào thứ nhất lớn hơn nguồn đầu vào thứ hai, hoặc cả hai bằng nhauCho kết quả 'Đúng' khi nguồn đầu vào thứ nhất nhỏ hơn nguồn đầu vào thứ hai'Đúng' khi nguồn đầu vào thứ nhất nhỏ hơn nguồn đầu vào thứ hai, hoặc cả hai bằng nhau'Đúng' khi nguồn đầu vào thứ nhất là đúng và nguồn đầu vào thứ hai là sai (không suy ra)'Đúng' khi nguồn đầu vào thứ nhất lớn hơn nguồn đầu vào thứ haiĐúng khi tính chất ở trạng thái ẩn khuấtĐúng khi tính chất không được lưu trong các cài đặt trướcĐúng khi tính chất là tùy ý (không bắt buộc) trong hàm Python triển khai hàm RNAĐúng (True) khi tính chất sử dụng giá trị ma (đang đổi sang RNA_property_is_set_or_remembered #125242)Giá trị sẽ là 'Đúng' khi người dùng đang rà quét trên dòng thời gianĐúng khi thuộc tính này là giá trị đầu ra từ hàm RNAĐúng khi không thể đặt giá trị này thành Không Có (None) đượcGiá trị 'Đúng' khi sử dụng trong Chế Độ Biên SoạnCắt XénChế Độ TruncateCắt đi những văn bản sẽ vượt ra ngoài hộpTập Tin Blender Đáng Tin CậyNguồn Đáng Tin CậyNguồn Tin Cậy được [Đường Dẫn Không Tin Cậy được]Thử căn chỉnh trục chủ yếu của xương với các xương con cáiThử lùng tìm các tập tin bên ngoài bị mất tíchThử đảo tên của các xương, nếu có thể, thay vì thêm một đuôi bằng con sốĐối với các khung lưới đã được bọc da thì thử đoán mò tư thế kết buộc gốc từ các ma trận kết buộc đảo ngược. Khi tắt đi thì sử dụng tư thế mặc định/nghỉ làm tư thế kết buộcCố gắng duy trì hình dạng tổng thểCố gắng bảo tồn các pháp tuyến tùy chỉnh. Cảnh Báo: Tùy vào phương pháp tam giác hóa đã chọn, chuyển sắc tô bóng có thể sẽ không được hoàn toàn bảo tồn. Phương pháp 'Cố định' (Fixed) cho kết quả tốt nhất ở chỗ nàyCố gắng bảo tồn ranh giới trên khung lướiCố gắng bảo tồn những nét đặc trưng sắc nhọn trên hình thể của khung lướiXin hãy thử tái dụng các ID vốn đã chèn thêm và xứng khớp trước đấy, khi chèn thêm chúng lại một lần nữa, thay vì tạo bản sao chép cục bộThử tái sử dụng các khối dữ liệu đã khớp và được bổ sung trước đây, thay vì chèn thêm bản sao mớiCố gắng loại bỏ con số có dấu chấm, về bên phải nhất, ra khỏi các tên đảo lật chiều. Cảnh báo: Có thể dẫn đến việc tên đặt sẽ trở nên không mạch lạc trong một số trường hợpThử sử dụng Sparse Accessor nếu nó tiết kiệm được dung lượngĐang thử đọc lại thư viện '%s' từ đường dẫn không hợp lệ '%s'Thử đọc lại hoặc thử tìm lại thư viện '%s' tới đường dẫn không hợp lệ '%s'Hình ỐngHình Ảnh để Rập KhuônHỗn LoạnTrọng lượng của hiệu ứng viên hỗn loạnHỗn loạn của các loại nhiễu hình đường vằn và hình vành nhẫnSự hỗn loạn của nhiễuĐại Dương Náo ĐộngTiếng Thổ Nhĩ Kỳ (Türkçe)Rẽ TráiNguyên Tắc Đổi Chiều HướngRẽ PhảiHệ Số Tốc ĐộXoay thuận chiều kim đồng hồ quanh trục điều hướng lên trênXoay ngược chiều kim đồng hồ quanh trục điều hướng lên trênBiến các đối tượng thành mặt khung vẽ và đầu bút vẽ, tạo ra các thuộc tính màu sắc, các chuỗi hình ảnh hoặc sự dịch hìnhTắt trình bổ sung này điTắt trình mở rộng nàyBật khả năng in các chẩn đoán về Thân Mềm ra bàn giao tiếpBật hoặc tắt đính ghimBật trình bổ sung này lênSố Vòng XoayBàn XoayBàn xoay giữ cho trục Z thẳng đứng trong khi đang quỹ đạoHiệu ChỉnhCờ Báo Hiệu Chỉnh Trùng LặpChế Độ Tinh Chỉnh: Kho Lưu Trữ Hành ĐộngChế Độ Tinh Chỉnh: Kho Lưu Trữ Hành ĐộngHiệu chỉnh chất liệu phụ/màn chắn lọc của đầu bútTinh chỉnh cử chỉ từ không gian trống cho việc lựa chọn khoanh vùng hình hộpHiệu chỉnh gizmo đang hoạt độngHiệu chỉnh thời gian cho bộ vật lý điều khiển tần số và tốc độXoắn VặnĐường Cong Xoắn VặnHệ Số Xoắn VặnPhương Pháp Xoắn VặnXoắn Vặn Mịn MàngDịch chuyển xoắn vặn cho vòng mạch kínHai Tầng CấpCần hai kênh trở lên nằm dưới dải nàyNên chọn hai dấu giám sát có nhóm điểm để đặt tỷ lệNgõVàoVănBảnThể LoạiKhông tìm thấy kiểu dữ liệu "{:s}"Không tìm thấy kiểu dữ liệu "{:s}"Kiểu 1Kiểu 2Thông Tin LoạiNhãn Thể LoạiLoại và giá trị mặc định của ổ cắm nútKiểu định danh của khối dữ liệu nàyLoại khối-ID có thể sử dụngKiểu hợp nhất sẽ được sử dụngThể Loại Dải NLAKiểu Ràng Buộc Thân CứngThể loại khối dữ liệu phụ thuộc vào ngữ cảnh để truy cập tính chấtThể loại góc đầu vàoThể loại nền trong cổng nhìn 3DThể loại hàm tích hợp để sử dụngPhép so sánhLoại đường cong sử dụng cho những nét vẽ mớiKiểu dữ liệu lưu trữ trong thuộc tínhThể loại dữ liệu được tích lũyLoại dữ liệu đầu vào được dùng để tính toán đầu raKiểu dữ liệu để đổi tênKiểu dữ liệu để lấy bộ tô bóng từ đó raKiểu dữ liệu để lấy chất liệu từ đó raThể loại dữ liệu để hình dung/kiểm traThể loại khối dữ liệu mà khe này sử dụng để tạo hoạt họa từ đó; có thể được đặt là 'KHÔNG XÁC ĐỊNH’, nếu không thì nó sẽ là duy-đọc mà thôiThể loại phần tử để các cá nhân phần tử biến hóa có thể bám dính vàoThể loại phần tử làm ‘Cơ Sở Bám Dính’ để bám dính vàoThể loại phần tử mà thuộc tính sẽ được lưu vào đóThể loại phần tử để bám dính vàoLoại sự kiệnLoại ấn định cho sự kiệnThể loại trườngThể loại bộ lọc sử dụng cho quá trình biến hóa hình ảnhThể loại ràng buộc sinh tạoLoại hàm phát sinh để dùngKiểu của dữ liệu khung lưới đồ thịLoại thể tích ảnh hưởngLoại thông tin để hiển thịLoại dữ liệu cung cấp dùng làm màn chắn lọcThể loại mục giao diệnKiểu khung khóaThể loại khung khóa (dành cho việc thanh lọc)Loại khung khóa (chỉ để thể hiện mà thôi)Thể loại khung khóa sẽ kiến tạo khi chèn thêm chúngThể loại nguồn sángThể loại bộ thăm dò ánh sángLoại nguyên vật liệu mà các đối tượng được tạo nên bởi nó (xác định tỷ trọng của nguyên vật liệu)Thể loại khe sơn mớiThể loại đối tượngThể loại đối tượng để chuyển đổi sangThể loại thể tích thị saiLoại quan hệ phụ huynhThể Loại phụ huynhLoại lượt để nướngLoại lượt để nướng, một số chúng có thể không được bộ máy kết xuất hiện tại hỗ trợThể loại dịch chuyển chu kỳ trên đường congKiểu dịch chuyển theo chu kỳ trên đường dẫnLoại xem trước (xem trước) kết xuấtThể loại phạm vi để tính toán cho các Đường Chuyển ĐộngLoại phạm vi để hiển thị các Đường Chuyển ĐộngPhương pháp đổi thứ tự áp dụngThể loại đại diện phân bổ hướng dẫnThể loại hiệu ứng cửa chập quét mành cuộn (rolling shutter) giống như máy quay phim dùng CMOSThể Loại HìnhKiểu ổ cắmThể loại hướng dẫn tốc độThể loại kéo giãn để hiển thịThể loại góc nhìn Trình Biên Soạn Tập Tin (trình duyệt tập tin hoặc tài sản thông thường)Thể loại chất liệu NhiễuGóc nhìn của Trình Phối Hình (trình phối hình, xem trước hay cả hai)Loại góc nhìn của trình biên soạn đoạn phimThể loại lấy mẫu định hướng được sử dụng để hướng dẫnLoại tay cầm đẩy trồiThể loại mục cần tạoThể loại của bộ điều chỉnhThể loại bộ điều chỉnh để tiến hànhThể loại phần tử trên đường dẫnThể loại vùng để bật/tắtLoại ổ cắm được sinh tạo bởi mục giao diện nàyThể loại của vùng nàyKiểu chuyển tiếp sử dụng để phai mờ sương mùThể loại đơn vị cho tài sản nàyThể loại vectơ mà quá trình ánh xạ sẽ biến hóaThể loại khoảng trống trắng để chuyển đổi thànhKiểu hiển thị khung dâyKiểu chồng gối ghi trong bộ đệm nhớThể loại để sử dụng cho các thuộc tính vị trí điểm đỉnhThể loại chưa được hỗ trợ đối với thuộc tính "%s"Lấp Kín Khoảng TrốngThể LoạiKiểu nới nét vẽ sử dụng để khép kín các khoảng trốngUTrục U (X)Dịch Chuyển UTọa độ U của điểm dọc theo phân đoạn chốt trụcTrục-UÔ UDIMCác Ô UDIMSố ô UDIMBố Trí Giao DiệnChiều Rộng Đường Nét của UITên UIHàng UIĐổi Tỷ Lệ Giao Diện Người DùngNhãn UINhãn UITiêu Đề UIDanh sách Giao Diện Người Dùng có chứa các phần tử của một bộ sưu tập",;=AActionZone Khu VựcActionZone Toàn Màn HìnhVùng ActionZoneAltTrình Ứng DụngBQuay Trở LạiTrở LùiĐáyNDOF Nút 1NDOF Nút 10NDOF Nút 1NDOF Nút 2NDOF Nút 2NDOF Nút 3NDOF Nút 4NDOF Nút 5NDOF Nút 6NDOF Nút 7NDOF Nút 8NDOF Nút 9Chuột Nút 4Chuột Nút 5Chuột Nút 6Chuột Nút 7CCtrlDXóaNDOF Trội VượtMũi Tên XuốngEHếtEnterTẩyEscFF1F10F11F12F13F14F15F16F17F18F19F2F20F21F22F23F24F3F4F5F6F7F8F9Khít VừaTrướcGLớnHơn/NhỏHơnHNhàIDi Chuyển Trung GianChènĐẳng Cự 1Đẳng Cự 2JKPhím Bổ TrợLTráiAlt TráiMũi Tên TráiCtrl TráiChuột TráiShift TráiHàng TiếpMTua về ĐầuTua về CuốiChơi/Tạm NgưngNgừng ChơiTrình ĐơnGiữaChuột GiữaPhútChuyển ĐộngDi Chuyển ChuộtLia bằng Chuột/Bàn RêXoay Chuột/Bàn RêThu-Phóng Thông Minh của Chuột/Bàn Di ChuộtThu Phóng Chuột/Bàn RêDi ChuyểnNNDOF SauNDOF ĐáyNDOF Nút 1NDOF Nút 10Nút Bấm 11Nút Bấm 12NDOF Nút 2NDOF Nút 3NDOF Nút 4NDOF Nút 5NDOF Nút 6NDOF Nút 7NDOF Nút 8NDOF Nút 9NDOF TrộiNDOF KhítNDOF TrướcNDOF Đẳng Cự Tuyến 1NDOF Đẳng Cự Tuyến 2NDOF TráiNDOF Trình ĐơnNDOF TrừNDOF Chuyển ĐộngNDOF Lia/Thu-PhóngNDOF CộngNDOF PhảiNDOF Lăn Nghịch Kim Đồng HồNDOF Lăn Thuận Kim Đồng HồNDOF Xoay ChiềuNDOF Lưu Góc Nhìn 1NDOF Lưu Góc Nhìn 2NDOF Lưu Góc Nhìn 3NDOF Xoáy Nghịch Kim Đồng HồNDOF Xoáy Thuận Kim Đồng HồNDOF Xoay Nghiêng Nghịch Kim Đồng HồNDOF Xoay Nghiêng Thuận Kim Đồng HồNDOF ĐỉnhNDOF Góc Nhìn 1NDOF Góc Nhìn 2NDOF Góc Nhìn 3Bàn Số *Bàn Số +Bàn Số -Bàn Số .Bàn Số /Bàn Số 0Bàn Số 1Bàn Số 2Bàn Số 3Bàn Số 4Bàn Số 5Bàn Số 6Bàn Số 7Bàn Số 8Bàn Số 9Bàn Số EnterOPhím OSPTrang XuốngTrang LênLia/Thu-PhóngTạm NgưngBútĐẩnQRReturnPhảiAlt PhảiMũi Tên PhảiCtrl PhảiChuột PhảiShift PhảiLăn Nghịch Kim Đồng HồLăn Thuận Kim Đồng HồXoay ChiềuSShiftPhân Khoảng Cách/Trống/Không GianThanh CáchXoáy Nghịch Kim Đồng HồXoáy Thuận Kim Đồng HồTTabNhập Văn BảnNghiêng Nghịch Kim Đồng HồNghiêng Thuận Kim Đồng HồĐồng Hồ Bấm GiờĐồng Hồ Bấm Giờ 0Đồng Hồ Bấm Giờ 1Đồng Hồ Bấm Giờ 2Đồng Hồ Bấm Giờ Tự Động LưuCông Việc của Đồng Hồ Bấm GiờVùng Đồng Hồ Bấm GiờThông Báo của Đồng Hồ Bấm GiờĐỉnhThể LoạiUMũi Tên LênVGóc NhìnKhung Nhìn 2DGóc NhìnWLăn Bánh Xe XuốngLăn Bánh Xe VàoLăn Bánh Xe TráiLăn Bánh Xe RaLăn Bánh Xe PhảiLăn Bánh Xe LênTắt Cửa SổXHành Động XRYZ[]`Phương pháp so trùng mẫu tên tập tin giống với trình giao diện dòng lệnh của UNIX, hỗ trợ các ký tự đại điện dấu sao ('*') và danh sách của các kiểu mẫu, phân cách bởi dấu chấn phẩy ';'LÊNURLURL để mởXuất Khẩu USD: Không thể di chuyển tập tin usdz mới từ vị trí tạm thời %s sang %sXuất Khẩu USD: Không thể xóa tập tin usdz hiện có %sXuất Khẩu USD: Không tìm thấy bộ sưu tập '%s' ở đâu cảXuất Khẩu USD: không thể xây dựng đường dẫn tập tin tương đối cho tập tin .vdb được, sẽ sử dụng đường dẫn tuyệt đối thay vìXuất Khẩu USD: không thể phân giải tập tin .vdb cho đối tượng: %sXuất Khẩu USD: Không tìm thấy trình cắm USD phù hợp để viết %sMóc USDNhập USD: số lượng giá trị thuộc tính UV '%s' không nhất quán với kiểu nội suyNhập USD: không thể cho thêm thuộc tính UV '%s' vào đượcNhập Khẩu USD: không thể mở sân khấu (stage) để đọc %sMạng Lưới USD Preview SurfaceHình Dạng USDNhập Khẩu Bộ Xương USD: phát hiện thấy có ma trận xương với định thức âm trong cấu trúc cơ bản (phim) %s. Các ma trận như vậy có thể biểu thị tỷ lệ âm, có khả năng là do các thao tác phản chiếu đối xứng gây ra và hiện nay không thể chuyển đổi sang đại diện xương của Blender được. Hoạt họa của bộ xương sẽ không được nhập khẩu đâu nhéUSD không hỗ trợ các loại đường cong hoạt họa. Kiểu đường cong thay đổi từ %s sang %s trên khung hình %fXuất Khẩu USD: Phân hóa đơn giản chưa được hỗ trợ, xuất khẩu khung lưới đã phân hóa thôiXuất USD: không thể sao chép chất liệu từ %s sang %sXuất USD: không thể sao chép ô chất liệu từ %s sang %s đượcXuất Khẩu USD: không thể xuất khẩu chất liệu trong bộ nhớ sang %s đượcTrình kết xuất điểm ảnh hóa hiệu suất cao của USDKích Thước Thu Nhỏ Tùy Chỉnh USDZGiảm Tần Số Lấy Mẫu Chất Liệu USDZĐịnh Danh Duy Nhất Toàn CầuUVUV Dọc theo Nét VẽTâm UVTọa Độ UVTrình Biên Soạn UVĐộ Đục Bề Mặt UVHệ SốKhung Lưới Đồ Thị UVUV Đồng Bộ Hóa Lựa ChọnTầng Lớp UVBố Trí UVGóc Nhìn UV Cục BộTầng Mạch Lưới UVÁnh Xạ UVCác Tầng Lớp Ánh Xạ UVTên ánh xạ UVCần có Ánh Xạ UVÁnh xạ UV cho tiếp tuyến được sinh tạo từ UVÁnh xạ UV cho các ánh xạ không gian tiếp tuyếnÁnh Xạ UVÁnh Xạ UVDịch Chuyển UVĐộ Đục của UVGhim UVUV được Ghim XuốngPhóng Chiếu UVBộ Điều Chỉnh Phóng Chiếu UVUV Ngẫu NhiênTách Xé UVTỷ Lệ của UVĐiêu Khắc UVĐiêu Khắc UVĐường Khâu UVChế Độ Chọn UVChế Độ Lựa Chọn UVCách Làm Mịn UVHình Cầu UVĐộ Kéo Giãn của UVUV Đồng Bộ Hóa Lựa ChọnTiếp TuyếnThử UVChất Liệu UVMở Gói UVMở Gói UV cho Các MặtTrường Mở Gói UVĐiểm Đỉnh UVKéo UVTọa độ UV từ 0 đến 1 cho mỗi góc mặt trong các mặt đã chọnTọa độ UV trong không gian của phụ huynhTọa độ UV trên các góc mặtTọa độ UV để sử dụng trong quá trình ánh xạDữ liệu trình biên soạn UV cho không gian của trình biên soạn ảnhSắp đặt cho trình biên soạn UVTầng UV thay thế cái đang hoạt độngTầng mạch lưới UV dùng làm khuôn để rậpTầng mạch lưới UV để chắn lọc vùng được sơnKhông tìm thấy ánh xạ UV '%s'Tên ánh xạ UVÁnh xạ UV hoặc bề mặt đính kèm bất hợp lệÁnh xạ UV biến đổi với tuổi thọ của hạtÁnh xạ UV sử dụng để ánh xạ với tọa độ chất liệu UVTrạng thái ghim UV trong trình biên soạn UVBộ điều chỉnh dự phóng UV để đặt các UV theo máy phóng chiếuMáy chiếu UV mà bộ điều chỉnh phóng chiếu UV sử dụngChế độ lựa chọn và hiển thị UVTrình Biên Soạn UV/Hình ẢnhBản Đồ UVPhóng Chiếu UVÔUVKéo UVBộ Điều Chỉnh Kéo UVUVCác UV và các ranh giới đều được làm mịnUV xòe hình quạt tại các điểm cựcUV sẽ không được làm mịn, các đường ranh giới sẽ duy trì độ sắc nhọnUV bị nhúm lại tại các điểm cựcUV sẽ được làm mịn, các đường ranh giới sẽ được giữ là sắc nhọnUV sẽ được làm mịn, các góc nằm trên các đường ranh giới gián đoạn và các vùng mối nối của 3 hoặc hơn sẽ được giữ là sắc nhọnUV sẽ được làm mịn, các góc và các đường ranh giới gián đoạn sẽ được duy trì độ sắc nhọnUV sẽ được làm mịn, các góc nằm trên các đường ranh giới gián đoạn, và các vùng mối nối của 3 hoặc hơn, các góc lồi và lõm sẽ được giữ là sắc nhọnCác UV được vá lại tại trung điểm, thay vì tại hải đảo tĩnhTiếng Ukraina (Українська)Bỏ Nhận XétHủy ấn định khe hành động khỏi dải NLA này, hệ quả là làm cho nó trở thành phi hoạt họaHủy ấn định khe hành động khỏi ràng buộc nàyHủy ấn định khe hành động, hệ quả là làm cho khối dữ liệu này trở thành phi hoạt họaHủy phân chia các cạnh và các mặt được chọnKhông thể truy cập cổng nhìn 3DKhông thể truy cập bộ đệm về độ sâu, phải sử dụng bình diện của góc nhìnKhông thể truy cập kích thước của đường dẫn nguồn '%s' đượcKhông thể kích hoạt đầu bút vẽ được, chế độ đối tượng không đúngKhông thể kích hoạt tài sản đầu bút vừa lưu xongKhông thể thêm phần tử vào dải màu được (giới hạn %d)Không thể thêm dải vào (rãnh không còn chỗ trống để chứa dải mới này)Không thể áp dụng bộ điều chỉnh "Kiến Tạo"Không thể thay đổi chế độ đối tượng trong khi biến hóa đượcKhông thể đóng khu vực lại đượcKhông thể sao chép gói do %zu phụ thuộc bên ngoài; xem thêm chi tiết trong bảng điều khiểnKhông thể sao chép gói do phụ thuộc bên ngoài: "%s"Không thể sao chép mục đượcKhông thể kiến tạo đường dẫn userpref (theo cấu hình của người dùng) cho mẫu ứng dụng đượcKhông thể tạo thuộc tính tích hợp trong chế độ biên soạn đượcKhông thể kiến tạo thư mục cấu hình để ghi các dấu trang đượcKhông thể tạo mục với thể loại ổ cắm này đượcKhông thể tạo đối tượng mới đượcKhông thể kiến tạo một dải mớiKhông thể kiến tạo định hướngKhông thể tạo bảng điều khiển đượcKhông thể kiến tạo ổ cắmKhông thể kiến tạo đường dẫn theo cấu hình của người dùngKhông thể kiến tạo đường dẫn theo cấu hình của người dùngKhông thể xác định được chiều dài của trình tự ABCKhông thể thi hành '%s', lỗi xảy ra trong khi đổi chế độKhông thể xuất khẩu PDF đượcKhông thể nới dài thời lượng của cảnh được, vì phần MOTION (Chuyển Động) của tập tin BVH (Bounding Volume Hierarchy: Cây Phân Cấp Giới Hạn Thể Tích) không có thời lượng khung hình nào trong đó cảKhông thể đóng khu vực lại đượcKhông tìm thấy tên tập tin tăng tiến có sẵn nào cảKhông tìm thấy bất kỳ quy trình nào hiện đang thi hành cảKhông tìm thấy tầng lớp để cho thêm vàoKhông tìm thấy nhóm thanh công cụKhông tìm thấy khu vực Góc Nhìn 3D nào hợp lệ cảKhông thể nhập khẩu '%s'Không thể cài đặt một thư mục đượcKhông thể cài đặt từ đĩa được vì không có đường dẫn nào được xác định cảKhông thể cài đặt từ đường dẫn tương đối đượcKhông thể nạp %s từ %s đượcKhông thể định vị mục '%s' trong nútKhông thể định vị mục trong nút đượcKhông tìm thấy kết nối trong cây nútKhông tìm thấy nút '%s' trong cây nútKhông tìm thấy ổ cắm '%s' trong nútKhông thể tạo bản sao phiên bản để dự trữ đượcKhông thể tạo bản sao phiên bản để dự trữ được: tên tập tin ngắn quáKhông thể phản chiếu đối xứng, không thấy có đối tượng/xương phản chiếu đối xứng nào đã được cấu hình cảKhông thể di chuyển ổ cắm trong nút tích hợp đượcKhông thể mở đượcKhông thể mở '%s': %sKhông mở được bản blend Không thể mở hoặc ghi tập tin đánh dấu trang "%s" đượcKhông thể viết đè sắp đặt trước: {:s}Không thể đóng gói tập tin được. Không tìm thấy đường dẫn nguồn '%s'Không thể đóng gói tập tin cỡ trên 2gb được, đường dẫn nguồn là '%s'Không thể phân tích XML (Extensible Markup Language: Ngôn ngữ đánh dấu mở rộng), %s:%s cho tập tin %rKhông thể đọc đượcKhông thể xóa điểm trên đường congKhông thể xóa sắp đặt sẵn mặc địnhKhông thể xóa thư mục: %s đượcKhông thể xóa các tập tin cho kho lưu trữ "Hệ thống" đượcKhông thể xóa khe nguyên vật liệu trong Chế Độ Biên SoạnKhông thể loại bỏ điểm của đường dẫnKhông thể xóa sắp đặt trước: {!r}Không thể xóa ổ cắm khỏi nút tích hợp đượcKhông thể xóa ổ cắm khỏi nút tích hợp đượcKhông thể xoay %d cạnhKhông lưu được '%s': %sKhông thể lưu tập tin chưa lưu có thuộc tính "đường dẫn tập tin" bỏ trống hoặc chưa được đặtKhông thể thiết lập phím tắt, nút được chọn không phải là nút quan sát hoặc không hỗ trợ quan sátKhông thể thống kê '%s': %sKhông thể thuyên chuyển chế độ, các đối tượng nguồn và/hoặc mục tiêu là những cái không thể chỉnh sửa đượcKhông thể nâng cấp tần số khung hình của cảnh được, vì phần MOTION (chuyển động) của tập tin BVH (Bounding Volume Hierarchy: Cây Phân Cấp Giới Hạn Thể Tích) không có thời lượng khung hình nào trong đó cảLoại bỏ xương đã được đặt tên ra khỏi bộ sưu tập xương nàyChưa được Ấn ĐịnhKhông Khả DụngTháo Kết BuộcChưa Sinh RaChưa Xác Định Rõ RàngThể Loại Nút Cây Chưa Xác Định Rõ RàngThể Loại Ổ Cắm Chưa Xác ĐịnhLoại Bất ĐịnhThể loại nút chưa xác định (có thể xảy ra khi cây nút liên kết bị thất lạc, chẳng hạn)Vị Trí Không bị Biến DạngGạch ChânVị Trí Nét Gạch DướiChiều Dày Nét Gạch DướiChưa Biến DạngĐoạn Phim Chưa Biến DạngĐoạn Phim Chưa Biến DạngHoàn TácLịch Sử Hoàn TácHoàn Tác Kiểu CũGiới Hạn Bộ Nhớ Hoàn TácLượng Bộ Nhớ Dùng Cho Hoàn TácBãi Bỏ Thông ĐiệpSố Bước Hoàn TácHoàn tác toàn bộ các biên soạn đã thi hành trên hệ thống hạtHoàn tác và tái thực hiệnHoàn tác hay tái thực hiện hành động trước đâyTắt tính năng hủy bước khi khởi động trong chế độ nền (gọi `ed.undo_push()` để trực tiếp khởi động hệ thống hủy bước)Bãi bỏ hành động trước đâyHoàn tác sửa đổi sau cùng ở danh mục tài sảnHoàn Tác/Tái Thực HiệnLỗi không lường trước được đã xảy ra, không tìm thấy bộ sưu tậpThể loại thư viện không mong muốn. Thất bại trong việc tạo tài sản tư thếTài sản có số lượng người dùng khác 0 một cách bất ngờ. Xin vui lòng báo cáo hiện trạng lỗi lầm này của phần mềmRã Nhóm các nút đã chọnThể loại Gprim (hình học cơ bản) chưa được xử lý: %s (%s)Hiển thị toàn bộ các nguyên vật liệu Bút Chì Dầu ẩn giấuHiện(Không ẩn giấu) toàn bộ các đối tượng trong bộ sưu tậpHiển thị kệ tài sản khi nó khả dụng lần đầu tiên, nếu không thì nó sẽ bị ẩn giấu điBộ Nhớ Đệm UniĐịnh dạng tập tin UniĐịnh dạng tập tin uni (.uni)Giá trị hex của điểm mã UnicodeSắp Đặt Sơn Hợp NhấtThống nhất màu lựa chọn/hoạt tínhĐồng ĐềuSuy Giảm Đồng ĐềuĐộ Đục Đồng NhấtTỷ Lệ Đồng ĐềuĐộ Dày Đồng ĐềuChiều Rộng Đồng ĐềuTỷ lệ đồng nhất áp dụng cho khung quan sát VRĐộ Đồng NhấtXóa thụt lề của văn bản được chọnHình ảnh "%s" chưa được khởi thủy ở đối tượng "%s"Hình ảnh %s chưa được chuẩn bịHợp NhấtChế Độ Hợp NhấtDuy NhấtID Duy NhấtTên ID khối dữ liệu độc nhất (nội trong cùng một thể loại và thư viện)Tên chỉ danh ID duy nhất cho khối dữ liệu, và thư viện, nếu cóMã định danh duy nhất cho các không gian màu phổ thông, theo định nghĩa của Diễn Đàn Tương Tác Màu Sắc (Color Interop Forum). Chúng ta có thể để trống nếu không gian làm việc không có ID Tương Tác. Các giá trị chung thường là lin_rec709_scene, lin_rec2020_scene và lin_ap1_scene (cho ACEScg)Định danh duy nhất dành cho quá trình ánh xạ các ổ cắmMã định danh duy nhất cho bảng điều khiển trong cây nút nàySố nguyên độc nhất vô nhị, dùng để nhận dạng bản xem trước của tập tin này trong hình biểu tượng (zero (0) có nghĩa là không hợp lệ)Số nguyên duy nhất dùng để nhận dạng bản xem trước này là một biểu tượng (số 0 nghĩa là không hợp lệ)Mã định danh mô-đun độc nhấtTên đơn nhất của tầngTên duy nhất của đối tượngTên duy nhất của giám sátDanh hiệu đặc trưng sử dụng trong việc biên soạn mã và viết tập lệnhĐịnh danh duy nhất của nútTên kho lưu trữ độc nhấtMã định danh duy nhất trong thời gian chạy cho ID liên kết cần thay thếDuy nhất trong Khung RốiChỉ danh độc nhất xác định bộ điều chỉnh trong ngăn xếp bộ điều chỉnh mà nó trực thuộcĐơn VịTăng TốcGóc ĐộKhu VựcGóc-TrụcChuỗi Ký Tự ByteMáy Quay PhimKhoảng Cách Máy Quay PhimNhiệt Độ MàuTọa ĐộMặc ĐịnhChiều HướngĐường Dẫn Thư MụcKhoảng CáchGóc EulerHệ SốTên Tập TinTập TinKhung HìnhSố/Khung HìnhTần SốMàu đã Hiệu Chỉnh GammaKhung KhóaTầng LớpThành Viên của Tầng LớpChiều DàiMàu Tuyến TínhCác Dấu MốcKhối LượngMa TrậnDấu Mốc Gần NhấtKhông CóMật KhẩuPhần TrămĐiểm ẢnhKích Thước Điểm ẢnhDữ Liệu Thông ThườngCông Suất/Năng Lượng/Sức Mạnh/Lũy ThừaQuatenionXoay QuatenionXoay ChiềuGiâySố Giây Đồng HồBám Dính Phần Tử Hoạt HọaDải PhimKiểu ThứNhiệt ĐộThời GianThời Gian (Tuyệt Đối)Thời Gian (Tương Đối với Cảnh)Dịch Chuyển/Phiên DịchĐơn VịSố Dương Không DấuTốc LựcĐơn Vị Vận TốcThể TíchBước SóngXYZChiều Dài XYZTỷ Lệ Đơn VịSắp Đặt Đơn VịHệ Thống Đơn VịSắp đặt đơn vị biên soạnĐơn vị độ dày của nét được tỷ lệ hóa theo tương quan của độ phân giải chiều cao hiện tại của hình ảnh với 480 điểm ảnh (1,0 với 480px, 1,5 với 720px và 2,0 với 960px.)Đơn vị sẽ được sử dụng để hiển thị các giá trị về độ dàiĐơn vị sẽ được sử dụng để hiển thị các giá trị về khối lượngĐơn vị sẽ được sử dụng để hiển thị các giá trị nhiệt độĐơn vị sử dụng để hiển thị các giá trị thời gianĐơn vị để điều chỉnh thấu kính trong giao diện người dùngĐơn vị dùng để hiển thị/biên soạn các giá trị của sự xoay chiềuPhi Đơn VịĐơn VịĐơn vị sử dụng cho tiêu cự của máy quay phimChưa BiếtLỗi Bool không xác định đượcTính Chất Chưa Biết ĐếnTrình Bổ Sung Chưa Biết ĐếnThể loại bộ điều chỉnh độ trong suốt của alpha chưa được biết đếnLỗi boolean không xác định đượcLỗi không ngờ đã xảy ra trong khi nạp '%s'Lỗi mở tập tin không xác định đượcThể loại tập tin chưa xác định: {!r}Thể loại bộ điều chỉnh màu sắc của đường nét chưa được biết đếnThể loại bộ điều chỉnh độ dày đường nét chưa được biết đếnThao tác chưa biết đếnKiểu ổ cắm chưa xác địnhThể loại bộ điều chỉnh hình học của nét vẽ chưa được biết đếnNgắt Kết NốiNgắt Kết Nối Hành ĐộngNgắt kết nối với khối dữ liệu Chú Thích đang hoạt độngNgắt kết nối của khối dữ liệu phông đang hoạt độngNgắt kết nối với khối dữ liệu văn bản đang hoạt độngNgắt kết nối của khối dữ liệu (Shift + Bấm chuột để đặt số người dùng = 0, dữ liệu sẽ không được lưu nữa)Ngắt liên kết các dải đã chọn để có thể chọn riêng từng dải mộtNgắt kết nối của bộ sưu tập khỏi toàn bộ các đối tượngNgắt kết nối hành động này khỏi khe hành động đang hoạt động (và/hoặc thoát Chế Độ Hiệu Chỉnhh)Mở KhóaMở Khóa Tỷ Lệ Tương QuanTháo khóa toàn bộ các nguyên vật liệu của Bút Chì Dầu, hầu cho chúng có thể biên soạn đượcMở khóa toàn bộ các hình mẫuMở khóa toàn bộ các hình mẫu của đối tượng đang hoạt độngMở khóa toàn bộ các nhóm điểm đỉnhMở khóa toàn bộ các nhóm điểm đỉnh, nếu có ít nhất một nhóm bị khóa, nếu không, khóa toàn bộ các nhóm lạiMở khóa toàn bộ các nhóm điểm đỉnh của đối tượng đang hoạt độngMở khóa các kho lưu trữ - để kiểm thử việc mở khóaMở khóa các nhóm điểm đỉnh đã được chọn và khóa các nhóm điểm đỉnh không được chọn của đối tượng đang hoạt độngMở khóa cho các giám sát được chọnMở khóa các nhóm đỉnh đã chọn của đối tượng hoạt độngTháo khóa các dải để chúng có thể biến hóaMở khóa các nhóm điểm đỉnh chưa chọn của đối tượng đang hoạt độngKhông KhóaĐã mở khóa: {:s}Không Chắn LọcBật hoạt tính của các dải được/chưa chọnBật hoạt tính của các dải không được chọn, hơn là các dải được chọnMở GóiMở gói - số tập tin: {}, số nướng: {}Mở Gói Tập TinMở gói toàn bộ các tập tin đã đóng gói vào tập tin .blend này ra các tập tin bên ngoàiMở gói dữ liệu đã nướng từ tập tin .blend vào đĩaMở Gói âm thanh ra tên tập tin các mẫu vậtMở gói tập tin này ra một tập tin ở bên ngoàiKhông hỗ trợ giải nén phim hoặc chuỗi hình ảnhBán Kính Chưa Phóng ChiếuTập tin thư viện Blender không thể đọc được:Định dạng tập tin không nhận biết '%s'Không thể hủy đăng ký từ các bản cài đặt Microsoft Store đượcChưa LưuBỏ chọn các nét vẽXương trong dây chuyền không thể lựa chọn đượcChưa ChọnDải Phân Đoạn Hành Động Chưa ChọnĐộ Đục của Đường Cong-F Chưa ChọnDải Siêu Chưa Chọn (để nhóm các dải có liên quan với nhau lại)Độ Đục của cái Không được ChọnDải Âm Thanh Chưa Được Chọn (để giữ nhịp/tính thời gian cho âm thanh loa)Dải Chuyển Cảnh Chưa ChọnHủy bỏ văn bản của nút bấm đang hoạt độngSắc Cạnh Hóa Màn Chắn LọcGóc Số DươngGóc Số DươngTháo đường khâu UV và di chuyển kết quảHủy Phân ChiaNgữ cảnh chưa được hỗ trợĐịnh dạng âm thanh chưa được hỗ trợThể loại cột chưa được hỗ trợNgữ cảnh chưa được hỗ trợChế độ ngữ cảnh chưa được hỗ trợKiểu dữ liệu chưa hỗ trợPhương pháp dời hình chưa được hỗ trợThể loại cây nút chưa được hỗ trợThể loại đối tượng chưa được hỗ trợ để biến hóa trong không gian chất liệuVô DanhDữ Liệu Không Sử Dụng ĐếnHình Ảnh Chưa Sử DụngĐầu Ra Chưa Sử DụngChất Liệu & Hình Ảnh Không Sử Dụng ĐếnMở GóiGỡ gói không thể giải nghiệm với bất cứ hải đảo nào, có thể cần phải cho thêm các cạnh đường khâu vàoGỡ gói bị thất bại khi giải nghiệm %d trong số %d hải đảo, có thể cần phải cho thêm các cạnh đường khâu vàoMở gói khung lưới của đối tượng đang biên soạnPhương pháp mở gói (thường thì Cơ Sở Góc cho những kết quả tốt hơn là Bảo Giác (bảo toàn độ lớn của các góc giữa các hướng trong khu vực nhỏ, mặc dù khoảng cách bị biến dạng) nhưng hơi chậm hơn một chút)LênTrục ĐứngLên/XuốngCập NhậtCập Nhật Tự ĐộngCập Nhật các Phụ ThuộcCập Nhật Tồn TạiBán Kính Cập NhậtCập Nhật Thời Lượng của CảnhCập Nhật Tần Số Khung Hình của CảnhCập nhật toàn bộ các nút hình ảnh để khớp với các tập tin của chúng trên đĩaCập nhật các cờ hoạt họaCập nhật hình ảnh hiện tại mà dấu mốc giám sát bình diện sử dụng bằng nội dung của dấu mốc giám sát bình diệnCập nhật máy quay phim tùy chỉnh với các thông số mới từ bộ tô bóngCập nhật các kênh hiện có trong tài sản tư thế, song không xóa đi hoặc cho thêm bất kỳ kênh nào vàoCập nhật các tập tin .po tồn tại, nếu có, thay vì viết đè lên chúngCập nhật các hình mẫu hiện có với các vị trí điểm đỉnh của các đối tượng được chọn có tên trùng khớpCập nhật các Đường Cong-F/Điều Vận tác động đến những ràng buộc Biến Hóa (sử dụng nó với các tập tin từ phiên bản 2.70 và sớm hơn)Cập nhật khoảng khung hình dành cho các đường chuyển động từ khoảng khung hình hiện tại của CảnhCập nhật phạm vi khung hình của dải về cảnhCập nhật dữ liệu phiên dịch của trình bổ sung chỉ định (một tập hợp 'py' trong mã nguồn của trình bổ sung)Cập nhật dữ liệu i18n (các tập tin po) trong kho lưu trữ mã nguồn BlenderCập nhật kho lưu trữ công việc i18n (các tập tin po)Cập nhật danh sách đường dẫn đối tượng bằng dữ liệu mới từ khoCập Nhật khi Biên SoạnTự động cập nhật những không gian cửa sổ khác bị ảnh hưởng để phản ảnh các thay đổi trong quá trình tương tác của các thao tác, tựa như thao tác biến hóa chẳng hạnCập nhật phạm vi các khung hình được tham chiếu từ hành động sau khi chỉnh sửa đoạn và các khung khóa của nóCập nhật nút tập lệnh tô bóng với ổ cắm mới và các tùy chọn từ tập lệnhCập nhật tài sản đầu bút đang hoạt động trong thư viện tài sản với các cài đặt hiện tạiCập nhật bộ đệm nhớ âm thanh hoạt họaCập nhật biến hóa hiện tại, khung khóa đã chọn hoặc thậm chí kiến tạo các khóa mới nữaCập nhật hiển thị của bản thông báo trong Giao Diện Người Dùng của Blender (sử dụng nội bộ)Cập nhật hình học khi bước vào khung nhìn. Cung cấp phương pháp điều hướng góc nhìn nhanh nhẹn hơnCập nhật phần tử nêu bật dựa vào vị trí hiện tại của chuộtCập nhật khung hình khởi đầu và kết thúc của cảnh để khớp với những khung hình của kho lưu trữ USDCập nhật địa danh đã chọn từ tư thế quan sát hiện tại trong phiên VRCập nhật tài sản tư thế đã chọn trong thư viện tài sản từ các xương hiện đang được chọn. Chế độ xác định phương pháp tài sản được cập nhậtCập nhật người dùng bộ tô bóng này, chẳng hạn như máy quay phim tùy chỉnh và các nút tập lệnh, với các ổ cắm và các tùy chọn mới của nóĐã cập nhật %d hình mẫuKhối dữ liệu đã cập nhậtNhững Cập NhậtNhững cập nhật đến các khối dữ liệuCập nhật trình điều khiển GPU (thẻ đồ họa) có thể giải quyết được vấn đề này.Nâng cấp toàn bộ các trình mở rộng lên phiên bản mới nhất đối với kho lưu trữ đang hoạt độngNâng cấp kho lưu trữ cục bộ chưa được hỗ trợNâng cấp các thể loại Rigify trên khung rối giàn siêu đang hoạt độngNâng cấp thể loại giàn super_face (mặt_siêu) cũ lên mặt mô-đun mớiNâng cấp giàn siêu từ các tầng lớp xương lên các bộ sưu tập xươngNâng cấp loại giàn super_face (mặt_siêu) cũ lên mặt mô-đun mới. Cái này sẽ bảo tồn khả năng tương thích với sơn trọng lượng hiện có, nhưng không với hoạt họaNâng cấp giàn siêu từ các tầng lớp xương thành các bộ sưu tập xươngChữ Hoa/Bên TrênGiới hạn trên (bao gồm cả) để loại bỏ trọng lượng của điểm đỉnh khỏi vgroup (nhóm điểm đỉnh)Giới Hạn TrênChữ HoaGiới Hạn Trên về Độ LõmTrên TráiTrên PhảiGiới Hạn Góc Trên của XGiới Hạn Trên của XGiới hạn trên của góc XGiới Hạn Góc Trên của XGiới Hạn Trên của YGiới hạn trên của góc YGiới Hạn Góc Trên của ZGiới Hạn Trên của ZGiới hạn trên của góc ZGiới hạn trên cho phong bao tại điểm điều khiển nàyGiới hạn trên của khoảng phạm vi nêu bậtGiới hạn trên của phạm vi đầu vào khi áp dụng ánh xạNgưỡng hạn định trên để đánh dấu các tế bào chất lỏng là các đỉnh ngọn sóng (giá trị cao hơn dẫn đến lượng các tế bào được đánh dấu ít hơn)Ngưỡng hạn định trên để đánh dấu các tế bào chất lỏng nơi không khí bị lưu giữ lại (giá trị cao hơn dẫn đến lượng các ô được đánh dấu ít hơn)Ngưỡng hạn định trên, biểu thị tốc độ chất lỏng, mà tại đó các tế bào sẽ không phát ra hạt nữa (giá trị cao hơn thì thường dẫn đến lượng hạt ít hơn)Khoảng cách trên từ Giá Trị Tham Chiếu để ảnh hưởng với tỷ lệ 1:1 mặc địnhGiới hạn trên của sự xoay chiều quanh trục XGiới hạn trên của dịch chuyển theo trục XGiới hạn trên của sự xoay chiều quanh trục YGiới hạn trên của dịch chuyển theo trục YGiới hạn trên của sự xoay chiều quanh trục ZGiới hạn trên của dịch chuyển theo trục ZGiới hạn trên về độ lõm của khung lưới (các giá trị cao hơn thường có xu hướng làm mịn và làm đầy lên các vùng lõm)Hệ Số Gia Tăng Độ Phân GiảiTiếng Urdu (وُدرُا)Cách DùngSử DụngDùng %s (khác biệt)Dùng %s (giống hệt)Dùng chế độ biến hóa 'Dịch_Chuyển_Thời_Gian' thay vì chế độ 'Dịch Chuyển' để dịch chuyển khung khóa trong Trình Biên Soạn Biên Bảng Hành ĐộngSử dụng (nhập khẩu) các pháp tuyến bề mặt (nên lưu ý rằng điều này vẫn làm cho tô bóng phẳng bẹt)Sử dụng 16bits một kênh để hạ thấp lượng bộ nhớ sử dụng trong khi kết xuấtSử dụng số thực dấu phẩy động 16 bit cho toàn bộ dữ liệuDùng phép chống rung 2DDùng phép chống rung 2D cho đoạn phimSử dụng số thực dấu phẩy động 32 bit cho toàn bộ dữ liệuDùng Cổng Nhìn 3DPhụ huynh hóa vào vị trí 3D của giám sátSử dụng tính năng lấy mẫu đa điểm 5× để làm mịn các cạnh sơn vẽSử dụng số thực dấu phẩy động 8 bit khi có thể, nếu không hãy sử dụng số thực dấu phẩy động 16 bitDùng phương pháp mô phỏng APIC (hoạt tính cao hơn song tính cách hoạt động ổn định hơn)Dùng Cái đang Hoạt ĐộngSử Dụng Lấy Mẫu Vật Tùy ỨngPhân Hóa Tùy ỨngDùng chế độ pha trộn Thêm (Add) trong khi sơnSử Dụng Phương Pháp Vẽ Gia TăngSử dụng sau khi kiến tạoSử Dụng AlphaDùng Giá Trị Hạt Biến ĐộngSử dụng Chú thíchSử dụng chống răng cưa để làm mịn các cạnh của nét vẽSử Dụng Điểm TựaSử Dụng Tầng Lớp Tài SảnSử Dụng Tự Động Đóng GóiSử dụng phân tách không gian BVH (Bounding Volume Hierarchy = phân ranh giới thể tích theo thứ bậc): thời gian dựng sẽ lâu hơn, kết xuất nhanh hơnDùng Kênh Màu LamDùng Phong Bao của XươngDùng Đầu XươngSử Dụng Tấn Công Vét CạnSử dụng CPU để hiển thị biến hóa và hiển thị hình ảnh với chất liệu 2DKết xuất bằng Bộ Xử LýDùng Bộ Nhớ ĐệmLoại Bỏ trong Máy Quay PhimDùng Số Trình tựSử Dụng Bình Diện Cắt XénDùng Đường Cong cho KhómDùng Nhiễu Loạn cho KhómSử Dụng Va ĐậpDùng chế độ pha trộn Đốt Cháy Màu (Color Burn) trong khi sơnDùng chế độ pha trộn Tránh Né Màu (Color Dodge) trong khi sơnSử Dụng Rung MàuDốc MàuDùng chế độ pha trộn Màu (Color) trong khi sơnSử Dụng BVH Gọn NhẹSử Dụng Đường Viền Công-TuaSử Dụng các Hành Động của Bộ Điều khiểnSử Dụng Tọa ĐộDùng Số LượngSử Dụng Nếp GấpSử Dụng Nếp GấpSử dụng các lượt Lớp Vẽ Lồng Bí Mật từ một kết xuấtSử dụng các lượt Lớp Vẽ Lồng Bí Mật từ một hình ảnhSử Dụng Khung Hình Hiện Tại làm các Tư Thế Nghỉ Biến Hóa của Đối tượngSử Dụng Địa Điểm Hiện TạiVẽ Lồng Hình Con TrỏSử Dụng Vị Trí của ChuộtSử Dụng Con Trỏ cho Chiều SâuSử Dụng Độ CongSử Dụng Đường CongDùng Bán Kính Đường CongDùng Đường CongSử Dụng BVH cho Đường CongSử Dụng Máy Quay Phim Tùy ChỉnhSử Dụng Màu Tùy ChỉnhSử Dụng Đường Cong Tùy ChỉnhDùng các Màu Ảo Ảnh Tùy ChọnSử Dụng Pháp Tuyến Tùy ChỉnhSử Dụng Thị Sai Tùy ChỉnhSử Dụng Thể Tích Tùy ChỉnhDùng chế độ pha trộn Làm Đậm Màu đi (Darken) trong khi sơnDùng Phai Mờ Dần Mặc ĐịnhDuy Sử Dụng Biến DạngBiến Dạng Chuyển ĐộngSử Dụng Lọc NhiễuSử dụng Độ Sâu Trường ẢnhDùng chế độ pha trộn Hiệu Số (Difference) trong khi sơnSử Dụng Khuếch TánSử dụng các Cây Tứ Giác Hữu Hướng làm phân phối hữu hướngLoại Bỏ theo Khoảng CáchChảy Nhỏ GiọtSử dụng các Bản Nhân ĐôiDùng Góc của CạnhSử Dụng Dấu CạnhDùng CạnhDùng các Cạnh làm lực đàn hồiSử Dụng Hiệu Ứng ViênDùng Khung Hình Cuối CùngDùng Phong BaoSử Dụng Thời Gian Tính ToánDùng chế độ pha trộn Loại Trừ (Exclusion) trong khi sơnSử Dụng cái Hiện CóSử Dụng các Mặt Hiện CóSử dụng phương pháp mô phỏng FLIP (nước bắn giọt lung tung nhiều hơn)Sử Dụng Mặt Ấn ĐịnhSử Dụng Mờ DầnSử Dụng Dự PhòngDùng Sự Suy GiảmSử Dụng Thanh LọcSử Dụng Chỉ Số Cuối CùngSử Dụng Dòng ChảyDùng để Mọc TócSử Dụng FreestyleDùng Mặt TrướcDùng Sự Suy Giảm Mặt TrướcSử dụng bộ bóng GLSL để hiển thị biến hóa và hiển thị hình ảnh với chất liệu 2DSử Dụng GPUSử dụng khử nhiễu tăng tốc GPU nếu hỗ trợ để có hiệu suất hoạt động tốt nhất. Ưu tiên OpenImageDenoise (Khử Nhiễu Hình Ảnh Mở) Hơn OptixDùng thiết bị tính toán GPU (Graphic Processing Unit : Bộ Xử Lý Đồ Họa) khi kết xuất, được cầu hình trong bảng hệ thống của cài đặt sở thích của người dùngSử dụng sự nới lỏng Hình Học (cotang), làm cho các UV đi theo hình học 3D nền tảngSử Dụng các Nút Hình HọcSử Dụng Không Gian Hình HọcSử Dụng Tọa Độ Toàn CầuSử dụng GltfpackDùng Mục TiêuDùng Kênh LụcSử Dụng Khung Lưới Đồ ThịGiao Diện Người DùngSử Dụng Hướng DẫnSử Dụng Hướng DẫnDùng phương pháp chậm rãi (relaxation) HC (Humphrey's Classes)Sử dụng xử lý màu HSL (Sắc Thái, Độ Bão Hòa, Độ Sáng)Sử dụng xử lý màu HSV (Sắc Thái, Độ Bão Hòa, Giá Trị)Sử Dụng Tỷ Lệ Tay CầmDùng chế độ pha trộn Ánh Sáng Đường Đột/Cứng/Mạnh (Hard Light) trong khi sơnSử Dụng ĐầuDùng chế độ pha trộn Sắc Màu (Hue) trong khi sơnSử Dụng Ảnh HưởngSử Dụng Thực Thể HóaSử Dụng Bộ Khử Nhiễu AI Intel OpenImageDenoiseSử Dụng Chỗ Giao CắtSử Dụng Màn Chắn Lọc Giao CắtSử Dụng Mức Độ Ưu Tiên Giao CắtDùng phương pháp chậm rãi (relaxation) LaplaceSử Dụng Lượt Tầng LớpSử dụng Đường Dẫn Thư ViệnSử Dụng Ánh SángSử Dụng Đường Công-Tua Ánh SángDùng chế độ pha trộn Làm Nhạt Màu đi (Lighten) trong khi sơnSử Dụng Ánh SángDùng Giới HạnSử Dụng Giới Hạn Bề MặtDùng chế độ pha trộn Đốt Cháy Tuyến Tính (Linear Burn) trong khi sơnSử dụng chế độ pha trộn Ánh Sáng Tiếp Tuyến (Linear Light) trong khi sơnDùng Bộ Điều Chỉnh Tuyến TínhSử Dụng Máy Quay Phim Cục BộSử Dụng Tập Tin Cục BộSử Dụng Rời RạcSử Dụng Trọng Lượng MISDùng Màn Chắn LọcSử Dụng Màn Chắn LọcSử Dụng Màn Chắn Lọc trong Kết XuấtSử Dụng Nguyên Vật LiệuSử Dụng Chắn Lọc Nguyên Vật LiệuSử Dụng Lượt Nguyên Vật LiệuSử Dụng Tầng Lớp Nguyên Vật LiệuSử Dụng các Nút ToánSử Dụng Tối ĐaDùng Góc 2D Tối ĐaDùng Chiều Dài 2D Tối ĐaSử Dụng Góc Độ Tối ĐaDùng Bước Ảnh-B Tối ĐaDùng Tối ĐaDùng Trung ĐiểmSử Dụng Khung LướiSử Dụng sự Đối Xứng của Khung LướiDùng Siêu Dữ LiệuSử dụng nền phụ trợ MetalSử Dụng Tối ThiểuDùng Góc 2D Tối ThiểuDùng Chiều Dài 2D Tối ThiểuSử Dụng Góc Độ Tối ThiểuDùng Tối ThiểuDùng Sương MùSử Dụng các Nút Hòa TrộnDùng chế độ hòa trộn (Mix) trong khi sơnDùng Ngăn Xếp của Bộ Điều ChỉnhSử Dụng Sắp Đặt về Kết Xuất của các Bộ Điều ChỉnhLàm Nhòe Mờ Chuyển ĐộngSử Dụng Vị Trí của ChuộtDùng Đa Góc NhìnDùng Đa Góc Nhìn (nếu khả dĩ)Dùng chế độ pha trộn nhân gấp lên (Multiply) trong khi sơnSử dụng lượng tử hóa N-bit cho các màu sắcSử dụng lượng tử hóa N-bit cho các pháp tuyến và tiếp tuyếnSử dụng lượng tử hóa N-bit cho các vị tríSử dụng lượng tử hóa N-bit cho các tọa độ chất liệuDùng Chế Độ Hiệu Chỉnh NLASử Dụng Tên/Nhãn NútSử Dụng NútSử Dụng NhiễuSử Dụng Dữ Liệu Pháp TuyếnSử Dụng Bình Thường HóaSử Dụng Đối TượngSử Dụng Đối Tượng Dịch ChuyểnSử Dụng Tầng Lớp Đối TượngSử Dụng Phạm Vi Hấp Thụ Quang XạSử Dụng Ngôn Ngữ Tô Bóng MởSử dụng nền phụ trợ OpenGLSử dụng Cài Đặt Trước của OpenJPEG CinemaSử Dụng Cài Đặt Trước của OpenJPEG Cinema (48 khung hình/giây)Dùng Tập Tin GốcSử Dụng Tỷ Lệ GốcSử Dụng Kích Thước của Bản gốcSử Dụng Đầu RaDùng chế độ pha trộn Lồng Ảnh (Overlay) trong khi sơnSử Dụng SơnSử Dụng Khung Vẽ SơnSử dụng các mô hình von Mises-Fisher cảnh tỉnh thị sai làm phân bổ hữu hướngSử Dụng Bán Kính HạtDùng Bán Kính của HạtDùng nhiễu Perlin làm cơ sởDùng nhiễu Perlin làm cơ sở, song với gia tăng khả năng điều khiểnDùng nhiễu Perlin với độ võng làm cơ sởSử dụng chế độ pha trộn Ánh Sáng Hội Tụ (Pin Light) trong khi sơnSử Dụng Điểm TựaSử Dụng Bản Giữ ChỗDùng Xén Bình DiệnSử dụng phương pháp phân phối đĩa Poisson để duy trì một khoảng cách tối thiểuHợp Nhất CựcDùng Sắp Đặt Xử Lý Hậu KỳDùng Sự Xoay Chiều (Tiền/Hậu) KỳSử Dụng Áp LựcSử Dụng Rung Nhẹ Áp LựcDùng Sức Mạnh của Áp LựcDùng Áp Lực Làm Độ Dày ĐặcSử Dụng Áp Lực đối với Dòng ChảySử Dụng Áp Lực cho Độ Đậm NétSử Dụng Áp Lực trong Hòa Trộn ƯớtSử Dụng Áp Lực trong Duy Trì Độ ƯớtSử Dụng Phạm Vi Xem TrướcSử Dụng Đại DiệnDùng Đại Diện / Mã Thời GianSử dụng xử lý màu RGB (Đỏ, Lục, Lam)Dùng đường cong RGB cho biến hóa trước khi hiển thịSử Dụng Bán KínhSử Dụng Dò TiaDùng Kênh ĐỏDùng Dịch Chuyển Tương ĐốiSử Dụng Dán Tương ĐốiSử Dụng Từ XaSử dụng các sắp đặt về Kết Xuất cho tính hữu hình của đối tượng, các sắp đặt của bộ điều chỉnh, vân vânDùng sự Nhắc LạiSử Dụng Khung Rối Vị Trí NghỉDùng Độ XoaySử Dụng Xoay Chiều XSử Dụng Xoay Chiều YSử dụng Xoay Chiều ZDùng Đường Cong cho Độ RốiSử Dụng Mẫu Lấy PhầnDùng chế độ pha trộn Độ Bão Hòa (Saturation) trong khi sơnDùng Tỷ LệSử Dụng Tỷ Lệ XSử Dụng Tỷ Lệ YSử Dụng Tỷ Lệ ZSử Dụng Tỷ Lệ:Dùng Kế Hoạch Phân Hóa của AlembicSử dụng đầu bút Cạo hoặc Lấp Đầy khi đảo ngược đầu bút này, thay vì đảo ngược chiều hướng dịch hình của nóDùng chế độ pha trộn Màn Hình (Screen) trong khi sơnĐiêu KhắcSử Dụng Va Chạm Điêu KhắcDùng Cái PhụSử Dụng Lựa ChọnSử Dụng SelfTrượt Đẩy Trình TựSử Dụng các Sắp Đặt choSử Dụng các Bộ Tô BóngSử Dụng Bóng TốiDùng các Cạnh Sắc NhọnSử Dụng Thu NhỏĐơn Giản HóaSử Dụng Bộ Đệm Mô PhỏngBám Dính trong Xoay ChiềuBám Dính trong Tỷ Lệ HóaSử Dụng Bám Dính trong Dịch ChuyểnSử Dụng Bám DínhDùng các Tùy Chọn về Bám dínhSử dụng chế độ pha trộn Ánh Sáng Mềm Mại (Soft Light) trong khi sơnSử Dụng Biến Hóa Không GianSử dụng Sparse Accessor nếu Tốt HơnSử Dụng Phân Tách Không GianDùng Lập Thể Hình CầuSử Dụng Cường Độ Tràn VãiDùng Chiều Dài Tách ĐoạnDùng Mô Hình Tách PhânLan TỏaSử Dụng Trình Ổn Định HóaDùng Khung Hình Đầu TiênDùng Trung Tâm của DảiDùng Kế Hoạch Phân HóaSử Dụng Bề Mặt Phân HóaDùng chế độ pha trộn Khấu Trừ (Subtract) trong khi sơnDùng ĐuôiSử Dụng Mục Tiêu ở ĐuôiChất LiệuVẽ Lồng Chất LiệuDùng Chất LiệuSử Dụng Mặt Cắt cho Độ DàySử Dụng Mã Thời GianDùng Thời ĐịnhDùng ĐỉnhDùng Chú Thích Công CụDùng Biến HóaSử Dụng Dịch Chuyển XSử Dụng Dịch Chuyển YSử Dụng Dịch Chuyển ZSử Dụng Chồng Chéo Độ Trong SuốtSử Dụng Đường Cong Xoắn VặnSử dụng phát hiện UDIMDùng Nhãn UISử Dụng Điêu Khắc UVDùng tọa độ UV cho tọa độ chất liệuDùng tọa độ UV cho tọa độ chất liệuDùng tầng UV cho tọa độ chất liệuDùng Màu Đồng NhấtSử Dụng Mẫu Vật Đầu Vào Thống NhấtDùng Cường Độ Đồng NhấtDùng Cường Độ Đồng NhấtDùng Trọng Lượng Đồng NhấtSử dụng chế độ pha trộn Giá Trị (Value) trong khi sơnĐiểm ĐỉnhSử Dụng Màu Điểm ĐỉnhDùng các Nhóm Điểm ĐỉnhSử Dụng Góc NhìnSử Dụng Khử Nhiễu trong Cổng NhìnSử dụng các sắp đặt của Cổng Nhìn cho tính hữu hình của đối tượng, các sắp đặt của bộ điều chỉnh, vân vânSử Dụng Độ NhớtSử dụng khung khóa hóa Trực Quan tự động đối với các đối tượng bị ràng buộcSử dụng chế độ pha trộn Ánh Sáng Rực Rỡ (Vivid Light) trong khi sơnDao Động Thể Tích Tối ĐaDao Động Thể Tích Tối ThiểuSử dụng nền phụ trợ VulkanSử dụng màu trục WXYZ cho phép các xoay chiều góc trục/quaternion, màu trục XYZ cho các biến hóa và tính chất màu khác, đồng thời tự động màu cầu vồng cho những cái còn lạiTrọng LượngDùng Phạm Vi Màu Trọng LượngSử Dụng Trọng Lượng làm Hệ SốSử Dụng Cân Bằng TrắngDùng Ký Tự Đại DiệnSử dụng 'Ứng Dụng Mặc Định' của Windows để liên kết với các tập tin blendDùng điều vận Wintab cho các bảng điện và phiên bản Windows cũ hơnDùng Vị Trí X của Phụ HuynhDùng Xoay Chiều X của Phụ HuynhDùng Tỷ Lệ X của Phụ HuynhDùng Vị Trí Y của Phụ HuynhDùng Xoay Chiều Y của Phụ HuynhDùng Tỷ Lệ Y của Phụ HuynhSử dụng xử lý màu YCbCr (Y - độ sáng, Cb - chênh lệch lam, Cr - chênh lệch đỏ)Sử dụng xử lý màu YUV (Y - độ sáng, U V - sắc độ)Dùng Vị Trí Z của Phụ HuynhDùng Xoay Chiều Z của Phụ HuynhDùng Tỷ Lệ Z của Phụ HuynhDùng Bộ Đệm ZDùng trục Z-Hướng Lên để tính độ xoắn vặn của đường cong tại mỗi điểmDùng thiết bị chuột 3D để lia/thu-phóng góc nhìnSử dụng khối dữ liệu Bút Chì Dầu làm màn chắn để chỉ sử dụng các khu vực mẫu chỉ định khi giám sátSử dụng thuật toán của Ramer-Douglas-Peucker để đơn giản hóa nét vẽ, bảo tồn hình dạng chínhChỉ sử dụng sự phiên dịch theo kiểu vét cạn trong tiền xử lý giám sát, trước khi tinh chỉnhSử dụng sự khởi thủy cưỡng chế (vét cạn), chỉ quan tâm đến dịch chuyển, trong quá trình giám sátSử dụng một bộ sưu tập các đối tượng khung lưới làm toán hạng cho phép toán BoolDùng bố trí cột cho hộp công cụDùng một đường cong để xác định độ vuốt thon của khómDùng một đường cong để định nghĩa độ rốiDùng một đường cong để xác định xoắn vặnDùng một màu tùy chỉnh, giới hạn trong cổng nhìn này mà thôiSử dụng một đường cong tùy chỉnh để định nghĩa hệ số dọc theo các nét vẽDùng thư mục tùy chọn để lưu trữ dữ liệuDùng một tập tin tùy chọn để đọc dữ liệu đại diệnSử dụng một mặt cắt cho mỗi phần tư hình học bo tròn của đường congSử dụng một thao tác bool hiệu số (difference)Sử dụng tỷ lệ tương quan cố định 1:1Sử dụng phạm vi chất lỏng (fluid domain) để hướng dẫn (phạm vi cần phải được nướng trước đi đã, hầu cho có thể trích xuất vận tốc được). Phạm vi hướng dẫn có thể là bất kỳ thể loại nào (ví dụ, khí hoặc chất lỏng).Sử dụng máy quay phim địa phương trong góc nhìn này, hơn là sử dụng máy quay phim đang hoạt động của cảnhDùng khoảng cách tối đa để trường hoạt độngSử dụng khoảng cách tỏa tròn tối đa để trường hoạt độngSử dụng một đối tượng khung lưới làm toán hạng cho phép toán BoolSử dụng khoảng cách tối thiểu cho suy giảm dần của trườngSử dụng khoảng cách tỏa tròn tối thiểu cho suy giảm dần của trườngDùng hệ số phần trăm để xác định các điểm nhìn thấy đượcDùng phần trăm để xác định số khung khóa bạn cần loại bỏSử dụng một điểm nhìn đặt trướcDùng đại diện xem trước và/hoặc chỉ số mã thời gian cho đoạn phim nàySử dụng một xem trước đại diện và/hoặc chỉ số mã thời gian cho đoạn phim nàySử dụng một dốc màu tỏa tròn làm nền của cổng nhìnSử dụng một vùng nội trong kích thước khung hình cho cổng nhìn kết xuất (khi không quan sát qua máy quay phim)Dùng sóng hình răng cưa để tạo đường vằnDùng mặt cắt hình răng cưaSử dụng một dốc màu tiếp tuyến theo chiều dựng đứng trong không gian màn hình làm nền của cổng nhìnSử dụng phạm vi mô phỏng, khác với phạm vi cảnh, cho các nút mô phỏng không tự bản thân vượt quyền phạm vi khung hìnhDùng sóng sin để tạo đường vằnSử dụng một hệ số duy nhất cho toàn bộ các thành phầnSử dụng một màu nguyên làm nền của cổng nhìnDùng mặt cắt hình sin tiêu chuẩnDùng chất liệu để điều khiển cường độ phátMa trận biến hóa không gian thế giớiSử dụng mô hình mặt cắt hình tam giácDùng sóng hình tam giác để tạo đường vằnSử dụng một thao tác bool hợp nhất (union)Sử dụng kích thước tuyệt đốiDùng biến hóa chính xácDùng kết quả của Nút Quan Sát đang hoạt động làm hình ảnh nền cho các nút tổng hợpDùng đoạn phim đang hoạt động định nghĩa trong cảnhDùng nhóm điểm đỉnh đang hoạt động làm một thế lực ảnh hưởngSử dụng phép cộng thay vì nhân để kết hợp tỷ lệ (tương thích với 2.7)Sử dụng các lượt suất phản chiếu và lượt pháp tuyến để khử nhiễuSử dụng lượt suất phản chiếu để khử nhiễuSử dụng pha trộn alpha thay vì thử nghiệm alpha (alpha test) (có thể gây ra giả tượng sắp xếp)Sử dụng kênh alpha để tạo độ trong suốtLuôn luôn sử dụng chế độ Màu Điểm ĐỉnhLuôn luôn sử dụng chế độ nguyên vật liệuSử dụng tính hấp thụ quang xạ môi trường thay vì sự chiếu sáng toàn cầu ở mức toàn phầnSử dụng phân khoảng khung hình đầu/cuối khác để chơi lại hoạt họa và xem các kết xuấtSử dụng số lần lặp tự động dựa trên số điểm đỉnh của bản điêu khắcSử dụng mức sai số để xác định lượng lệch lạc cho phép so với đường dẫn gốc của đường congSử dụng một đối tượng hiện tại để xác định vị trí và xoay chiều cơ sở của khung quan sát VRSử dụng một đối tượng để lựa chọn phân đoạn hình học bo tròn của đường congSử dụng tỷ lệ tương quan không kiềm chế (tự do)Sử dụng màu của nhóm kênh hoạt họa; thường sử dụng để hiển thị các màu của nhóm xươngHãy dùng Bộ Khóa khác, vì bộ đang hoạt động phụ thuộc vào các phần tử đang được chọn, hoặc là vì không tìm thấy mục tiêu nào cả, do ở trong ngữ cảnh không thích hợpDùng một Bộ Hình Mẫu khác, vì cái đang hoạt động phụ thuộc vào những đối tượng hiện đang được chọn, hoặc do không thể tìm thấy một mục tiêu nào vì ngữ cảnh không phù hợpDùng một ánh xạ UV khác làm nguồn rập khuôn, còn không thì dùng con trỏ 3D làm nguồnDùng khung lưới khác để cung cấp chỉ số chất liệu (các chỉ số điểm đỉnh cần có cùng hướng và vị trí)Sử dụng một hình dạng khác để cắt ra, kết hợp lại hoặc thi hành thao tác tính sự chênh lệch (hiệu) (difference)Sử dụng bất cứ vùng của trục nào để thi hành thao tácSử Dụng Độ Sâu Trường ẢnhDùng những màu sắc của trục cho biến hóa và các tính chất màu sắc, rồi tự động cầu vồng hóa đối với những cái còn lạiDùng phương pháp loại trừ mặt trái để giấu các mặt trái của các mặtSử dụng tính năng loại bỏ mặt sau khi tạo bóngSử dụng loại bỏ mặt trái để ẩn giấu mặt sau của các mặt điSử dụng nướng từ thư mục hiện tại (tạo ra khi cần thiết)Sử dụng nướng ở vị trí ban đầu (tạo ra khi cần thiết)Sử dụng các tọa độ điểm đỉnh của khung lưới nền làm vị trí nghỉDùng phương pháp tam giác hóa tốt nhấtDùng trọng lượng bo tròn để xác định lượng bo tròn được áp dụng trong chế độ cạnh là bao nhiêuSử dụng các tọa độ điểm đỉnh kết buộc làm vị trí nghỉSử dụng nhiệt độ của vật đen (blackbody) để xác định màu sắc ánh sáng tự nhiênDùng kênh màu lam của đoạn phim để giám sátDùng cả hai hiệu ứng cùng một lúcSử dụng cả hai, các nét vẽ nhìn thấy được và các đường biên soạn, làm biên giới khoanh vùng tô kínDùng lựa chọn hình hộp để nắm được các Dải NLASử dụng lựa chọn hình hộp để chọn các nútDùng lựa chọn hình hộp để chọn các phần tử của câySử dụng dữ liệu cảnh lưu trong bộ nhớ đệm từ bộ điều chỉnh Line Art đầu tiên trong ngăn xếp. Một số cài đặt sẽ phi khả dụng.Sử dụng hình tròn để lựa chọn hình học bo tròn của đường congDùng vòn tròn lựa chọn để chọn các nútSử dụng kiểu mũi tên khép kínDùng dốc màu để ánh xạ gam Trắng Đen trung bình sang màu RGBSử dụng cấu trúc BVH gọn nhẹ (sử dụng bộ nhớ ít hơn nhưng kết xuất chậm hơn)Dùng phụ huynh và con cái để tính toán tay cầmSử dụng điều khiển tỷ lệ để đổi tỷ lệ Xương DẻoSử dụng tọa độ từ một tầng lớp UVDùng các tọa độ từ đối tượng này (để cung cấp các tọa độ chất liệu của đối tượng)Sử dụng vị trí của đối tượng được biên soạn hiện tạiSử dụng chế độ hiện tạiSử dụng tọa độ của điểm tựa đổi tỷ lệ / xoay chiều hiện tạiSử dụng con trỏ làm điểm tham chiếuSử dụng vị trí và bán kính của con trỏ làm kích thước và vị trí của hình dạng đang cắt xénDùng ánh xạ đường congDùng đường cong để xác định độ dày nét vẽ hình cơ bảnDùng trọng lượng của đường cong để tác động ảnh hưởng của hạt trên đường congDùng khoảng cách tắt dần tùy chỉnh thay vì giới hạn ánh sáng toàn cầuSử dụng máy quay phim tùy chỉnh thay vì máy quay phim đang hoạt độngDùng lề va đập tùy chọn (một số hình dạng sẽ có khoảng trống có thể thấy được bao quanh chúng )Dùng màu tùy chọn cho nútDùng màu tùy chọn cho đường chuyển động nàyDùng màu tùy chọn thay vì màu chỉ định trong Bộ Màu Kiểu MẫuDùng những màu tùy chọn cho các khung hình ảo ảnhSử dụng màu tùy chỉnh để tô vỏ hành, thay vì dùng màu kiểu mẫuSử dụng đường cong tùy chỉnhDùng màu tùy chọn cho Đường Cong-FSử dụng màn chắn lọc giao cắt tùy chỉnh cho các mặt trong bộ sưu tập nàySử dụng điểm tham chiếuSử dụng dữ liệu từ đối tượng được ước tính đầy đủ hoặc chỉ ước tính một phần mà thôiSử dụng dữ liệu từ đối tượng gốc mà không áp dụng bất kỳ bộ điều chỉnh nào cảDùng sự làm nhòe mờ chuyển động biến dạng cho đối tượng nàyDùng đơn vị độ để đo các góc độ và sự xoay chiềuSử dụng độ sâu trường ảnh trong cổng nhìn, dùng các giá trị từ máy quay phim đang hoạt độngDùng Tầng Góc Nhìn để kết xuấtDùng các giá trị mầm khác nhau (và do đó đổi các mô hình nhiễu) cho các khung hình khác nhauSử dụng BSDF khuếch tánSử dụng chế độ hiển thị từ khung rối (mặc định)Dùng khoảng cách giữa cái bị ảnh hưởng đến đối tượng mục tiêuDùng khoảng cách giữa điểm đỉnh của cái bị ảnh hưởng và đối tượng mục tiêu, hoặc hình học của mục tiêuDùng phương pháp lấy mẫu vật khoảng cách. Tốt nhất cho các thể tích có tỷ trọng cao với nguồn sáng nằm ở xaSử dụng tốc độ vẽ, hoặc là một số khung hình, hoặc một hệ số thủ công xây dựng các nét vẽ lênSử dụng quá trình thu cạnh lạiSử dụng các nét biên soạn làm giới hạn khoanh vùng tô kínSử dụng hiệu ứng nội trong thời gian kết xuấtDùng các tọa độ của hiệu ứng viên/toàn cầu cho sự hỗn loạnSử dụng phương pháp lấy mẫu vật góc đều. Tốt nhất cho các thể tích có tỷ trọng thấp với nguồn sáng nằm bên trong hoặc nằm gần thể tíchDùng sự phân bổ đồng đều trên các mặt dựa trên diện tích của mặt hoặc chiều dài của cạnhSử dụng tập tin đang tồn tại (thay vì tập tin được đóng gói): %sSử dụng tập tin .ies bên ngoàiDùng tập tin .osl hoặc .oso bên ngoàiSử dụng tập tin bên ngoàiSử dụng bố trí phím công cụ dự bịDùng ảnh hưởng suy giảm khi biên soạn trong chế độ đa khung hình để tính toán tác động của đầu bút theo khung hìnhSử dụng kỹ thuật chiếu sáng toàn cầu nhanh hơn cho các bề mặt có độ nhám caoDùng thông tin về mép nhòe từ màn chắn lọcDùng tập tin từ thư mục hiện tại (kiến tạo bản mới khi cần)Dùng tập tin tại vị trí gốc (kiến tạo bản mới khi cần)Sử dụng các tập tin trong thư mục hiện tại (kiến tạo bản mới khi cần)Dùng các tập tin từ vị trí gốc (kiến tạo bản mới khi cần)Sử dụng các thuộc tính số thực dấu phẩy động cho vị tríDùng động năng bay lượn để điều hướng cảnhSử Dụng trong Kết XuấtSử dụng cho diện rộng, môi trường sóng biển hình thành hoàn chỉnh (tiêu chuẩn) (phương pháp của Pierson-Moskowitz)Sử dụng cho các đại dương đã được thiết lập ('JONSWAP', phương pháp Pierson-Moskowitz) với sóng nhọn đầuSử dụng cho trường hợp nước nông (phương pháp 'JONSWAP', 'TMA' của Texel-Marsen-Arsloe)Sử dụng cho cảnh đại dương náo động có bọtSử dụng trường lực khi làm tóc mọc raDùng tính vật lý toàn bộ cho móc tócSử dụng khoảng cách hình học để móc nối lại với nhau, thay vì không gian hình ảnhDùng tọa độ toàn cầuDùng tọa độ toàn cầu làm tọa độ chất liệuDùng lực hấp dẫn toàn cầu cho toàn bộ các động lực họcSử dụng BSDF bóng bẩySử dụng gltfpack để đơn giản hóa khung lưới và/hoặc nén các chất liệu của nóDùng kênh màu lục từ đoạn phim để giám sátSử dụng các đối tượng hướng dẫn (hiệu ứng viên) để kiến tạo sự hướng dẫn cho chất lỏng (các đối tượng hướng dẫn cần phải được hoạt họa và nướng sau khi đã sắp đặt xong)Sử dụng hướng dẫn khi lấy mẫu chiều hướng bên trong một thể tíchSử dụng hướng dẫn khi lấy mẫu chiều hướng trên một bề mặtSử dụng các tay cầm khi chuyển đổi đường cong Bézier thành đa giácSử dụng không gian tiếp tuyến chất lượng cao tuy sẽ phải trải giá bằng hiệu suất thi hành thấp hơnDùng giá trị RGB để ánh xạ pháp tuyếnSử dụng bộ tầng hạt cải tiến (chậm hơn, song chính xác hơn, và cho phép một số lựa chọn để làm mịn khung lưới)Sử dụng trong cổng nhìn 3DSử dụng tác động của mặt để cân trọngSử dụng đầu vào cung cấp từ gamepad (Bộ điều khiển Microsoft Xbox) thay vì các bộ điều khiển chuyển độngSử dụng các thuộc tính số nguyên cho vị tríSử dụng dữ liệu trung gian từ nút quan sátDùng khối dữ liệu văn bản nội bộDùng tiến trình bình phương đảo nghịchSử dụng thời định khóa hóaSử dụng thanh lọc lượt tầng lớpSử dụng nút chuột trái để lựa chọn. Cư xử tiêu chuẩn này hoạt động tốt cho các thiết bị chuột, bàn di chuột và máy tính bảngSử dụng kiểu hoàn tác cũ trước đây (chậm hơn cái mặc định mới, song có thể ổn định hơn đối với một số trường hợp)Sử dụng chiều dài của các đường cong nằm gần kềSử dụng đầu dò ánh sáng để tìm giao điểm của cảnhSử dụng ánh sáng cho đối tượng Bút Chì Dầu nàyDùng ánh xạ tuyến tínhDùng tiến trình tuyến tínhDùng tọa độ đối tượng kết nối làm tọa độ chất liệuDùng tọa độ sinh tạo địa phươngDùng tọa độ sinh tạo địa phương của một đối tượng khácSử dụng lôgarit tiêu hủy (khiến các giá trị cao phai nhạt nhanh hơn các giá trị thấp)Sử dụng lôgarit làm khô (khiến các giá trị cao khô nhanh hơn các giá trị thấp)Xuất các dòng video không mất chất lượngDùng giới hạn dưới đối với dao động thể tíchSử dụng bộ trợ lý hiệu chuẩn thủ côngDùng ID của màn chắn lọc làm nguồn màn chắn lọc cung cấpSử dụng chắn lọc nguyên vật liệu để thanh lọc các nét bị che khuất điSử dụng thanh lọc lượt nguyên vật liệuSử dụng thông tin về nếp gấp của khung lưới để làm sắc các cạnh hoặc các gócSử dụng các hải đảo khung lưới của hình học bề mặt để phân chia phầnSử dụng các đối tượng trong bộ sưu tập này cho phép toán BoolDùng siêu dữ liệu từ cảnh hiện tạiDùng siêu dữ liệu từ các dải trong trình phối hìnhDùng milimét làm đơn vị cho tiêu cựSử dụng sự thi hành mô thái (duy các thao tác mô thái mà thôi)Sử dụng bộ điều chỉnh trong khi kết xuấtDùng đá hoa với định hình rõ rệt hơnSử dụng quá trình làm nhòe mờ chuyển động cho đối tượng nàySử dụng chuộtDùng con trỏ để lấy mẫu vật một màu sắc trong hình ảnh hiện tạiDùng chuột để lấy mẫu vật hình ảnh nềnDùng chuột để lấy mẫu màu sắc trong khung hình hiện tạiDùng đoạn phim từ máy quay cảnh hoạt độngDùng sự nhòe mờ chuyển động cảnh 3D đa mẫu vậtDùng sự nhòe mờ chuyển động đa mẫu vật của màn chắn lọcSử dụng hiệu ứng nhòe mờ chuyển động với với phương pháp lấy mẫu nhiều lần trên mặt phẳngSử dụng cử chỉ đa chạm (multi-touch gestures) để điều hướng bằng bàn di chuột, thay vì mô phỏng bánh xe cuộnDùng phương pháp lấy nhiều mẫu theo trọng số cho nguồn sáng. Phương pháp này sẽ giảm nhiễu các nguồn sáng diện tích (area lights) và các nguyên vật liệu có tính bóng loángSử dụng nhiều thao tác trong chế độ tương tác để cho thêm, xóa hoặc di chuyển hình học • {:s} - Thêm hình học bằng cách di chuyển con trỏ gần vào một phần tử • {:s} - Đẩy trồi các cạnh bằng cách di chuyển con trỏ • {:s} - Xóa phần tử khung lướiDùng đa góc nhìn trong cảnhDùng đa giácSử dụng Windows Ink API gốc, dành cho máy tính bảng và thiết bị bút hiện đại. Đòi hỏi Windows 8 trở lên.Sử dụng mẫu vật gần nhấtChỉ sử dụng vùng của trục âm (-) để thi hành thao tác mà thôiSử dụng nhóm nút để tái dụng cùng một trình đơn nhiều lầnDùng nhiễu để phối màu tầm nhìn nhị phân (hoạt động tốt với đa mẫu vật)Sử dụng các thuộc tính đã bình thường hóa cho vị tríDùng tọa độ chất liệu của sợi đã bình thường hóa (1D) hoặc tuổi thọ hạt (X) và vị trí của đường chuyển động (Y)Sử dụng đối tượng làm tâm xoay chiềuSử dụng đối tượng làm điểm tham chiếuSử dụng đối tượng trong cùng bộ sưu tập nhều lần (nhắc đi nhắc lại)Sử dụng sự lựa chọn đối tượng (duy chế độ biên soạn)Dùng biến hóa của đối tượng để điều khiển hình dạng dự phóngDùng tọa độ toàn cầu của đối tượng để sao chépDùng sự xoay chiều của đối tượng để sao chép (trục-x toàn cầu là trục xoay hệ thống hạt)Dùng tỷ lệ của đối tượng để sao chépDùng tọa độ đối tượng/toàn cầu cho chất liệuSử dụng các đối tượng làm ký tự của phông (đặt một cái tên chung cho các đối tượng phông với ký tự đại diện ở đuôi, ví dụ 'họ-a' 'họ-b', v.v., cài sắp đặt này cho 'họ-' và bật Thực Thể Hóa Điểm Đỉnh lên)Sử dụng dịch chuyển từ đối tượng hạt trong đối tượng thực thểDùng một tính chất biến hóa từ mục tiêu để điều khiển một tính chất khác (hay cùng cái) của chủ nhânChỉ sử dụng những bộ điều chỉnh biến dạng mà thôi (tạm thời tắt toàn bộ các bộ điều chỉnh có tính xây dựng ngoại trừ đa phân giải)Chỉ sử dụng các nét vẽ đã chọn để nội suy mà thôiSử dụng kiểu mũi tên mởSử dụng các tập tin đã tối ưu hóa để rà quét qua nhanh tróng hơn khi có thểSử dụng vị trí ban đầu của chất liệuDùng phóng chiếu trực giaoSử dụng đường viền của các đối tượng và các ranh giới để phóng chiếu các đường cắt của daoDùng kích thước của hạt cho các mảnh vỡDùng kích thước của hạt để đổi tỷ lệ của các thực thểDùng kích thước của hạt trong sự di chuyển lệch hướngSử dụng hướng dẫn đường đi để lấy mẫu các đường đi. Hướng dẫn đường đi tìm hiểu sự phân bố ánh sáng của cảnh dần dần, tịnh tiến, và hướng dẫn đường đi vào các hướng có sự đóng góp ánh sáng trực tiếp và gián tiếp caoSử dụng kiểu phân đoạn vuông gócDùng điềm ảnh làm đơn vị cho tiêu cựSử dụng các điểm ảnh từ các mặt kề cạnh đường khâu UVSử dụng những phần giữ chỗ cho các khung hình còn thiếu của dảiSử dụng vị trí (và xoay chiều nếu cần) của mục tiêu để xác định một 'bức tường' hoặc 'sàn nền' mà chủ sở hữu không thể vượt qua đượcDùng vị trí kèm đường viền dựa trên F2-F1Chỉ sử dụng vùng của trục dương (+) để thi hành thao tác mà thôiDùng sự xoay chiều (tiền/hậu) kỳ từ biến hóa của FBX (bạn có thể phải tắt cái đó đi trong một số trường hợp)Sử dụng chuyển động chính xác cho các đường kéo dàiDùng áp lực để điều chế tỷ trọngSử dụng áp lực để điều chế dòng chảySử Dụng Áp Lực để điều chế độ đậm nétSử dụng áp lực để điều chế mức ngẫu nhiên hóaSử dụng áp lực để điều chế hòa trộn ướtSử dụng áp lực để điều chế sự duy trì độ ướtSử dụng sự suy giảm dần dự phóng hoặc trong hình cầuDùng tiến trình bình phươngDùng bán kính làm kích thước cho hình dạng dự phóng (0 = tự động)Sử dụng bán kính từ những sắp đặt của hạtSử dụng bán kính của các đường cong nằm gần kềSử dụng các giá trị ngẫu nhiên theo thời gianSử dụng sự ngẫu nhiên hóa ở mức nét vẽSử dụng dò ta để xác định màu sắc truyền xạ qua, thay vì chỉ sử dụng đầu dò ánh sáng mà thôi. Việc làm này ngăn ngừa bề mặt đóng góp phần mình vào ánh sáng của các bề mặt không sử dụng cài đặt này.Sử dụng dò tia để xác định màu sắc truyền xạ qua, thay vì chỉ sử dụng đầu dò ánh sáng mà thôi. Điều này ngăn ngừa bề mặt đóng góp phần mình vào ánh sáng của các bề mặt không sử dụng cài đặt này. Đã lỗi thời: xin hãy sử dụng 'use_raytrace_refraction'.Sử dụng tốc độ đã ghi lại được nhân với một hệ sốDùng kênh màu đỏ từ đoạn phim để giám sátSử dụng tụ quang của phản xạ, để đạt được một hình ảnh sáng hơn (nhiễu sẽ gia tăng, song thực tế hơn)Sử dụng tụ quang của khúc xạ để đạt được một hình ảnh sáng hơn (nhiễu sẽ gia tăng, song thực tế hơn)Sử dụng biểu thức chính quy đối với văn bản thay thế (hỗ trợ nhóm)Sử dụng biểu thức chính quy để so sánh văn bản trong trường 'Lùng Tìm' (Find)Sử dụng đường dẫn tập tin tương đốiSử dụng đường dẫn tương đốiSử dụng đường dẫn tương đối khi liên kết tài sản từ thư viện tài sản nàySử dụng đường dẫn tương đối để tham chiếu các tập tin bên ngoài (tức là các chất liệu, thể tích/khối) trong USD, nếu không thì sử dụng đường dẫn tuyệt đốiChỉ sử dụng các đường dẫn tương đối với các thư mục thứ mà thôiSử dụng các sắp đặt về kết xuất khi áp dụng các bộ điều chỉnh vào đối tượng khung lưới (BỊ TẮT (không hoạt động) trong Blender 2.8)Dùng các giá trị ánh xạ nhắc lạiSử dụng độ phân giải của khung lưới đồ thị thể tíchSử dụng nút chuột phải để lựa chọn và nút chuột trái cho các hành động. Cách bố trí này hoạt động tốt chủ yếu cho các thiết bị bàn phím và chuộtDùng quy tắc khi quần thể đang bayDùng quy tắc khi quần thể ở trên mặt đấtCác pháp tuyến đều có cùng một định hướng, từ tọa độ gốc đến tâm của mục tiêu (chỉ cho chế độ Định Hướng mà thôi)Dùng cùng một đầu vào như bộ điều chỉnh trước, và hòa trộn các kết quả dùng nhóm điểm đỉnh tổng quanSử dụng tỷ lệ của các UV hiện có để nhân mép lềDùng tỷ lệ khi tính toán ma trậnDùng định hướng của cảnh thay vì một sắp đặt tùy chỉnhDùng thế giới của cảnh để bố trí ánh sángSử dụng máy quay phim đang hoạt động hiện nay của cảnh để xác định vị trí và độ xoay chiều cơ sở của góc nhìn Thực Tế Ảo (VR)Dùng tọa độ màn hình làm tọa độ chất liệuDùng kích thước điểm ảnh màn hình, thay vì đơn vị thế giớiSử dụng các đối tượng làm nguồn phát khóiSử dụng phát hiện trình tựDùng dải trình tự của trình phối hình làm nguồn cung cấp màn chắn lọcSử dụng cài đặt từ bộ điều chỉnhSử dụng các cài đặt từ đầu bútSử dụng các cài đặt từ đâySử dụng cài đặt từ các tính chất của thao tácSử dụng các cài đặt từ cảnhDùng sắp đặt từ bộ sưu tập phụ huynhDùng các nút tô bóng cho phong cách đường nétSử dụng các nút tô bóng (shader nodes) để kết xuất ánh sángDùng các nút tô bóng để kết xuất chất liệuSử dụng các nút tô bóng (shader nodes) để kết xuất ánh sángSử dụng các bộ tô bóng cho máy kết xuất CyclesSử dụng các bộ tô bóng cho trình kết xuất EEVEESử dụng các bộ tô bóng cho toàn bộ các máy kết xuất và cổng nhìn, trừ phi có một đầu ra khác cụ thể hơnSử dụng hình dạng của các đường cong nằm gần kềSử dụng tính năng nhận thức hình thể đơn giản để duy trì các đặc thù định hìnhDùng sự nội suy đơn giản của các điểm đỉnh khung lưới đồ thịSử dụng duy nhất một màu, hoặc một dốc màu khi sơnSử dụng một điểm làm định hướngSử dụng một điểm để kiến tạo những đường vành hình nhẫn (tròn)Dùng độ dốc của đường cong dẫn dắt vào/ra khung khóa ở điểm đầu/cuốiDùng đá hoa mềmDùng bộ giải nghiệm đặc biệt để giám sát vị trí máy quay ổn định, như nằm trên một chân đế vậyDùng thể loại BVH (Bounding Volume Hierarchy : Cây Phân Cấp Giới Hạn Thể Tích) đặc biệt đã được tối ưu hóa cho các đường cong (sử dụng bộ nhớ nhiều hơn nhưng kết xuất nhanh hơn)Sử dụng đối tượng máy quay phim chỉ định để sinh tạo các nét Line ArtSử dụng kiểu hình vuôngDùng stucci tiêu chuẩnDùng chất liệu sóng tiêu chuẩn hình đường vằn (dải băng)Dùng chất liệu gỗ tiêu chuẩn với hình các đường vân sọc song songSử dụng các tọa độ tĩnh (được định nghĩa theo nhiều cách)Sử dụng các đường thẳng giữa những điểm của khung khóaDùng chiều dài nét cho tọa độ chất liệuDùng áp lực bảng vẽDùng áp lực của bảng vẽ làm cường độ màuDùng áp lực bảng vẽ làm rung nhẹDùng các ký tự Tab hoặc các dấu cách trống để thụt dòngSử dụng sơn chất liệu trong Chế Độ Điêu KhắcDùng các giá trị về tỷ lệ của chất liệuXin hãy sử dụng nút “Căn Chỉnh Xoay Chiều theo Véctơ” thay vìXin hãy sử dụng nút “Quay Góc Xoay Chiều” thay vìDùng phiên bản đã ổn định hóa 2D của đoạn phimSử dụng véctơ 2D (X, Y) làm đầu vào. Thành phần Z sẽ bị bỏ qua.Dùng con trỏ 3D làm vị trí để sắp hàng các đối tượng được chọn theoSử dụng định hướng của con trỏ 3D cho đối tượng mớiSử dụng véctơ 3D (X, Y, Z) làm đầu vàoSử dụng véctơ 4D (X, Y, Z, W) làm đầu vàoSử dụng CPU để xử lý nút khử nhiễuSử dụng GPU để xử lý nút khử nhiễu nếu có, nếu không thì chuyển sang dùng CPUSử dụng trọng lượng (MIS: Multiple Importance Sampling) để cân trọng sự đóng góp của nguồn sáng nhìn thấy trực tiếp trong quá trình hướng dẫnDùng hàm số Minkowski để tính khoảng cách (hệ số lũy thừa xác định hình dạng của các ranh giới)Sử dụng bộ khử nhiễu OptiX AI (trí tuệ nhân tạo OptiX) với khả năng tăng tốc GPU, chỉ khả dụng trên GPU NVIDIA khi được cấu hình ở thẻ hệ thống trong cài đặt sở thích của người dùngSử dụng máy quay phim 3D của Cảnh làm đầu vàoSử dụng dòng thời gian trong Trình Phối Hình của cảnh làm đầu vàoSử dụng tham số Thể Tích Đích (Target Volume) làm thể tích khởi đầu, thay vì tính toán nó từ bản thân khung lướiSử dụng Bộ Sưu Tập đang hoạt động của Tầng Góc Nhìn hiện tại để khởi tạo các bộ sưu tập và đối tượng nhập khẩuSử dụng vị trí của máy quay phim đang hoạt động để bắn tiaSử dụng đối tượng đang hoạt động làm bề mặt cho các đối tượng đường cong đã chọn và đặt nó làm phụ huynhDùng đối tượng đang hoạt động làm vị trí cho các đối tượng được chọn sắp hàng theoDùng hệ thống hạt đang hoạt động từ ngữ cảnhDùng thông tin kênh alpha trong hình ảnhSử dụng alpha của đầu vào đầu tiên làm hệ số hòa trộn và trả về kết quả alpha đục hơn của hai đầu vàoDùng giới hạn alpha để loại bỏ tầm nhìn (tầm nhìn nhị phân)Dùng góc giữa hai xươngDùng trung bình của các điểm đỉnh-cạnh kề bênDùng trung bình của các điểm đỉnh kề bên vốn được cân trọng theo chiều dài của chúngDùng bố trí nhỏ gọn một hàngDùng ngữ cảnh góc nhìn 3D hiện tại cho quá trình kết xuất, nếu không, sử dụng những sắp đặt của cảnhDùng địa điểm xương hiện tại cho các phong bao và lựa chọn các phân đoạn của Xương-Dẻo thay vì vị trí nghỉSử dụng sắp đặt về bám dính hiện tạiSử dụng định hướng biến hóa hiện tạiDùng góc nhìn hiện tại, thay vì cái của đối tượng đang hoạt động, để kiến tạo định hướng mớiDùng nền thế giới hiện tại để chiếu sáng bản xem trước kết xuấtSử dụng bản xem trước phẳng mặc địnhDùng bố trí nhiều hàng mặc địnhDùng độ sâu ở dưới chuột để gia tăng tầm nhìn đối với chức năng quét/xoay/thu-phóngDùng khoảng cách giữa các đối tượng để tạo đường xoáy vítSử dụng thuộc tính bản đồ hướng dẫn hiện có nếu cóDùng bán kính nội/ngoại cho các kích thước của hình xuyếnNếu không thể lý giải được đường dẫn dữ liệu thì sử dụng giá trị dự phòng, thay vì bỏ, không tính toán trình điều vậnSử dụng các chỉ số đã được tính toán sau cùng thay vì các chỉ số khung lưới ban đầuSử dụng trục toàn cầu để giới hạn phép dời hìnhSử dụng trục toàn cầu để giới hạn lực và đặt chiều hướng của trọng lựcDùng hệ thống tọa độ toàn cầu cho tọa độ chất liệuSử dụng phương thức nhập khẩu cài đặt trong Cài Đặt Sở Thích cho thư viện tài sản này, không vượt quyền phương thức nhập khẩu cho Trình Duyệt Thảo Tài Sản nàyDùng chiều dài khởi đầu làm chiều dài của lực đàn hồi ở trạng thái nghỉ, thay vì kích thước hạt * 2Dùng độ xoắn vặn ít nhất cho toàn thể đường congSử dụng các tay cầm bên tráiSử dụng cách tạo nhiễu cũ. Cái này có vấn đề là nó có thể tạo ra các giá trị ngoài -1/1Sử dụng đầu vào độ dài để thay thế hoàn toàn độ dài ban đầuDùng tọa độ địa phương của đối tượng kết nối cho tọa độ chất liệuSử dụng trục địa phương để giới hạn phép dời hìnhSử dụng trục địa phương để giới hạn lực và đặt chiều hướng của trọng lựcDùng hệ thống tọa độ địa phương cho tọa độ chất liệuDùng vị trí và độ xoay của một đối tượng khác để xác định sự thay đổi về khoảng cách và độ xoay giữa các phần tử trong mảngDùng bán kính chủ yếu/thứ yếu cho các kích thước của hình xuyếnSử dụng cảnh xem trước nguyên vật liệu để xem trước nútDùng giá trị tối đa XDùng giá trị tối đa YDùng giá trị tối đa ZDùng giá trị tối thiểu XDùng giá trị tối thiểu YDùng giá trị tối thiểu ZDùng phương pháp tính thời gian của bản thân bộ điều chỉnhDùng chuột để kiến tạo một kết nối giữa hai nútDùng chuột để cắt (xóa/loại bỏ) một số kết nốiDùng chuột để chặn/giải hoạt các kết nốiDùng chuột để lấy mẫu vật một màu sắc trong hình ảnhDùng chuột để lấy mẫu vật một trọng lượng trong khung nhìn 3DSử dụng số điểm từ các đường cong nằm gần kềDùng tâm của đối tượng khi lựa chọn, trong chế độ biên soạn thì dùng để nới rộng vùng lựa chọn đối tượngDùng dịch chuyển của xương chỉ định trong tư thế nghỉ để tính toán tay cầmSử dụng hành xử kiểu cũ vốn hỏng hóc mất một nửa, tức cái không hiểu rằng xoay chiều vòng lặp trở lạiDùng định hướng của xương chỉ định để tính toán tay cầm, bỏ qua địa điểmSử dụng tỷ lệ Y nguyên gốc của xươngDùng tỷ lệ gốc của các xươngDùng tọa độ không bị biến dạng nguyên thủy của đối tượngSử dụng các cài đặt công cụ chế độ chồng đè (overlap_mode) để xác định cách xáo trộn các dải chồng gối lên nhauSử dụng phụ huynh của đối tượng thực thể nếu có khả năngSử dụng ngữ cảnh đã ghim lạiDùng cây nút được ghim lạiDùng điểm tựa trong mỗi vòng quayDùng phạm vi âm của trục X khi xoay quanh điểm tựaDùng phạm vi âm của trục Y khi xoay quanh điểm tựaDùng phạm vi âm của trục Z khi xoay quanh điểm tựaDùng phạm vi dương của trục X khi xoay quanh điểm tựaDùng phạm vi dương của trục Y khi xoay quanh điểm tựaDùng phạm vi dương của trục Z khi xoay quanh điểm tựaSử dụng nút dấu cộng để cho thêm mục danh sách vàoDùng vị trí của xương chỉ định để tính toán tay cầmSử dụng trình kiến tạo lại khung lưới tứ giácSử dụng kết quả của ràng buộc nàySử dụng các tay cầm bên phảiDùng thứ tự xoay chiều đã xác định trong tập tin BVHSử dụng cùng một thiết bị mà trình tổng hợp sử dụng để xử lý nút khử nhiễuSử dụng cùng một mầm ngẫu nhiên với mỗi trục đổi tỷ lệ hầu cho chúng có tỷ lệ đồng đềuDùng cùng giá trị đổi tỷ lệ cho toàn bộ các trụcSử dụng cùng một giá trị tỷ lệ cho cả hai trụcSử dụng giá trị vô hướng W làm đầu vàoSử dụng định hướng của cảnhDùng tọa độ gốc của cảnh làm vị trí để căn chỉnh các đối tượng được chọn theoDùng đối tượng được chọn làm vị trí để các đối tượng được chọn sắp hàng theoSử dụng bản đồ bóng tối từ các nguồn sáng gây ra việc ngả bóng tối để tinh chỉnh độ dày vốn được xác định bởi cây nút nguyên vật liệuDùng khoảng cách tính được ngắn nhất đến hình học của đối tượng mục tiêu làm trọng lượngSử dụng sự xoay chiều nhỏ nhất trên một đơn trục, tương tự như Theo Dõi có Kiềm Chế (Damped Track)Dùng điểm đầu của nét vẽ cho chiều sâuDùng hình cơ bản của sợi để kết xuấtSử dụng chiều sâu bề mặt trong việc đặt con trỏSử dụng pháp tuyến bề mặt (dùng định hướng biến hóa làm nền dự phòng)Sử dụng pháp tuyến bề mặt để định hướng hình dạng đang cắt xénDùng tiếp tuyến để tính độ xoắn vặnDùng đối tượng mục tiêu để hạn chế vị tríDùng độ xoay của mục tiêu để xác định đáyDùng các giá trị RGB của chất liệu để dời hình khung lưới theo hướng XYZDùng giá trị cường độ ánh sáng của chất liệu để dời hình theo hướng pháp tuyến tùy chỉnh (tính trung bình) - (dùng điểm đỉnh làm nguồn dự phòng để quay trở về nếu cần)Dùng giá trị cường độ ánh sáng của chất liệu để dời hình dọc theo hướng pháp tuyến điểm đỉnhDùng giá trị cường độ ánh sáng của chất liệu để dời hình trong hướng XDùng giá trị cường độ ánh sáng của chất liệu để dời hình trong hướng YDùng giá trị cường độ ánh sáng của chất liệu để dời hình trong hướng ZDùng định nghĩa trong cấu hình kiểu mẫu của hệ thống làm màu của nềnSử dụng thời gian của cảnhSử dụng dòng thời gian để nướng cảnhDùng phiên bản đoạn phim chưa bị biến dạngSử dụng giá trị từ một số tính chất RNASử dụng giá trị từ một số tính chất RNA trong bối cảnh tính toán hiện tạiSử dụng trục của góc nhìn để giới hạn phép dời hìnhSử dụng trục của góc nhìn để giới hạn lực và đặt chiều hướng của trọng lựcSử dụng góc nhìn để định hướng hình dạng đang cắt xénSử dụng trình kiến tạo lại thể tích tửDùng màu thế giới làm màu nềnDùng nguồn sáng diện tích này để hướng dẫn quá trình lấy mẫu nền. Lưu ý là cái này sẽ làm cho nguồn sáng trở nên vô hìnhSử dụng xương của khung rối này để xác định độ sâu của tiêu điểm trường ảnhSử dụng đầu bút này ở chế độ vẽ Bút Chì DầuSử dụng đầu bút này ở chế độ màu điểm đỉnh Bút Chì DầuSử dụng đầu bút này trong chế độ điêu khắc UVSử dụng đầu bút này trong chế độ điêu khắc đường congDùng đầu bút này trong chế độ điêu khắcDùng đầu bút này trong chế độ sơn chất liệuDùng đầu bút này trong chế độ sơn điểm đỉnhDùng đầu bút này trong chế độ sơn trọng lượngDùng đường dẫn của tập tin này làm bộ đệm nhớ trên đĩa khi thư viện kết nối với một tập tin khác (hãy tắt tùy chọn này đối với các nướng địa phương cho tập tin của cảnh)Sử dụng chỉ số này trên phân đoạn sinh tạo. -1 có nghĩa là sử dụng nguyên vật liệu hiện có.Dùng sự lắp đặt này cho tập tin .blend và hiển thị hình thu nhỏSử dụng đối tượng ánh sáng này để tạo đường viền ánh sángDùng đối tượng này để xác định tiêu điểm (điểm lấy nét) của độ sâu trường ảnhSử dụng hệ tọa độ của đối tượng này thay vì hệ tọa độ thế giớiDùng cài đặt về nếp nhăn/gấp của đối tượng này để viết đè lên cảnh toàn cầuSử dụng mức ưu tiên giao cắt của đối tượng này để vượt quyền cài đặt của bộ sưu tậpDùng để hoạt họa đối tượng/xương đi theo một đường di chuyểnSử dụng chú thích công cụ khi để đầu chuột lơ lửng trên gizmo nàySử dụng phản chiếu đối xứng nền tảng cấu trúc liên kết (để cả hai bên của khung lưới có hình dạng giống nhau, với tôpô duy nhất)Mặc định sử dụng các gizmo biến hóaDùng tính chất biến hóa của mục tiêu để tìm tư thế cho chủ nhân từ một Hành ĐộngDùng bóng tối trong suốt cho nguyên vật liệu này nếu nó có chứa một BSDF Trong Suốt. Nếu tắt đi thì sẽ kết xuất nhanh hơn nhưng bóng tối sẽ không chính xácDùng hình rẻ quạtSử dụng sự dời hình bề mặt thực mà thôi. Đòi hỏi phải có độ phân hóa caoDùng sự tiêu giảm phi mặt phân hóaSử dụng bộ tầng hạt hợp nhất (nhanh hơn song chất lượng kém hơn)Sử dụng giới hạn trên đối với dao động thể tíchSử dụng lượng tử hóa bit biến đổiDùng vận tốc làm cỡ phân bước tự độngSử dụng vận tốc từ đối tượng này để tạo hiệu ứng hướng dẫn (đối tượng cần phải có bộ điều chỉnh chất lỏng và phải là thể loại phạm vi)Sử dụng trọng lượng nhóm điểm đỉnh làm hệ số, thay vì mức ảnh hưởngDùng trọng lượng của nhóm điểm đỉnh để cắt các mặt tại đường công tua của trọng lượngDùng trọng lượng nhóm điểm đỉnh để quyết định bo tròn điểm đỉnh hay cạnhDùng phương pháp đính vá điểm đỉnh hoặc cạnhDùng các điểm đỉnh không thuộc khu vực đã địnhDùng đá hoa với định hình rất rõ rệtDùng Tầng Góc Nhìn để kết xuấtDùng lực đàn hồi có tính đàn nhớt, thay vì lực đàn hồi của HookeDùng các nét vẽ nhìn thấy được làm giới hạn cho diện tích tô kínSử dụng các mô hình của von Mises-Fisher làm phân phối hữu hướng (VMM: von Mises–Fisher Mixture Model, Richard von Mises và Ronald Fisher)Sử dụng động tác đi bộ để lựa chọn các phần tử của câySử dụng hiệu ứng sóngDùng chất liệu sóng hình vòng trònSử dụng trọng lượng để điều chỉnh hiệu ứngSử dụng toàn bộ bộ sưu tập cùng một lúcSử dụng toàn bộ nét vẽ chứ không chỉ các điểm đã chọn mà thôiHiển thị mạch lưới trong chế độ sơnDùng với phương pháp giao cắt (bool) lấy hiệu, hòng để tráo đổi (sự lựa chọn) xem bên nào sẽ được giữ lạiDùng chất liệu gỗ với hình các đường vành nhẫnSử dụng các sắp đặt kết xuất workbench (kết xuất thử nghiệm trong khi làm việc) từ cảnh của trình phối hình, thay vì từng cá nhân cảnh riêng biệt sử dụng trong dảiSử dụng dịch chuyển của không gian thế giới trong đối tượng thực thểChiều dài sử dụngSử dụng để định nghĩa một đường dẫn mặt cắtSử dụng để xử lý các thay đổi trong bộ sưu tậpSử dụng để sắp xếp nhiều liên kết cắm vào cùng một đầu vào. ID cao nhất là ở trên cùng.Sử dụng để chỉ can một khung hình của trình tự hình ảnh mà thôi, đặt thành 0 để can toàn bộĐược sử dụng khi kết nối một Hành Động với một khối dữ liệu, để tìm đúng tay cầm của khe. Đây là tên hiển thị, có tiền tố là hai ký tự được thêm vào, do thể loại ID của khe xác địnhSử dụng khi khối dữ liệu không phải là cục bộ đối với tập tin .blend hiện tại, song được liên kết từ một thư viện nào đấyNgười DùngTrình Bổ Sung của Người DùngCác Thư Viện Tài Sản Người DùngSố Lượng Người DùngNgười Dùng Định NghĩaKho Lưu Trữ Tiện Ích Mở Rộng của Người DùngGiao Diện Người DùngCấu Hình Phím của Người DùngThư Viện Người DùngHướng Dẫn Sử Dụng cho Người DùngNgười Dùng Sửa ĐổiTrực Giao của Người DùngĐường Dẫn Người DùngĐường Dẫn Người Dùng KhácĐường Dẫn Người DùngPhối Cảnh của Người DùngKho Lưu Trữ Người DùngChú Thích Công Cụ Người DùngLời viết của người dùng, sử dụng để in trên hình ảnh kết xuấtDấu nhãn do người dùng định nghĩa (danh hiệu)Các cài đặt về phong cách giao diện người dùng và màu sắcNgười Dùng đang Rà QuétĐường dẫn người dùng của hành động. Ví dụ. "/user/hand/left" (/người dùng/tay/trái)Lựa chọn hình học đã chỉnh sửa của người dùng, để thi hành công cụDấu trang của người dùngKhung khóa người dùng có thể biên soạnNgười Dùng:Số Người DùngNgười dùng: {}Sử Dụng Đầu BútDùng phương pháp chính xác hơn song chậm hơn. Sử dụng nếu đầu ra có chứa nhiễu không mong muốn.Sử dụng các khung hộp viềnSử dụng vỏ lồiSử dụng hình học chính xácSử dụng giá trị Khoảng Cách Xáo Trộn cho cổng nhìn. Nhanh hơn nhưng có thể gây nhấp nháySử dụng lượt kết xuất tốc độ véctơ để làm mờ các điểm hình ảnh trong 2DSử Dụng Máy Quay Phim của Cảnh Đang Hoạt ĐộngSử dụng cả phân chia CPU và GPUThường TrìnhTiện ÍchVTrục V (Y)Dịch Chuyển VTrục-VTần Số Thu Lượm VBOThời Hạn của VBOVFX (Hiệu Ứng Thị Giác)Nhóm Điểm Đỉnh ANhóm Điểm Đỉnh A và BNhóm Điểm Đỉnh A hoặc BNhóm Điểm Đỉnh BVirtual Reality: Thực Tế ẢoDấu Chỉ Tư Thế của Bộ Điều Khiển VRThông Tin VRĐịa Ranh VRDấu Chỉ Địa Ranh VRĐiều HướngVẽ Lại VRKiểm Tra Cảnh Thực Tế ẢoPhiên Sử Dụng VRDấu Chỉ Tư Thế Quan Sát VRSắp đặt về điều hướng khi đi bộĐiểm cuối của tầm nhìn trong cổng nhìn VRĐiểm đầu của tầm nhìn trong cổng nhìn VRBộ Nhớ Video: %.1f GiB Khả DụngBộ Nhớ Video: %.1f/%.1f GiBGiá TrịHợp LệKiểm Nhận Khung LướiKiểm Nhận các Khung LướiXác nhận các tham chiếu từ những cài đặt thành phần giàn điều khiển đến các bộ sưu tập xương. Luôn luôn chạy cái này trước và sau khi ghép nối hai đối tượng khung rối giàn siêu thành một để tránh trục trặcXác nhận tham chiếu từ các cài đặt thành phần giàn điều khiển đến những bộ sưu tập xươngNgưỡng của Tính Hợp LệThung LũngGiá TrịGiá Trị Đảo NghịchThanh Trượt Đổi Giá TrịTên Tầng Giá TrịGiá Trị Tối ĐaGiá Trị Tối ThiểuChế Độ Giá TrịGiá Trị Dịch ChuyểnThanh Trượt Đổi Giá TrịGiá trị thêm vào các mẫu chất liệuGiá trị để tỷ lệ hay thu nhỏ đối tượng đối với tọa độ thế giới (chỉ có tác dụng với ràng buộc Bộ Nhớ Đệm Biến Hóa thôi)Giá trị để phóng to hoặc thu nhỏ đối tượng, phỏng theo tọa độ gốc thế giớiGiá Trị đổi dịch chuyểnGiá trị đổi mặt cắtGiá trị đổi số phân đoạnGiá trị về nhưng thay đổi của vị tríGiá trị dành cho các thay đổi trong sự xoay chiềuGiá trị dành cho các thay đổi trong tỷ lệGiá trị cho các thể loại tính chất tùy chỉnh chỉ có thể được biên soạn dưới dạng biểu thức Python mà thôiGiá trị dùng để khung khóa hóaKhoảng cách giữa các phần tử trong mảngGiá trị về khoảng cách giữa các phần tửGiá trị tính toán phong bao cho biết tốc độ phong bao có thể rơi là bao nhiêu (giá trị càng thấp thì phong bao càng có thể rơi dốc cao hơn)Giá trị để tính toán tốc độ tăng lên của phong bao (giá trị càng thấp thì nó càng có thể nâng lên ở góc độ dốc hơn)Giá trị cho các thể tích tử bên ngoài khối lập phươngMức giá trịKhông tìm thấy giá trị: "{}"Giá trị 0 sẽ loại bỏ màu khỏi hình ảnh, làm cho hình ảnh có màu đen trắng. Giá trị lớn hơn 1.0 sẽ làm tăng độ bão hòaGiá trị của hình mẫu tại khung hình hiện tạiGiá trị của đầu vào màu đầu tiênGiá trị số thực của đầu vào đầu tiênGiá trị của đầu vào véctơ đầu tiênGiá trị của phần tửGiá trị của đầu vào màu thứ haiGiá trị số thực của đầu vào thứ haiGiá trị của đầu vào véctơ thứ haiDịch chuyển giá trị. 0 làm cho màu đen lại, 1 giữ nguyên, và giá trị cao hơn làm cho nó sáng hơn lênGiá trị làm trung tâm cho sự ảnh hưởng của phong baoGiá trị mà giá trị biến hóa phải đạt tới để đưa dòng thời gian của hành động về khung hình đầu tiên. Các xoay chiều được tính bằng độGiá trị mà giá trị biến hóa phải đạt tới để đưa dòng thời gian của hành động tới khung hình cuối cùng. Các xoay chiều được tính bằng độGiá Trị thành Pháp TuyếnGiá Trị thành Chuỗi Ký TựGiá trị để cộng với màuGiá trị để thêm vào trọng lượngGiá trị để nhân với màuGiá trị để nhân trọng lượng lênGiá trị sử dụng cho Phản Xạ, Lóng Lánh, Cộng Hưởng Môi Trường, Phát Xạ, Alpha, Đối Xứng Tia, Trong Mờ, và Độ CứngCác thể tích tử có giá trị thấp hơn giá trị này sẽ được coi là khoảng không trống rỗng. Sử dụng giá trị này để tối ưu hóa quá trình kết xuấtGiá trị được sử dụng làm mầm trong các chiều 1D và 4DGiá Trị, Sắc Màu, Độ Bão HòaGiá Trị:Chế Độ Giá TrịGiá trị: nhận định phải là 'KHÔNG' (NOTHING) đối với chuyển độngGiá trị: nhất định phải là 'BẤM' (PRESS) khi sử dụng (bật) unicodeGiá trị: nhận định phải là 'BẤM/THẢ' (PRESS/RELEASE) đối với các nút bàn phím/nút bấmGiá trị: chỉ hỗ trợ 'BẤM/THẢ/KHÔNG' (PRESS/RELEASE/NOTHING) mà thôiGiá Trị: {}Giá TrịCác giá trị dành cho sự thay đổi địa điểmCác giá trị dành cho sự thay đổi trong xoay chiềuCác giá trị dành cho sự thay đổi trong tỷ lệCác giá trị được phát sinh bởi bộ điều chỉnh này sẽ được kèm thêm vào các giá trị hiện có thay vì thay thế chúngCác giá trị lớn hơn ngưỡng nằm sẽ nằm trong khung lưới sinh tạoDuy trì các giá trị tại các khung khóa đầu và cuốiCác giá trị sắp xếp thứ tự các góc gắn vào cạnhCác giá trị sử dụng để sắp xếp các góc vốn đã gắn với điểm đỉnh. Sử dụng các chỉ số theo mặc địnhCác giá trị sử dụng để sắp xếp các điểm của đường cong. Theo mặc định thì dùng các chỉ sốCác giá trị sử dụng để sắp xếp các cạnh kết nối với điểm đỉnh. Theo mặc định, sử dụng chỉ sốCác giá trị sử dụng để sắp xếp những góc của mặt. Sử dụng chỉ số theo mặc địnhGiá Trị:Biến MấtBiến ĐổiHỗ Trợ Biểu Thức BiếnBiến Số thành LỗiBiến số không tồn tại trong điều vận nàyBiến số từ một nguồn/mục tiêu nào đó dành cho quan hệ của điều vậnBiến SốBiến SốPhương SaiBiến ThểMức Độ Biến ThiênCác thông tin trạng thái khác nhau về một chỉ mục nào đó sau khi nó đã được nhập khẩuNhiều công cụ khác nhau để tăng cường và tăng tốc quy trình làm việc cơ sở nútThay đổi giá trị độ nhám cho từng sợi mộtThay đổi nồng độ melanin cho từng sợi mộtVéctơNhòe Mờ VéctơĐường Cong VéctơDời Hình VéctơHiển Thị VéctơPhông VéctơPhông VéctơTay Cầm VéctơTay Cầm Véctơ Được ChọnToán VectơNút VéctơỔ Cắm Nút VéctơGiao Diện Ổ Cắm của Nút VectorXoay Chiều VéctơBiến Hóa VéctơGiá Trị VéctơVector mà mỗi điểm được dịch chuyển đi trong quá trình biến dạngKiểu dữ liệu vectơ, ảnh hưởng đến vị tríTrường véctơ được đại diện bởi các véctơ hiển thịKhối dữ liệu của phông vectơPhông vectơ cho đối tượng Văn BảnVector cho sự dời hìnhTay Cầm VéctơVectơ trong một mảng pháp tuyến khung lướiGiá trị vectơGiá trị véctơ trong thuộc tính hình họcVéctơ sẽ được ánh xạ vào đường congVéctơ, điểm, hoặc pháp tuyến, tức những cái sẽ được sử dụng để chuyển đổi giữa các không gianVéctơ 2DVéctơ KếChế Độ Véctơ KếĐộ Đục của Véctơ KếTốc LựcVận Tốc / TócThuộc Tính Tốc ĐộDốc Màu Vận TốcHệ Số Vận TốcKhung Lưới Đồ Thị Vận TốcVận Tốc Tuyến TínhTỷ Lệ Vận TốcNguồn Gây Xoáy LốcKhung Lưới Đồ Thị Vận Tốc XKhung Lưới Đồ Thị Vận Tốc YĐồ Thị Vận Tốc ZVận tốc gây ra ảnh hưởng tối đa (đơn vị Blender / khung hình)Vận tốc trường của phạm vi chất lỏngPhiên BảnKhông hỗ trợ phiên bản %r, phải là %r hoặc muộn hơnViệc tạo bản sao phiên bản để dự trữ bị thất bại (tập tin được lưu với @)Phiên bản của Blender mà thư viện .blend đã sử dụng khi lưuBản userpref.blend (tùy chọn của người dùng), phiên bản của Blender, đã được lưu cùngPhiên Bản:Phiên bản: {:s}Điểm ĐỉnhĐiểm Đỉnh (Tam Giác)Thuộc Tính Điểm ĐỉnhMàu Điểm ĐỉnhHệ Số Màu Điểm ĐỉnhTên Màu Điểm ĐỉnhLượng Tử Hóa Màu Điểm ĐỉnhMàu điểm đỉnh chỉ tác động đến vùng Tô Kín (Fill) mà thôiMàu Điểm Đỉnh tác động đến cả Nét Vẽ và vùng Tô KínMàu Điểm Đỉnh chỉ tác động đến Nét Vẽ mà thôiMàu Điểm ĐỉnhSố Góc của Điểm ĐỉnhSố Điểm ĐỉnhTrường Số Điểm ĐỉnhNếp Gấp Điểm ĐỉnhNếp Gấp của Điểm Đỉnh:Dữ Liệu Điểm ĐỉnhKiểu Dữ Liệu Điểm ĐỉnhDữ Liệu Điểm Đỉnh:Trường Số Mặt của Điểm ĐỉnhĐiểm Đỉnh Bút Chì DầuNhóm Điểm ĐỉnhNhóm Điểm Đỉnh ANhóm Điểm Đỉnh BNhóm Điểm Đỉnh Tạo KhómĐảo Nghịch Nhóm Điểm Đỉnh Tạo KhómNhóm Điểm Đỉnh Mật ĐộĐảo Nghịch Nhóm Điểm Đỉnh Mật ĐộPhần Tử của Nhóm Điểm ĐỉnhHệ Số Nhóm Điểm ĐỉnhNhóm Điểm Đỉnh cho Trường LựcĐảo Nghịch Nhóm Điểm Đỉnh TrườngĐảo Nghịch Nhóm Điểm ĐỉnhNhóm Điểm Đỉnh Xoắn VặnĐảo Nghịch Nhóm Điểm Đỉnh Xoắn VặnNhóm Điểm Đỉnh cho Chiều DàiĐảo Nghịch Nhóm Điểm Đỉnh Chiều DàiKhóa của Nhóm Điểm ĐỉnhNhóm Điểm Đỉnh cho Xoay ChiềuĐảo Nghịch Nhóm Điểm Đỉnh Xoay ChiềuNhóm Điểm Đỉnh cho Độ Rối 1Đảo Nghịch Nhóm Điểm Đỉnh về Độ Ráp 1Nhóm Điểm Đỉnh cho Độ Rối 2Đảo Nghịch Nhóm Điểm Đỉnh về Độ Ráp 2Nhóm Điểm Đỉnh cho Độ Rối ở ĐỉnhĐảo Nghịch Nhóm Điểm Đỉnh về Độ Gồ Ghề ở ĐỉnhNhóm Điểm Đỉnh Kích ThướcĐảo Nghịch Nhóm Điểm Đỉnh về Kích ThướcNhững Đặc Biệt của Nhóm Điểm ĐỉnhNhóm Điểm Đỉnh Tiếp TuyếnĐảo Nghịch Nhóm Điểm Đỉnh về Tiếp TuyếnNhóm Điểm Đỉnh Xoắn VặnVô Hiệu Hóa Nhóm Điểm Đỉnh Xoắn VặnNhóm Điểm Đỉnh Không Tham ChiếuNhóm Điểm Đỉnh Vận TốcVô Hiệu Hóa Nhóm Điểm Đỉnh Vận TốcTrọng Lượng Nhóm Điểm ĐỉnhTrọng Lượng của Nhóm Điểm ĐỉnhNhóm Điểm Đỉnh dành cho việc đính ghim các điểm đỉnhNhóm Điểm Đỉnh để thu/co vải vóc lạiNhóm Điểm Đỉnh cho nơi áp dụng áp lực. Trọng lượng 0 có nghĩa là không có áp lực, và trọng lượng 1 có nghĩa là lượng áp lực toàn phần. Các Mặt với một điểm đỉnh có trọng lượng bằng 0 sẽ bị loại trừ ra khỏi phép toán tính thể tích.Nhóm Điểm Đỉnh đã bị khóa lại(Các) Nhóm Điểm ĐỉnhNhóm Điểm ĐỉnhNhóm điểm đỉnh chỉ định cho các Xương Biến DạngNhóm Điểm Đỉnh đã chỉ định cho Xương Không Biến DạngChỉ Số Điểm ĐỉnhChỉ Số Điểm Đỉnh 1Chỉ Số Điểm Đỉnh 2Chỉ Số Điểm ĐỉnhNội Suy Điểm ĐỉnhÁnh Xạ Điểm ĐỉnhKhối Lượng của Điểm ĐỉnhPhương Pháp Tạo Khung Lưới tại Điểm ĐỉnhLân Cận của Điểm ĐỉnhPháp Tuyến Điểm ĐỉnhCác Pháp Tuyến của Điểm ĐỉnhĐộ Đục của Điểm ĐỉnhSơn Điểm ĐỉnhNhững Công Năng về Sơn Điểm ĐỉnhLớp Vẽ Lồng Sơn Điểm ĐỉnhHệ số hòa trộn của Sơn Điểm ĐỉnhThuộc Tính Vị Trí Điểm ĐỉnhĐiểm Đỉnh được ChọnLựa Chọn Điểm ĐỉnhTập Hợp Điểm ĐỉnhKích Thước Điểm ĐỉnhTrượt Đẩy Điểm Đỉnh: Trọng Lượng Điểm ĐỉnhGóc Độ do Trọng Lượng Điểm ĐỉnhBiên Soạn Trọng Lượng Điểm ĐỉnhHòa Trộn Trọng Lượng Điểm ĐỉnhĐộ Tiếp Cận Thay Đổi Trọng Lượng Điểm ĐỉnhThuyên Chuyển Trọng Lượng Điểm ĐỉnhTrọng Lượng Điểm ĐỉnhMàu điểm đỉnh trong tập tin là nằm trong không gian màu tuyến tính cơ màMàu điểm đỉnh trong tập tin là nằm trong không gian màu sRGB cơ màKhông đọc được tọa độ điểm đỉnhSố điểm đỉnh không khớpNhóm điểm đỉnh '%s' hoặc là không hợp lệ, hoặc là trống rỗngNhóm điểm đỉnh để tinh chỉnh độ cứng trong quá trình uốn congNhóm điểm đỉnh để tinh chỉnh ứng suất trượt (cắt/xô nghiêng/xô ngang)Nhóm điểm đỉnh để tinh chỉnh chi tiết độ cứng cấu trúcNhóp điểm đỉnh dành cho việc tinh chỉnh độ cứng của lực đàn hồi (lò xo) bên trongNhóm điểm đỉnh bị khóa rồiTên nhóm điểm đỉnhTên nhóm điểm đỉnh (duy thu lại mà thôi)Tên nhóm điểm đỉnh cho các trọng lượng tầm quan trọng (điều biến sự biến dạng)Tên nhóm điểm đỉnh để điều chỉnh vùng được chọnTên nhóm điểm đỉnh để điều chế sự biến dạngTên nhóm điểm đỉnh để điều biến làn sóngTên nhóm điểm đỉnh cho các nét vẽ đã chọnTên nhóm điểm đỉnh sử dụng để lựa chọn các vùng bị ảnh hưởngTên nhóm điểm đỉnh để lựa chọn/cân trọng những vùng bị tác độngCường độ ảnh hưởng của nhóm điểm đỉnhNhóm điểm đỉnh mà hình học cho mép viền sinh tạo sẽ được cân trọngNhóm điểm đỉnh mà hình học vỏ sinh tạo sẽ được cân trọngNhóm điểm đỉnh để áp dụng tác động của lưới ràoNhóm điểm đỉnh để điều khiển sự tạo khómNhóm điểm đỉnh để điều khiển mật độNhóm điểm đỉnh để điều khiển trường lựcNhóm điểm đỉnh để điều khiển sự xoắn vặnNhóm điểm đỉnh để điều khiển chiều dàiNhóm điểm đỉnh để quản lý sự xoay chiềuNhóm điểm đỉnh để điều khiển độ rối 1Nhóm điểm đỉnh để điều khiển độ rối 2Nhóm điểm đỉnh khống chế độ rối ở đỉnhNhóm điểm đỉnh để khống chế kích thướcNhóm điểm đỉnh quản lý tiếp tuyếnNhóm điểm đỉnh để điều khiển xoắn vặnNhóm điểm đỉnh để điều khiển vận tốcNhóm điểm đỉnh được đặt là đang hoạt độngNhóm điểm đỉnh của đối tượngĐiểm đỉnh trong khối dữ liệu của Khung LướiChỉ số điểm đỉnhChỉ số điểm đỉnhĐiểm đỉnh là gốc cho các tính toán về sự xoay chiều và sự sinh tạo khung rối. Việc bật cờ hiệu này không xóa các gốc khác trong cùng hải đảo của khung lướiMàu của vòng mạch điểm đỉnh trong Khung LướiĐiểm đỉnh không nằm trong nhómĐiểm Đỉnh của GócCác vị trí điểm đỉnhLựa chọn điểm đỉnh - Shift+Bấm Chuột để sang chế độ chọn nhiều, Ctrl+Bấm Chuột để thu nhỏ vùng lựa chọnCần phải bật khả năng lựa chọn điểm đỉnh trong chế độ sơn trọng lượng lênBiệt riêng các điểm đỉnh đã chọn ra để sơn (chắn lọc chúng riêng ra khỏi những cái khác)Chế độ lựa chọn điểm đỉnhĐiểm đỉnh là góc của khung lưới đồ thịNhóm trọng lượng điểm đỉnh, để pha trộn với hình mẫu cơ bảnTrọng lượng điểm đỉnh sử dụng bởi bộ điều chỉnh Bo CạnhTrọng lượng của điểm đỉnh khi đầu bút được áp dụngĐiểm Đỉnh:Không tìm thấy nhóm điểm đỉnh '%s' trong đối tượng '%s'Vertexgroup.add(): không thể thi hành trong khi đối tượng đang ở trong Chế Độ Biên SoạnVertexgroup.remove(): không thể thi hành trong khi đối tượng đang ở trong Chế Độ Biên SoạnBiênSoạnTrọngLượngĐiểmĐỉnhHòaTrộnTrọngLượngĐiểmĐỉnhMứcLânCậnTrọngLượngĐiểmĐỉnhChiều DọcCăn Chỉnh Chiều DọcChiều Cao Trường ẢnhBảng Liệt Kê theo Chiều DọcTách Phân theo Chiều DọcTỷ lệ tương quan theo chiều dọc (chỉ được sử dụng cho các phóng chiếu thông qua máy quay phim mà thôi)Tỷ lệ tương quan chiều dọc - dành cho đầu ra có điểm ảnh tiệm biến (biến dạng) hoặc không vuôngCỡ chiều dọc của ánh xạ nướngChiều cao của ánh xạ nướng (chỉ bên ngoài mà thôi)Vị trí theo chiều dọc của cửa sổDịch chuyển chiều dọc từ tọa độ gốc của đối tượngVị trí theo chiều dọc của hộp văn bản tương đối với Vị TríVị trí theo chiều dọc của nét gạch dướiTỷ lệ chiều dọc (chỉ được sử dụng cho các phóng chiếu thông qua máy quay phim mà thôi)Kích thước chiều cao của diện tích bộ cảm biến ảnh trong milimétĐiểm ĐỉnhDữ Liệu Điểm Đỉnh:Điểm Đỉnh XĐiểm Đỉnh YĐiểm Đỉnh ZSố điểm đỉnh thay đổi, từ %d thành %dSố điểm đỉnh đã thay đổi từ %u thành %uCác điểm đỉnh kết nối nhiều vùng mặt cùng một lúcPhải có ít nhất 1 điểm đỉnhSố điểm đỉnh nhất định phải ít nhất là 3Các điểm đỉnh của khung lướiĐỉnh:%s | Mặt:%sĐiểm đỉnh:%s | Các Mặt:%s | Tam giác:%sĐỉnh:%s | TGiác:%sĐiểm Đỉnh:%s/%sĐỉnh:%s/%s | Cạnh:%s/%s | B.Mặt:%s/%s | T.Giác:%sĐộ Tương Phản CaoChất Lượng Rất ThấpRungPhim VideoBộ Mã/Giải Hóa VideoBộ Nhớ VideoTrình Phối HìnhTần số bit video (kilo-bit/giây)Biên Soạn VideoVideoTiếng ViệtGóc NhìnGóc Nhìn & các Điều KhiểnCăn Chỉnh theo Góc NhìnXem Văn Bản Thuộc TínhTrục của Góc NhìnThiên Lệch Góc NhìnNgữ Cảnh Góc NhìnKhoảng Cách từ Điểm NhìnQuan Sát TừĐộ Cao Góc NhìnChỉ Số Góc NhìnTầng Góc NhìnKhông tìm thấy Tầng Góc Nhìn '%s' trong cảnh '%s'Tính Chất Tầng Lớp Góc NhìnCác Cài Đặt của Tầng Lớp Góc Nhìn cho EEVEECác Tầng Góc NhìnVị Trí Góc NhìnKhóa Góc NhìnSự biến hóa của máy quay phim trong khi Khóa Góc Nhìn trong Cổng Nhìn 3D sẽ tác động đối tượng phụ huynh thay vìBộ Đệm Nhớ Ánh Xạ Khung NhìnMa Trận Góc NhìnTên Góc NhìnĐiều Hướng Góc NhìnPháp Tuyến Góc NhìnSuy Giảm Dần Pháp Tuyến Góc NhìnGiới Hạn Pháp Tuyến Góc NhìnLớp Lồng Khung NhìnPhần Trăm Quan SátPhối Cảnh Góc NhìnBình Diện Góc NhìnVùng Góc NhìnXoay Chiều Góc NhìnSắp Đặt Khung NhìnKiểu Góc NhìnVéctơ của Điểm NhìnTrục X của Góc NhìnTrục Z của Góc NhìnĐộ Sâu Z từ Điểm NhìnXem bản hướng dẫn sự dụng trên mạng tùy ngữ cảnh đòi hỏi trong một trình duyệt mạngHiển thị toàn bộ các đường cong trong trình biên soạnHiển thị toàn bộ các đối tượng trong cảnhHiển thị toàn bộ các UV đã chọnHiển thị toàn bộ các phần tử được chọnHiển thị toàn bộ các dải trong trình phối hìnhXem và biên soạn ảnh cùng Ánh Xạ UVHiển Thị như Bản Kết XuấtKhoảng cách của góc nhìn từ sàn khi đi bộQuan sát từ đằng sauQuan sát từ dưới lênQuan sát từ đằng trướcQuan sát từ bên tráiQuan sát từ bên phảiQuan sát từ trên xuốngGóc nhìn trong ảnh đa tầngTầng góc nhìnKhông thể xóa tầng lớp góc nhìn '%s' khỏi cảnh '%s'Tầng góc nhìn ở trạng thái đã được tính toánTên tầng góc nhìnCác cài đặt của tầng lớp góc nhìn cho EEVEEChế độ góc nhìn dùng để hiển thị kết quả của trình phối hìnhKhông tìm thấy góc nhìn nào cả. Không thể sắp xếp theo trục của góc nhìnGóc Nhìn trên Xích ĐạoGóc Nhìn trên các CựcCác thao tác quan sát (hữu ích cho bàn phím không có bàn phím số)Vị trí điểm tựa của góc nhìnHiển thị cái được chọn trên toàn bộ các vùngDịch chuyển của góc nhìn trong ống kính của máy quay phimHiển thị toàn bộ hình ảnhXem kết quả của trình biên soạn ánh sáng studio trong cổng nhìnQuan sát cổng nhìn với kính thực tế ảo (các hiển thị đeo ở đầu)Biến hóa góc nhìn được đặt thành %s (chuyển đổi từ %s)Góc nhìn sử dụng khi chuyển đổi hình ảnh sang một không gian hiển thịHiển thị toàn bộ hình ảnh với các dấu mốcKhung Nhìn 2DKích hoạt GizmoCông Cụ đang Hoạt ĐộngSauNền SauCả HaiĐáyMáy Quay PhimKiểu Khe HốcTùy ChỉnhKéo RêNền SànTrướcTráiPha TrộnẤnPhảiMàn HìnhLựa ChọnKiểu MẫuĐỉnhGóc NhìnThế GiớiTầngGócNhìnTầng góc nhìn '%s' không có chứa đối tượng '%s' (đối tượng không nằm trong tầng góc nhìn)Quan SátĐộ Đục của Thuộc Tính trong Quan SátHướng Nhìn SauĐường Dẫn Quan SátHướng Nhìn TrướcChỉ Số Trình Quan SátChỉ Số Trình Quan SátChỉ Số Trình Quan SátHướng Nhìn TráiNút Quan SátĐường Dẫn Quan SátPhần Tử trên Đường Dẫn của Trình Quan SátVị Trí Tư Thế Quan SátChiều Xoay của Tư Thế Quan SátQuan Sát Khu VựcHướng Nhìn PhảiKhông tìm thấy hình ảnh trình quan sát.Tỷ lệ tham chiếu của quan sát liên hệ tới đến địa điểm nàyĐiểm NhìnCổng NhìnLượng Cổng NhìnKhử Răng Cưa Khung ChiếuBVH Cổng NhìnLoại Cổng Nhìn cho BVHLượng Bật Nẩy Cổng NhìnHiệu Chỉnh Lỗi Cổng NhìnKhử Nhiễu Cổng NhìnKhử Nhiễu trong Cổng NhìnCác Lượt Khử Nhiễu Cổng Nhìn Cung CấpThanh Lọc Tiền Khử Nhiễu Cổng NhìnChất Lượng Khử Nhiễu Cổng NhìnTần Số Phân Hóa trong Cổng NhìnHiển Thị Cổng NhìnPhản Hồi của Cổng NhìnGizmos của Cổng NhìnVẽ Lồng của Cổng NhìnĐộ Phân Giải Cổng NhìnLượng Mẫu Vật trong Cổng NhìnSắp Đặt Sẵn về Mẫu Vật Cổng NhìnTô Bóng của Cổng NhìnKích Thước Cổng ChiếuGiới Hạn Chất Liệu trong Cổng NhìnBiến Hóa của Cổng NhìnĐảo Ngược Tầm NhìnKích thước hiển thị khung nhìn của dữ liệu đã lấy mẫuPhong cách hiển thị đối tượng trống rỗng trong cổng nhìnPhong cách hiển thị các dấu giám sát trong cổng nhìnGóc độ thấu kính của cổng nhìnGizmo điều hướng cổng nhìnChế độ phi kết xuất của cổng nhìnCổng nhìn không nằm trong Góc Nhìn Cục BộĐộ phân giải trong cổng nhìn của bề mặt được sinh tạoCổng NhìnGóc NhìnĐịnh Dạng các Góc NhìnHình Thức Quan Sát:Viền MờCường Độ Phối MàuỔ Cắm Nút ẢoPhụ Huynh ẢoỔ cắm ảo của nútHình tượng hóa lấp các lỗ hổng trong khung lưới trước khi mở gói, để tránh chồng gối và duy trì sự đối xứng tốt hơnLực Đàn Hồi có Tính NhớtĐộ NhớtCơ Sở Độ NhớtLũy Thừa Độ NhớtĐộ nhớt của chất lỏng (Giá trị cao hơn cho kết quả là chất lỏng có độ nhớt/đặc nhiều hơn. Dù giá trị bằng 0 đi chăng nữa thì phần mềm cũng vẫn áp dụng một chút độ nhớt/đặc vào chất lỏng)Sắp đặt độ nhớt: giá trị được nhân với 10^(lũy thừa - 1)Ẩn-Hiện/Tầm NhìnHành Động về Tầm NhìnKhu Vực Tầm NhìnThiên Lệch trong Tầm NhìnThiên Lệch về Rò Rỉ trong Tầm NhìnĐộ Nhòe của Tầm NhìnBộ Sưu Tập trong Tầm NhìnBiểu Tượng Tính Hữu HìnhTrạng thái của tầm nhìnHữu HìnhSố Dòng Nhìn Thấy đượcCác Đối Tượng Hữu HìnhDuy Đối Tượng Cơ Bản Nhìn Thấy ĐượcThẻ Nhìn Thấy ĐượcHiển Thị theo Mặc ĐịnhCác đo lường về khoảng cách và góc độ sẽ được biểu hiệnNhững tầng lớp nhìn thấy đượcTrực QuanHỗ Trợ Trực QuanTính Chất của Hiệu Ứng Trực QuanHình Học Hình Dung thành Khung LướiTạo Khung Khóa Trực QuanVị Trí Trực QuanVị Trí & Xoay Chiều Trực QuanVị Trí & Tỷ Lệ Trực QuanVị Trí, Xoay Chiều & Tỷ Lệ Trực QuanXoay Chiều Trực QuanXoay Chiều & Tỷ Lệ Trực QuanTỷ Lệ Trực QuanBiến Hóa Trực QuanTrực quan hóa các khung hình hoàn thiện lưu trong bộ nhớ đệmTrực quan hóa các hình ảnh đã lưu trong bộ nhớ đệm trên dòng thời gianTrực quan hóa các hình ảnh thô/gốc lưu trong bộ nhớ đệmHiển thị dữ liệu từ bên trong một biểu đồ nút, trong trình biên soạn hình ảnh hoặc ở phông nềnTrực quan hóa các trường véctơThể TíchBoolGiới Hạn Phạm ViKiểu Dữ LiệuTan BiếnSố Thực DoubleVéctơ Số Thực DoubleTrống RỗngMở RộngSố ThậtSố NguyênSố Nguyên 64-bitVéctơ Số NguyênMàn Chắn LọcMớiTới LùiĐiểm (Chưa Hỗ Trợ)Lặp LạiChế Độ ChuỗiChưa BiếtVéctơThể tích "%s" có chứa nhiều điểm chấm. Duy các khung lưới đồ thị thể tích tử là được hỗ trợ mà thôiThể tích "%s" không nạp được: %sHấp Thụ Thể TíchAlpha của Thể TíchLượng Bật Nẩy trong Thể TíchHệ Số Thể TíchKhối Lập Phương Thể TíchPhạm Vi Tùy Chỉnh Thể TíchThể Tích Trực TiếpDời Hình Thể TíchBộ Điều Chỉnh Dời Hình Thể TíchHiển Thị Thể TíchThể Tích Phát SinhHệ Số Thể TíchTập Tin Thể TíchKhung Lưới Đồ Thị Thể TíchKhung Lưới Đồ Thị Thể TíchHướng Dẫn Thể TíchXác Suất của Hướng Dẫn Thể TíchThể Tích Gián TiếpThông Tin Thể TíchNội Suy Thể TíchGiao Cắt Thể TíchPhương Pháp Giao Cắt Thể TíchÁnh Sáng Thể TíchĐộ Sâu Tia Xạ Tối ĐaThể Tích Tối ThiểuGiữ Nguyên Thể TíchĐầu Dò Thể TíchKích Thước Bước trong Diễu Hành Tia Thể TíchChiếu Sáng theo Kích Thước Bước của Diễu Hành Tia Thể TíchKết Xuất Thể TíchĐộ Phân Giải của Thể TíchLấy Mẫu Vật cho Thể TíchTán Xạ Thể TíchMức Tán Xạ Thể Tích Hữu HìnhBóng Tối Khối Thể TíchDao Động Thể TíchDao Động Thể Tích Tối ĐaDao Động Thể Tích Tối ThiểuĐộ Mềm Mại của Dao Động Thể TíchKhối dữ liệu thể tích dành cho khung lưới đồ thị thể tích 3DKhối dữ liệu về thể tíchTỷ trọng thể tích cho mỗi thể tích tửNhững sắp đặt hiển thị thể tích cho cổng nhìn 3DTập tin thể tích sử dụng bởi khối dữ liệu Thể Tích nàyTập tin thể tích sử dụng để nạp thể tích tại khung hình hiện tại. Trống rỗng nếu thể tích chưa được nạp vào hoặc khung hình chỉ tồn tại trong bộ nhớ mà thôi.Tên của khung lưới đồ thị thể tíchThể tích sẽ được bảo toàn khi vật thể chỉ được đổi tỷ lệ trên trục tự do mà thôi. Bỏ qua tỷ lệ hóa của trục không tự do.Thể tích sẽ được bảo toàn khi vật thể được đổi tỷ lệ đồng đều. Bỏ qua các thiên lệch khác với tỷ lệ đồng đều trên các trục không tự do.Thể tích được bảo tồn bất suy suyển, vượt quyền cả sự tỷ lệ hóa của các trục bị ràng buộc (không tự do)Số nhân ánh sáng thể tíchSắp đặt về hiển thị đối tượng thể tích trong cổng nhìn 3DSắp đặt về kết xuất đối tượng thể tíchThể tích xương khi ở trạng thái nghỉÂm lượng bên ngoài hình nón ngoạiNhững sắp đặt kết xuất thể tích trong cổng nhìn 3DTỷ lệ thể tích thấp hơn mức OpenVDB cho phépThể Tích sang Khung LướiThể Tích sang Bộ Điều Chỉnh Khung LướiCác Thể Tích• Thể tích: {} khung lưới đồ thịThể TíchThể tích chỉ hỗ trợ một nguyên vật liệu đơn nhất mà thôi; đầu vào lựa chọn không thể là một trường đượcDữ Liệu Thể TíchSố Mẫu Vật Bóng Tối của Thể TíchBóng Tối trong Thể TíchƯớc đoán thể tích thành tán xạ thể tích trên cơ sở vật lý, sử dụng bán kính tán xạ như chỉ địnhTính toán xấp xỉ thể tích theo tán xạ thể tích cơ sở vật lý, với bán kính tán xạ được tự động điều chỉnh để phù hợp với các chất liệu màu sắc. Được thiết kế để tô bóng cho da.VorbisVoronoi Rạn NứtChất Liệu VoronoiTrọng lượng hình dạng Voronoi 1Trọng lượng hình dạng Voronoi 2Trọng lượng hình dạng Voronoi 3Trọng lượng hình dạng Voronoi 4Lốc XoáyTrọng lượng của hiệu ứng viên lốc xoáyLốc XoáyThể Tích TửSố Lượng Thể Tích TửTọa Độ của Điểm ẢnhCỡ Ô trong Khung Lưới Đồ Thị Thể Tích TửChỉ Số Góc NhìnKích Thước Thể Tích TửTrình kiến tạo lại thể tích tử không thể hoạt động khi kích thước của thể tích tử bằng 0,0Trình kiến tạo lại thể tích tử thất bại trong việc kiến tạo khung lướiKích thước thể tích tử của %f là quá nhỏ để có thể giải nghiệmKhung Lưới Đồ Thị Thể TíchThể Tích TửCác thể tích tử có giá trị lớn hơn sẽ nằm bên trong khung lưới sinh tạoWTrục W (Z)Trục ZXoay Chiều WW1W2W3W4Quyền Lượng:CẢNH BÁO: Biểu thức điều vận có thể sẽ không hoạt động đúng đắnCẢNH BÁO: Giàn siêu này chứa các loại giàn điều khiển Rigify đã lỗi thời, và không thể tự động nâng cấp được.CẢNH BÁO: không hỗ trợ trong các thực thể sao chép/nhómCảnh Cáo: Cài Đặt Sở Thích sẽ bị mất đi khi trình bổ sung bị vô hiệu hóa (tắt đi). Nếu bạn muốn duy trì các sắp đặt của mình thì nên sử dụng "Lưu Ổn Định" (Save Persistent)!Chờ Nhấp ChuộtĐợi Chờ Đầu VàoChờ cái bấm chuột đầu tiên, thay vì sơn ngay lập tứcChờ cho đến khi nhấp chuột vào trước khi thực hành toán tử từ một trình đơnĐợi để hủy chọn những cái khácĐi BộChiều Hướng Tiến BướcĐiều Hướng Đi BộTốc Độ Đi BộSắp đặt về điều hướng khi đi bộĐi bộ có trọng lực, hoặc điều hướng tự doTườngLang ThangCảnh Báo Msgid chưa được Viết HoaCảnh báo về những thông điệp không bắt đầu bằng chữ hoa (có vài trường hợp ngoại lệ là được phép!)Cảnh BáoNền Trước của Biểu Tượng Cảnh BáoLan Truyền Cảnh BáoThể Loại Cảnh BáoCảnh báo tạo ra trong quá trình tính toán của một bộ điều chỉnh các nút hình họcCảnh Báo! Trước khi mở khóa, hãy đảm bảo là không có phiên bản Blender nào khác đang chạy cả.Cảnh cáo, tập tin hiện đang tồn tại. Viết đè chồng lên tập tin hiện tại nhé?Màu biểu thị cảnh báo/lỗi lầm cho các dải phim cùng đối chiếu dải đang được hiệu chỉnhCảnh Cáo:Cảnh Báo: Không thể cấp phát {} MB bộ nhớ cho khối đầu dò ánh sáng, thay vào đó sử dụng {} MB.Cảnh Báo: Nhiều đối tượng sử dụng chung cùng một dữ liệu. Hãy tạo đơn người dùng và sau đó áp dụng các phép biến hóa nhé?Cảnh Báo: Một số tính năng có thể thay đổi sau khi sinh tạoCảnh Báo: Một số hình ảnh đã bị sửa đổi và những thay đổi này sẽ bị mất đi.Cảnh Báo: Có một số hình ảnh bên ngoài chưa được lưu lại.Cảnh báo: Không thể cấp phát bộ nhớ cho dữ liệu kết xuất thể tích được. Hiện đang sử dụng độ phân giải 1:{} thay vì 1:{}.Cảnh BáoUốn Oằn/KéoGóc Độ Uốn OằnBộ Điều Chỉnh Uốn OằnBộ điều chỉnh uốn oằnUốn oằn/kéo các phần của khung lưới tới một vị trí mới một cách linh động, nhờ hai đối tượng chỉ địnhUốn oằn các điểm đỉnh quanh con trỏNướcSóngCăn Chỉnh SóngHạn Chế SóngLượng Mẫu Vật cho Hạt trong Ngọn SóngLượng Ngọn Sóng Tối ĐaMẫu Vật cho Ngọn SóngHiệu Ứng Biến Dạng SóngHiệu ứng biến dạng sóngChiều Hướng của SóngHiệu Ứng SóngBộ Điều Chỉnh Tạo SóngMặt Cắt của SóngTỷ Lệ của Con SóngChất Liệu SóngLoại SóngHệ số giảm chấn sóngBộ điều chỉnh tạo hiệu ứng sóngTốc độ lan truyền của sóngHệ số thời gian mô phỏng làn sóngBiếnDạngSóngHình SóngĐịnh Dạng Tập Tin Âm Thanh Hình SóngHiển Thị Sóng ÂmChế Độ Hình SóngĐộ Đục của Hình SóngKiểu Dạng SóngDạng SóngBước SóngBước sóng của dịch chuyển hình sinLàn SóngPhương pháp hiển thị nền đằng sauPhương pháp hiển thị chuyển sắc của khe hốcPhương pháp phiên dịch các di chuyển của chuộtYếuTham chiếu yếu đến khối dữ liệu trong một tập tin .blend ở một thư viện khác (dùng để tái dụng dữ liệu đã được chèn thêm vào, thay vì việc chồng chất thêm bằng các bản sao mới)Tham chiếu yếu đến một số tài sảnĐịnh Dạng Dự Phòng Khi Dùng WebPĐịnh Dạng WebPTrang MạngTrọng LượngTrọng Lượng 1Trọng Lượng 2Trọng Lượng 3Trọng Lượng 4Trọng Lượng GócPhạm Vi Màu Trọng LượngHệ Số Trọng LượngCân Trọng Lượng Bút Chì DầuNhóm Trọng LượngChỉ Số Trọng LượngNội Suy Trọng LượngGóc của Bộ Điều Chỉnh Trọng LượngĐộ Tiếp Cận Bộ Điều Chỉnh Trọng LượngTrọng Lượng Đầu RaSơn Trọng LượngSơn Trọng Lượng Tự Động Bình Thường HóaNhững Công Năng về Sơn Trọng LượngSơn Trọng Lượng Khóa Họ HàngSơn Trọng Lượng Đồng LoạtĐộ Đục của Sơn Trọng LượngLớp Vẽ Lồng Sơn Trọng LượngTrọng Lượng Vị TríTrọng Lượng Độ Tiếp CậnTrọng lượng áp dụng mỗi mặtDữ liệu trọng lượng cho các nét vẽ mới được thêm vào chiểu theo nhóm điểm đỉnh và trọng lượng hiện tại. Nếu không có nhóm điểm đỉnh nào được chọn cả thì trọng lượng sẽ không được thêm vào.Trọng lượng cho mô phỏng vải vócĐổi trọng lượng các hạt tócTrọng lượng của một đối tượng thực thể hóa hạt trong một bộ sưu tậpTrọng lượng của điểm mép nhòeTrọng lượng của ràng buộc xoay chiều cho IKTrọng lượng của ràng buộc tỷ lệ cho IKTrọng lượng của các ký tự. 100-900, 400 là bình thường.Trọng lượng của đường cong hướng dẫn gần nhất cho mỗi đường cong được sinh tạo raTrọng lượng của điểmVéctơ của quá trình phóng chiếu trọng lượng theo các mặt với diện tích lớn hơnTrọng lượng để chỉ định trong các nhóm điểm đỉnhTrọng lượng sử dụng bởi bộ điều chỉnh Bề Mặt Phân HóaTrọng lượng sử dụng cho Mục Tiêu của Thân MềmTrọng lượng dùng để làm mịnTrọng lượng của một điểm đỉnh trong nhóm điểm đỉnhTrọng Lượng:Trọng lượng: {:.3f}Bộ Điều Chỉnh Biên Soạn Trọng Lượng NĐĐBộ Điều Chỉnh Hòa Trộn Trọng Lượng Nhóm Điểm ĐỉnhBộ Điều Chỉnh Khoảng Tiếp Cận của Trọng Lượng Nhóm Điểm ĐỉnhCân TrọngTrung Bình TrọngPháp Tuyến Cân TrọngTâm mặt bằng phép trung bình trọngKết quả cân trọng của dải phim sẽ được cộng vào các kết quả đã tích tụKết quả cân trọng của dải phim sẽ được nhân với các kết quả đã tích tụKết quả cân trọng của dải phim sẽ được khấu trừ khỏi kết quả đã tích tụChế độ pháp tuyến điểm đỉnh được cân trọng để sử dụngPhápTuyếnCânTrọngBộ Điều Chỉnh Pháp Tuyến Cân TrọngChế Độ Tính Trọng LượngHệ số trọng lượng mà khung khóa ưu ái hơnTrọng LượngTrọng lượng của toàn bộ các đối tượng trong bộ sưu tập thực thểTrọng lượng của các nhóm điểm đỉnh mà điểm này là một thành viên trong đóTrọng lượng dành cho các nhóm điểm đỉnh mà điểm đỉnh này là một thành viên của nóTrọng lượng từ các phong bao với bán kính mà người dùng xác địnhNhững trọng lượng vượt quá giới hạn này sẽ giữ nguyênHàn GắnBộ Điều Chỉnh Hàn GắnHàn UV dựa trên các điểm đỉnh dùng chungHàn các cạnh rời rạc vào thành các mặt (tách phân chúng thành các mặt mới)Bộ điều chỉnh hàn gắnHàn gắn các điểm đỉnh UV được chọn lại với nhauTâyHòa Trộn ƯớtBán Kính Sơn ƯớtDuy Trì Độ ƯớtTầng Ánh Xạ về Độ ƯớtÁnh Xạ Độ ƯớtĐộ ƯớtLăn XuốngLăn VàoLăn TráiLăn RaLăn PhảiLăn LênTầng lớp vẽ lồng bí mật nào được sử dụngDùng trục nào để đổi sự xoay chiều của hạt theo thời gianĐo khoảng cách Chiều Rộng bằng cách nàoThao tác vượt quyền nào được thi hànhKiểu xem trước blend để kiến tạoPhương pháp để xóa mối liên kết phụ huynhBánh XeBánh Xe Đảo Hướng Thu-PhóngKhi Chèn ThêmKhi sử dụng chế độ Đều Đặn, đảo lật giữa hai vòng cạnh kề cậnKhi Liên KếtKhi một thể loại 'mảng/vectơ' được chọn (Vị Trí, Xoay Chiều, Màu Sắc, v.v.), thì toàn bộ mảng sẽ được sử dụngThời điểm và phương pháp các đại diện sẽ được kiến tạoKhi xương không có phụ huynh, nó sẽ chịu hiệu ứng dịch chuyển tuần hoàn tái lặp (Lỗi Thời)Khi xương có phụ huynh, đầu xương sẽ dính với đuôi của phụ huynhKhi tính toán Đường Chuyển Động của Xương, dùng Đầu hoặc các ĐỉnhKhi kết hợp với giá trị của mỗi thể tích tử thì sẽ xác định số điểm cần lấy mẫu trên một đơn vị thể tíchKhi các điều khiển được hợp nhất vào các điều khiển do các chuỗi khác sở hữu thì bao gồm sự khác biệt về tỷ lệ/xoay chiều do phụ huynh tạo ra vào chuyển động của tay cầm. Nếu không thì chỉ sử dụng chuyển động cục bộ của xương điều khiển mà thôiKhi sinh tạo các khung hình mới, các nét từ khung hình trước/đang hoạt động sẽ được bao gồm để làm cơ sở cho cái mớiKhi biến dạng xương, Hiệu Ứng của Phép Nhân của trọng lượng Nhóm Điểm Đỉnh với ảnh hưởng của Phong BaoKhi tắt đi thì các mặt mới được kiến tạo sẽ có giới hạn là 3 đến 4 cạnh mà thôiKhi sao chép các dải thì ấn định các bản sao mới của những hành động mà chúng sử dụngKhi được bật thì áp dụng tư thế lật ngược trên trục XKhi nhập các con số trong khi biến hóa, đặt chế độ mặc định là chế độ cấp tiến để có thể tính toán các biểu thức toán học toàn phầnKhi xuất khẩu các hoạt họa thì tắt hiển thị cổng nhìn đối với các đối tượng khác để tăng hiệu suất hoạt độngGiải tỏa mâu thuẫn khi văn bản bên ngoài không còn đồng bộ nữaGiới hạn chuyển động theo hướng ban đầu của quan sátKhi được nêu bật thì đừng đưa các sự kiện qua để các bố trí phím khác xử lýKhi ở trong một cổng nhìn 3D, dùng các tầng và máy quay phim của cổng nhìnKhi khóa hóa một cách thủ công thì bỏ qua việc chèn thêm các khóa không ảnh hưởng gì đến hoạt họaKhi đã khóa lại thì tiếp tục sử dụng pháp tuyến của bề mặt, nơi nét vẽ vốn được khởi thủyKhi đã bị khóa lại, tiếp tục sử dụng bề diện gốc của bề mặt, nơi các nét vẽ được khởi thủyKhi hợp nhất các điều khiển, các chuỗi có mức độ ưu tiên cao hơn sẽ luôn luôn thắngKhi hợp nhất các nút bằng phím nóng Ctrl+Numpad0 (và phím tương tự) thì chỉ định vị trí của các nút mớiKhi hợp nhất các nút bằng phím nóng Ctrl+Numpad0 (và phím tương tự) thì xác định xem có thu chúng lại, hay hiển thị toàn bộ nút, với các tùy chọn được mở rộng, hay khôngKhi bật thì nhiều hành động sẽ trở thành một phần của cùng hoạt họa glTF, nếu chúng được đẩy lên các rãnh NLA với cùng một tên. Khi tắt đi thì toàn bộ các hành động hiện được ấn định sẽ trở thành một hoạt họa glTFKhi dán thì giả định ma trận được dán là tương đối với một đối tượng khác (vốn đã thiết lập trong giao diện người dùng)Khi dán thì phản chiếu đối xứng biến hóa tương đối với một đối tượng hoặc xương cụ thể nào đóKhi phóng chiếu trong hướng âm, đảo ngược chế độ loại bỏ mặtKhi phóng chiếu theo hướng ngược lại, đảo ngược chế độ loại bỏ mặtKhi kết xuất các hoạt họa, lưu các ảnh xem trước JPG vào cùng một thư mụcKhi lưu hình ảnh xếp ô thì đường dẫn'%s' nhất định phải có chứa dấu hiệu UDIM hợp lệKhi sinh tạo trình đơn ngữ cảnh cho một tài sản thì xin hãy kích hoạt tài sản đó và gọi `bl_activate_operator` nếu có, thay vì chỉ làm nổi bật tài sản đó lên không thôiKhi không có nguyên vật liệu trên đối tượng thì xuất khẩu màu điểm đỉnh đang hoạt độngKhi cái này bị tắt đi thì khóa alpha lại trong khi sơnKhi xem trước đầu ra của trình tổng hợp bên trong khung nhìnKhi biến hóa các khung khóa, sự thay đổi của dữ liệu hoạt họa sẽ được hiển thị ở các góc nhìn khácKhi biến hóa các dải, các biến đổi trong hoạt họa sẽ được hiển thị trên các góc nhìn khácKhi giá trị là ĐÚNG thì định dạng là phimKhi sử dụng các điểm ảnh nổi bật mẫu tùy ứng đang được lấy mẫuKhi sử dụng một hình ảnh chất liệu, điều chỉnh kích thước khuôn in cho vừa với tỷ lệ tương quan của hình ảnhNơi các lượt lớp vẽ lồng bí mật được nạp vàoChú thích từ đâu đếnNguồn gốc của đoạn phimHình ảnh từ đâu mà đếnNơi đuôi bắt đầuNơi lưu kết quả kết xuất nguyên thủyChỗ để phát ra các hạtNơi di chuyển con trỏ đếnNơi di chuyển con trỏ đến, để tạo vùng lựa chọnNơi cho xuất kết quả ánh xạ đã nướng raNơi thực hiện sự ngẫu nhiên hóaNơi lưu các chất liệu hình ảnh đã nướngNơi lưu trữ dữ liệu nướngLấy siêu dữ liệu từ đâuChế độ tẩy xóa của máy tính bảng có đang được sử dụng hay khôngLiệu tương tác hai tay có xảy ra hay khôngHình học của đối tượng đã được liên kết với các mấu neo chốt hay chưaHình học đã được liên kết với khung lồng điều khiển hay chưaHình học đã được liên kết với khung lưới hay chưaMỗi thẻ nhìn thấy được có kết quả tìm kiếm hay khôngTập tin IES (Illuminating Engineering Society: Hội Kỹ Sư Chiếu Sáng) được nạp từ đĩa hay từ một khối dữ liệu Văn BảnLiệu thuộc tính có thể xóa đi hoặc đổi tên được hay khôngPhân bộ nhớ đệm ra thành một trình tự tập tin hay khôngMáy quay phim có sử dụng phép chiếu trực giao hay khôngGóc nhìn hiện tại có được căn chỉnh theo một trục hay không (không kiểm tra xem góc nhìn là trực giao hay không, sử dụng "is_perspective" (là phối cảnh xa gần) cho cái đó). Đặt tùy chọn này sẽ xoay chiều góc nhìn sang trục gần nhấtHình ảnh có kênh alpha hay khôngLiệu điểm điều khiển đầu vào, cùng với dịch chuyển, có phải là chỉ số hợp lệ của đường cong ban đầu hay khôngLiệu nút có thể tìm thấy một đơn mặt để lấy mẫu tại tọa độ UV hay khôngThể loại trình biên soạn nút có hỗ trợ hiển thị bản xem trước nút hay khôngĐại dương đang sử dụng dữ liệu bộ nhớ đệm hay đang được mô phỏng trực tiếpBảng sẽ được mở ra hay đóng lạiVị trí của dấu mốc có được khung khóa hóa hay được giám sát hay khôngXác định việc lấy mẫu có thành công hay không. Nó có thể thất bại khi nhóm lấy mẫu là trống rỗngLiệu văn bản đã chọn có in đậm hay khôngLiệu văn bản đã chọn có in nghiêng hay khôngLiệu văn bản đã chọn có phải là chữ in hoa nhỏ hay khôngLiệu văn bản đã chọn có được gạch chân hay khôngTọa độ UV của vật đính kèm được lưu trữ có hợp lệ hay khôngDữ liệu giám sát có chứa thông tin khôi phục hợp lệ hay khôngCổng nhìn có sử dụng phép chiếu trực giao hay khôngCó hành động nào được tham chiếu bởi NLA đang biên soạn hay không (chỉ cho phép đọc thôi)Có văn bản nào được chọn hay khôngNhững sắp đặt này đã được tự động cài đặt hay chưaChỉ danh ID này có phải là chỉ tồn tại trong thời gian phần mềm hoạt động hay không (runtime-only), hay là khối dữ liệu được được ước tính, hoặc là dữ liệu thực từ tập tin .blendLiệu bản cài đặt blender này có phải là phiên bản Microsoft Store gói trong môi trường hộp cát hay khôngLiệu bộ sưu tập xương này có thực sự hữu hình trong cổng nhìn hay không. Cái này là Đúng (True) khi bộ sưu tập xương này và toàn bộ tổ tiên của nó đều là nhìn thấy được, hoặc khi nó được đánh dấu là 'độc diễn' (solo).Bộ sưu tập này có nhìn thấy được trong tầng góc nhìn hay không, có cân nhắc đến phụ huynh của bộ sưu tập nữaBộ tính năng này có được đăng ký hay khôngXác định khe là khe đang hoạt động hay không, có thể đặt bằng cách ấn định vào action.slots.activeViệc vượt quyền thư viện này chỉ tồn tại cho hệ thống thứ bậc vượt quyền, hoặc nếu người dùng thực sự có thể chỉnh sửa được mà thôiViệc viết đè thư viện này được xác định là một phần của hệ thống thứ bậc thư viện, hay là một trường hợp vượt quyền đơn lẻ, biệt lập và tự trịHoặc là đường dẫn này được lưu trong các dấu trang, hay được phát sinh từ Hệ Điều Hành mà raCó nên kiểm tra kiểu tay cầm trái và phải hay khôngCó nên xóa lựa chọn sau khi sao chép hay khôngBật/Tắt chế độ hiệu chỉnh NLAMờ dần vào hay raẨn giấu hay hiển thị các điểm đỉnhChọn hoặc hủy chọn các điểm đỉnh liên kết nằm dưới con trỏCó nên chọn trong khi di chuyển hay khôngCó đặt sức mạnh cho các mặt hay không và nếu có thì đặt trên mặt nàoĐặt cường độ mặt hay không, và nếu có thì những mặt nào là mặt để đặt sức mạnh trên nóCó nên cân nhắc đến trọng lượng tầm quan trọng của từng điểm đỉnh hay khôngCó nên cập nhật tay cầm trái và tay cầm phải hay khôngDùng khung hình tùy chọn để tìm kiếm dữ liệu trong tập tin bộ nhớ đệm, thay vì dùng khung hình cảnh hiện tại, hay khôngCó sử dụng giá trị cắt xén tối đa hay khôngCó sử dụng giá trị cắt xén tối thiểu hay khôngChúng ta có thể duyệt thảo nội dung của tập tin .blend hay khôngNhững Hành Động nào sẽ tác độngTrình giải nghiệm phép toán Bool nào sẽ được sử dụngLoại ID nào để hiện/ẩn khi duyệt trình một thư việnTrình giải nghiệm Giao Cắt nào để sử dụngBộ Lựa Chọn nào để chọn; -1 sử dụng Bộ Lựa Chọn đang hoạt độngThuật toán nào sẽ được sử dụng để sinh tạo lềThể loại tài sản nào để hiện/ẩn khi duyệt một thư viện tài sảnDùng trục nào cho dịch chuyểnLấy tọa độ chất liệu từ xương nàoNhững xương nào sẽ tác độngPhép toán bool nào sẽ được áp dụngNhững kênh nào để nướngNhững kênh nào cần chèn khóa khi không có bộ khóa nào hoạt động cảCài đặt quản lý màu nào sẽ sử dụng để lưu tập tinDữ liệu nào để thuyên chuyển sangNhững biến hóa nào của dữ liệu để nướngNhững xem trước khối dữ liệu nào sẽ phải xóa điDùng chiều hướng nào để tính lực của hiệu ứng viênKhoảng cách nào tới đối tượng mục tiêu để sử dụngTrong tên miền (phạm vi) nào cần phải xóaPhạm vi nào là phạm vi sẽ sao chépTên miền (phạm vi), nơi cần phải đọc dữ liệu từ đó raTên miền (phạm vi) nào để tách phân ra trên ấyTên miền (phạm vi), nơi sẽ lưu trữ dữ liệu vào đóDùng những tầng dữ liệu về cạnh nào để thuyên chuyển sangPhần tử nào trên hình học để trích xuất một giá trị raNhững phần tử nào bị ảnh hưởng (điểm đỉnh, cạnh, và/hoặc các mặt)Phần tử nào để xoáĐầu nào của phân đoạn sẽ được sử dụng làm tham chiếu để đổi tỷ lệ từ đóĐầu nào của phân đoạn được sử dụng làm tham chiếu để xô lệch từ đóĐầu nào của phân đoạn giữa các khung hình Bút Chì Dầu đứng trước và đứng sau sẽ được nội suy chậm rãiĐầu nào của phân đoạn giữa khung khóa này và cái tiếp tới nội suy chậm rãi sẽ được áp dụngNhững tầng dữ liệu nào về góc của mặt để thuyên chuyển sangNhững tầng lớp dữ liệu mặt nào cần thuyên chuyểnKhung hình nào sẽ được sử dụng cho video đây. Lưu ý rằng các khung hình khác nhau trong video có thể có độ phân giải khác nhau nữaKhung nào để đưa kèm vào xuất khẩuPhần tử hình học nào để di chuyển thuộc tính sangBản thực hiện về lực đàn hồi (lò xo) nào sẽ được sử dụngHạng loại đối tượng để xuất khẩuTrong trường hợp các loại đa tầng thì những tầng nào để thuyên chuyển sangSự lựa chọn sẽ hoạt động trên phần tử nào của khung lướiDùng phương pháp nào để điều hướng cổng nhìnChế độ tiêu hao sử dụngLấy tọa độ chất liệu từ đối tượng nàoĐối tượng nào để bao gồm trong quá trình xuất khẩuNút đầu ra để sử dụng, dành cho các chất liệu cơ sở nútPhần nào của văn bản để xóa điPhần bám dính vào mục tiêuSử dụng máy sinh tạo bộ tầng hạt nàoNhững phần nào của phần tử khung lưới cần xóaDùng điểm nào trên xương khi tính toán các đường di chuyểnTầng lớp tương đối nào (ở trên hoặc dưới) được sử dụng làm màn chắn lọcMáy kết xuất và loại chuyển sắc cổng nhìn nào để sử dụng các bộ tô bóng với chúngSao chép từ cạnh nào đến cạnh nàoSao chép từ bên nào sang bên nào (khi cả hai đều được chọn)Mô hình bầu trời nào nên sử dụngMốt sử dụng để thay đổi tỷ lệ cổng nhìnKênh chất liệu nào sử dụng để chắn lọcDùng tọa độ chất liệu nào để ánh xạNhững thực thể cấp cao nhất nào cần hiện thực hóaBiến hóa nào để thuyên chuyểnNhững tầng dữ liệu điểm đỉnh để thuyên chuyểnNhững điểm đỉnh nào sẽ bị tác độngNhững điểm đỉnh nào sẽ được ẩn giấu, hoặc được hiển thịKhi biên soạn, không phản ảnh các thay đổi của siêu cầuKhi biên soạn, luôn luôn phản ảnh các thay đổi của Siêu CầuKhi biên soạn, phản ảnh các thay đổi của Siêu Cầu với độ phân giải bằng một nửaKhi biên soạn, phản ảnh các thay đổi của Siêu Cầu song không thi hành đa giác hóaTrong khi ngoại tuyến thì xin hãy sử dụng "Cài Đặt Từ Đĩa" thay vì.Màu TrắngCân Bằng TrắngCài Đặt Trước về Cân Bằng TrắngMức Độ TrắngChất Liệu Nhiễu TrắngĐiểm TrắngGiá trị màu trắngBộ điều chỉnh cân bằng trắng cho dải trình tựToàn Bộ Nhân VậtToàn Bộ Nhân Vật (Duy Xương đã Chọn)Toàn Bộ Bộ Sưu TậpToàn Bộ Khung HìnhThành Tố Điều KhiểnChạm Nổi của Thành Tố Điều KhiểnDịch Chuyển của Thành Tố Điều KhiểnPhong Cách của Thành Tố Điều KhiểnKiểu Thành Tố Điều KhiểnTập Hợp các Thành Tố Điều KhiểnChiều RộngPhần Trăm của Chiều RộngLoại Chiều RộngChiều rộng và chiều cao (điểm ảnh)Chiều rộng và chiều cao trong đơn vị điểm ảnh, bằng 0 khi không thể nạp dữ liệu hình ảnh đượcChiều rộng và chiều cao của bộ đệm hình ảnh, trong đơn vị điểm ảnh. Bằng 0 khi không thể nạp dữ liệu hình ảnh đượcChiều rộng và chiều cao của bộ đệm của ô, trong số điểm ảnh. Đặt bằng 0 khi không thể tải dữ liệu hình ảnh đượcChiều rộng bộ cảm biến CCD trong mi-li-métChiều rộng vùng hình mẫu để nhận dạng của dấu mốc trong tọa độ màn hìnhChiều rộng vùng lùng tìm của dấu mốc trong tọa độ màn hìnhChiều rộng bóng tối của trình đơn, đặt = 0 để tắt điChiều rộng bề mặt thể tích tử đang hoạt động, tính trong đơn vị thể tích tửĐộ rộng nhòe mờ trong chuyển tiếp, tính theo tỷ lệ phần trăm so với kích thước của hình ảnhChiều rộng của dốc màu bên trong khung lướiChiều rộng nútChiều rộng của vùng, trong đơn vị giao diện, nơi tốc độ sẽ tăng dần theo khoảng cách từ cạnhChiều rộng mà bộ lọc khôi phục sử dụng để kết hợp các mẫu vậtChiều Rộng:Dùng Ký Tự Đại DiệnSẽ bị ngắc lại khi đọc khung hình {:d}!Sẽ tạo các thư mục để toàn bộ các đường dẫn đều là hợp lệ.CửaSổGióHệ Số GióVận Tốc GióTrọng lượng của hiệu ứng viên gió thổiTốc độ gióCửa SổNền Cửa SổTrình Quản Lý Cửa SổTrình Quản Lý Cửa SổMa Trận Cửa SổĐồng hồ bấm giờ cho sự kiện của Cửa SổChiều cao của cửa sổKhối dữ liệu trình quản lý cửa sổ xác định các cửa sổ được mở và các dữ liệu giao diện người dùng khácKhối dữ liệu của trình quản lý cửa sổChiều rộng cửa sổGóc Nhìn 3DThông Dụng về Khung Nhìn 3DCông Cụ Góc Nhìn 3D: Con TrỏCông Cụ Góc Nhìn 3D: Con Trỏ (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Rối, Phong Bao XươngCông Cụ Góc Nhìn 3D: Biên Soạn Khung Rối, Phong Bao Xương (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Rối, Cỡ XươngCông Cụ Góc Nhìn 3D: Biên Soạn Khung Rối, Cỡ Xương (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Rối, Đẩy TrồiCông Cụ Góc Nhìn 3D: Biên Soạn Khung Rối, Đẩy Trồi (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Rối, Đẩy Trồi Tới Con TrỏCông Cụ Góc Nhìn 3D: Biên Soạn Khung Rối, Đẩy Trồi Tới Con Trỏ (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Rối, LănCông Cụ Góc Nhìn 3D: Biên Soạn Khung Rối, Lăn (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Bút Vẽ Đường CongCông Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Bút Vẽ Đường Cong (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, VẽCông Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Vẽ (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Đẩy TrồiCông Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Đẩy Trồi (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Đẩy Trồi tới Con TrỏCông Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Đẩy Trồi tới Con Trỏ (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Bán KínhCông Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Bán Kính (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Ngẫu Nhiên HóaCông Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Ngẫu Nhiên Hóa (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Xoay NghiêngCông Cụ Góc Nhìn 3D: Biên Soạn Đường Cong, Xoay Nghiêng (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Bo TrònCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Bo Tròn (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Phân ĐôiCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Phân Đôi (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Trượt Đẩy CạnhCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Trượt Đẩy Cạnh (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩy Trồi Dọc Theo Pháp TuyếnCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩy Trồi Dọc Theo Pháp Tuyến (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩy Trồi Cá NhânCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩy Trồi Cá Nhân (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩy Trồi Đa TạpCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩy Trồi Đa Tạp (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩy Trồi VùngCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩy Trồi Vùng (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩy Trồi tới Con TrỏCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩy Trồi tới Con Trỏ (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Cắt Nội Các MặtCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Cắt Nội Các Mặt (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, DaoCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Dao (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Vòng Cạnh CắtCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Vòng Cạnh Cắt (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Dịch Chuyển Vòng Cạnh CắtCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Dịch Chuyển Vòng Cạnh Cắt (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Dựng Đa GiácCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Dựng Đa Giác (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩn/KéoCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Đẩn/Kéo (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Ngẫu Nhiên HóaCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Ngẫu Nhiên Hóa (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Phân Xé CạnhCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Phân Xé Cạnh (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Phân Xé VùngCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Phân Xé Vùng (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Thu Nhỏ/Phình ToCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Thu Nhỏ/Phình To (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Làm Mịn MàngCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Làm Mịn Màng (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, XoáyCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Xoáy (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Thành Hình CầuCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Thành Hình Cầu (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Trượt Điểm ĐỉnhCông Cụ Góc Nhìn 3D: Biên Soạn Khung Lưới, Trượt Điểm Đỉnh (dự bị)Công Cụ Góc Nhìn 3D: Biên Soạn Văn Bản, Lựa Chọn Văn BảnCông Cụ Góc Nhìn 3D: Biên Soạn Văn Bản, Lựa Chọn Văn Bản (dự bị)Công Cụ Góc Nhìn 3D: Đo LườngCông Cụ Góc Nhìn 3D: Đo Lường (dự bị)Công Cụ Góc Nhìn 3D: Di ChuyểnCông Cụ Góc Nhìn 3D: Di Chuyển (dự bị)Công Cụ Góc Nhìn 3D: Đối Tượng, Thêm Hình Học Cơ BảnCông Cụ Góc Nhìn 3D: Đối Tượng, Thêm Hình Học Cơ Bản (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Sơn Trọng Lượng, Dốc MàuCông Cụ Chế Độ Góc Nhìn 3D: Sơn Trọng Lượng, Dốc Màu (dự phòng)Công Cụ Chế Độ Góc Nhìn 3D: Sơn Trọng Lượng, Lấy Mẫu Nhóm Điểm ĐỉnhCông Cụ Chế Độ Góc Nhìn 3D: Sơn Trọng Lượng, Lấy Mẫu Nhóm Điểm Đỉnh (dự phòng)Công Cụ Chế Độ Góc Nhìn 3D: Sơn Trọng Lượng, Lấy Mẫu Nhóm Điểm ĐỉnhCông Cụ Chế Độ Góc Nhìn 3D: Sơn Trọng Lượng, Lấy Mẫu Nhóm Điểm Đỉnh (dự phòng)Công Cụ Góc Nhìn 3D: Tư Thế, Phân TíchCông Cụ Góc Nhìn 3D: Tư Thế, Phân Tích (dự bị)Công Cụ Góc Nhìn 3D: Tư Thế, ĐẩnCông Cụ Góc Nhìn 3D: Tư Thế, Thả Lỏng (dự bị)Công Cụ Góc Nhìn 3D: Tư Thế, Thả LỏngCông Cụ Góc Nhìn 3D: Tư Thế, Thả Lỏng (dự bị)Công Cụ Góc Nhìn 3D: Xoay ChiềuCông Cụ Góc Nhìn 3D: Xoay Chiều (dự bị)Công Cụ Góc Nhìn 3D: Tỷ Lệ HóaCông Cụ Góc Nhìn 3D: Tỷ Lệ Hóa (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Mặt Ấn Định Hình HộpCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Mặt Ấn Định Hình Hộp (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Ẩn Giấu Hình HộpCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Ẩn Giấu Hình Hộp (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Chọn Lọc Hình HộpCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Chọn Lọc Hình Hộp (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Cắt Xén bằng Hình HộpCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Cắt Xén bằng Hình Hộp (dự bị)Công Cụ Góc Nhìn 3D: Điêu Khắc, Bộ Lọc Vải VócCông Cụ Góc Nhìn 3D: Điêu Khắc, Bộ Lọc Vải Vóc (dự bị)Công Cụ Góc Nhìn 3D: Điêu Khắc, Lọc MàuCông Cụ Góc Nhìn 3D: Điêu Khắc, Lọc Màu (dự bị)Công Cụ Góc Nhìn 3D: Điêu Khắc, Biên Soạn Mặt Ấn ĐịnhCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Biên Soạn Mặt Ấn Định (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Dây Thòng Lọng Mặt Ấn ĐịnhCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Dây Thòng Lọng Mặt Ấn Định (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Ẩn Giấu Dây Thòng LọngCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Ẩn Giấu Dây Thòng Lọng (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Chọn Lọc Dây Thòng LọngCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Chọn Lọc Dây Thòng Lọng (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Cắt Xén bằng Dây Thòng LọngCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Cắt Xén bằng Dây Thòng Lọng (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Mặt Ấn Định Đường NétCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Mặt Ấn Định Đường Nét (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Ẩn Giấu Đường NétCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Ẩn Giấu Đường Nét (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Chọn Lọc Đường ThẳngCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Chọn Lọc Đường Thẳng (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Phóng Chiếu Đường ThẳngCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Phóng Chiếu Đường Thẳng (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Cắt Xén Đường NétCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Cắt Xén Đường Nét (dự bị)Công Cụ Góc Nhìn 3D: Điêu Khắc, Chọn Lọc bằng Màu SắcCông Cụ Góc Nhìn 3D: Điêu Khắc, Chọn Lọc bằng Màu Sắc (dự bị)Công Cụ Góc Nhìn 3D: Điêu Khắc, Bộ Lọc Khung LướiCông Cụ Góc Nhìn 3D: Điêu Khắc, Bộ Lọc Khung Lưới (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Mặt Ấn Định Đường Đa GiácCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Mặt Ấn Định Đường Đa Giác (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Ẩn Giấu Đường Đa GiácCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Ẩn Giấu Đường Đa Giác (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Chắn Lọc Đường Đa GiácCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Chắn Lọc Đường Đa Giác (dự bị)Công Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Cắt Xén Đường Đa GiácCông Cụ Chế Độ Góc Nhìn 3D: Điêu Khắc, Cắt Xén Đường Đa Giác (dự bị)Công Cụ Góc Nhìn 3D: Lựa Chọn bằng Khoanh Hình HộpCông Cụ Góc Nhìn 3D: Lựa Chọn bằng Khoanh Hình Hộp (dự bị)Công Cụ Góc Nhìn 3D: Lựa Chọn bằng Vòng TrònCông Cụ Góc Nhìn 3D: Lựa Chọn bằng Vòng Tròn (dự bị)Công Cụ Góc Nhìn 3D: Lựa Chọn bằng Dây Thòng LọngCông Cụ Góc Nhìn 3D: Lựa Chọn bằng Dây Thòng Lọng (dự bị)Công Cụ Góc Nhìn 3D: Xô NghiêngCông Cụ Góc Nhìn 3D: Xô Nghiêng (dự bị)Công Cụ Góc Nhìn 3D: Biến HóaCông Cụ Góc Nhìn 3D: Biến Hóa (dự bị)Công Cụ Góc Nhìn 3D: Hiệu ChỉnhCông Cụ Góc Nhìn 3D: Hiệu Chỉnh (dự bị)Tăng TốcThêmThêm Đường CắtThêm Đường Cắt Đóng KínThêm MớiThêm Điểm Bám DínhĐiều Chỉnh Ảnh Hưởng Cân ĐốiCăn ChỉnhHoạt HọaKênh Hoạt HọaÁp DụngKhu VựcKhung RốiGắn/Tháo Khung HìnhRàng Buộc Tự ĐộngBình Diện Ràng Buộc Tự ĐộngBám Dính TrụcBám Dính Trục (Tắt)Về Phía SauBắt ĐầuÁnh Xạ Mô Thái Bo TrònHủyTắt Trung Tâm Hóa Điểm TựaBật Trung Tâm Hóa Điểm TựaĐổi Kiểu Hiệu ỨngĐổi Góc Cắt Bên TrongĐổi Phương Pháp Giao CắtĐổi Dịch ChuyểnChế Độ Đổi Dịch ChuyểnĐổi Độ ĐụcĐổi Góc Cắt Bên NgoàiThay Đổi Mặt CắtĐổi Bán KínhĐổi số Phân ĐoạnDải Đất SétXóa Ràng BuộcĐoạn PhimTrình Biên Soạn Bảng Hành Động PhimTrình Biên Soạn Đoạn PhimTrình Biên Soạn Đồ Thị PhimVa Chạm Phần NốiChấp ThuậnChấp Thuận Mẫu VậtBàn Giao TiếpNếp GấpĐường CongÁnh Xạ Mô Thái Bút Vẽ Đường CongĐường CongÁnh Xạ Mô Thái Pháp Tuyến Tùy ChỉnhLuân Chuyển Bám Dính Góc Độ Cạnh Tương ĐốiLuân chuyển qua các kiểu mặt cắtGiảm TốcGiảm Độ Cao NhảyGiảm Chiều Dài Dây Chuyền Động Học Ngược Tự Động Tối ĐaThuyên Giảm Ảnh Hưởng Cân ĐốiGiảm Số Phân ĐoạnGiảm Độ Phân HóaHủy ChọnSuy Giảm Dần Chéo GócTắt Chế Độ Chính XácTắt Bám DínhBảng Hành ĐộngThông Dụng về Bảng Hành ĐộngXuốngKéo Phần NốiKích Hoạt Độ Chính XácBật Bám DínhKiến Thức Đường Cắt Hiện TạiĐẩy TrồiÁnh Xạ Mẫu Vật Chấm Điểm Dốc Màu của Ống Nhỏ MắtÁnh Xạ Mô Thái của Ống Nhỏ MắtNhanhNhanh (Tắt)Trình Duyệt Tập TinNút Trình Duyệt Tập TinTrình Duyệt Tập Tin ChínhÁnh Xạ Mô Thái Công Cụ Tô KínTắt Cố Định Tỷ Lệ Tương QuanBật Cố Định Tỷ Lệ Tương QuanĐảo LậtPhôngVề Phía TrướcKhung HìnhBật/Tắt giữa Tự Do và Thẳng HàngGizmo Tổng QuátGizmo Tổng Quát Bấm Kéo RêGizmo Tổng Quát Kéo RêGizmo Tổng Quát Bấm Có Thể Kéo RêGizmo Tổng Quát Lựa ChọnGizmo Tổng Quát Hiệu Chỉnh Ánh Xạ Mô TháiCông Cụ Phổ Thông: Chú ThíchCông Cụ Phổ Thông: Chú Thích (dự bị)Công Cụ Phổ Thông: Tẩy Xóa Chú ThíchCông Cụ Phổ Thông: Tẩy Xóa Chú Thích (dự bị)Công Cụ Phổ Thông: Chú Thích Đường ThẳngCông Cụ Phổ Thông: Chú Thích Đường Thẳng (dự bị)Công Cụ Phổ Thông: Chú Thích Đa GiácCông Cụ Phổ Thông: Chú Thích Đa Giác (dự bị)Suy Giảm Dần Trắc ĐịaTiến bước đệ quy trắc địaCử Chỉ Hình HộpCử Chỉ Đường ThẳngCử Chỉ Khoanh Vùng Thu-PhóngTúm NắmTrình Biên Soạn Đồ ThịThông Dụng về Biên Soạn Đồ ThịThẻ đồ họa:Bút Chì DầuNét Vẽ Bút Chì DầuChế Độ Biên Soạn Bút Chì DầuCông Cụ Tô Kín Bút Chì DầuChế Độ Điêu Khắc Bút Chì DầuSơn Điểm Đỉnh Bút Chì DầuSơn Trọng Lượng Bút Chì DầuTắt Bỏ Qua Bám DínhBật Bỏ Qua Bám DínhHình ẢnhCông Cụ Biên Soạn Hình Ảnh: MẫuCông Cụ Biên Soạn Hình Ảnh: Mẫu (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Con TrỏCông Cụ Biên Soạn Hình Ảnh: UV, Con Trỏ (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Túm NắmCông Cụ Biên Soạn Hình Ảnh: UV, Túm Nắm (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Di ChuyểnCông Cụ Biên Soạn Hình Ảnh: UV, Di ChuyểnCông Cụ Biên Soạn Hình Ảnh: UV, NhúmCông Cụ Biên Soạn Hình Ảnh: UV, Nhúm (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Nới LỏngCông Cụ Biên Soạn Hình Ảnh: UV, Nới Lỏng (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Phân Xé VùngCông Cụ Biên Soạn Hình Ảnh: UV, Phân Xé Vùng (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Xoay ChiềuCông Cụ Biên Soạn Hình Ảnh: UV, Xoay Chiều (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Đổi Tỷ LệCông Cụ Biên Soạn Hình Ảnh: UV, Đổi Tỷ Lệ (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Lựa Chọn Hình HộpCông Cụ Biên Soạn Hình Ảnh: UV, Lựa Chọn Hình Hộp (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Lựa Chọn Vòng TrònCông Cụ Biên Soạn Hình Ảnh: UV, Lựa Chọn Vòng Tròn (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Lựa Chọn Dây Thòng LọngCông Cụ Biên Soạn Hình Ảnh: UV, Lựa Chọn Dây Thòng Lọng (dự bị)Công Cụ Biên Soạn Hình Ảnh: UV, Hiệu ChỉnhCông Cụ Biên Soạn Hình Ảnh: UV, Hiệu Chỉnh (dự bị)Hình Ảnh Phổ ThôngSơn Hình ẢnhQuan Sát Hình ẢnhVàoTăng Độ Cao NhảyTăng Chiều Dài Dây Chuyền Động Học Ngược Tự Động Tối ĐaGia Tăng Ảnh Hưởng Cân ĐốiTăng Số Phân ĐoạnTăng Độ Phân HóaThông TinĐảo NghịchNhảyNhảy (Tắt)Khóa HóaÁnh Xạ Mô Thái Công Cụ DaoNgôn NgữLưới RàoTráiKéo Dài Phần NốiSự Hỗ Trợ Nền Tảng (hệ điều hành) có Giới HạnKết Nối các Tay CầmXuống Cục BộLên Cục BộKhóa Góc ĐộGiảm Số Vòng Tuần HoànTăng Số Vòng Tuần HoànCác Dấu MốcBiên Soạn Màn Chắn LọcKhung LướiÁnh Xạ Mô Thái Bộ Lọc Khung LướiSiêu CầuDi ChuyểnDi Chuyển Tay Cầm Kề CậnDi Chuyển Tay Cầm Kề CậnDi Chuyển Toàn Bộ ĐiểmDi Chuyển Tọa Độ GốcTrình Biên Soạn NLAThông Dụng về NLACác Rãnh NLAĐiều HướngMớiKhông có Thao TácĐính NútĐính Nút (Tắt)Trình Biên Soạn NútThông Dụng về NútCông Cụ Góc Nhìn 3D: Lựa Chọn bằng Khoanh Hình HộpCông Cụ Góc Nhìn 3D: Lựa Chọn bằng Khoanh Hình Hộp (dự bị)Công Cụ Góc Nhìn 3D: Lựa Chọn bằng Vòng TrònCông Cụ Góc Nhìn 3D: Lựa Chọn bằng Vòng Tròn (dự bị)Công Cụ Góc Nhìn 3D: Lựa Chọn bằng Dây Thòng LọngCông Cụ Góc Nhìn 3D: Lựa Chọn bằng Dây Thòng Lọng (dự bị)Cây Công Cụ NútCông Cụ Góc Nhìn 3D: Hiệu Chỉnh (dự bị)Số Nhập Gia Lượng Giảm XuốngSố Nhập Gia Lượng Tăng LênChế Độ Đối TượngVô-Mô Thái của Đối TượngRaMục LụcĐường Cong SơnSơn Màn Chắn Lọc Mặt (Trọng Lượng, Điểm Đỉnh, Chất Liệu)Mô Thái Nét SơnSơn Lựa Chọn Điểm Đỉnh (Trọng Lượng, Điểm Đỉnh)LiaLia (Tắt)LiaHạtÁnh Xạ Mô Thái Công Cụ DaoKhông hỗ trợ nền tảng/hệ điều hành hiện cóĐám Mây ĐiểmTư ThếChuẩn XácChuẩn Xác (Tắt)Chế Độ Chuẩn XácXem TrướcCông Cụ Xem Trước: Con TrỏCông Cụ Xem Trước: Con Trỏ (dự phòng)Công Cụ Xem Trước: Di ChuyểnCông Cụ Xem Trước: Di Chuyển (dự phòng)Công Cụ Xem Trước: Xoay ChiềuCông Cụ Xem Trước: Xoay Chiều (dự phòng)Công Cụ Xem Trước: Lấy MẫuCông Cụ Xem Trước: Lấy Mẫu (dự phòng)Công Cụ Xem Trước: Đổi Tỷ lệCông Cụ Xem Trước: Đổi Tỷ Lệ (dự phòng)Công Cụ Xem Trước: Chọn Hình HộpCông Cụ Xem Trước: Chọn Hình Hộp (dự phòng)Công Cụ Góc Nhìn 3D: Lựa Chọn bằng Vòng TrònCông Cụ Góc Nhìn 3D: Lựa Chọn bằng Vòng Tròn (dự bị)Công Cụ Xem Trước: Chọn Hình HộpCông Cụ Xem Trước: Chọn Hình Hộp (dự phòng)Công Cụ Xem Trước: Hiệu ChỉnhCông Cụ Xem Trước: Hiệu Chỉnh (dự phòng)Ánh Xạ Mô Thái Công Cụ Hình Cơ BảnBiên Soạn Tính ChấtGiá Trị Tính ChấtTrình Đơn Ngữ Cảnh Vùng/Địa PhậnXóa Điểm Bám Dính Cuối CùngHoàn LạiHoàn Lại Quá trình Lấy Mẫu VậtĐổi Kích ThướcPhảiXoay ChiềuXoay Chiều các Pháp TuyếnXoay ChiềuXoay Chiều (Tắt)Lấy Mẫu Vật một ĐiểmĐổi Tỷ LệMàn HìnhBiên Soạn Màn HìnhĐiêu KhắcĐiêu Khắc Đường CongĐiêu Khắc: Mô Thái Mở RộngTìm KiếmLựa ChọnChọn và Sử Dụng Phần Tử Khung LướiTrình Phối HìnhCông Cụ Phối Hình: Lưỡi Dao CắtCông Cụ Phối Hình: Lưỡi Dao Cắt (dự bị)Công Cụ Phối Hình: Lựa Chọn Hình HộpCông Cụ Phối Hình: Lựa Chọn Hình Hộp (dự bị)Công Cụ Phối Hình: Lựa Chọn Hình HộpCông Cụ Phối Hình: Lựa Chọn Hình Hộp (dự bị)Công Cụ Phối Hình: Lựa Chọn Hình HộpCông Cụ Phối Hình: Lựa Chọn Hình Hộp (dự bị)Công Cụ Phối Hình: Lưỡi Dao CắtCông Cụ Phối Hình: Lưỡi Dao Cắt (dự bị)Đặt Cơ Sở Bám DínhĐặt Cơ Sở Bám Dính (Tắt)Đặt và Sử Dụng Con Trỏ 3DShiftRút Ngắn Phần NốiKích ThướcChậmChậm (Tắt)Bám DínhGóc của Mặt TrờiĐảo Nghịch Bám DínhĐảo Nghịch Bám Dính (Tắt)Tắt Bám DínhBật Bám DínhBật/Tắt Bám DínhHút dính mở rộng đến Tập Hợp MặtTắt Bám Dính vào Trung ĐiểmBật Bám Dính vào Trung ĐiểmNhòe Mờ Dần Hình CầuHình Cầu HóaThông Dụng về Bảng Hành ĐộngÁnh Xạ Mô Thái Tiêu ChuẩnKhởi Đầu Lấy Mẫu VậtNgừng Di Chuyển Về Phía SauNgừng Di Chuyển Về Phía TrướcDừng di chuyển toàn cầu xuốngNgừng Di Chuyển Toàn Cầu LênNgừng Di Chuyển sang TráiNgừng Di Chuyển Cục Bộ XuốngNgừng Di Chuyển Cục Bộ LênNgừng Di Chuyển sang PhảiKhấu TrừĐổi sang Di ChuyểnĐổi sang Xoay ChiềuĐổi sang Thu PhóngViễn TảiVăn BảnThông Dụng về Văn BảnGiảm Biến Dạng Chất LiệuTăng Biến Dạng Chất LiệuBật/Tắt Bám Dính vào Góc ĐộBật/Tắt Dốc Màu của Đầu BútBật/Tắt Chống Đè Gối Lên NhauBật/Tắt Cắt Xuyên QuaBật/Tắt Kiểm Thử Chiều SâuBật/Tắt Chiều Hướng cho Dịch Chuyển Nút Tự ĐộngBật/tắt các Đo Lường về Khoảng Cách và Góc ĐộChuyển Đổi Chế Độ Phần NốiBật/Tắt Dốc MàuBật/Tắt Trọng LựcBật/Tắt Cương Pháp TuyếnBật/Tắt Đánh Dấu Đường KhâuBật/Tắt Đánh Dấu/Xóa Dấu Sắc NhọnBật/Tắt Bảo Tồn Trạng TháiSuy Giảm Dần theo Cấu Trúc Liên Kết (Topology Falloff)Bước đệ quy cấu trúc liên kếTrackball (Chuột Bi Lăn)Ánh Xạ Mô Thái của Biến HóaTrình Biên Soạn UVĐiêu Khắc UVHoàn TácLênNâng cấp lên phiên bản macOS mới nhất có thể cải thiện khả năng hỗ trợ BlenderSử Dụng ChuộtSử Dụng Đối TượngSử Dụng Điểm TựaGiao Diện Người DùngTrượt Điểm Đỉnh/CạnhSơn Điểm ĐỉnhTrình Phối HìnhKhung Nhìn 2DDanh Sách Nút Bấm Khung Nhìn 2DMô Thái Lướt Khung Nhìn 3DMô Thái Bay Lượn Khung Nhìn 3DKhung Nhìn 3D Cử Chỉ Hình TrònMô Thái Di Chuyển Khung Nhìn 3DMô Thái Định Vị Khung Nhìn 3DMô Thái Xoay Khung Nhìn 3DMô Thái Đi Bộ Khung Nhìn 3DMô Thái Thu-Phóng Khung Nhìn 3DSơn Trọng LượngCửa SổTrục XHiệu Chỉnh Trục XKhóa Trục XBình Diện XTrục YKhóa Trục YBình Diện YThẻ đồ họa của bạn là thẻ không được hỗ trợSự hỗ trợ cho thẻ đồ họa hoặc trình điều vận của bạn có giới hạn (phần mềm không hoạt động tốt với nó). Nó có thể hoạt động, song sẽ có vấn đề.Không hỗ trợ thẻ đồ họa hoặc trình điều vận của bạn.Thẻ đồ họa hoặc phiên bản macOS của bạn không được hỗ trợTrục ZHiệu Chỉnh Trục ZKhóa Trục ZBình Diện ZMôi Trường Cửa Sổ: {:s}Các Cửa SổThao tác chỉ dành cho Windows & Linux mà thôiMực Cửa SổBảng Vẽ Cửa SổDải GạtMạch LướiMàu của DâyThể Loại Màu DâyHiện Màu DâyBiên Soạn Mạch LướiDây được ChọnChiều Rộng DâyCác cạnh dâyKhung DâyMàu Khung DâyChi Tiết Khung DâyBộ Điều Chỉnh Mạch LướiĐộ Đục của Khung DâyNgưỡng của Mạch LướiBộ điều chỉnh mạch lướiĐường DâyVới Dịch ChuyểnVới Mục TiêuVới các nguyên vật liệu khúc xạ thì tạo tụ quang xấp xỉ trong bóng của đối tượng này. Sẽ tính toán đến mức cao nhất 10 lần bật nẩy bên trong đối tượng này. Đèn (nguồn sáng), đối tượng phát sáng, ngả bóng, và các đối tượng thu nhận phải bật các tùy chọn về tụ quang bóng tối để cho phép chức năng này hoạt độngGỗChất Liệu GỗPhân Khoảng giữa TừXuống Dòng tại Ranh Giới của TừDùng chiều rộng của trang, trước khi xuống dòng, làm hệ số, đặt = 0 để tắtCông Cụ Không Gian Làm ViệcNhãn UI Không Gian Làm ViệcHoạt Họa 2DToàn Bộ Khung Vẽ 2DHoạt HọaTổng HợpCác Nút Hình HọcBố TríChắn LọcMô Hình HóaGiám Sát Chuyển ĐộngMớiKết xuấtViết Tập LệnhĐiêu KhắcTô BóngSơn Chất LiệuBiên Soạn UVBiên Soạn VideoNhãn Giao Diện Người Dùng (UI) của không gian làm việcBàn Công ViệcKết xuất cảnh theo phong cách của Workbench (Bàn Làm Việc)Không Gian Thế GiớiID Tương Tác của Không Gian Làm ViệcKhông gian màu làm việc của tập tin hiện tạiKhông Gian Làm ViệcKhối dữ liệu không gian làm việc, định nghĩa môi trường làm việc cho người dùngKhối dữ liệu về Không Gian Làm ViệcKhông Gian Làm ViệcThế GiớiMớiThế GiớiÁnh Sáng Mái Vòm Thế GiớiSương Mù Thế GiớiĐộ Đục của Thế GiớiĐầu Ra Thế GiớiVượt Quyền Thế GiớiTính ChấtThế GiớiKhông Gian Thế GiớiBố Trí Ánh Sáng của Không Gian Thế GiớiNền thế giới sẽ là trong suốt, nhằm để tổng hợp bản kết xuất trên một nền khácKhối dữ liệu thế giới miêu tả môi trường và bố trí ánh sáng tự nhiên của cảnhKhối dữ liệu của thế giớiCấu hình ánh sáng thế giớiCấu hình sương mù thế giớiÁnh xạ pháp tuyến của không gian thế giớiÁnh xạ pháp tuyến không gian thế giới, thích hợp với quá trình nướng kết xuất của BlenderÁnh xạ dời hình vectơ trong không gian thế giớiThế giới dùng để kết xuất cảnhTầm nhìn toàn cầu cho các tia từ máy quay phimTầm nhìn toàn cầu đối với tia phản xạ khuếch tánTầm nhìn toàn cầu cho các tia phản xạ bóng loángTầm nhìn toàn cầu cho các tia bóng tốiTầm nhìn toàn cầu cho các tia truyền xạTầm nhìn toàn cầu cho các tia tán xạ khối lượngThế GiớiMa trận biến hóa không gian thế giớiHàm Tuần Hoàn/Đảo ChiềuVòng LặpPhương Pháp Bao BọcChế Độ Hàm Bao BọcChiều Rộng TrangQuay trở lại các giá trị đầu/cuốiHàm tuần hoàn wrap(A,B) đảo giá trị trong một phạm viXuống dòng tại ranh giới của các từ nếu không có đủ chỗ trống theo hàng ngangVỏ bọc ngoài của operator (wrapper) sẽ là cái kích hoạt op đã cho, sau khi sắp đặt tên mô-đun của nóPhản hồi một giá trị và ngược lại trong mỗi chu kỳ nhảy cách (A,B)ViếtGhi Hình ẢnhGhi tập tin địa phương (viết đè lên những tập tin tồn tại)Ghi Tập Tin Gốc (viết đè lên tập tin hiện có)Ghi một tập tin FBXGhi toàn bộ các cấu hình phím (không chỉ cái mà người dùng đã thay đổi mà thôi)Ghi nướng vào thư mục hiện tại (viết đè lên nướng hiện có)Ghi nướng vào vị trí ban đầu (viết đè lên tập tin hiện có)Ghi tập tin .blend được nénGhi sự làm mịn cạnhLỗi trong khi ghi: không lưu %s đượcGhi sự làm mịn mặtGhi nhóm làm mịn mặtGhi tập tin vào thư mục hiện tại (viết đè lên những tập tin hiện có)Ghi tập tin vào vị trí gốc (viết đè lên tập những tập tin hiện có)Chỉ viết tên của tập tin mà thôiGhi các tập tin vào thư mục hiện tại (viết đè lên những tập tin hiện có)Ghi các tập tin vào vị trí gốc (viết đè lên những tập tin hiện có)Viết tập tin hình ảnh vào đĩaLuôn luôn viết đường dẫn tương đối khi có thểXGóc XLực Đàn Hồi Góc XĐộ Cứng Góc XTrục XĐộ Cứng Trục XCuối XLực XX Hướng TrướcVị Trí XX Bên DướiÁnh Xạ XTối Đa XTối Thiểu XPhản Chiếu Đối Xứng XPháp Tuyến XDịch Chuyển XBình Diện XVị Trí XXoay chiều XTỷ Lệ XTrục Nguồn XLực Đàn Hồi XĐầu XĐộ Cứng XLượng Phân Hóa XX Lên TrênVận Tốc XTrục +XBật/tắt hiệu chỉnh trục xChuyển động của trục XPhần tử X của trường lựcPhần tử X của trường vận tốcTọa độ X của vị trí khởi đầuX thủ côngVị trí X khởi đầu của đoạn phimBán kính X sử dụng bởi bộ điều chỉnh DaTrục-XPhản Chiếu Đối Xứng Trục XX-Toàn CầuX-QuangĐộ Đục của tia X-QuangX-Quang không hoạt động trong chế độ hiện tạiDịch chuyển của tay cầm trục X cho đầu cuối của đường cong Xương-Dẻo, điều chỉnh độ congDịch chuyển của tay cầm trục X cho đầu của đường cong Xương-Dẻo, điều chỉnh độ congTọa độ-X (không gian màn hình) để đặt đối tượng mới vàoDịch chuyển-X khỏi điểm gốcVị trí-X của dấu mốc tại khung hình trong tọa độ màn hìnhVị trí-X của vùng lùng tìm tại khung hình tương đối với vị trí của dấu mốcTọa độ X/Y của điểm đường congTọa độ X/Y của điểm trên đường dẫnSố điểm ảnh X/Y mỗi mét, cho bộ đệm hình ảnhX:XRBảng Ánh Xạ Hành Động XRKết Buộc Ánh Xạ Hành Động XRKết Buộc trong bảng Ánh Xạ Hành Động XRPhần Tử trong Bảng Ánh Xạ Hành Động XRCác Ánh Xạ Hành Động XRCác Ánh Xạ Hành ĐộngĐường Dẫn Thành Phần XRĐường Dẫn Thành Phần XRSự Kiện Dữ liệu XR cho Trình Quản lý Cửa sổĐiều HướngSắp Đặt của Phiên Hoạt Động XRTrạng Thái của Phiên Hoạt Động XRĐường Dẫn Người Dùng XRĐường Dẫn Người Dùng XRTên hành động XRTên bộ hành động XRLoại hành động XRCác giá trị hành động XR tương ứng với thể loạiEuler XYZThứ Tự Xoay XYZ - dễ bị Tắc Nghẽn trong Trục Vạn Năng (mặc định)Các xoay chiều XYZ không được khóa hóa một cách tương đồng đối với Chỉ Danh ID='%s' và RNA-Path='%s'XYZ sang RGBXZChế Độ Đổi Tỷ Lệ XZEuler XZYThứ Tự Xoay XYZ - dễ bị Tắc Nghẽn trong Trục Vạn NăngVỏ Bọc Định Dạng Xiph.Org OggBộ Hóa Giải Mã Xiph.Org VorbisYGóc YLực Đàn Hồi Góc YĐộ Cứng Góc YTrục YĐộ Cứng Trục YCuối YLực YY Hướng TrướcVị Trí YY Bên DướiÁnh Xạ YTối Đa YTối Thiểu YPháp Tuyến YDịch Chuyển YBình Diện YVị Trí YXoay chiều YTỷ Lệ YChế Độ Tỷ Lệ Hóa YTrục Nguồn YLực Đàn Hồi YĐầu YĐộ Cứng YLượng Phân Hóa YY Lên TrênVận Tốc YTrục +YChuyển động của trục YPhần tử Y của trường lựcPhần tử Y của trường vận tốcTọa độ Y của vị trí khởi đầuY thủ côngBán kính Y sử dụng bởi bộ điều chỉnh DaTrục-YY-Toàn CầuTọa độ-Y (không gian màn hình) để đặt đối tượng mới vàoDịch chuyển-Y khỏi điểm gốcVị trí-Y của dấu mốc tại khung hình trong tọa độ màn hìnhVị trí-Y của vùng lùng tìm tại khung hình tương đối với vị trí của dấu mốcY:YCCYCbCr (Jpeg)Sử dụng xử lý màu YCbCr (Y - độ sáng, Cb - chênh lệch lam, Cr - chênh lệch đỏ)Giới Hạn KênhYUVSử dụng xử lý màu YUV (Y - độ sáng, U V - sắc độ)Giới Hạn KênhEuler YXZThứ Tự Xoay YXZ - dễ bị Tắc Nghẽn trong Trục Vạn NăngEuler YZXThứ Tự Xoay YZX - dễ bị Tắc Nghẽn trong Trục Vạn NăngVàng-LamHôm QuaBạn có thể điều chỉnh cái này sau trong các cài đặt sở thích "Hệ thống".Bạn cần phải lựa chọn một trình tự các điểm đỉnh kết nối nữaBạn phải chọn thể loại giàn điều khiển để tạo một bản mẫuBạn cần ít nhất 2 khóa ở bên trái của lựa chọnBạn cần có ít nhất 2 phím ở bên phải của lựa chọnĐể sử dụng bộ nướng đa phân giải, bạn nên có chất liệu nào đó đang hoạt động mới đượcZGóc ZLực Đàn Hồi Góc ZĐộ Cứng Góc ZTrục ZHiệu Chỉnh Trục ZĐộ Cứng Trục ZHướng ZLực ZZ Hướng TrướcVị Trí ZZ Bên DướiÁnh Xạ ZTối Thiểu ZPháp Tuyến ZBình Diện ZXoay chiều ZTỷ Lệ ZTrục Nguồn ZLực Đàn Hồi ZĐộ Cứng ZZ Lên TrênVận Tốc ZTrục +ZHiệu chỉnh trục ZBật/tắt hiệu chỉnh trục ZPhần tử Z của trường lựcPhần tử Z của trường vận tốcZ thủ côngCác lượt về Z, Chỉ Số, pháp tuyến, UV, và vectơ chỉ bị ảnh hưởng bởi các bề mặt có độ trong alpha bằng hoặc cao hơn giới hạn nàyTrục ZBộ Đệm-ZZ-Toàn CầuTỷ Lệ ZZ-Hướng LênDịch chuyển của tay cầm trục Z, dành cho điểm kết đường cong của Xương-Dẻo, nhằm điều chỉnh độ congDịch chuyển của tay cầm trục Z dành cho khởi đầu của đường cong Xương-Dẻo, nhằm điều chỉnh độ congDịch chuyển-Z của ánh xạ chất liệuZ:ZIP vốn được đóng gói không đúng cách; __init__.py phải nằm trong một thư mục, không phải ở cấp cao nhấtZXEuler ZXYThứ Tự Xoay ZXY - dễ bị Tắc Nghẽn trong Trục Vạn NăngEuler XYZThứ tự XYZ - dễ bị Tắc Nghẽn trong Trục Vạn NăngKhông Trọng LượngTọa độ căn giữa tại gốc (0) và chuẩn hóa theo chiều lớn hơn để đảm bảo tỷ lệ đồng nhấtKhông thấy có pháp tuyến nào được cung cấp cho cảTỷ lệ bằng 0, không thể giải nghiệm đượcKích thước thể tích tử bằng 0, không thể giải nghiệm đượcBiến phiên bản của gói thành 0, hữu ích trong quá trình phát triển - để kiểm thử nâng cấpZipID Nút Đầu Ra của VùngNút đầu ra của vùng mà nút đầu vào này vốn được ghép bè vớiThu-PhóngTrục Thu-PhóngHệ Số Thu Phóng XHệ Số Thu Phóng YẢnh Hưởng Thu PhóngSố Khung Khóa Thu-PhóngPhương Pháp Thu-PhóngThu NhỏĐường Dẫn cho Thu-PhóngSố Giây Thu-PhóngMốt Thu-PhóngHướng ZHệ số thu-phóngHệ số thu-phóng cho góc nhìn máy quay phimHệ số thu-phóng, giá trị cao hơn 1.0 là phóng to vào, nhỏ hơn là thu nhỏ lạiXem gần vàoPhóng to (xem gần vào) và thu nhỏ (lùi xa ra) ví như khi mình đổi tỷ lệ của góc nhìn. Chuyển động của chuột tương đối với điểm tâmThu-phóng dựa trên chuyển động ngang của chuộtPhóng to (xem gần vào) và thu nhỏ (lùi xa ra) tùy theo chuyển động của chuột dọc theo Trục Thu-Phóng (Zoom Axis)Thu-phóng dựa trên chuyển động dọc của chuộtPhóng to hình ảnh (trung tâm là con trỏ 2D)Phóng vào góc nhìnPhóng to khung nhìn vào phần tử gần nhất nằm trong ranh giớiThu-phóng trong khung nhìn vào đối tượng gần nhất nằm nội trong ranh giớiThu-phóng vào vị trí của con trỏ chuột trong góc nhìn 3D, thay vì vào trung tâm cửa sổ 2DThu-phóng vào/ra trong khung nhìnPhóng to/thu nhỏ hình ảnh nềnThu nhỏ/phóng to hình ảnhThu-Phóng vào/ra góc nhìnXem xa raThu nhỏ hình ảnh (trung tâm là con trỏ 2D)Thu nhỏ góc nhìnTỷ lệ thu phóngThu-phóng vùng xem trước cho khít vừa diện tíchTỷ lệ thu-phóng, 1.0 nghĩa là 1:1, lớn hơn nghĩa là phóng to gần vào, nhỏ hơn là thu nhỏ raThu-phóng trình phối hình trên các dải được chọnThu-Phóng để Khít VừaKiểu Thu-Phóng vào Khung HìnhThu-Phóng vào Vị Trí của Chuột[Cất Giấu Hành Động][E] - Tắt cường điệu hóa[E] - Bật cường điệu hóa[Shift] - Độ chính xác hoạt động`Collection.bones` không khả dụng ở chế độ biên soạn khung rốitheo trục X %stheo trục Y %stheo trục Z %stheo trục Xtheo trục Ytheo trục Ztheo trục Z địa phươngvà trình điều vận AMD Adrenalin %s hoặc mới hơnvà trình điều khiển NVIDIA phiên bản %s hoặc mới hơnvà phiên bản trình điều khiển Windows %s hoặc mới hơnChú Thíchkhung rốiblender mặc địnhBútTập Tin Đệm Chứamáy quay phimMáy Quay Phimhạng mụcbảng nhớ tạmBộ Sưu Tậptrình chọn màuchỉ số màu (color_index) không hợp lệbộ điều chỉnh có tính xây dựngngữ cảnh "cửa sổ" (window) là Không Tồn Tại (None)con trỏĐường Congtùy chọnnháy kép-kéo rê-mũ(A)tập tinphônghình/giây: %.2fhình/giây: %itrục vạn năngdụng cụĐịnh Dạng glTF 2.0Hoạt Họa glTFBiến Thể Nguyên Vật Liệu glTFBiến Thể glTFđường dẫn tập tin glTFpacktoàn cầuCác Bút SápĐường Cong TóctỷLệ_itrong bộ nhớ thì mới được phép biên soạn!dữ liệu tương thích công nghiệpLưới RàotráiThư ViệnQuang KếChútPhong Cách NétChứa Chỗđịa phươngkhóa trục X %skhóa trục Y %skhóa trục Z %sMặt NạVật Liệucác ma trậnMạng LướiSiêu CầumicrômmĐoạn Phimbộ điều chỉnh đa phân giảitênmạngkhông có dụng cụkhông có ma trậnkhông có vị tríNhóm Giao Điểmmặt phi tam giácpháp tuyếnMàu đối tượngVật Thểhoặc trình điều vận AMD Radeon Pro %s hoặc mới hơnnếu không thì nên tránh đi.đ0đường cong sơnbảngphụ huynhhạttác động đến hiệu suất hoạt động đáng kể!Mây Điểmvị tríđiểm ảnhđọclàm suy giảm tác dụng của các tùy chọn trênxóađộ phân giảiphảiRGBmã hóa hỗn hợp sRGB IEC 61966-2-1 (theo từng phần)không gian hiển thị sRGB với biến hóa góc nhìn sang Filmiclưu dưới dạng một tập tin mới, thông thường, mà thôi.màn hìnhmàn hìnhDạng Mẫuâm thanhloatan(A)template_popup_confirm (mẫu bật lên khẳng định) sử dụng bên ngoài ngữ cảnh cửa sổ bật lênvăn bảnchất liệukhông nạp được đoạn phimkhông nạp được văn bảnkhông thể mở được tập tinlỗi không lường trước được xảy ra trong khi đang đọc tập tinlỗi không xác định xảy ra khi thống kê tập tinlỗi không lường trước được đã xảy ra trong khi ghi tập tinđịnh dạnh phông chưa được hỗ trợđịnh dạng chưa hỗ trợđịnh dạng hình ảnh chưa hỗ trợđịnh dạng của đoạn phim chưa được hỗ trợuv_on_emitter() đòi hỏi bộ điều chỉnh từ một đối tượng đã tính toángóc nhìnthể tíchtrình quản lý cửa sổvới phiên bản Blender cũ hơn?wmOwnerID (Định danh của chủ sở hữu WM) '%s' không nằm trong không gian làm việc '%s'không gian làm việcthế giớiviếty = (Ax + B){:.4g} khung hình/giây{:d} Đường Cong-F không thể khóa hóa được. Chúng có thể đang bị khóa lại hoặc lấy mẫu vật.{:d} hạt chất lỏng cho khung hình này{:d} hình ảnh đã được chuyển đổi thành mặt phẳng khung lưới{:d} nút đã được chọn, song thao tác này chỉ có thể hoạt động trên {:d} mà thôi.{:s} • {:s} bật/tắt bám dính trong khi kéo rê • {:s} bật/tắt kéo rê từ trung tâm • {:s} bật/tắt tỷ lệ tương quan cố định{:s} (Toàn cầu){:s} (không có sẵn để sử dụng){:s} ({:s} có sẵn để sử dụng){:s} chưa hỗ trợ{} ({} trên đĩa){} ({} đóng gói){} không tồn tại{} có vẻ như không phải là một phần của trình tự%d đối tượng đã có %d khung khóa được xóa đi thành công|%i đối tượng thư viện kết nối|%i đối tượng khung rối đa người dùng✕ (Ax + B)←↑→↓