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L.+Y. . ..7..E.'@.3h.'.#. .3.-).LW. .. ...#..#.3.HI....... ..43. h. t. . . . ..4.-., ..J .y . . . . . . . .$ .# . . .  . & . 0 .: . A .K . R .\ .o . . . . . . . . . . . . . . . .  .& .+ .4 . D .P .f .z .# . . . . . . . . . . .0 .7 .; . ? .L . P .] .m .t . . . . . . . . . . . . . .  .  .  . ' . 1 .> . E .R .Y .1` .' . . . . . . . . .. .&.-.4.;.W.^.e.i.%n./.... .. . .. .&.:.A.2I.|.....!.!. .).B.R.k.=....$.&. /. 9.F. M. Z.Me..!.&.A.dF. .... . .../. ?.!L.n.+u... .A.).-.1.5.9.=.A.E. Popover panel for adding extra options that don't fit in the tool settings header UI List item context menu definition. Scripts can append/prepend this to add own operators to the context menu. They must check context though, so their items only draw in a valid context and for the correct UI list. UI button context menu definition. Scripts can append/prepend this to add own operators to the context menu. They must check context though, so their items only draw in a valid context and for the correct buttons. Filter by Name %s or newer With Automatic Weights With Empty Groups With Envelope Weights - intel-level-zero-gpu or intel-compute-runtime version - oneAPI Level-Zero Loader • "{}": (Clipped) (Deprecated) (Local) (Recovered) (Unoptimized Performance) (Viewer) (delta) (not installed) Materials, Named Attribute Named Attributes Preferences Proportional size: %.2f RGB byte RGB float RGBA byte RGBA float Stencil, Textures (or linked), UVs, along %s X axis along %s Y axis along %s Z axis along X axis along Y axis locking %s X axis locking %s Y axis locking %s Z axis | Ctrl - Hold for increments | Objects:%s/%s | [Ctrl] - Increments active"%s" is using Action "%s", which does not have a slot with identifier "%s" or "%s". Manually assign the right action slot to "%s"."%s" property cannot be animated"{}" attribute from geometry"{}" from {}%d %s mirrored%d %s mirrored, %d failed%d already symmetrical, %d pairs mirrored%d already symmetrical, %d pairs mirrored, %d failed%d bones aligned to bone '%s'%d curve(s) could not be separated%d curves could not make segments%d data-block(s) pasted%d duplicates found in %d mesh(es), mirror may be incomplete%d float channel(s)%d image(s) will be saved in %s%d items%d libraries and %d linked data-blocks are missing (including %d ObjectData), please check the Info and Outliner editors for details%d libraries have overrides needing resync (auto resynced in %.0fm%.2fs), please check the Info editor for details%d more %s row(s) needed for Bézier%d more point(s) needed for Bézier%d new levels rebuilt%d object(s) pasted%d object(s) successfully had %d keyframes removed%d of %d rotation channels were filtered (see the Info window for details)%d sequence strips were not read because they were in a channel larger than %d%d strips pasted%d vertex weights limited%d x %d%d × %d, %d × %s: %.4f ms, average: %.8f ms%i cells + High Resolution cached%i cells cached%i data-blocks are not assets anymore%i data-blocks are now assets%i frames found!%i frames on disk%i object(s) not centered, %i changed:%i points found!%s '%s'%s '%s' has category '%s'%s '%s' is outside of main database and cannot be removed from it%s '%s' is too long, maximum length is %d%s '%s' must have zero users to be removed, found %d (try with do_unlink=True parameter)%s '%s' not found%s '%s', bl_idname '%s' %s%s '%s', bl_idname '%s' could not be unregistered%s '%s', bl_idname '%s' has been registered before, unregistering previous%s Cache in object %s can not be read because it uses an outdated compression method. You need to delete the caches and re-bake.%s already in %s%s area type does not support gizmos%s contains a volume shader that might need to be converted to object (see world volume panel)%s could not be set out of Edit Mode, so cannot be exported%s frames in memory (%s)%s in %s could not be set out of Edit Mode, so cannot be exported%s is not a directory%s is not compatible with any 'refresh' options%s is not compatible with the specified 'refresh' options%s is not supported for '%s' objects%s is not supported, pass a Bone, PoseBone, or EditBone%s linked to %s%s moved to %s%s not found%s parent '%s' for '%s' not found%s%s, %s%s, cache is outdated!%s, not exact since frame %i%s: %.*s%s: %.*s Location: %s:%d%s: %s%s: Cannot copy %s. The source and destination paths are the same%s: Cannot generate a textures directory path for anonymous stage%s: Cannot get resolved path for stage%s: Cannot open destination asset %s for writing%s: Cannot open source asset %s%s: Cannot resolve path %s%s: Cannot resolve path %s for writing%s: Cannot write to asset %s: %s%s: Couldn't add bone for joint %s%s: Couldn't close destination asset %s%s: Couldn't compute geom bind transform for %s%s: Couldn't copy file %s to %s%s: Couldn't create USD shader for UV map%s: Couldn't create USD shader for mapping node%s: Couldn't create texture import directory %s%s: Couldn't determine package-relative file name from path %s%s: Couldn't find a common Xform ancestor for skinned prim %s and skeleton %s to convert to a USD SkelRoot. This can be addressed by setting a root primitive in the export options%s: Couldn't find armature object corresponding to USD skeleton %s%s: Couldn't get blendshape targets for prim %s%s: Couldn't get offsets for blend shape %s%s: Couldn't get stage for prim %s%s: Couldn't get world bind transforms for skeleton %s%s: Couldn't query skeleton %s%s: Couldn't split UDIM pattern %s%s: Error creating deform group data for mesh %s%s: Error writing to destination asset %s%s: Error: Couldn't get input socket %s for node %s%s: Joint weights and joint indices element size mismatch for prim %s%s: Joint weights and joint indices size mismatch for prim %s%s: Joint weights of unexpected size for constant interpolation for prim %s%s: Joint weights of unexpected size for vertex interpolation for prim %s%s: Mismatch in bind xforms and joint counts for skeleton %s%s: Mismatch in bone and joint counts for skeleton %s%s: No offsets for blend shape %s%s: Null buffer for source asset %s%s: Number of bind transforms does not match the number of joints for skeleton %s%s: Number of blendshapes does not match number of blendshape targets for prim %s%s: Number of offsets greater than number of mesh vertices for blend shape %s%s: Texture import directory path empty, couldn't import %s%s: Topology and joint order size mismatch for skeleton %s%s: USD joint order array contains invalid or duplicated paths for skeleton %s%s: Unexpected joint weights interpolation type %s for prim %s%s: Will not copy zero size source asset %s%s: Will not overwrite existing asset %s%s: cannot assign an embedded ID to an IDProperty%s: expected %s type, not %s%s: expected ID type, not %s%s: failed to allocate clip buffer '%s'%s: failed to load '%s'%s: import directory is relative but the blend file path is empty. Please save the blend file before importing the USD or provide an absolute import directory path. Cannot import %s%s: incorrect dimensions for partial copy '%s'%s: no Combined pass found in the render layer '%s'%sAction%sIdentifier too long, maximum length is %d%sInvalid character at position %d%sMust contain 1 '.' character%u object(s) hidden'%s' Layer is locked'%s' does not contain '%s' with prefix and suffix'%s' does not have an alphanumeric suffix'%s' does not have upper case alphanumeric prefix'%s' given path is OS-invalid, creating '%s' path instead'%s' is not a valid library filepath'%s' is not editable'%s' is of a type that cannot be an asset'%s': cannot use current file as library'%s': not a library'%s': nothing indicated'CTRL:...' constraints are moved to the control bone.'DEF:...' constraints are moved to the deform bone.'Integrate' only valid for Mesh objects'Integrate' original mesh vertex mismatch'Integrate' requires faces'LimbNode' FBX node, a regular joint between two bones...'Null' FBX node, similar to Blender's Empty (default)'Root' FBX node, supposed to be the root of chains of bones...'Shrink/Fatten' meshes is only supported in edit mode'Viscosity' inside collision target'Width' of rays (especially useful when raycasting against vertices or edges)'from_space' '%s' is invalid when no custom space is given!'from_space' '%s' is invalid when no pose bone is given!'show_locked_time' is not supported for the '%s' editor'to_space' '%s' is invalid when no custom space is given!'to_space' '%s' is invalid when no pose bone is given!(Constant)(De)select (or invert selection of) all languages for i18n files update operators(De)select all(De)select all control points(De)select all nodes(De)select all particles' keys(De)select all points(De)select all points linked to the curve under the mouse cursor(De)select all vertices linked to the edge under the mouse cursor(De)select all vertices, edges or faces(De)select all visible strokes(De)select bones linked by parent/child connections under the mouse cursor(De)select first of visible part of each NURBS(De)select last of visible part of each NURBS(De)select the first and last point of each stroke(Deprecated) Layer of UV coordinates in a Mesh data-block(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain, as percentages(Geometry)(InvSquare)(Key) (Layer)(Linear)(Min+Max)/2 * Ball Size(Quick Access: Shift+W)(Random)(Root)(Sharp)(Shift-Click/Drag to select multiple)(Smooth)(Sphere)(Un)mark selected edges as Freestyle feature edges(Un)mark selected edges as a seam(Un)mark selected edges as sharp(Un)mark selected faces for exclusion from Freestyle feature edge detection(Unassigned)(Unsaved)(Viewer)(empty)(undocumented operator)(x*x+y*y+z*z)({:s} on bone {:s})* Image* Missing Paths *+ Non-Grouped Keyframes+X+X to -X+Y+Y Up+Y to -Y+Z+Z to -Z, %.2f fps, %d float channel(s), %s, Ctrl: Stroke, Shift: Fill, Shift+Ctrl: Both, RGB byte, RGB float, RGBA byte, RGBA float, cannot have single-frame paths, failed, failed to load, some actions failed- Using scene frame range- baking all objects is active- sampling is active-A-X-X Axis-X Forward-X Rotation-X Up-X manual-X to +X-Y-Y Axis-Y Forward-Y Rotation-Y Up-Y manual-Y to +Y-Z-Z Axis-Z Forward-Z Rotation-Z Up-Z manual-Z to +Z.blend Files0-based index of sample to start rendering from01 - Theme Color Set02 - Theme Color Set03 - Theme Color Set04 - Theme Color Set05 - Theme Color Set06 - Theme Color Set07 - Theme Color Set08 - Theme Color Set09 - Theme Color Set1 / Square root of A1 GB1 if (A == B) within tolerance C else 01 if A < B else 01 if A > B else 01 inch1/1.8 inch1/2.3 inch1/2.5 inch1/2.7 inch1/3.2 inch10 - Theme Color Set10 Centimeters10 Grams10 Meters10-bit color channels100 Kilograms100 Meters1024 Samples1024 px11 - Theme Color Set11 Samples12 - Theme Color Set12-bit color channels128 MB128 px13 - Theme Color Set14 - Theme Color Set14:9 in 16:915 - Theme Color Set16 - Theme Color Set16 MB16 Samples16 px16-bit Signed16-bit color channels16-bit color channels. Data passes like Depth will still be saved using full 32-bit precision.16-bit signed16-bit signed integer vector16384 Samples16:916×17 - Theme Color Set18 - Theme Color Set180 Degrees19 - Theme Color Set192 kHz1931 CIE XYZ standard with assumed illuminant E white point1931 CIE XYZ with adapted illuminant D65 white point1:11:161:21:41:81st order semi-Lagrangian integration. Fast but least accurate, suitable for simple advection1×2/3 inch20 - Theme Color Set2048 Samples2048 px24-bit Signed24-bit signed256 MB256 Samples256 px270 Degrees2D2D 16-Bit Integer2D 16-Bit Integer Vector2D 16-Bit Integer Vector Attribute2D 16-Bit Integer Vector Attribute Value2D Cursor2D Cursor Location2D Integer Vector2D Integer Vector Attribute2D Integer Vector Attribute Value2D Layers2D Length2D Offset2D Offset for the warp2D Rotation for the warp2D Scale for the warp2D Stabilization2D Stabilized Clip2D Texture2D Transform2D Vector2D Vector Value2D Vector value in geometry attribute2D View Minimum Grid Spacing2D X coordinate of the absolute pivot2D Y coordinate of the absolute pivot2D cursor location for this view2D float vector action, representing a thumbstick or trackpad2D stabilization based on tracking markers2D value in geometry attribute2D vector2D vector with floating-point values2D view of the region2D_Animation2nd order midpoint integration. Good balance between speed and accuracy for most cases2×3 Vertices3 sides32 MB32 Samples32 px32-bit Float32-bit Signed32-bit color channels32-bit floating-point32-bit integer32-bit signed32-bit signed integer vector32768 Samples3D3D Cursor3D Curves3D Float Vector3D Float Vector Field3D Local View 3D Location3D Markers3D Mouse Navigation Mode3D Mouse Settings3D Position3D Region3D Vector Value3D View3D View 3D View Overlay Settings3D View Region3D View Shading Settings3D View Space3D View center is locked to the cursor's position3D View center is locked to this bone's position3D View center is locked to this object's position3D View far clipping distance3D View near clipping distance (perspective view only)3D View region data3D View space data3D Viewport3D Viewport Axes3D double vector3D float vector3D integer vector3D pose action, representing a controller's location and rotation3D region for this space. When the space is in quad view, the camera region3D regions (the third one defines quad view settings, the fourth one is same as 'region_3d')3D rotation3D vector3D vector socket of a node3D vector with floating-point values3D view is on the equator3D view is on the poles3D volume grid3D volume grids3rd order Runge-Kutta integration. Higher accuracy at moderate computational cost3×3 bone matrix4 Channels4 by 4 Float Matrix4 channel surround sound4 sides4096 Samples4096 px44.1 kHz48 kHz4:3 in 16:94K DCI 2160p4K UHDTV 2160p4K UW 1600p4L4th order Runge-Kutta integration. Highest accuracy single-step method but slower4x4 Float Matrix4x4 Matrix4x4 Matrix Attribute4x4 Matrix data type, affects transform4×4×4 bone matrix relative to armature4×4 matrix of the bone's location/rotation/scale channels (including animation and drivers) and the effect of bone constraints5 Channels5 Samples5 channel surround sound5 sides5.1 Surround5.1 surround sound512 MB512 Samples512 px6 sides6.1 Surround6.1 surround sound64 MB64 px64-bit Float64-bit floating-point64-bit integer7 sides7.1 Surround7.1 surround sound8 Samples8 px8 sides8-Bit Integer8-Bit Integer Value8-bit Integer Attribute8-bit Integer Attribute Value8-bit Unsigned8-bit color channels8-bit unsigned8-bit value in geometry attribute8192 Samples8×90 Degrees96 kHz:: Cycle EdgeAA * BA * B + CA + BA - BA / BA Base Contrast LookA Black and White LookA Grease Pencil drawingA Grease Pencil keyframeA High Contrast LookA Low Contrast LookA Medium High Contrast LookA Medium Low Contrast LookA UV layer is missing on the meshA Very High Contrast LookA Very Low Contrast LookA breakdown pose, e.g. for transitions between key posesA cache storing validated msgids, to avoid re-spellchecking themA canvas surface layerA cent is one one-hundredth of a semi-tone.A channelbag for this slot already existsA circular Hue/Saturation color wheel, with Lightness sliderA circular Hue/Saturation color wheel, with Value sliderA collection of F-Curves for animationA collection of objects based on which feature edges are selectedA collection of pose channels, including settings for animating bonesA color palette is user-defined, instead of using a theme-defined oneA color pickerA color space, view or display was not found, which likely means the OpenColorIO config used to create this blend file is missingA container referencing an existing ActionA corner connected to the face, chosen by the sort indexA corner of the face, chosen by the sort indexA corner of the input edge in its face's winding order, chosen by the sort indexA cross BA cube mesh enclosing the input geometryA curve is created for every distinct group ID. All points with the same ID are put into the same curveA cut-off at the end of each profile before the intersectionA cutoff at each profile's end before the intersectionA darkening punchy lookA data-block valueA description of the asset to be displayed for the userA distance between two pointsA distance between two points, specifically representing a diameter valueA distance on screenA distance on screen, specifically representing a diameter valueA dot BA factor between 0.0 and 1.0A file is too large to be packed (>2GB).A file viewable in the File BrowserA filler or baked keyframe for keying on ones, or some other purpose as neededA key generated automatically by a tool, not manually createdA keyframe that is part of a moving holdA layer may not have more than one stripA list of currently running modal operatorsA list of style modules (to be applied from top to bottom)A margin to prevent strokes from ending abruptly at the edge of the imageA mass, based on scene unit settingsA mesh-like surface encompassing (i.e. shrinkwrap over) all vertices (best results with fewer vertices)A moderate sharpening filterA more physically-accurate solverA multiplied by ScaleA multiplier for physics timestep (1.0 means one frame = 1/25 seconds)A multiplier for the child particle sizeA narrow horizontal area interferes with this operationA narrow vertical area interferes with this operationA non convex collision shape was passed to the function, use only convex collision shapesA note regarding deprecationA number between 0 (inside) and 1 (outside) specifying the relative position of stroke thicknessA number of steps defined by the segmentsA number that identifies which sub-set of the Action is considered to be for this Action ConstraintA number that identifies which sub-set of the Action is considered to be for this NLA stripA number that identifies which sub-set of the Action is considered to be for this data-blockA percentage between 0 and 100A pixel is rendered only if its alpha value is above this thresholdA point for each active voxel or tile in the gridA point of the curve, chosen by the sort indexA point on the planeA power BA power B, pow(A,B)A random rule is selected for each boidA random seed for the noise effectA restart of Blender is requiredA rotational value specified in radiansA session-wide unique identifier for the data block that remains the same across renames and internal reallocations, unchanged when reloading the fileA short description of the USD hookA short description of the keying setA single container for content in the Video Sequence EditorA single curve from a curves data-blockA single floating-point valueA single integerA single-socket organization tool that supports one input and multiple outputsA smaller Constant Rate Factor (CRF) results in better video quality but larger file size. The range of allowed CRF values is dependent on the codec.A square showing Hue/Saturation, with Value sliderA square showing Hue/Value, with Saturation sliderA square showing Saturation/Value, with Hue sliderA straight line rest shape works best.A string that is displayed hidden ('********')A string valueA true or false valueA valid edit mode existsA value that is relative to the image size and needs to be converted to be in pixelsA weak reference to the matching brush asset, used e.g. to restore the last used brush on file loadAACAC3ACES 1.0 Output Transform for SDR D65 video, limited to Rec.709 gamutACES 1.3ACES 1.3 - HDR 1000 nitsACES 1.3 - HDR 2000 nitsACES 1.3 - HDR 4000 nitsACES 1.3 - SDRACES 1.3 sRGBACES 2 Output Transform for 100 nit SDR Rec709ACES 2.0ACES 2.0 - HDR 1000 nitsACES 2.0 - HDR 2000 nitsACES 2.0 - HDR 4000 nitsACES 2.0 - HDR 500 nitsACES 2.0 - SDRACES 2.0 sRGBACES color correction space with toe, using AP1 primaries.ACES color correction space, using AP1 primaries.ACES2065-1ACESccACEScctACEScgAOAO BouncesAO Bounces RenderAO DistanceAO FactorAO distance used for approximate global illumination (0 means use world setting)AOVAOV OutputAOV not found in view-layer '%s'API DefinedAPICAPS-CAPS-C (Canon)APS-H (Canon)ASC-CDL standard color correctionASCIIASCII FBX files are not supported %rASCII FormatAV1AVIAVIF (.avif)AVX2AZone AreaAZone FullScrAZone QuadAZone RegionAbkhaz - Аԥсуа бызшәаAboutAboveAbove SelectedAbove SurfaceAbove ThresholdAbsoluteAbsolute 2D PointAbsolute AlphaAbsolute CoordinatesAbsolute DensityAbsolute FrameAbsolute Increment SnapAbsolute Keying SetsAbsolute Keying Sets for this SceneAbsolute LocationAbsolute ModeAbsolute OffsetAbsolute Path TimeAbsolute Resolution LimitAbsolute SnapAbsolute Time SnapAbsolute TrackingAbsolute added length to the end of each strokeAbsolute added length to the start of each strokeAbsolute ball size or factor if not manually adjustedAbsolute bounding box dimensions of the nodeAbsolute bounding box dimensions of the object. Warning: Assigning to it or its members multiple consecutive times will not work correctly, as this needs up-to-date evaluated dataAbsolute grid alignment while translating (based on the pivot center)Absolute path to the .blend file containing this assetAbsolute path to the .blend file containing this asset extended with the path of the asset inside the fileAbsolute thickness to apply everywhereAbsolute time alignment when transforming keyframesAbsorb light as it passes through the volumeAbsorptionAbsorption CoefficientAbsorption CoefficientsAbsorption ColorAccelerationAcceleration StructureAccent ModeAccessed named attributes:AccessibilityAccumulateAccumulate FieldAccumulate samples by reprojecting last tracing resultsAccumulate stroke daubs on top of each otherAccuracyAccuracy of attackAccuracy of the blur effectAccuracy of vertex positions, lower value is faster but less preciseAccurateAccurate but slower variationAcrylicAct on ClickActionActionAActionAction ClipActionActive TrackActionBActionBackActionBake DataActionBounceActionBreakdownActionBuilt-In FunctionActionBézierActionCircularActionConstantActionCubicActionCyclesActionDynamic EffectsActionEasing (by strength)ActionElasticActionEnvelopeActionExponentialActionExtremeActionGeneratedActionGeneratorActionInterpolationActionInvalidActionJitterActionKeyframeActionLimitsActionLinearActionMetaActionMoving HoldActionNewActionNew Interpolation TypeActionNew Keyframe TypeActionNoiseActionObjectActionOnly ActiveActionPoseActionQuadraticActionQuarticActionQuinticActionSinusoidalActionSmoothActionSmooth (Gaussian)ActionSound ClipActionSteppedActionStepped InterpolationActionTrackActionTransitionActionTypeAction '%s' will not be saved, create Fake User or Stash in NLA Stack to retainAction BlendingAction ClipAction ConstraintAction EditorAction End FrameAction ExtrapolationAction FilterAction GroupAction Group that this F-Curve belongs toAction InfluenceAction LayerAction LayersAction MapsAction Pose MarkersAction Safe MarginsAction SetAction Set-up whose activation will trigger this set-up as a correctiveAction SlotAction Slot HandleAction SlotsAction Start FrameAction StripAction StripsAction data-blocksAction execution region for the first input axisAction execution region for the second input axisAction group is expanded except in graph editorAction group is expanded in graph editorAction group is lockedAction group is mutedAction group is selectedAction has no data, cannot render previewAction is not editableAction not in listAction referenced by this stripAction slotAction slot display names cannot be emptyAction slot identifiers should be at least three charactersAction taken when a paint stroke is madeAction to apply to the rig via constraintsAction to take for gaps past the Active Action's range (when evaluating with NLA)Action to take for gaps past the strip extentsAction typeAction when 'Space' is pressedAction when 'Tilde' is pressedAction when Alt-MMB dragging in the 3D viewportAction when dragging in the viewportAction(s)Action+Slot has already been stashedActionMap '%s' cannot be removedActionMapBinding '%s' cannot be removed from '%s'ActionMapItem '%s' cannot be removed from '%s'ActionsActions on this armature will be destroyed by this new rest pose as the transforms stored are relative to the old rest poseActivate Gizmo EventActivate OperatorActivate a brush asset as current sculpt and paint toolActivate actions immediatelyActivate and view same node type, step by stepActivate or deactivate itemActivate selected view itemActivate selected viewer node in compositor and geometry nodesActivate some pie menus on drag, allowing the tapping the same key to have a secondary action. • Tapping Tab in the 3D view toggles edit-mode, drag for mode menu. • Tapping Z in the 3D view toggles wireframe, drag for draw modes. • Tapping Tilde in the 3D view for first person navigation, drag for view axesActivate the modifier to use as the contextActivate the strip modifier to use as the contextActivate the tool for editors that support toolsActivate/select the file(s) contained in the borderActivation event for gizmos that support drag motionActiveActive AOVActive AOV IndexActive ActionActive Action MapActive Action for this data-blockActive Add-onActive Add-on in the Workspace Add-ons filterActive Asset LibraryActive AttributeActive Attribute IndexActive Boid RuleActive Boid Rule IndexActive Boid State IndexActive BoneActive BookmarkActive CameraActive Channel GroupActive Channels at CursorActive ClipActive CloneActive CollectionActive Collection Exporter IndexActive Collection IndexActive Collection NameActive ColorActive Color AttributeActive Color IndexActive ConstraintActive Dash Segment IndexActive Dynamic Paint surface being displayedActive EditBoneActive EditorActive Editor OutlineActive ElementActive Extension RepositoryActive F-CurveActive F-Curve ModifierActive F-Curve is not editableActive Face SetActive FrameActive Grease Pencil layerActive Grease Pencil layer groupActive Grid IndexActive GroupActive HighlightActive Image TileActive IndexActive Instance ObjectActive Instance Object IndexActive ItemActive Item IndexActive KeyConfigActive KeyframeActive Keying SetActive Keying Set IndexActive Keying Set used to insert/delete keyframesActive LanguageActive LayerActive Layer CollectionActive Layer GroupActive Layer IndexActive Layer Mask IndexActive LightgroupActive Lightgroup IndexActive Line SetActive Line Set IndexActive Main Item IndexActive MarkerActive MaterialActive Material IndexActive Material is locked or hiddenActive ModifierActive Movie ClipActive Movie Clip that can be used by motion tracking constraints or as a camera's background imageActive NLA TrackActive NodeActive NoteActive ObjectActive Object IndexActive Object OnlyActive Object constraintActive OnlyActive OperatorActive OutputActive Paint Texture IndexActive PaletteActive Palette ColorActive Panel CategoryActive Panel OutlineActive Particle SystemActive Particle System IndexActive Particle TargetActive Particle Target IndexActive Path IndexActive Plane TrackActive PointActive Point CacheActive Point Cache IndexActive PolygonActive Pose MarkerActive Pose Marker IndexActive PoseChannel constraintActive Recent FolderActive RenderActive Render Color IndexActive Render ViewActive RepositoryActive Rotation Track IndexActive SceneActive Scene CollectionsActive SectionActive Selection SetActive Set OverrideActive ShapeActive Shape IndexActive Shape KeyActive Shape Key IndexActive SlotActive SmoothActive SpaceActive SplineActive StripActive Strip NameActive Strip OnlyActive SurfaceActive System BookmarkActive System FolderActive TableActive TagActive Text BoxActive TextureActive Texture IndexActive Theme AreaActive Tile IndexActive Time Segment IndexActive ToolActive Tool and Workspace settingsActive ToolsActive Track IndexActive UDIMActive UV Map IndexActive UV Map LayerActive UV Map layerActive UV map indexActive VertexActive Vertex Color IndexActive Vertex Color LayerActive Vertex GroupActive Vertex Group IndexActive Vertex Group is lockedActive Vertex/Edge/FaceActive View IndexActive View LayerActive actions mergedActive asset library to show in the UI, not used by the Asset Browser (which has its own active asset library)Active attributeActive attribute index or -1 when none are activeActive brushActive brush does not contain any texture to distort the expand boundaryActive button is not from a script, cannot edit sourceActive button match cannot be foundActive button not foundActive camera is not in this sceneActive camera used in this view (when unlocked from the scene's active camera)Active camera, used for rendering the sceneActive color attribute for display and editingActive color attribute indexActive curve splineActive editor is not a node editor.Active editor should be a node editor for the operator to runActive element indices of the edited geometry, for tool executionActive face must be a quadActive face not selectedActive file in the file browserActive group is locked, abortingActive index in layer mask arrayActive index in render view arrayActive index in the exporters listActive index in the segment listActive index in tiles arrayActive index in vertex group arrayActive itemActive item is not a panelActive key configuration (preset)Active layer collection in this view layer's hierarchyActive layer in this maskActive layer is locked or hiddenActive layer is not editableActive layer of the CacheFileActive line set being displayedActive material being displayedActive mesh does not have shape keysActive node in this treeActive node should be of type {:s}.Active node should not be of type {:s}.Active node tree does not contain any nodes.Active node tree is linked from another .blend file.Active object contains no collectionsActive object final transform has one or more zero scaled axesActive object for this layerActive object has negative scaleActive object has no actionActive object has no modifiersActive object has non-uniform scaleActive object in this tracking data objectActive object is not a Grease Pencil objectActive object is not a meshActive object is not a selected Grease PencilActive object is not a selected armatureActive object is not a selected curveActive object is not a selected curves objectActive object is not a selected meshActive object is not a selected point cloud objectActive object isn't animatedActive object must be a lightActive on key-repeat events (when a key is held)Active paint curveActive particle system being displayedActive plane track in this tracking data object. Deprecated, use objects[name].plane_tracks.activeActive point cache for physics simulationsActive point of masking layerActive pose marker for this actionActive region not setActive render engine supports spherical stereo renderingActive render slot of the imageActive repository is disabledActive scene changed to '%s'Active scene to be edited in the windowActive scene to fileActive slot for this actionActive spline of masking layerActive strip is not an effect stripActive table and persisted state of previously displayed tablesActive texture slot being displayedActive tool gizmoActive track in this tracking data objectActive track in this tracking data object. Deprecated, use objects[name].tracks.activeActive vertex color indexActive vertex color layerActive vertex group is lockedActive workspace and scene follow this windowActive workspace screen showing in the windowActive workspace showing in the windowActual DistanceActual data-block from .blend file (Main database) that generated that evaluated oneAdapt simulation resolution and size to fluidAdaptationAdaptiveAdaptive CompileAdaptive DomainAdaptive Min SamplesAdaptive RenderAdaptive Sampling ThresholdAdaptive SpaceAdaptive SpacingAdaptive SubdivisionAdaptive Subframe ThresholdAdaptive Time StepsAdaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracyAdaptively blur image, while retaining sharp edgesAdaptively subdivide mesh based on camera distanceAdaptivityAddAdd "%s" InputAdd "%s" Input (Ctrl to add panel)Add "%s" PanelAdd & ReplaceAdd & SubtractAdd -> Armature -> Rigify Meta-Rigs.Add 3D vector valuesAdd 4 spaces at line beginningAdd AttributeAdd Boundary LoopAdd ColorAdd Color AttributeAdd ConstraintAdd Control PointAdd Crypto LayerAdd Cycles F-Modifier if one does not exist alreadyAdd DEF on convergenceAdd Empty KeyframesAdd ExporterAdd ExtraAdd F-Modifier to the active/selected F-CurvesAdd F-Modifier to the active/selected NLA-StripsAdd Fake UserAdd Feather VertexAdd Freeze FrameAdd Geometry LinkAdd IKAdd ImageAdd Input VariableAdd InputsAdd ItemAdd Leaf BonesAdd Local RepositoryAdd Mapping NodesAdd MarkerAdd MaskAdd ModeAdd ModifierAdd ModifiersAdd NLA-Tracks above/after the selected tracksAdd New Extension RepositoryAdd New Grease Pencil LayerAdd New Paint Curve PointAdd NormalAdd OutputsAdd Paint SlotAdd Principled Texture SetupAdd Remote RepositoryAdd Reroute nodes and link them to outputs of selected nodesAdd ReroutesAdd Reroutes (Menu)Add ResolutionAdd Rest PositionAdd Rigid Body Constraint to active objectAdd Rigid Body simulation world to the current sceneAdd Roll Out of the Start Handle bone to the Roll In valueAdd Selected BonesAdd Selection SetAdd Selection Set for this collectionAdd ShaderAdd Speed TransitionAdd StripAdd Texture SetupAdd ThresholdAdd Tile to ImageAdd TransitionAdd UV mapAdd VGroup B's weights to VGroup A's onesAdd VR landmark from the viewer pose of the running VR session to the list and select itAdd VertexAdd WeightsAdd WorkspaceAdd a "rest_position" attribute that is a copy of the position attribute before shape keys and modifiers are evaluatedAdd a Closure zoneAdd a Driver Variable to keep track of an input used by the driverAdd a For Each Geometry Element zone that allows executing nodes e.g. for each vertex separatelyAdd a Grease Pencil object to the sceneAdd a Group Input node with selected sockets to the current node editorAdd a Light GroupAdd a Mix RGB/Shader node by interactively drawing lines between nodesAdd a Sampling PresetAdd a Shader AOVAdd a Strip and link in the collections from the current scene (shallow copy)Add a Strip and make a full copy of the current sceneAdd a Viewport Sampling PresetAdd a boid rule to the current boid stateAdd a boid state to the particle systemAdd a bookmark for the selected/active directoryAdd a camera object to the sceneAdd a checkbox to the currently selected panelAdd a collection info node to the current node editorAdd a collection instanceAdd a color mix effect strip to the sequencerAdd a color node to the current node editorAdd a color strip to the sequencerAdd a constant offsetAdd a constraint to copy Local Location (Owner Orientation) with Offset. Even if the owner and target controls have different rest orientations, the global movement direction would be the sameAdd a constraint to copy Local Location with Offset. If the owner and target control rest orientations are different, the global movement direction will change accordinglyAdd a constraint to make the planes track the cameraAdd a constraint to the active boneAdd a constraint to the active bone, with target (where applicable) set to the selected Objects/BonesAdd a constraint to the active objectAdd a constraint to the active object, with target (where applicable) set to the selected objects/bonesAdd a copy of the active item to the interfaceAdd a crossfade transition strip for two selected strips with video contentAdd a curves object with random curves to the sceneAdd a custom keymap configuration to the preset listAdd a custom normals layer, if none exists yetAdd a custom theme to the preset listAdd a directory to be used by the Asset Browser as source of assetsAdd a face set in a rectangle defined by the cursorAdd a face set in a shape defined by the cursorAdd a face set to one side of a line defined by the cursorAdd a filter to remove rows from the displayed dataAdd a fur setup to the selected objectsAdd a gamma crossfade transition strip for two selected strips with video contentAdd a gaussian blur effect strip for a single selected strip with video contentAdd a glow effect strip for a single selected strip with video contentAdd a group node with an empty groupAdd a image/movie file as node to the current node editorAdd a lattice and use it to deform selected objectsAdd a light object to the sceneAdd a light probe objectAdd a line color modifier to the line style associated with the active linesetAdd a line set into the list of line setsAdd a line thickness modifier to the line style associated with the active linesetAdd a mask node to the current node editorAdd a mask strip to the sequencerAdd a material node to the current node editorAdd a metaball object to the sceneAdd a modifier to the stripAdd a movie strip to the sequencerAdd a movieclip strip to the sequencerAdd a multicam selector effect strip to the sequencerAdd a multiply blend mode effect strip for two selected strips with video contentAdd a new (empty) keying set to the active SceneAdd a new Dynamic Paint surface slotAdd a new Grease Pencil layer group in the active objectAdd a new Grease Pencil layer in the active objectAdd a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweakingAdd a new NLA Track above every existing selected oneAdd a new Strip, with an empty scene, and copy settings from the current sceneAdd a new VR landmark from the active camera object to the list and select itAdd a new VR landmark to the list and select itAdd a new background image to the active cameraAdd a new bone collectionAdd a new bone located at the 3D cursorAdd a new collection inside selected collectionAdd a new color stop to the color rampAdd a new control point (linked to only selected end-curve one, if any)Add a new control-point to the envelope on the current frameAdd a new curves object based on the current state of the particle systemAdd a new input layer to a Cryptomatte nodeAdd a new item to the interfaceAdd a new keyword tag to the active assetAdd a new level of subdivisionAdd a new loop between existing loopsAdd a new materialAdd a new material slotAdd a new or update an existing hair particle system on the surface objectAdd a new particle targetAdd a new render slotAdd a new repository used to store extensionsAdd a new row to the bone collection reference listAdd a new screenAdd a new text boxAdd a new textureAdd a new time markerAdd a new vertex group to the active objectAdd a new view layerAdd a new view layer with all collections disabledAdd a new workspaceAdd a new workspace by duplicating the current one or appending one from the user configurationAdd a new, empty scene with default settingsAdd a new, empty scene, and copy settings from the current sceneAdd a node group asset to the active node treeAdd a node to the active treeAdd a node to the active tree for glTF exportAdd a paint slotAdd a particle systemAdd a point cloud object to the sceneAdd a point connected to the last selected pointAdd a procedural operation/effect to the active objectAdd a render viewAdd a repeat zone that allows executing nodes a dynamic number of timesAdd a repository managed manually without referencing an external repositoryAdd a repository referencing a remote repository with support for listing and updating extensionsAdd a reroute nodeAdd a rim to the imageAdd a segment to the dash modifierAdd a segment to the time modifierAdd a simple color stripAdd a simple text stripAdd a sound strip to the sequencerAdd a speaker object to the sceneAdd a strip for controlling when speaker plays its sound clipAdd a strip re-using this scene as the sourceAdd a strip using a duplicate of this scene asset as the sourceAdd a strip using a new scene as the sourceAdd a stroke geometry modifier to the line style associated with the active linesetAdd a style module into the list of modulesAdd a subtract blend mode effect strip for two selected strips with video contentAdd a target to the constraintAdd a text object to the sceneAdd a text strip to the sequencerAdd a texture node setup for Principled BSDFAdd a texture node setup to selected shadersAdd a transition strip between two adjacent selected stripsAdd a vertex skin layerAdd a video speed effect strip for a single selected strip with video contentAdd a view layerAdd a visual effect to the active objectAdd a volume object to the sceneAdd a wipe transition strip for two selected strips with video contentAdd active object as Rigid BodyAdd all elements of the array to a Keying SetAdd all imported objects to a new collectionAdd all used Light GroupsAdd alpha while paintingAdd ambient occlusion to diffuse surfacesAdd an Action-Clip strip (i.e. an NLA Strip referencing an Action) to the active trackAdd an Attribute node with this nameAdd an IK Constraint to the active Bone. The target can be a selected bone or objectAdd an Image SequenceAdd an Integrator PresetAdd an Performance PresetAdd an add blend mode effect strip for two selected strips with video contentAdd an adjustment layer effect strip to the sequencerAdd an alpha channel to an imageAdd an alpha over blend mode effect strip for two selected strips with video contentAdd an alpha transparency modifier to the line style associated with the active linesetAdd an alpha under blend mode effect strip for two selected strips with video contentAdd an armature object to the sceneAdd an edge or face to selectedAdd an effect to the sequencer, most are applied on top of existing stripsAdd an empty curve object to the scene with the selected mesh as surfaceAdd an empty image type to scene with dataAdd an empty object to the sceneAdd an empty object with a physics effector to the sceneAdd an entry to the listAdd an entry to the list after the current active itemAdd an existing node group to the current node editorAdd an extra edge loop to better preserve the shape when applying a subdivision surface modifierAdd an image or image sequence to the sequencerAdd an import node to the node treeAdd an item to the index switchAdd an object data instanceAdd an object info node to the current node editorAdd an object to a new collectionAdd an object to an existing collectionAdd an object to the sceneAdd an offset relative to the object's bounding boxAdd an override layer to the archiveAdd an undo state (internal use only)Add another object's transformation to the total offsetAdd as child of selected collectionAdd attribute to geometryAdd background light emission. Note: This node should only be used for the world surface outputAdd binormal and tangent vectors, together with normal they form the tangent space (will only work correctly with tris/quads only meshes!)Add blur and brightness to light areasAdd bone between selected joint(s) and/or 3D cursorAdd cache modifiers and constraints to imported objects even if they are not animated so that they can be updated when reloading the Alembic archiveAdd camera background imageAdd channels of the selection to the pose asset. Existing channels will be updatedAdd color attribute to geometryAdd component values togetherAdd cone to mesh interactivelyAdd control points along a circular arc (handle type is vector if Bézier Spline)Add copied F-Modifiers to the selected F-CurvesAdd copied F-Modifiers to the selected NLA-StripsAdd copied driver variables to the active driverAdd cube map UVs on meshAdd cube to mesh interactivelyAdd current UI-active property to current keying setAdd cylinder to mesh interactivelyAdd data layers on destination meshes if neededAdd default animation for path used by constraint if it isn't animated alreadyAdd diagonal springs on 4-gonsAdd diffuse contributionAdd direct lighting contributionAdd driver for the property under the cursorAdd drivers to selected itemsAdd each selected image as an individual stripAdd effect of brushAdd emission contributionAdd empty imageAdd empty path to active keying setAdd euler component values togetherAdd exporter to the exporter listAdd external feature set (rigs, metarigs, ui templates)Add fallback tools keymap to this gizmo typeAdd fill segments to create the envelope. Don't keep the original stroke.Add fireAdd fire and smokeAdd floating point valuesAdd fluid to simulationAdd freeze frameAdd freeze frame and move itAdd glossy contributionAdd hairsAdd images as individual strips, unless their filenames match Blender's numbered sequence pattern, in which case they are grouped into a single image sequenceAdd indirect lighting contributionAdd integer valuesAdd item below active itemAdd key map itemAdd keyframes on every frame between the selected keyframesAdd lens flares, fog and glows around bright parts of the imageAdd liquidAdd margin to lattice dimensionsAdd modifier to automatically set the sharpness of mesh edges based on the angle between the neighboring facesAdd modifier to set edge sharpness automaticallyAdd modifier with node group "{}" on object "{}"Add more contrast relative to brightnessAdd named objectAdd new Annotation data-blockAdd new Annotation layer or note for the active data-blockAdd new Bézier curveAdd new Selection Set(s) from the clipboardAdd new Strip with a new empty Scene with default settingsAdd new cacheAdd new circle curveAdd new circle-shaped splineAdd new color to active paletteAdd new curve point and slide itAdd new curves between existing curves, taking the minimum distance into accountAdd new layer as maskingAdd new marker and move it on movieAdd new marker and slide it with mouse until mouse button releaseAdd new mask layer for maskingAdd new meta-strips incorporating the selected stripsAdd new object for trackingAdd new paint curveAdd new paletteAdd new particle settingsAdd new scene by typeAdd new scene by type in the sequence editor and assign to active stripAdd new scene to be used by the sequencerAdd new sharp edges without clearing existing sharp edgesAdd new square-shaped splineAdd new vertex and slide itAdd new vertex to feather and slide itAdd node to inputAdd noise to ringsAdd noise to standard woodAdd normal vector with selectionAdd object or material to matte, by picking a color from the Pick outputAdd one of the common constraints linking the control to the tail targetAdd one-dimensional Perlin noise to stroke backbone geometryAdd only to linked outputsAdd only to loose outputsAdd or remove Dynamic Paint output data layerAdd or remove Grease Pencil brush presetAdd or remove Grease Pencil material presetAdd or remove a Camera PresetAdd or remove a Clip Track Color PresetAdd or remove a Cloth PresetAdd or remove a Fluid PresetAdd or remove a Hair Dynamics PresetAdd or remove a Node Color PresetAdd or remove a Render PresetAdd or remove a Safe Areas PresetAdd or remove a Text Editor PresetAdd or remove a Tracking Camera Intrinsics PresetAdd or remove a motion tracking settings presetAdd or remove a white balance presetAdd or remove an EEVEE ray-tracing presetAdd or remove an Operator PresetAdd or remove commentsAdd or remove fluid to a domain objectAdd original location into copied locationAdd overrides for all elements of the arrayAdd pasted strokes behind all strokesAdd path to exclude from auto-executionAdd point in the new segment to keep the same densityAdd pseudo-random noise on top of F-CurvesAdd random offset to the grid locationsAdd rather than blend between shapesAdd reroutes to outputsAdd retiming KeyAdd rulerAdd segments to create the envelope. Keep the original stroke.Add selected F-Curves to a new groupAdd selected bones to Selection SetAdd selected bones to the chosen bone collectionAdd selected items (blue-gray rows) to active Keying SetAdd selected objects as Rigid BodiesAdd selected objects to one of the collections the active-object is part of. Optionally add to "All Collections" to ensure selected objects are included in the same collections as the active objectAdd selected tracks to 2D rotation stabilizationAdd selected tracks to 2D translation stabilizationAdd shape key to the objectAdd simulation zone input and output nodes to the active treeAdd sinus displacement to stroke backbone geometryAdd smokeAdd smooth transition between 2 retimed segmentsAdd smooth transition between 2 retimed segments and change its durationAdd some offset and multiply with some gain the weights of the active vertex groupAdd source value to destination one, using given threshold as factorAdd spatial noise to stroke backbone geometryAdd sphere to mesh interactivelyAdd strips to muted or locked channels when adding movie stripsAdd target position to UV coordinatesAdd temporary IK constraints while grabbing bones in Pose ModeAdd the data paths to the Freestyle Edge Mark property of selected edges to the active keying setAdd the data paths to the Freestyle Face Mark property of selected polygons to the active keying setAdd the dragged collection to the sceneAdd the dropped collection as collection instanceAdd the file format extensions to the rendered file name (eg: filename + .jpg)Add the radius of the bevel point to the taper radiusAdd the values of an evaluated field together and output the running total for each elementAdd the vertex positions of selected objects as shape keys or update existing shape keys with matching namesAdd this to the start frameAdd to BeginningAdd to EndAdd to PaletteAdd to a user defined context menu (stored in the user preferences)Add to all outputsAdd to linking collectionAdd to linking collection after {}Add to linking collection before {}Add together color channels from two videosAdd translucency effect to subsurface (Deprecated)Add transmission contributionAdd two Shaders togetherAdd two-dimensional Perlin noise to stroke backbone geometryAdd two-dimensional offsets to stroke backbone geometryAdd vertex to active splineAdd vertex to featherAdd vertices from groups that have zero weight before invertingAdd vertices with weight over threshold to vgroupAdd weight data for new strokesAdd your own property to the data-blockAdd-onAdd-on "{:s}" is already installed!Add-on '{}' not found!Add-on Key ConfigurationAdd-on PreferencesAdd-on TagsAdd-on is no longer validAdd-on path {!r} could not be foundAdd-on to processAdd-onsAdd-ons FilterAdd-ons SettingsAdd-ons previously shipped with Blender are now available from extensions.blender.org.Add-ons:Add/Edit DriverAdd/ReplaceAdded %s "%s"Added fade animation to {:d} {:s}Added length to the end of each stroke relative to its lengthAdded length to the start of each stroke relative to its lengthAdded through overrideAdded {:d} Image Plane(s)AddendAdding node groups isn't supported for custom (Python defined) node treesAdditionalAdditional SubdivisionAdditional color used for dyeing the hairAdditional data for an asset data-blockAdditional data stored for an asset data-blockAdditional data will be saved so that the bake jobs can be resumed after pausing. Because more data will be written to disk it is recommended to avoid enabling this option when baking at high resolutions.Additional distance around mesh surface to consider as effectorAdditional gamma encoding after display transform, for output with custom gammaAdditional information about the assetAdditional initial velocity in X, Y and Z direction (added to source velocity)Additional masking applied after the initial scattering of instancesAdditional mesh target to shrink toAdditional offset of the fill UVAdditional paths to add to sys.path (';' separated)Additional post processing options for new strokesAdditional rotation applied to dots and square strokesAdditional rotation applied to dots and square texture of strokes. Only applies in texture shading mode.Additional rotation of the fill UVAdditional scale multiplier to apply to base scale when determining viewer scaleAdditional scale of the fill UVAdditional subdivision along the curvesAdditional transform applied before view transform for artistic needsAdditional vorticity for the flamesAdditiveAdditive overrideAddon TagsAdds a colored tint to the coat layer by modeling absorption in the layer. Saturation increases at shallower angles, as the light travels farther through the medium (depending on the Coat IOR)Adds a ripple-like motion to an object's geometryAdds a tile to the imageAdds or updates a fade animation for either visual or audio stripsAdjacent FacesAdjacent UnselectedAdjustAdjust Last OperationAdjust LengthAdjust Playback RateAdjust Strength for SpacingAdjust active object's texture space automatically when transforming objectAdjust arbitrary values with mouse inputAdjust brightness and contrastAdjust brightness using a camera exposure parameterAdjust color and valuesAdjust color strength of strokesAdjust edit cage to modifier resultAdjust force strength based on smoke densityAdjust hue, saturation, and value with a curveAdjust influence brush objects have on this surfaceAdjust input playback speed, so its duration fits strip lengthAdjust length of strips to their data lengthAdjust levels of vertex colorsAdjust plane on which the brush acts towards or away from the object surfaceAdjust radius of proximity brushes or particles for this surfaceAdjust simulation speedAdjust slice direction according to the view directionAdjust stroke thicknessAdjust the angle threshold for displaying edges (1.0 for all)Adjust the brightness of the textureAdjust the color of an image, separately in several tonal ranges (highlights, midtones and shadows)Adjust the contrast of the textureAdjust the difference in luminosity between pixelsAdjust the guiding probability based on the roughness of the material componentsAdjust the intensity of the input's colorAdjust the line thickness of custom shapesAdjust the location of the custom shapeAdjust the luminosity of the colorsAdjust the offset distance to keep an even perpendicular distance to edgesAdjust the offset to the beginning/endAdjust the rotation of the custom shapeAdjust the saturation of colors in the textureAdjust the shape of the cap to follow the change in radius towards the curve endsAdjust the size of the custom shapeAdjust thickness of strokesAdjust timing of keyframesAdjust vertex color HSV valuesAdjust vertex color Hue/Saturation/ValueAdjust vertex color brightness/contrastAdjustment Layer StripAdjustment to the Index of Refraction (IOR) to increase or decrease specular intensity (0.5 means no adjustment, 0 removes all reflections, 1 doubles them at normal incidence)AdjustmentsAdjusts softness of the low pressure response onset using a gamma curveAdjusts the brightness of the glareAdjusts the saturation of the glareAdjusts timing by offsetting, scaling, looping, and snapping the scene frameAdvancedAdvanced Audio CodingAdvanced FilterAdvanced geometry editing and tools creation using nodesAdvanced mode for using style modules written in PythonAdvanced operations over library override to help fix broken hierarchiesAdvect GridAeroAerodynamicsAerodynamics TypeAerosolsAffectAffect AlphaAffect ChildrenAffect GizmoAffect OnlyAffect PositionAffect StrengthAffect Stroke StrengthAffect Stroke ThicknessAffect ThicknessAffect TransformAffect UVAffect VisibilityAffect active data layer of all targetsAffect all selected objects instead of just the active objectAffect all vertices (might add some to VGroup A)Affect edges or verticesAffect only edgesAffect only faces facing towards the viewAffect only strokes below the cursorAffect only the Active LayerAffect only the Active MaterialAffect only topologically connected elementsAffect only verticesAffect only vertices connected to the active vertex under the brushAffect only vertices that share face sets with the active vertexAffect only vertices with a normal that faces the viewerAffect only vertices with a similar normal to where the stroke startsAffect particle's dynamic rotationAffect particle's locationAffect the child clumpingAffect the child hair lengthAffect the child kink amplitudeAffect the child kink frequencyAffect the child roughAffect the child twistAffect the density of the particlesAffect the emission time of the particlesAffect the life time of the particlesAffect the particle force fieldsAffect the particle gravityAffect the particle initial velocityAffect the particle sizeAffect the particle velocity dampingAffect the value of the keys linearly, keeping the same relationship between them using either the left or the right key as referenceAffect tracks which are tracked less than the specified number of framesAffect tracks which have a larger reprojection errorAffect vertices in VGroup AAffect vertices in VGroup B (might add some to VGroup A)Affect vertices in at least one of both VGroups (might add some to VGroup A)Affect vertices in both groupsAffectable height of brush (i.e. the layer height for the layer tool)AffectedAffected ActionsAffected BonesAffineAfterAfter ColorAfter CurrentAfter Current FrameAfter CyclesAfter ModeAfter OriginalAfter Original (Aligned)After Original (Full)After Original (Split Channels)After baking curves, remove redundant keysAfter loading, remove everything except scenes, windows, and workspaces. This makes it possible to load the startup file with its scene configuration and window layout intact, but no objects, materials, animations, ...After removing the Strip, delete the associated data alsoAfter this number of light bounces, use approximate global illumination. 0 disables this featureAgXAgX - HDR 1000 nitsAgX - SDRAgX Base Image Encoding for sRGB DisplayAgX Base sRGBAgX LogAgeAge: {:s}AggressionAggressive Mesh SimplificationAggressively simplify to the target ratio disregarding qualityAim the constrained object toward the targetAirAir DampingAir DragAir Personal SpaceAir ViscosityAir has normally some thickness which slows falling things downAlbedoAlbedo and NormalAlbedo pass used by denoiserAlembic Export: Unable to find collection '%s'Algorithm to extend the baked resultAlgorithm to use for generating the envelopeAlgorithm used for UV relaxationAlgorithm used to calculate distance of sample points to feature pointsAlgorithm used to calculate physics, from the fastest to the most stable and accurate: Midpoint, Euler, Verlet, RK4Algorithm used to compute automatic handlesAlignAlign 'n' bones along a curveAlign ActiveAlign AutoAlign Axis To NormalAlign Bézier handles to create circular arcs at each control pointAlign EndAlign Euler to VectorAlign HandleAlign Handle SelectedAlign HandlesAlign HorizontallyAlign ModeAlign NodesAlign Object ToAlign RotationAlign Rotation to TargetAlign Rotation to VectorAlign StartAlign ToAlign UV islands along the X axisAlign UV islands along the Y axisAlign UV vertices along the line defined by the endpointsAlign UV vertices on a horizontal lineAlign UV vertices on a vertical lineAlign UV vertices, moving them horizontally to the line defined by the endpointsAlign UV vertices, moving them vertically to the line defined by the endpointsAlign UVs along the maximum positionAlign UVs along the mean positionAlign UVs along the minimum positionAlign VerticallyAlign ViewAlign View to ActiveAlign XAlign YAlign according to object transformAlign bundle to X axisAlign bundle to Y axisAlign chain of bones along a curve (Bones only)Align each axis to the Euler rotation axis as used for inputAlign from all edgesAlign keyframes on a ease-in or ease-out curveAlign newly added objects to the 3D Cursor's rotationAlign newly added objects to the active 3D view orientationAlign newly added objects to the world coordinate systemAlign objectsAlign offset direction to normalsAlign rotation with the snapping targetAlign selected bones to the active bone (or to their parent)Align selected nodes in a grid patternAlign strokes to current 3D cursor orientationAlign strokes to current view planeAlign text to the bottomAlign text to the bottom line's baselineAlign text to the leftAlign text to the middleAlign text to the rightAlign text to the topAlign text to the top line's baselineAlign the UV island's rotationAlign the X axis with the vectorAlign the Y axis with the vectorAlign the Z axis with the vectorAlign the curve to the surface normal (needs a guide as reference)Align the interpolated curves to the surface normalAlign the islands to the center of the largest islandAlign the islands to the max side of the islandAlign the islands to the min of the islandAlign the new object to the viewAlign the new object to the worldAlign the specified axis to the surface normalAlign the star diagonallyAlign the transformation axes to average normal of selected elements (bone Y axis for pose mode)Align the transformation axes to the 3D cursorAlign the transformation axes to the object's parent spaceAlign the transformation axes to the selected objects' local spaceAlign the transformation axes to the windowAlign the transformation axes to world spaceAlign to Geometry axisAlign to NormalAlign to ObjectAlign to Surface NormalAlign to Vertex NormalAlign to axisAlign to the active object's axisAlign to the left and the rightAlign to the left and the right, with equal character spacingAlign trim geometry orthogonally for a shape with 90 degree anglesAlign trim geometry with the perspective of the current view for a tapered shapeAlign with Point NormalAlignedAligned AxisAligned Free HandlesAligned SingleAligned bone '%s' to parentAlignmentAlignment AxisAlignment XAlignment of the region within the areaAligns opposite point handle during transformAligns selected UV vertices on a lineAliveAlive StateAllAll %d rotation channels were filteredAll 3D ViewportsAll AboveAll Action KeyframesAll ActionsAll Active FramesAll Add-onsAll Add-ons Installed by UserAll BelowAll BoundariesAll ChannelsAll CurvesAll CustomAll Data-BlocksAll EdgesAll Extensions Up-to-date{:s}All FacesAll ForksAll FramesAll GapsAll Geometry TypesAll GroupsAll HairAll ItemsAll Keying SetsAll Keying Sets available for use (Builtins and Absolute Keying Sets for this Scene)All KeymapsAll KeysAll LayersAll LibrariesAll Light ProbesAll Line Art objects are now cleared of bakesAll LinesAll Linked Data DirectAll LocalAll MessagesAll Object OriginsAll ObjectsAll PointsAll PropertiesAll PurposeAll RegionsAll RepositoriesAll Shading TypesAll StripsAll TransformsAll Transforms to DeltasAll TypesAll UDIM TilesAll UV loop layersAll UVsAll UnlockedAll Vertex GroupsAll Vertex Groups assigned to Deform BonesAll Vertex Groups assigned to SelectionAll VerticesAll View LayersAll VolumesAll available keying setsAll axes are affectedAll bone collections are in useAll bones affected by active Keying SetAll constraints are moved to the control bone.All corners sharper than the Miter angle will be cut flatAll curves in the data-blockAll data has been imported and is available in the list of "import_items"All effector's weightAll evaluated data-blocksAll from TargetAll geometry groups as separate instancesAll groups are lockedAll layers above activeAll layers below activeAll modifiersAll ngons with four or more vertices will be triangulated. Meshes in the scene will not be affected. Behaves like Triangulate Modifier with ngon-method: "Beauty", quad-method: "Shortest Diagonal", min vertices: 4All object instances to display or render (Warning: Only use this as an iterator, never as a sequence, and do not keep any references to its items)All of the scene objectsAll possible blend types, boolean operations and math operationsAll properties, including transforms, bendy bone shape, and custom propertiesAll render layers are disabledAll rules are averagedAll selected bones were already part of this collectionAll skin verticesAll strips of same basic type (graphical or sound)All strips, recursively including those inside metastripsAll strokes end at same time (i.e. short strokes start later)All strokes start at same time (i.e. short strokes finish earlier)All the currently assigned actions become one glTF animationAll the objects in this layerAll the selected objects of this layerAllow .blend file to execute scripts automatically, default available from system preferencesAllow Blender to access the internet. Add-ons that follow this setting will only connect to the internet if enabled. However, Blender cannot prevent third-party add-ons from violating this rule.Allow Blender to check for updates upon launchAllow ClimbingAllow ExecutionAllow FlightAllow LandAllow Negative FramesAllow Online AccessAllow OverlapAllow Overlapping TypesAllow USD primitives to merge with their Xform parent if they are the only child in the hierarchyAllow UnicodeAllow VR headsets to affect the location in virtual space, in addition to the rotationAllow a manually defined position and rotation to be used as the VR view base poseAllow an edge to have multiple overlapping types. This will create a separate stroke for each overlapping type.Allow another operator to operate on strip handlesAllow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)Allow boids to climb goal objectsAllow boids to move in airAllow boids to move on landAllow crease edges to show inside smooth surfacesAllow crease to show on sharp edgesAllow deviation for a smoother, less precise lineAllow edge ring selection to step over n-gons with an even number of sidesAllow edges in the same location (i.e. from edge split) to show properly. May run slower.Allow editing on the Z axis of this curve, also allows tilt and curve radius to be usedAllow editing strokes even if they use locked materialsAllow export of all joint vertex influences. Models may appear incorrectly in many viewersAllow for images or movies to be used as texturesAllow glTF Embedded formatAllow internet access. Blender may access configured online extension repositories. Installed third party add-ons may access the internet for their own functionalityAllow interpolation of vertex positionsAllow lines generated by the near/far clipping plane to be shownAllow loose edges to be chained togetherAllow objects to be culled based on the camera frustumAllow objects to be culled based on the distance from cameraAllow particle objects and face/vertex instances to show in Line ArtAllow points or curves to be selected partiallyAllow rigid body to be controlled by the animation systemAllow scaling of the bone for IKAllow scaling the spline control bones to affect the thickness via curve radiusAllow selecting all the keyframes of a curve by selecting the calculated F-curveAllow selecting all the keyframes of a curve by selecting the curve itselfAllow selection of Grease Pencil objectsAllow selection of armaturesAllow selection of camerasAllow selection of curvesAllow selection of emptiesAllow selection of hair curvesAllow selection of latticesAllow selection of light probesAllow selection of lightsAllow selection of mesh objectsAllow selection of metaballsAllow selection of point cloudsAllow selection of speakersAllow selection of surfacesAllow selection of text objectsAllow selection of volumesAllow self-intersection in operandsAllow switching the parent of the master controlAllow the VR tracking origin to be defined independently of the headset locationAllow the initial mouse position to be usedAllow the path to contain substitution tokensAllow the property to be overridden when the data-block is linkedAllow the use of colors indicating constraints/keyed statusAllow thickness to be assigned asymmetricallyAllow this object and its duplicators to be culled by camera space cullingAllow this object and its duplicators to be culled by distance from cameraAllow vertices to move in the negative direction of axisAllow vertices to move in the positive direction of axisAllows a single dot to be carefully positionedAllows for colored transparency, but incompatible with render passes and ray-tracing. Also known as forward rendering.Allows for colored transparency, but incompatible with render passes and raytracing. Also known as forward rendering.Allows for grayscale hashed transparency, and compatible with render passes and ray-tracing. Also known as deferred rendering.Allows for grayscale hashed transparency, and compatible with render passes and raytracing. Also known as deferred rendering.Allows managing UI translations directly from Blender (update main .po files, update scripts' translations, etc.)Along NormalAlong NormalsAlong StrokeAlphaAlpha ChannelAlpha ConvertAlpha CropAlpha DecalsAlpha FacAlpha FactorAlpha ModeAlpha ModifiersAlpha OverAlpha Over NodeAlpha Over StripAlpha ThresholdAlpha TransparencyAlpha Under StripAlpha modifier '%s' could not be removedAlpha modifier typeAlpha modifiers for changing line alphasAlpha transparency based on random noiseAlpha transparency based on the angle between two adjacent facesAlpha transparency based on the direction of the strokeAlpha transparency based on the radial curvature of 3D mesh surfacesAlpha:Alphabetically sorts data-blocks - mainly objects in the scene (disable to increase viewport speed)Already a control point at frame %.6fAlso affect the visibilityAlso delete some data layers from destination if necessary, so that it matches exactly sourceAlso deselect faces that only touch on a cornerAlso import materials that are not used by any geometry. Note that when this option is false, materials referenced by geometry will still be importedAlso select faces that only touch on a cornerAltAlt Click Tool PromptAlt Cursor AccessAlt Middle Mouse Drag ActionAlt Tool AccessAlt key pressedAlt key pressed, -1 for any stateAlt-MMB Drag ActionAltLAltRAlter spring length to shrink/blow up (unit %) 0 to disableAlternate RowsAlternate access to 'Delete Keyframe' for keymaps to useAlternate access to 'Insert Keyframe' for keymaps to useAlternate between forward and reverse playback of keyframe rangeAlternate inside/outside based on crossing countAlternate script path, matching the default layout with sub-directories: startup, add-ons, modules, and presets (requires restart)Alternative access to location/scale/rotation relative to the parent and own rest boneAlternative end frame for UI playbackAlternative start frame for UI playbackAlternatively, download the extension to Install from Disk.AltitudeAlwaysAlways Add Cache ReaderAlways Sample AnimationsAlways Show MenuAlways StepAlways add a keyframe at start and end of actions for animated channelsAlways adjust the value by a minimum of 1 when 'value' is not 1.0Always change tabs when clicking an icon in an outlinerAlways collapse the new merge nodesAlways confirm operation when releasing buttonAlways refresh image on frame changesAlways take a left turnAlways take a right turnAlways use face normals for the face corner domain, matching old behavior of the nodeAlways write absolute pathsAlways write new guide velocities for every frame (each frame only contains current velocities from guiding objects)Ambient ColorAmbient OcclusionAmbient pressure (kPa) that balances out between the inside and outside of the object when it has the target volumeAmountAmountAreaAmountArrayAmountEmission StrengthAmountErrorAmountEvenAmountNumberAmountSingleAmountSmoothAmountStorage TypeAmountStrengthAmount BackAmount EndAmount FrontAmount StartAmount in degrees per turn when using snap turnAmount is absolute distance along adjacent edgeAmount is offset of new edges from originalAmount is percent of adjacent edge lengthAmount is perpendicular distance from original edge to bevel faceAmount is width of new faceAmount of GI ray to trace for each pixelAmount of air dragAmount of angular velocity that is lost over timeAmount of anisotropy for reflection. Higher values give elongated highlights along the tangent directionAmount of anisotropy for specular reflection. Higher values give elongated highlights along the tangent directionAmount of backbone stretchingAmount of buoyancy force that rises bubbles (high value results in bubble movement mainly upwards)Amount of clumpingAmount of control points of the generated hair curvesAmount of dampingAmount of damping during collisionAmount of damping during particle collisionAmount of damping in bending behaviorAmount of damping in compression behaviorAmount of damping in shearing behaviorAmount of damping in stretching behaviorAmount of detail for wireframe displayAmount of displacemement along the surface normalAmount of distortionAmount of distortion noise detailAmount of distortion of the waveAmount of dithering noise added to the rendered image to break up bandingAmount of dithering when painting on byte imagesAmount of drag force that moves bubbles along with the fluid (high value results in bubble movement mainly along with the fluid)Amount of duplicates per curveAmount of edge loops the round caps are generated withAmount of edge roundingAmount of endpoint roughnessAmount of erasing for strengthAmount of erasing for thicknessAmount of fine level detail present in the noiseAmount of focal blur, 128 (infinity) is perfect focus, half the value doubles the blur radiusAmount of friction during particle collisionAmount of generated foamAmount of gravity after each dabAmount of guides to be used for interpolation per curveAmount of high frequency detail. Depth needs to be greater than 0 for this to have an effectAmount of influence F-Curve Modifier will have when not fading in/outAmount of influence constraint will have on the final solutionAmount of influence the node exerts on the imageAmount of influence the node exerts on the output colorAmount of influence the node exerts on the output vectorAmount of jitter applied to the samplingAmount of linear velocity that is lost over timeAmount of lines that can be visible in current editorAmount of location dependent roughnessAmount of mirror reflection for raytraceAmount of mixing between the A and B inputsAmount of mixing between the A and B vector inputsAmount of neighbors used for blendingAmount of noise for the force strengthAmount of noise to applyAmount of noise to apply to UV rotationAmount of noise to apply to opacityAmount of noise to apply to thicknessAmount of normal directional velocityAmount of opacity to useAmount of overshoot for 'back' easingAmount of paint that is applied per stroke sampleAmount of paint that is picked from the surface into the brush colorAmount of particles left untouched by child path lengthAmount of particles left untouched by random roughnessAmount of particles to use for instancingAmount of random elements that are going to be affected by the brushAmount of random offset per curveAmount of random roughnessAmount of random velocityAmount of random, erratic particle movementAmount of randomization of the direction of the rollAmount of residual error in Blender space unit for constraints that work on positionAmount of residual error in radians for constraints that work on orientationAmount of rotation around side vectorAmount of rotation around velocity vector on turnsAmount of rotation in degrees (90, 180, 270)Amount of scattered instances per unit squaredAmount of scattered instances shown in the viewportAmount of screen sample per GI rayAmount of shadow map sample per shadow rayAmount of shadow ray to trace for each lightAmount of smoke created by burning fuelAmount of smooth to applyAmount of smoothingAmount of smoothing stepsAmount of smoothing to applyAmount of smoothing to apply after finish newly created strokes, to reduce jitter/noiseAmount of smoothing to apply to interpolated strokes, to reduce jitter/noiseAmount of smoothing to automatically apply to each strokeAmount of smoothing while drawingAmount of steps of smoothing applied after shrinkwrapAmount of stickiness to surface collisionAmount of straighteningAmount of time to determine best compression: 0 = no compression with fast file output, 100 = maximum lossless compression with slow file outputAmount of turbulence and rotation in smokeAmount of velocity lost on collisionAmount of wet paint that stays in the brush after applying paint to the surfaceAmount texture affects alphaAmount texture affects child clumpAmount texture affects child hair lengthAmount texture affects child kink amplitudeAmount texture affects child kink frequencyAmount texture affects child roughnessAmount texture affects child twistAmount texture affects diffuse colorAmount texture affects particle dampingAmount texture affects particle densityAmount texture affects particle emission timeAmount texture affects particle force fieldsAmount texture affects particle gravityAmount texture affects particle initial velocityAmount texture affects particle life timeAmount texture affects physical particle sizeAmount that the pose is applied on top of the existing poses. A negative value will subtract the pose instead of adding itAmount the Active Action contributes to the result of the NLA stackAmount the strip contributes to the current resultAmount to boost elastic bounces for 'elastic' easingAmount to decrease or increase character spacing withAmount to deform objectAmount to displace geometryAmount to move each copy relative to its bounding box sizeAmount to offset array UVs on the U axisAmount to offset array UVs on the V axisAmount to offset mirrored UVs flipping point from the 0.5 on the U axisAmount to offset mirrored UVs flipping point from the 0.5 point on the V axisAmount to spread arcs for arc inner mitersAmount to warp about the cursorAmplitudeAmplitude ClumpAmplitude RandomAmplitude of WaveAmplitude of the Perlin noiseAmplitude of the noiseAmplitude of the noise - the amount that it modifies the underlying curveAmplitude of the sinus displacementAmplitude of the spatial noiseAn "extreme" pose, or some other purpose as neededAn 'extreme' pose, or some other purpose as neededAn Action may not have more than one layerAn action slot can only be created when an action is assignedAn added offset to each octave, determines the level where the highest octave will appearAn aggressive sharpening filterAn animation layer containing Actions referenced as NLA stripsAn approximation of the Fresnel conductor curve based on the colors at perpendicular and near-grazing (roughly 82°) anglesAn area is maximized, filling this screenAn array of floating-point valuesAn array of integersAn array of true or false valuesAn artistic solver with strong surface tension effects (original)An attribute field with a selection of the outer pointsAn edge connected to the face, chosen by the sort indexAn edit-mesh with vertex or edge selection mode is requiredAn exception occurred invoking USD hook '%s'An exception occurred invoking USD hook '%s'. Please see the console for detailsAn existing matching local ID has been re-usedAn extra multiplier to tune the magnitude of octavesAn identifier for the group of each face. All contiguous faces with the same value are in the same regionAn index used to group curves together. Filling is done separately for each groupAn index used to group values together for multiple separate accumulationsAn index used to group values together for multiple separate operationsAn input name cannot start with a digit: "{}"An input was not manifoldAn internal property used to store only the first mouse positionAn internal property used to store the first node in a Lazy Connect operationAn internal property used to store the last node in a Lazy Connect operationAn internal property used to store the source socket in a Lazy Connect operationAn item (representing a data-block) in a BlendImportContext data. Currently only exposed as read-only data for the pre/post linking handlersAn object instance in a View Layer (currently never exposed in Python API)AnaglyphAnaglyph TypeAnalog 16mmAnalog 35mmAnalog 65mmAnalog IMAXAnalog Super 16Analog Super 35Ancestors Effectively VisibleAnchor FrameAnchor WeightsAnchor XAnchor YAndAngleAngle BasedAngle ClampAngle ConstraintAngle FactorAngle LimitAngle MinAngle OuterAngle SnapAngle Snap IncrementAngle SplittingAngle ThresholdAngle above which to bevel edgesAngle above which to split edgesAngle and axis to rotate aroundAngle at which interocular distance is 0Angle at which interocular distance starts to fade to 0Angle between the next and previous edge of a face corner within the faceAngle between the planes of the creaseAngle in screen space below which a stroke is split in twoAngle limitAngle of Rotation for Axis-Angle rotation representationAngle of deformationAngle of revolutionAngle of rotationAngle of the inner cone, in degrees, inside the cone the volume is 100%Angle of the main directionAngle of the outer cone, in degrees, outside this cone the volume is the outer cone volume, between inner and outer cone the volume is interpolatedAngle of the transitionAngle snappingAngle snapping modeAngle snapping relative to the previous cut edgeAngle to rotate the input vector byAngle to use as the basis for warpingAngle used for rotation increments in 2D editorsAngle used for rotation increments in 3D editorsAngles above this are considered cornersAngles smaller than this will be treated as creasesAngles smaller than this will be treated as creases. Crease angle priority: object Line Art crease override > mesh auto smooth angle > Line Art default crease.AngularAngular DampingAngular DistanceAngular MotorAngular VelocityAngular Velocity AxisAngular Velocity Deactivation ThresholdAngular Velocity below which simulation stops simulating objectAngular diameter of the Sun as seen from the EarthAngular diameter of the spotlight beamAngular distortion between UV and 3D anglesAngular thickness of the surfaces when computing fast GI and ambient occlusion. Reduces energy loss and missing occlusion of far geometry.Angular threshold for detecting crease edgesAngular velocity amount (in radians per second)Anim PlayerAnimalsAnimatableAnimate propertyAnimate strokes appearing and disappearingAnimatedAnimated InfluenceAnimated SelectedAnimated Strip TimeAnimationAnimation Channel BagAnimation Channels for SlotsAnimation CurvesAnimation DataAnimation EditorsAnimation End OffsetAnimation ModeAnimation OffsetAnimation OperationAnimation PlayAnimation PlayerAnimation Player PresetAnimation PlayingAnimation Pointer (Experimental)Animation Start OffsetAnimation StepAnimation TimeoutAnimation UIAnimation VisualizationAnimation data for data-blockAnimation data for this data-blockAnimation data-block does not have active actionAnimation data-block has active actionAnimation end offset (trim end)Animation is played backwardsAnimation playbackAnimation playback is activeAnimation playback speed in frames per second. If a single image, then 0Animation settingsAnimation start offset (trim start)Animation stepsAnimation time of noiseAnimation track at index %d is not a NLA 'Active Action' trackAnimation:AnimationsAnisotropicAnisotropic FilteringAnisotropic RotationAnisotropyAnkleAnkle and ToeAnnotationAnnotation Default ColorAnnotation FrameAnnotation FramesAnnotation LayerAnnotation Layer OpacityAnnotation LayersAnnotation StrokeAnnotation Stroke Placement (3D View)Annotation Stroke PointAnnotation Stroke ThicknessAnnotation dataAnnotation data for this Preview regionAnnotation data for this movie clipAnnotation data for this spaceAnnotation data for this trackAnnotation data-blocks (legacy Grease Pencil)Annotation:AnnotationsAnonymous attributes cannot be accessed by nameAnonymous attributes cannot be created hereAnother object has this shared data in edit modeAnti-AliasAnti-AliasingAnti-Aliasing SamplesAnti-alias the generated mask before combining for smoother boundaries at the cost of more expensive processingAntialias pixelsAntialiasingAnyAny TypeAny angle is allowed for rotationAny modifier keys pressedAny object modification requires a complete BVH rebuild, but renders fasterAny unsaved changes will be lost.ApertureAppApparent size of the Camera object in the 3D ViewAppendAppend (Reuse Data)Append (Reuse) {}Append (make local) also indirect dependencies of appended IDs coming from other libraries. NOTE: All IDs (including indirectly linked ones) coming from the same initial library are always made localAppend ActionAppend Materials of the active Grease Pencil to other objectAppend a final bone to the end of each chain to specify last bone length (use this when you intend to edit the armature from exported data)Append a workspace and make it the active one in the current windowAppend active modifiers to selected stripsAppend from a Library .blend fileAppend history at cursor positionAppend mesh name to object name, separated by a '_'Append only active material, uncheck to append all materialsAppend scrollback text by typeAppend {}Appended DataApple's Display P3 with sRGB compound (piece-wise) encoding transfer function, common on Mac devicesApplication TemplateApplication Template "%s" not foundApplicationsApplied constraint was not first, result may not be as expectedApplied constraint: %sApplied modifier only changed CV points, not tessellated/bevel verticesApplied modifier was not first, result may not be as expectedApplied modifier: %sApplies a brown tint to mimic vintage photo tones.Applies a cloth simulation deformation to the entire meshApplies a filter to modify the active color attributeApplies a filter to modify the current maskApplies a filter to modify the current meshApplies gravity to the simulationApplies the brush falloff in a loop patternApplies the brush falloff in the tip of the brushApplies the deformation in a localized area limited by the brush radiusApplies the falloff radius in a loop pattern, inverting the displacement direction in each pattern repetitionApplies the same deformation in the entire boundaryApplies the transformation simulating elasticity using the radius of the cursorApplies the transformation to all vertices in the meshApplies transformations done by the Armature modifierApplyApply (All Keyframes)Apply BaseApply DensityApply FlippedApply Gaussian Blur to objectApply Hair GuidesApply Laplacian flow smoothing to a signed distance field. Computationally efficient alternative to mean curvature flow, ideal when combined with SDF normalizationApply MaskApply MixApply ModifierApply ModifiersApply Object TransformationsApply PresetApply PropertiesApply ScalingsApply Subdivision HeuristicApply Subdivision SurfaceApply TransformApply UnitApply Unit Conversion ScaleApply a color transformation in the HSV color modelApply a fixed offset (don't scale by the radius)Apply a gamma correctionApply a rotation to a given vectorApply a secondary Euler rotation to a given Euler rotationApply a secondary rotation to a given rotation valueApply a stroke of brush to the particlesApply a transformation matrix (excluding translation) to the given vectorApply a transformation matrix to the given vectorApply action to all vertex groupsApply blur to each jittered sample to reduce under-sampling artifactsApply brush influence in a 2D circle, projected from the viewApply brush influence in a Sphere, outwards from the centerApply brush normallyApply changes to matching bone on opposite side of X-AxisApply channel rotation as IK constraintApply channel size as IK constraint if stretching is enabledApply color corrections for each color channelApply common image enhancement filtersApply constraint and remove from the stackApply copied rotation after original, as if the constraint target is a childApply copied rotation before original, as if the constraint target is a parentApply copied transformation after original, as if the constraint target is a child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation after original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation after original, using simple matrix multiplication as if the constraint target is a child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply copied transformation before original, as if the constraint target is a parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation before original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation before original, using simple matrix multiplication as if the constraint target is a parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply corrections to solve shadow terminator artifacts caused by bump mappingApply current mix of shape keys to the geometry before removing themApply current scene's unit (as defined by unit scale) to exported dataApply current scene's unit (as defined by unit scale) to imported dataApply current visible shape to the object data, and delete all shape keysApply custom scaling and units scaling to FBX scaleApply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0Apply custom scaling to FBX scale, and units scaling to each object transformationApply custom scaling to each object transformation, and units scaling to FBX scaleApply deformations of selected shape keys to the basis key, removing themApply depth of field in 2D, using a Z depth map or maskApply different tint effectsApply effectors to childrenApply falloff to avoid sharp edges when the light geometry intersects with other objectsApply final constrained position of pose bones to their transformApply fixed movement deltas every updateApply force in the X axisApply force in the Y axisApply force in the Z axisApply force only in 2DApply fractal displacement along normal onlyApply global space transform to the object rotations. When disabled only the axis space is written to the file and all object transforms are left as-isApply gravitation to point movementApply haptics on button pressApply haptics on button press and releaseApply haptics on button releaseApply haptics repeatedly for the duration of the button pressApply haptics to the same user paths for the haptic action and this actionApply mean (box) filter smoothing to a signed distance field. Fast separable averaging filter for general smoothing of the distance fieldApply mean (box) filter smoothing to a voxel. The mean value from surrounding voxels in a box-shape defined by the radius replaces the voxel value.Apply mean curvature flow smoothing to a signed distance field. Evolves the surface based on its mean curvature, naturally smoothing high-curvature regions more than flat areasApply median (box) filter smoothing to a voxel. The median value from surrounding voxels in a box-shape defined by the radius replaces the voxel value.Apply median filter to a signed distance field. Reduces noise while preserving sharp features and edges in the distance fieldApply modifier and remove from the stackApply modifier as a new shape key and remove from the stackApply modifier as a new shapekey and keep it in the stackApply modifiers (excluding Armatures) to mesh objects -WARNING: prevents exporting shape keysApply modifiers to exported meshesApply modifiers to mesh objects (except Armature ones) - WARNING: prevents exporting shape keysApply new rotation after original, as if it was on a childApply new rotation before original, as if it was on a parentApply nondestructive effectsApply normal map relative to the displaced surface, for normal maps that are to be applied in addition to the displacement mapApply normal map relative to the smooth undisplaced surface, for normal maps that match the displacement mapApply object transforms to exported verticesApply offset cumulatively (previous points affect points after)Apply offset in reverse animation directionApply offset in usual animation directionApply on SplineApply paint on each mouse move stepApply puff to unselected end-points (helps maintain hair volume when puffing root)Apply relative to the current value (delta)Apply relative transformations in X-mirror mode (not supported with Auto IK)Apply render part of display transform when saving byte imageApply render part of display transformation when displaying this image on the screenApply sampling to all animationsApply scale on solution itself to make distance between selected tracks equals to desiredApply scaling of selected strips to their referenced ActionsApply selected vertex locations to all other shape keysApply shadow tracing to each jittered sample to reduce under-sampling artifactsApply sinusoidal deformationApply smoothing filter that preserves edges, for stylized and painterly effectsApply smoothing without reconstructing the surfaceApply the action based on vertex group selectionApply the action channels after the original transformation, as if applied to an imaginary child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels after the original transformation, as if applied to an imaginary child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels after the original transformation, handling location, rotation and scale separatelyApply the action channels before the original transformation, as if applied to an imaginary parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels before the original transformation, as if applied to an imaginary parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels before the original transformation, handling location, rotation and scale separatelyApply the current pose as the new rest poseApply the deformation in the selected axisApply the edit operation to hidden geometryApply the filter only to the face set under the cursorApply the force in the selected axisApply the gesture action only to the area that is contained within the segment without extending its effect to the entire lineApply the given Pose Action to the rigApply the maximum grab strength to the active vertex instead of the cursor locationApply the object's parent inverse to its dataApply the object's transformation to its dataApply the object's visual transformation to its dataApply the operation over content of the selected items only (the data-blocks in their sub-tree)Apply the operation over selected data-blocks and all their dependenciesApply the operation over selected data-blocks onlyApply the opposite of Lock/Unlock to unselected vertex groupsApply the relative positional offsetApply the same setup but mirrored to the opposite side control, shown in parentheses. Bones will only be affected by the control with the same side (eg., .L bones will only be affected by the .L control). Bones without a side in their name (so no .L or .R) will be affected by both controls with 0.5 influence eachApply the subdivision surface level as an offset relative to the current levelApply the target object's world transform on top of the attribute's transformApply this and all preceding deformation modifiers on splines' points rather than on filled curve/surfaceApply to all keyframesApply to selected vertex groupsApply to unselected vertex groupsApply track's mask on displaying previewApply transformation before parentingApply two-dimensional scaling and rotation to stroke backbone geometryApply volume preservation after smoothApply volume preservation over the original scalingApply weight-blended transformation from multiple bones like the Armature modifierApply weighted moving means to make selected F-Curves less bumpyApply weights symmetrically along X axis, for Envelope/Automatic vertex groups creationApproximate diffuse indirect light with background tinted ambient occlusion. This provides fast alternative to full global illumination, for interactive viewport rendering or final renders with reduced qualityApproximate number of faces (quads) in the new meshApproximate number of voxels along one axisApproximate the object as a sphere whose diameter is equal to the thickness defined by the node treeApproximate the object as an infinite slab of thickness defined by the node treeApproximate the thickness of the object to compute two refraction events (0 is disabled) (Deprecated)Approximately in how many frames should dissolve happenApproximately in how many frames should drying happenApproximation of Mie scattering in water droplets, used for scattering in clouds and fogApproximation to physically based volume scatteringApproximation used to model the light interactions inside the objectAppsArabic - ﺔﻴﺑﺮﻌﻟﺍArbitrary Output Variables. Provide custom render passes for arbitrary shader node outputsArcArccosine ModeArchive LibrariesArchive libraries of packed IDs, generated (and owned) by this source libraryArcminutesArcsecondsArcsine ModeArctan2 ModeArctangent ModeAre handles tested individually against the selection criteria, independently from their keys. When unchecked, handles are (de)selected in unison with their keysAre there any bone paths that will need updating (read-only)Area LightArea Lights can only have scale applied: "%s"Area NormalArea Normal FalloffArea Normal LimitArea PlaneArea RadiusArea Radius PressureArea SpacesArea WeightArea distortion between UV and 3D facesArea heightArea in a subdivided screen, containing an editorArea not found in the active screenArea of face in 3D spaceArea of this triangleArea to apply deformation falloff to the effects of the simulationArea widthAreasAreas in the core matte mask are included in the matteAreas in the garbage matte mask are excluded from the matteAreas outside of the image are filled with repetitions of the imageAreas outside of the image are filled with the closest boundary pixel in the imageAreas outside of the image are filled with zeroAreas the screen is subdivided intoArgumentsArmArmatureArmatureEaseArmatureEase InArmatureEase OutArmatureNewArmatureOutArmatureSamplesArmature '%s' does not contain bone '%s'Armature '%s' not in edit mode, cannot add an editboneArmature '%s' not in edit mode, cannot remove an editboneArmature Bone CollectionsArmature BonesArmature ConstraintArmature DefinedArmature DeformArmature Deform Constraint TargetsArmature EditBonesArmature FBXNode TypeArmature ModifierArmature OverlaysArmature bone, mesh or lattice vertex group, ...Armature data-block containing a hierarchy of bones, usually used for rigging charactersArmature data-blocksArmature deformation modifierArmature has no active bone collection, select one firstArmature has no active object boneArmature object to deform withArmature object to retrieve the bone information fromArmature to use as source of bones to maskArmature's active boneArmature's active bone collectionArmature(s)Armature-Relative HeadArmature-Relative TailArmature-related settingsArmaturesArmatures active edit boneAround FrameArrange selected UV islands on a lineArrange the new triangles evenly (slow)Arrange the stacking order of strokesArrayArray (Legacy)Array All ItemsArray LengthArray ModifierArray duplication modifierArray length calculation methodArray length mismatch (expected %d, got %d)Array length mismatch (got %d, expected more)Array of coordinates which represents UI rectangle corners in frame normalized coordinatesArray of coordinates which represents pattern's corners in normalized coordinates relative to marker positionArri Alexa 65Arri Alexa LFArri Alexa Mini & SXTArrowArrow SizeArrowsArtificial buoyancy force in negative gravity direction based on pressure differences inside the fluidAs 'Clear Parent', but keep the current visual transformations of the objectAs InstanceAs NURBSAs Render PassAshikhminAshikhmin-ShirleyAsk for confirmation when quitting with unsaved changesAspectAspect RatioAspect XAspect YAsphalt (Crushed)AssetAsset ('%s') is not an action data-blockAsset Blend PathAsset BrowserAsset Browser must be set to the Current File libraryAsset CatalogAsset Catalog:Asset CatalogsAsset DataAsset Debug InfoAsset DetailsAsset LibrariesAsset Libraries are local directories that can contain .blend files with assets inside. Manage Asset Libraries from the File Paths section in PreferencesAsset LibraryAsset Library IdentifierAsset Library ReferenceAsset Library TypeAsset Library not foundAsset Library: Current FileAsset Library: EssentialsAsset MetadataAsset RepresentationAsset Select ParametersAsset ShelfAsset Shelf HeaderAsset Shelf NameAsset Shelf PanelAsset Shelf Region ThemeAsset TagAsset TagsAsset Weak ReferenceAsset blend file is not editableAsset cannot be modified from this fileAsset catalogs cannot be edited in this asset libraryAsset data can only be assigned to assets. Use asset_mark() to mark as an asset.Asset data cannot be NoneAsset data, valid if the file represents an assetAsset file is not editableAsset is not a geometry node groupAsset library is not editableAsset library used to store the new brushAsset library used to store the new poseAsset loading is unfinishedAsset metadata from external asset libraries cannot be edited, only assets stored in the current file canAsset metadata from external libraries cannot be edited. Only assets stored in the current file can be edited.Asset not foundAsset not found: '%s'Asset shelf popover panel type not foundAssetsAssets in the current file cannot be individually savedAssets in the current file cannot be revertedAssignAssign Fk CollectionsAssign IK Constraint with targets derived from the select bones/objectsAssign MaterialAssign Primary CollectionsAssign Secondary CollectionsAssign Tweak CollectionsAssign a crease to inner edgesAssign a crease to outer edgesAssign a crease to the edges making up the rimAssign a material to geometry elementsAssign action "%s" to "%s" before calling this functionAssign active material slot to selectionAssign all selected bones to a collection, or unassign them, depending on whether the active bone is already assigned or notAssign intersection priority value for this collectionAssign no color tag to the collectionAssign the active material slot to the selected strokesAssign the current values of custom properties as their defaults, for use as part of the rest pose state in NLA track mixingAssign the hook to the hook object's active boneAssign the selected vertices to a hookAssign the selected vertices to a new vertex groupAssign the selected vertices to the active vertex groupAssign valueAssigned shortcut {:d} to {:s}Assignment valueAssignment value (as a string)AsymmetricAsymmetry of the shape adjustment of the strand thicknessAtAt CenterAt CursorAt FirstAt LastAt least 8 common tracks on both keyframes are needed for reconstructionAt least one Collection in this View Layer has an exporterAt least one node must be selected.At least one track with bundle should be selected to define origin positionAt least two points requiredAt least {:d} nodes must be selected.At which interval to add keysAt which interval to snap to framesAt which interval to snap to secondsAtmospheric turbidityAttach Hair Curves to SurfaceAttach ModeAttach NodesAttach active node to a frameAttach selected nodesAttach selected nodes to a new common frameAttaches hair curves to a surface meshAttachment UVAttachment is ValidAttachment surface UV coordinates of each curveAttack TimeAttack boids at max this distanceAttempt to bind from inactive dependency graphAttempt to delete scenes as part of a purge operation, should never happenAttempt to import 'allPurpose' materials.Attempt to import 'full' materials. Load 'allPurpose' or 'preview' materials, in that order, as a fallbackAttempt to import 'preview' materials. Load 'allPurpose' materials as a fallbackAttempt to import materials with the given purpose. If no material with this purpose is bound to the primitive, fall back on loading any other bound materialAttempt to select a point handle before transformAttempt to set action on non-animatable IDAttempt to unbind from inactive dependency graphAttempted to set slot identifier to "%s", but the type prefix does not match the slot's 'target_id_type' "%s". Setting to "%s" instead.AttenuationAttenuation constantAttributeAttribute '%s' (Blender domain %d, type %d) cannot be converted to USDAttribute Data DetectedAttribute DomainAttribute Domain TypeAttribute GroupAttribute NameAttribute NodeAttribute SpecialsAttribute StatisticAttribute TextAttribute TypeAttribute does not exist: "{}"Attribute domainAttribute domain for the Selection and Group ID inputsAttribute domain not supported by this geometry typeAttribute domain to displayAttribute domain to store free custom normalsAttribute domain used by the geometry nodes modifier to create an attribute outputAttribute domain where the attribute is stored in the baked dataAttribute domain where the attribute is stored in the simulation stateAttribute is not part of this geometryAttribute is required and cannot be removedAttribute name cannot be emptyAttribute name for edge weightAttribute name for vertex weightAttribute on Grease Pencil layerAttribute on instanceAttribute on mesh edgeAttribute on mesh face cornerAttribute on mesh facesAttribute on pointAttribute on splineAttribute on the geometry aboveAttribute per point/vertexAttribute value that will be stored for the current element on the main geometryAttributesAttributes to modifyAttributes with these names used within the group may conflict with existing attributesAudioAudio ChannelsAudio CodecAudio DeviceAudio Mixing BufferAudio Sample FormatAudio Sample RateAudio ScrubbingAudio StripAudio bitrate (kb/s)Audio channel countAudio channelsAudio output deviceAudio sample formatAudio sample format unsupportedAudio sample rateAudio sample rate (samples/s)Audio volumeAuthenticationAuthorAuthor USD custom attributes containing the original Blender object and object data namesAuthor:AutoAuto Align EndAuto Align Extremity BoneAuto Align {:s}Auto AxisAuto Blend In/OutAuto ClampedAuto Close Character PairsAuto CreateAuto DepthAuto DetectAuto EulerAuto Fly SpeedAuto HandleAuto Handle SelectedAuto Handle SmoothingAuto Handle Smoothing mode used for newly added F-CurvesAuto IKAuto IK Length: %dAuto Iteration CountAuto KeyframeAuto Keyframe Insert AvailableAuto Keyframe Insert Keying SetAuto KeyframingAuto KeyingAuto Keying EnableAuto Keying IndicatorAuto Keying ModeAuto Keying OnAuto MergeAuto Merge & SplitAuto Merge VerticesAuto NormalizationAuto NormalizeAuto PerspectiveAuto RainbowAuto RefreshAuto RemoveAuto Run Python ScriptsAuto Save Temporary FilesAuto Save TimeAuto SmoothAuto StepAuto Texture SpaceAuto TileAuto TransformAuto UpdateAuto VelocityAuto WXYZ to YRGBAuto XYZ to RGBAuto ZoomAuto clampedAuto detect best GPU for running BlenderAuto handleAuto sets the orbit center dynamically. When the complete model is in view, the center of volume of the whole model is used as the rotation point. When you move closer, the orbit center will be set on an object close to your center of the view.Auto-Clamped HandleAuto-Clamped Handle SelectedAuto-DetectAuto-Execution PathsAuto-KeyframingAuto-Keying ModeAuto-Keying will skip inserting keys that don't affect the animationAuto-Lock Key AxisAuto-Lock LayersAuto-MaskingAuto-Masking LayerAuto-Masking MaterialAuto-Masking StrokesAuto-Merge KeyframesAuto-OffsetAuto-RefreshAuto-Remove Fill GuidesAuto-SaveAuto-Save PreferencesAuto-SmoothAuto-StepAuto-VelocityAuto-offsetAuto-offset DirectionAuto-offset MarginAuto-offset direction: %sAutoPack is enabled, so image will be packed again on file saveAutocompleteAutokey Insert NeededAutolock Inactive LayersAutomaskingAutomaticAutomatic Bone OrientationAutomatic EasingAutomatic NameAutomatic Scrambling DistanceAutomatic SubframesAutomatic handles are adjusted to avoid jumps in acceleration, resulting in smoother curves. However, key changes may affect interpolation over a larger stretch of the curve.Automatic handles only take immediately adjacent keys into accountAutomatic handles that create smooth curvesAutomatic handles that create smooth curves which only change direction at keyframesAutomatic handles that create straight linesAutomatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Automatic keyframe insertion using active Keying Set onlyAutomatic keyframe insertion when moving plane cornersAutomatic line width based on UI scaleAutomatic output type detectionAutomatic pixel size, depends on the user interface scaleAutomatic rigging from building-block componentsAutomatic saving of temporary files in temp directory, uses process ID. Warning: Sculpt and edit mode data won't be savedAutomatic weights from bonesAutomatically add lattice modifiers to selected objectsAutomatically adjust strength to give consistent results for different spacingsAutomatically adjusts fly navigation speed based on the distance of objects near the center of the viewport, making it easier to navigate complex scenes. Speed is recalculated each time movement starts.Automatically align edges to the brush direction to generate cleaner topology and define sharp features. Best used on low-poly meshes as it has a performance impact.Automatically begin translating strips with the mouse after adding them to the timelineAutomatically calculate mass values for Rigid Body Objects based on volumeAutomatically choose Wintab or Windows Ink depending on the deviceAutomatically choose filter based on scaling factorAutomatically choose method based on GPU and imageAutomatically choose the direction on which there is most alignment alreadyAutomatically choose the system-defined language if available, or fall-back to English (US)Automatically close relevant character pairs when typing in the text editorAutomatically compute transformation to get the best possible match between source and destination meshes. Warning: Results will never be as good as manual matching of objectsAutomatically convert all new tabs into spaces for new and loaded text filesAutomatically decide when to perform multiple simulation steps per frameAutomatically detect a good structure type based on how the socket is usedAutomatically detect animated sequences in selected images (based on file names)Automatically detect animated sequences in selected volume files (based on file names)Automatically detect features and place markers to trackAutomatically detect the best rotation axis to rotate towards the vectorAutomatically determine display type for filesAutomatically determine if the surface should be treated as a light for sampling, based on estimated emission intensityAutomatically determine sort method for filesAutomatically determine the number of threads, based on CPUsAutomatically determine the optimal number of steps for best performance/accuracy trade offAutomatically fix alignment of select bones' axesAutomatically insert keyframes on modified propertiesAutomatically lock all layers except the active one to avoid accidental changesAutomatically locks the movement of keyframes to the dominant axisAutomatically merge nearby keyframesAutomatically merge vertices moved to the same locationAutomatically name the output file with the pass typeAutomatically name the output file with the pass type (external only)Automatically offset nodes on insertionAutomatically offset the following or previous nodes in a chain when inserting a new nodeAutomatically pack all external data into .blend fileAutomatically pack all external files into the .blend fileAutomatically pick the fastest intersection methodAutomatically recalculate curve normalization on every curve editAutomatically reduce the number of samples per pixel based on estimated noise levelAutomatically reduce the number of samples per pixel based on estimated noise level, for viewport rendersAutomatically reduce the randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifactsAutomatically remove fill guide strokes after fill operationAutomatically renames the selected bones according to which side of the target axis they fall onAutomatically scale footage to cover unfilled areas when stabilizingAutomatically select best preview typeAutomatically select imported objectsAutomatically select keyframes when solving camera/object motionAutomatically set the number of subframesAutomatically split edges and facesAutomatically split edges in triangles to maintain quad topologyAutomatically switch between orthographic and perspective when changing from top/front/side viewsAutomatically try to determine the best settingAutomatically update the shader when the .osl file changes (external scripts only)Automatically zoom preview image to make it fully fit the regionAutomation axesAutomergeAutoscaleAutosplit OutputAutosplit output at 2GB boundaryAuxiliary TargetAvMinMaxAvailableAverageAverage ErrorAverage Error: {:.2f} pxAverage IterationsAverage ScaleAverage SpeedAverage Spring length * Ball SizeAverage custom normals of selected verticesAverage error during substepsAverage error of re-projectionAverage error of reconstructionAverage iterations during substepsAverage radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale modeAverage re-projection error: %.2f pxAverage selected tracks into activeAverage space UVs edge length of each loopAverage the size of separate UV islands, based on their area in 3D spaceAverage value of VGroup A's and VGroup B's weightsAverage weight in active vertex groupAveragedAveraged ValueAverages source image samples that fall under destination pixelAveraging methodAvoidAvoid CollisionAvoid animations and other motion effects in the interfaceAvoid collision with deflector objectsAvoid collision with other boidsAvoid color clipping by working in logarithmic spaceAvoid making unsymmetrical quads across the X axisAvoid making unsymmetrical quads across the Y axisAvoid making unsymmetrical quads across the Z axisAvoid object if danger from it is above this thresholdAvoid shrinking curves shorter than this lengthAxesAxes PositionAxes to RotationAxisAxis & Gizmo ColorsAxis 0 RegionAxis 1 RegionAxis AngleAxis Angle (W+XYZ), defines a rotation around some axis defined by 3D-VectorAxis Angle to RotationAxis ConstraintAxis DirectionAxis LockAxis MappingAxis ModeAxis ObjectAxis OnlyAxis OrthoAxis RandomAxis RangeAxis ReferenceAxis SignAxis SpaceAxis ThresholdAxis UAxis XAxis around which each curve is rolledAxis constrain toAxis for radial tangentsAxis in global view spaceAxis of mouse movement to zoom in or out onAxis of symmetryAxis orientationAxis that is aligned as well as possible given the alignment of the primary axisAxis that is aligned exactly to the provided primary directionAxis that is aligned to the normalAxis that points forward along the pathAxis that points in the 'forward' direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points in the upward direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points to the target objectAxis that points upwardAxis to align UV locations onAxis to align toAxis to align to the vectorAxis to arrange UV islands onAxis to bake in blue channelAxis to bake in green channelAxis to bake in red channelAxis to move UVs onAxis to rotate aroundAxis to tag names withAxis to use to align bundle alongAxis-Angle RotationAxis-alignedAxis-aligned (Horizontal)Axis-aligned (Vertical)Axis-angle rotation of this motion event. The vector magnitude is the angle where 1.0 represents 360 degrees. The angle is typically scaled by the time-delta before use.Azimuth - Angle around the up axisBB-BoneB-Bone Display X WidthB-Bone Display Z WidthB-Bone End HandleB-Bone End Handle TypeB-Bone SegmentsB-Bone ShapeB-Bone Start HandleB-Bone Start Handle TypeB-Bone Vertex Mapping ModeB-Bone X sizeB-Bone Z sizeB-SplineB/WB44 (lossy)B44A (lossy)BFECCBMPBSDFBSSRDFBSplineBT.1886 2.4 Exponent EOTF Display, commonly used for TVsBT.2020 2.4 Exponent EOTF DisplayBVHBVH LayoutBVH Time StepsBVH2BWBackBack Face CullingBack OrthographicBack PerspectiveBack and Forth Error Compensation and Correction. Advanced scheme that minimizes dissipation and diffusionBackbone LengthBackbone StretcherBackdropBackdrop OffsetBackdrop ZoomBackdrop offsetBackdrop zoom factorBackendBackface CullingBackfacingBackgroundBackground ColorBackground ImageBackground ImagesBackground SceneBackground SourceBackground TypeBackground ValueBackground color of Debug iconBackground color of Operator iconBackground color of Property iconBackground color of selected lineBackground image cannot be removedBackground image index to removeBackground set sceneBackscatterBackup .blend FilesBackwardsBad assignment modeBad vertex index in listBakeBake & MergeBake AllBake All Keyed FramesBake All Objects AnimationsBake B-Bone channelsBake DataBake EndBake Entire Fluid SimulationBake Fluid DataBake Fluid GuidingBake Fluid MeshBake Fluid NoiseBake Fluid ParticlesBake Grease Pencil object transform to Grease Pencil keyframesBake IDBake ItemBake ItemsBake Line Art for current Grease Pencil objectBake LocationBake ModeBake ModifiersBake Modifiers into keyframes and delete them afterBake Object Transform to Grease PencilBake PackedBake PathBake SamplesBake SelectedBake StartBake TimeBake TypeBake a frame rangeBake a single bake node or simulationBake a single frameBake all Line Art modifiersBake all light probe volumesBake all physicsBake all selected objects location/scale/rotation animation to an actionBake all simulation settings at onceBake an image sequence of ocean dataBake animation into current action, instead of creating a new one (useful for baking only part of bones in an armature)Bake animation onto the object then clear parents (objects only)Bake bones transformationsBake cache on all selected objectsBake custom propertiesBake data for a Scene data-blockBake data for every bake nodeBake directly from multires objectBake directory of object %s, modifier %s is empty, setting default pathBake displacementBake dynamic paint image sequence surfaceBake emissive surfaces for more accurate lightingBake every stage of the simulation separatelyBake failed: invalid canvasBake failed: invalid domainBake failed: no Dynamic Paint modifier foundBake failed: no Fluid modifier foundBake free failed: invalid domainBake free failed: no Fluid modifier foundBake free failed: pending bake jobs foundBake from MultiresBake from cacheBake image textures of selected objectsBake incoming light from the world instead of just the visibility for more accurate lighting, but lose correct blending to surrounding irradiance volumesBake irradiance volume light cacheBake item is an attribute stored on a geometryBake light bounces from light sources for more accurate lightingBake location channelsBake node or simulation output node that corresponds to this bake. This node may be deeply nested in the modifier node group. It can be none in some cases like missing linked data blocks.Bake normalsBake object transformationsBake on Key RangeBake on every frame that has a key for any of the bones, as opposed to just the relevant onesBake pass requires Direct, Indirect, or Color contributions to be enabledBake physicsBake rigid body transformations of selected objects to keyframesBake rotation channelsBake scale channelsBake shading on the surface of selected objects to the active objectBake simulations in geometry nodes modifiersBake space transform into object data, avoids getting unwanted rotations to objects when target space is not aligned with Blender's space (WARNING! experimental option, use at own risk, known to be broken with armatures/animations)Bake the displacement in object spaceBake the displacement in tangent spaceBake the normals in object spaceBake the normals in tangent spaceBake to Active CameraBake to DiskBake to active CameraBake to image data-blocks associated with active image texture nodes in materialsBake to the active color attribute on meshesBake vector displacementBaked AnimationBaked Frame {}Baked strokes are clearedBaked {} - {}BakesBakes a sound wave to samples on selected channelsBaking Dynamic Paint...Baking Line Art...Baking Multires...Baking canceled!Baking fluid...Baking lighting...Baking map saved to internal image, save it externally or pack itBaking map written to "%s"Baking nodes...Baking of multires data only works with an active mesh objectBaking point cache...Baking should happen to image with image bufferBaking texture...Baking to unsupported image typeBalanceBalancedBalanced between performance and qualityBalances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedBalances low and high luminance areas. Lower values emphasize details in shadows, while higher values compress highlights more smoothlyBallBall SizeBall inflating pressureBand WidthBandsBands DirectionBands across X axisBands across Y axisBands across Z axisBands across diagonal axisBankingBarkBaseBase ColorBase ContrastBase Fill TypeBase Pose AngleBase Pose LocationBase Pose ObjectBase Pose TypeBase ScaleBase ThicknessBase TransparencyBase alpha transparency, possibly modified by alpha transparency modifiersBase class from USD Hydra based renderersBase color for ghosts after the active frameBase color for ghosts before the active frameBase curves that new curves are interpolated betweenBase from InstancerBase from SetBase line color, possibly modified by line color modifiersBase line thickness, possibly modified by line thickness modifiersBase meshBase mesh to subtract geometry fromBase node tree from contextBase node type for custom registered node group typesBase orientation for rotationBase orientation for the rotationBase radius to be set if 'Replace Radius' is enabledBase speed for walking and flyingBase surface that the normal map is applied relative to, when displacement is usedBase type for IK solver parametersBase type for data-blocks, defining a unique name, linking from other libraries and garbage collectionBase type to define alpha transparency modifiersBase type to define line color modifiersBase type to define line thickness modifiersBase type to define modifiersBase type to define stroke geometry modifiersBase value to control random instance variation in a reproducible wayBase value to control random variation in a reproducible wayBased on Mouse PositionBased on distance/falloff it adds a portion of the entire pathBasicBasic mode for interactive style parameter editingBasisBasis MatrixBasque - EuskaraBatchBatch Change Blend TypeBatch Change Blend Type (Add)Batch Change Blend Type (Current)Batch Change Blend Type (Divide)Batch Change Blend Type (Mix)Batch Change Blend Type (Multiply)Batch Change Blend Type (Next)Batch Change Blend Type (Previous)Batch Change Blend Type (Subtract)Batch Change Math OperationBatch Change Selected NodesBatch ExportBatch ModeBatch Own DirBatch change blend type and math operationBattleBeam AngleBeam Angle: %.2fBeam ShapeBeans (Cocoa)Beans (Soy)BeautyBeckmannBecomes the output value if it is chosen by the menu inputBeforeBefore ColorBefore CurrentBefore Current FrameBefore CyclesBefore FrameBefore Last KeyframeBefore ModeBefore OriginalBefore Original (Aligned)Before Original (Full)Before Original (Split Channels)Behavior when importing USD attributes as Blender custom propertiesBehavior when importing textures from a USDZ archiveBehavior when the name of an imported material conflicts with an existing materialBehavior when the name of an imported texture file conflicts with an existing fileBelarusian - БеларускаяBelowBelow ThresholdBendBend Angle: %.3f, Radius: %.4f, Alt: Clamp %sBend Angle: %s, Radius: %s, Alt: Clamp %sBend rotation axis:Bend selected items between the 3D cursor and the mouseBend the mesh over the Z axis of the modifier spaceBend the mesh using a curve objectBendingBending GroupBending ModelBending Spring DampingBending StiffnessBending Stiffness MaximumBending Stiffness Vertex GroupBendy BoneBendy Bone shape propertiesBendy BonesBest MatchBest Normal-MatchingBest known structure type of the socket. This may not match the socket shape, e.g. for unlinked input socketsBetter results when there are holes (slower)Between Min/Max Selected MarkersBevelBevel ConvexBevel DepthBevel ModeBevel ModifierBevel ObjectBevel RadiusBevel ResolutionBevel WeightBevel Weight:Bevel amountBevel amount for percentage methodBevel modifier to make edges and vertices more roundedBevel the entire mesh by a constant amountBiasBias factor for which frame has more influence on the interpolated strokesBias for reducing light-bleed on variance shadow maps (Deprecated)Bias for reducing self shadowing (Deprecated)Bias the shading normal to reduce self intersection artifactsBiasedBicubicBicubic when magnifying, else bilinear (OSL only)BigBilateral BlurBilateral FilterBilinearBimanualBinary ObjectBinary object file format (.bobj.gz)BindBind Bone envelopes to armature modifierBind CoordsBind ToBind base pose in Corrective Smooth modifierBind current shapeBind data missingBind data requiredBind mesh to cage in mesh deform modifierBind mesh to system in laplacian deform modifierBind mesh to target in surface deform modifierBind the selected camera to a marker on the current frameBind vertex count mismatch: %u to %uBind vertex groups to armature modifierBinding in an XR action map itemBindingsBindings for the action map item, mapping the action to an XR inputBioVision Motion Capture (BVH) formatBirth TimeBisectBisect AxisBisect DistanceBisect Flip AxisBisectorBit MathBit depth for fluid particles and grids (lower bit values reduce file size)Bit depth per channelBitangentBitangent SignBitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, use it only if really needed, slower access than bitangent_sign)Bitflags Smooth GroupsBitmap (.bmp)BitrateBitrate in kbit/sBitwise %sBkSpaceBkspBlackBlack LevelBlack PointBlackbodyBlackbody IntensityBlackbody TintBlackmagic Pocket & StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4.6KBlackman-HarrisBlackman-Harris filterBladesBlankBleedBleed BiasBleeding BiasBlendBlend FactorBlend FileBlend FilesBlend Hair CurvesBlend InBlend In/OutBlend ModeBlend Mode for Transparent Faces (Deprecated: use 'surface_render_method')Blend NeighborsBlend OpacityBlend OutBlend PathBlend RadiusBlend SurfaceBlend TextureBlend TypeBlend WeightBlend along CurveBlend alpha below another videoBlend alpha on top of another videoBlend between a smoother noise pattern, and rougher with sharper peaksBlend between diffuse surface and subsurface scattering. Typically should be zero or one (either fully diffuse or subsurface)Blend between transmission and other base layer componentsBlend brush influence by how much they face the frontBlend color to mix with texture output colorBlend deformation along each curve from the rootBlend face data across the insetBlend factor between an octave and its previous one. A value of zero corresponds to zero detailBlend factor between stretch minimized and originalBlend file '%s' created by a Big Endian version of Blender, support for these files has been removed in Blender 5.0, use an older version of Blender to open and convert it.Blend from current position to previous or next keyframeBlend in and out overlapping regionBlend in shape from a shape keyBlend modeBlend selected keyframes to their left or right neighborBlend selected keys to the slope of neighboring onesBlend selected keys to their default value from their current positionBlend shrinkwrap for points above the surfaceBlend the given Pose Action to the rigBlend to NeighborBlend weight to use for mixing two shaders. At zero it uses the first shader entirely and at one the second shaderBlend-File Color SpaceBlend-File DataBlendedBlenderBlender (best for import/export round trip)Blender 2.7Blender 2.8Blender 27xBlender DataBlender Drivers EditorBlender ExtensionsBlender FileBlender File ViewBlender IDsBlender Info LogBlender NamesBlender Object SpaceBlender OriginalBlender RNABlender RNA structure definitionsBlender RenderBlender VersionBlender World SpaceBlender compiled without Audaspace supportBlender is compiled without motion tracking libraryBlender is free softwareBlender lighting strengths with no conversionBlender preferences space dataBlender sub-process exited with error code {:d}Blender was compiled without a viewport denoiserBlender was launched in offline mode, which cannot be changed at runtimeBlender will start next time as it is now.Blender's extension repository must be enabled to install extensions!Blender's extension repository must be refreshed!Blender's extension repository not found!Blender's official web-siteBlendfile '%s' appears corrupted, it contains invalid ID names. These have been truncated.Blendfile '%s' was created by a future version of Blender and contains ID names longer than currently supported. These have been truncated.Blendfile Import ContextBlendfile Import Context ItemBlendfile Import Context ItemsBlendfile Import Context LibrariesBlendfile Import Context LibraryBlendfile import context has been initialized and filled with a list of items to import, no data has been linked or appended yetBlendingBlending FactorBlending ModeBlending factorBlending factor for panel and menu shadowsBlending to inelastic collisionBlending weight of this boneBlends between a dielectric and metallic material model. At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top. A value of 1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmissionBlends keyframes from current state to an ease-in or ease-out curveBlends shape between multiple hair curves in a certain radiusBlobby element in a metaball data-blockBlockedBlocked Blocker CollectionBloomBlueBlue ChannelBlue channelBlue component of the color fieldBlue-NoiseBlue-Noise (first)Blue-Noise (pure)Blue-Noise (round)Blue:BlueprintBlurBlur AttributeBlur DistanceBlur IterationsBlur ModeBlur SizeBlur StepsBlur StrengthBlur WidthBlur XBlur an image along a directionBlur an image, using several blur modesBlur effect of brushBlur limit, maximum CoC radiusBlur shadow aliasing using Percentage Closer FilteringBlur strength per iterationBlur the color of the input image in YCC color space before keying while leaving the luminance intact using a Gaussian blur of the given sizeBlur the computed matte using a Gaussian blur of the given sizeBlur the resolved radiance using a bilateral filterBlur the studiolight in the backgroundBlur using camera depth of fieldBlur weight in active vertex groupBlurring steps for normal falloffBlurry FootageBlurs/softens the edge between the mortar and the bricks. This can be useful with a texture and displacement texturesBody TextBoidBoid BrainBoid RuleBoid RulesBoid SettingsBoid StateBoid StatesBoid effector weightBoid height relative to particle sizeBoid rule nameBoid state for boid physicsBoid state nameBoid will fight this times stronger enemyBoidsBoids 2DBokehBokeh BlurBokeh ImageBokeh TypeBokeh Type:Bokeh shape rotation offsetBoldBold & ItalicBoneBone '%s' has out of date B-Bone segment data - depsgraph update required!Bone '%s' is not a B-Bone!Bone '%s' was not assigned to collection '%s'Bone Armature-Relative MatrixBone CollectionBone Collection MembershipsBone Collection SpecialsBone Collection UIBone CollectionsBone Collections (All)Bone Collections (Roots)Bone Collections that contain this boneBone ColorBone Color SetsBone ColorsBone Constraint PropertiesBone ConstraintsBone DirBone EnvelopeBone Envelope DistanceBone EnvelopesBone FromBone Heat Weighting: failed to find solution for one or more bonesBone HierarchyBone InfluencesBone InfoBone Locked WeightBone MatrixBone NameBone OriginalBone Pose ActiveBone Pose SelectedBone PropertiesBone RelativeBone RollBone SelectionBone Selection SetBone SettingsBone Shape ScaleBone SizeBone SolidBone ToBone VisibilityBone Wireframe OpacityBone already has an IK constraintBone associated with this PoseBoneBone collection %s is not editable, maybe add an override on the armature Data?Bone collection '%s' not found in Armature '%s'Bone collection in an Armature data-blockBone collection with index %d not found on Armature %sBone collections can only be edited on an ArmatureBone colors were synced; for {:d} bones this will not be visible due to pose bone color overridesBone defining offsetBone deformation distance (for Envelope deform only)Bone deformation weight (for Envelope deform only)Bone in an Armature data-blockBone inherits rotation or scale from parent boneBone is able to be selectedBone is always displayed in wireframe regardless of viewport shading mode (useful for non-obstructive custom bone shapes)Bone is not able to be transformed when in Edit ModeBone is not visible except for Edit ModeBone is not visible when in Edit ModeBone is not visible when it is in Edit ModeBone is selected in Pose ModeBone location is set in local spaceBone not added to a collection and hidden because solo bone collection(s) exist.Bone not foundBone not found: {:s}Bone roll alignmentBone rotation around head-tail axisBone selection count errorBone selection during paintingBone that defines the display transform of this custom shapeBone that serves as the end handle for the B-Bone curveBone that serves as the start handle for the B-Bone curveBone to set the texture coordinatesBone to transform fromBone to use for the mirroringBone was added to a hidden collection '%s'Bone {:s} has a broken reference to {:s} collection '{:s}'Bone {:s} selected on both sides, mirroring would be ambiguous, aborting. Only select the left or right side, not bothBone(s)BonesBones & SkinBones assigned to this bone collection. In armature edit mode this will always return an empty list of bones, as the bone collection memberships are only synchronized when exiting edit mode.Bones for different objects selectedBones in this collection will be visible in pose/object modeBones only: apply the object's transformation channels of the action to the constrained bone, instead of bone's channelsBones which are children of this boneBones:%s/%sBookmarksBookmarks SpecialsBool AttributeBool Attribute ValueBool value in geometry attributeBooleanBoolean ArrayBoolean FieldBoolean MathBoolean ModifierBoolean Node SocketBoolean Node Socket InterfaceBoolean OperationBoolean ValueBoolean grid defining the topology/active regionsBoolean operations modifierBoolean result is too big for solver to handleBoolean selection of curve root pointsBoolean selection of curve tip pointsBoolean solver not available (compiled without it)Boolean value socket of a nodeBoost FactorBorderBorder CollisionsBorder WidthBorder rendering is not supported by sequencerBorder select pinned UVs onlyBordersBothBoth FacesBoth NeighborsBoth SidesBoth ZBoth objects must be meshesBoth subdivide long edges and collapse short edges to refine mesh detailBottomBottom BaselineBottom HeightBottom LeftBottom Lip InfluenceBottom OrthographicBottom PerspectiveBottom WidthBottom align on load (except for property editors)Bottom of the listBottom range of X axis destination motionBottom range of X axis source motionBottom range of Y axis destination motionBottom range of Y axis source motionBottom range of Z axis destination motionBottom range of Z axis source motionBottom-left corner of packing boundsBouncinessBoundBound per render layer number of samples by global samplesBoundariesBoundaryBoundary EdgesBoundary Face SetBoundary FalloffBoundary Origin OffsetBoundary Shape (Convex)Boundary SmoothBoundary TopologyBoundary edgesBoundary type to maskBoundedBounding BoxBounding Box CenterBounding box volume must be greater than 0BoundsBounds CenterBounds ClampBounds MaxBounds MinBoxBox Backdrop ColorsBox ColorBox MarginBox MaskBox RoundnessBox SelectionBox SharpenBox corner radius as a factor of box heightBox filterBox margin as factor of image widthBox-like shapes (i.e. cubes), including planes (i.e. ground planes)BoxesBraid Hair CurvesBraid StartBranch SmoothingBranch: {:s}BrassBreak apart the mesh faces and let them follow particlesBreak selected bones into chains of smaller bonesBreakableBreakdownBreakdown KeyframeBreakdown Keyframe SelectedBreaking ThresholdBrick (Common)Brick (Pressed)Brick (Soft)Brick TextureBrick WidthBricksBricks 1Bricks 2Bright/contrast modifier data for sequence stripBrighterBrightnessBrightness correction value. An additive-type factor by which to increase the overall brightness of the image. Use a negative number to darken an image, and a positive number to brighten itBrightness limit of intensityBrightness multiplierBrightness of the iconBrightness threshold for using sprite base depth of fieldBrightness/ContrastBring ForwardBring the bone pose into the modified objectBring the input collection geometry into the modified object, maintaining the relative position between the objects in the sceneBring the input object geometry, location, rotation and scale into the modified object, maintaining the relative position between the two objects in the sceneBring to FrontBroadcast actionsBroadcast all compatible actions to all objects. Animated objects will get all actions compatible with them, others will get no animation at allBronzeBrownBrown-Conrady distortion modelBrownianBrowseBrowse Action to be linkedBrowse Armature data to be linkedBrowse Brush to be linkedBrowse Cache Files to be linkedBrowse Camera Data to be linkedBrowse Curve Data to be linkedBrowse Curves Data to be linkedBrowse Grease Pencil Data to be linkedBrowse ID data to be linkedBrowse Image to be linkedBrowse Lattice Data to be linkedBrowse Light Data to be linkedBrowse LightProbe to be linkedBrowse Line Style Data to be linkedBrowse Mask to be linkedBrowse Material to be linkedBrowse Mesh Data to be linkedBrowse Metaball Data to be linkedBrowse Movie Clip to be linkedBrowse Node Tree to be linkedBrowse Object to be linkedBrowse Paint Curve Data to be linkedBrowse Palette Data to be linkedBrowse Particle Settings to be linkedBrowse Point Cloud Data to be linkedBrowse Scene to be linkedBrowse Sound to be linkedBrowse Speaker Data to be linkedBrowse Text to be linkedBrowse Texture to be linkedBrowse Volume Data to be linkedBrowse Workspace to be linkedBrowse World Settings to be linkedBrowse for files and assetsBrowse this fileBrowse, install and manage extensions from remote and local repositoriesBrowsing ModeBrushBrushAddBrushBendBrushBi-Scale GrabBrushBlobBrushBlurBrushBoundaryBrushBrush TypeBrushClayBrushClay StripsBrushClay ThumbBrushClockwiseBrushCloneBrushClothBrushColor RampBrushConstantBrushCounter-ClockwiseBrushCreaseBrushDeflateBrushDeformationBrushDirectionBrushDragBrushDrawBrushDraw Face SetsBrushDraw SharpBrushElastic DeformBrushEnhance DetailsBrushEraseBrushExpandBrushFalloffBrushFillBrushGrabBrushInflateBrushInvertedBrushJitterBrushLayerBrushMagnifyBrushMaskBrushMulti-plane ScrapeBrushMultires Displacement EraserBrushMultires Displacement SmearBrushNewBrushNormalBrushNudgeBrushPaintBrushPinchBrushPinch PerpendicularBrushPinch PointBrushPlaneBrushPoseBrushPushBrushRotateBrushScaleBrushSharpenBrushSimplifyBrushSlide RelaxBrushSmearBrushSmoothBrushSnake HookBrushSoftenBrushSubtractBrushSurfaceBrushThumbBrushTintBrushTri-Scale GrabBrushTwistBrush AssetBrush Asset (Unsaved)Brush Asset ReferenceBrush CapabilitiesBrush CollectionBrush DetailBrush FalloffBrush GradientBrush HeightBrush MaskBrush NormalBrush PresetsBrush RadiusBrush SettingsBrush SizeBrush SpecialsBrush Texture SlotBrush TypeBrush blending modeBrush data-block for storing brush settings for painting and sculptingBrush data-blocksBrush deformation displaces the vertices of the meshBrush deforms the mesh by deforming the constraints of a cloth simulationBrush is projected to canvas from defined direction within brush proximityBrush lags behind mouse and follows a smoother pathBrush only affects vertices that face the viewerBrush operates on all islandsBrush settingsBrush size in screen spaceBrush stepsBrush strengthBrush texture random angleBrush texture rotationBrush to use for duration of strokeBrush type identifier for which the most appropriate tool will be looked upBrush's capabilitiesBrush(es)Brush. Use Left Click to sample for palette insteadBrushesBrushes do not support automatic previewsBubbleBubble BuoyancyBubble DragBubblesBufferBuffersizeBugBuildBuild 100% proxy resolutionBuild 25% proxy resolutionBuild 50% proxy resolutionBuild 75% proxy resolutionBuild ModifierBuild Original:Build Undistorted:Build a rotation from an axis and a rotation around that axisBuild a rotation from quaternion componentsBuild a rotation from separate angles around each axisBuild custom normals on the caps for more continuous shading borders with the tube shapeBuild effect modifierBuild proxies for added movie and image strips in each preview sizeBuild proxy resolution 100% of the original footage dimensionBuild proxy resolution 100% of the original undistorted footage dimensionBuild proxy resolution 25% of the original footage dimensionBuild proxy resolution 25% of the original undistorted footage dimensionBuild proxy resolution 50% of the original footage dimensionBuild proxy resolution 50% of the original undistorted footage dimensionBuild proxy resolution 75% of the original footage dimensionBuild proxy resolution 75% of the original undistorted footage dimensionBuild record run time code indexBuilding proxies...Builds only new strokes (assuming 'additive' drawing)Built without Fluid modifierBuilt without Ocean modifierBuilt without Remesh modifierBuilt without SLIM, falling back to conformal methodBuilt without VR/OpenXR featuresBuilt-In Function F-ModifierBuilt-inBuilt-in AssetBuilt-in animation playerBuilt-in file manager for opening, saving, and linking dataBuilt-in fonts cannot be renamedBuilt-in keymap configurations cannot be removedBuilt-in themes cannot be overwrittenBuilt-in themes cannot be removedBulgarian - БългарскиBumpBump Map CorrectionBump OnlyBump mapping to simulate the appearance of displacementBundleBundle ItemsBundle Node SocketBundle Node Socket InterfaceBundle SolidBundle dataBundle in GeometryBundle socket of a nodeBundles to join together on the top level for each bundle. When there are duplicates, only the first occurrence is usedBuoyancyBuoyancy DensityBuoyancy HeatBuoyant force based on smoke density (higher value results in faster rising smoke)Buoyant force based on smoke heat (higher value results in faster rising smoke)Burn Into ImageBurn ModeBusy Drawing!ButtButt cap (flat)Button does not appear to have any property information attached (ptr.data = %p, prop = %p)By Active ToolBy Group IDBy LayerBy Loose PartsBy MaterialBy NameBy OrderBy Times Over Current FrameBy Times Over First Selected MarkerBy Times Over Zero TimeBy Values Over Cursor ValueBy Values Over Zero ValueBy how much to grow the selectionByte ColorByte Color (sRGB encoded): {} {} {} {}Byte Color AttributeByte Color Attribute ValueBytecodeBytecode HashBézierBézier CurveBézier Curve PointBézier PointsBézier SegmentBézier UBézier VBézier curve point with two handlesBézier curve point with two handles defining a Keyframe on an F-CurveBézier spline cannot have points addedCCFLCFL NumberCINEONCPUCPU raytracing performance will be poorCRFCSV (.csv)CSV Import: Cannot open file '%s'CSV Import: empty file '%s'CSV import: failed to parse file '%s'CUDACacheCache FileCache FilesCache Files data-blocksCache FinalCache IndexCache InfoCache Is OutdatedCache LayerCache LayersCache MeshCache ModifierCache Overlay SettingsCache PathCache RawCache ResultCache SettingsCache StepCache directoryCache file pathCache final image for each frameCache frames during simulation nodes playbackCache has to be enabledCache is disabled until the file is savedCache nameCache of the world-space positions of an element over a frame rangeCache raw images read from disk, for faster tweaking of strip parameters at the cost of memory usageCache the incoming data so that it can be used without recomputationCache the sound in memoryCacheFileBake TargetCacheFileDiskCacheFileInherit from ModifierCacheFilePackedCached RangeCached from the first Line Art modifierCached from the first Line Art modifier.Cached location on pathCached positions per frameCaches velocities of mesh vertices. These will be used (automatically) when rendering with motion blur enabled.CachingCageCage ExtrusionCage ObjectCage OpacityCage object "%s" not found in evaluated scene, it may be hiddenCage vertices changed from %d to %dCalculateCalculate AlphaCalculate HolesCalculate Object Motion PathsCalculate OrderCalculate OverlapCalculate Paths for the Selected BonesCalculate Selected to FrameCalculate Vertex Weight dynamicallyCalculate a random value or color based on an input seedCalculate all selected objects instead of just the active objectCalculate an alpha channel based on RGB values in the imageCalculate bone paths from headsCalculate bone paths from tailsCalculate brush spacing relative to the scene using the stroke locationCalculate brush spacing relative to the viewCalculate children that suit long hair wellCalculate even feather offsetCalculate feather offset as a second curveCalculate heights against unsubdivided low resolution meshCalculate holes when filling overlapping curvesCalculate modifiers in linear space instead of sequencer's spaceCalculate normals perpendicular to the Z axis and the curve tangent. If a series of points is vertical, the X axis is used.Calculate normals which result in more even thickness (slow, disable when not needed)Calculate normals with the smallest twist around the curve tangent across the whole curveCalculate particle rotationsCalculate paths for the selected bonesCalculate point velocities automaticallyCalculate position bounds of each instance's geometry setCalculate relative position (using edges)Calculate relative position (using faces)Calculate self intersections and overlap before fillingCalculate sharp edges using custom normal data (when available)Calculate simulations in geometry nodes modifiers from the start to current frameCalculate statistics about a data set from a field evaluated on a geometryCalculate the boundary mask based on disconnected mesh topology islandsCalculate the boundary mask between face setsCalculate the brush spacing using view or scene distanceCalculate the center of geometry based on the current pivot point (median, otherwise bounding box)Calculate the center of mass from the surface areaCalculate the center of mass from the volume (must be manifold geometry with consistent normals)Calculate the direction and magnitude of the change in values of a scalar gridCalculate the flow into and out of each point of a directional vector gridCalculate the interpolated value of a mesh attribute on the closest point of its surfaceCalculate the interpolated values of a mesh attribute at a UV coordinateCalculate the limits of a geometry's positions and generate a box mesh with those dimensionsCalculate the magnitude and direction of circulation of a directional vector gridCalculate the mean and median of a given fieldCalculate the minimum and maximum of a given fieldCalculate the number of samples by splitting each spline into segments with the specified lengthCalculate the order of edges (needed for meshes, but not curves)Calculate the proximity to the target's edgesCalculate the proximity to the target's facesCalculate the proximity to the target's points (faster than the other modes)Calculate the standard deviation and variance of a given fieldCalculate the surface area of a mesh's facesCalculate to FrameCalculates a new manifold mesh based on the volume of the current mesh. All data layers will be lostCalculating simulation...Calculation RangeCalculation TypeCalculation using the MikkTSpace library, consistent with tangents used elsewhere in BlenderCalibrationCall PanelCallback function defines for built-in Keying SetsCalligraphyCameraCameraBackCameraCloseCameraDepthCameraEndCameraFixCameraFrontCameraLensCameraNewCamera "%s" is not a multi-view cameraCamera & Lens EffectsCamera BoundsCamera ClipCamera Cull MarginCamera CullingCamera CustomCamera DataCamera Focal Length: %.1fmmCamera Focal Length: %.1f°Camera GuidesCamera InfoCamera Lens Scale: %.3fCamera ObjectCamera OffsetCamera OrthographicCamera OverrideCamera PanoramicCamera Parent LockCamera PassepartoutCamera PathCamera PerspectiveCamera PresetsCamera SolverCamera Solver ConstraintCamera SuffixCamera ViewCamera VisibilityCamera ZoomCamera data-block for storing camera settingsCamera data-blocksCamera far clipping distanceCamera horizontal shiftCamera lens field of viewCamera lens horizontal field of viewCamera lens vertical field of viewCamera near clipping distanceCamera projection matrixCamera shiftCamera that becomes active on this frameCamera to ViewCamera to use as reference point when subdividing geometry, useful to avoid crawling artifacts in animations when the scene camera is movingCamera to which motion is parented (if empty active scene camera is used)Camera typesCamera vertical shiftCamera's Main AxisCamera's focal lengthCamera(s)CamerasCan only assign evaluated data to evaluated object, or original data to original objectCan only copy one custom normal, vertex normal or face normalCan only pick from the 3D viewport or the outlinerCan only save sequence on image sequencesCan only scale region size from an action zoneCan only size Quad View from an action zoneCan only unpack bake if the current .blend file is savedCan't change working space while jobs are runningCan't change working space with modified images, save them firstCan't edit driven number value, see driver editor for the driver setupCancelCancel and undo a stroke in progressCancel animation, returning to the original frameCancel bevelCancel file operationCancel showing the render viewCanceling...Cancelling this stroke is unsupportedCannot (de)select bones on linked object, that would need an overrideCannot Load ImageCannot access collections geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's transforms because it's not evaluated yet. This can happen when there is a dependency cycleCannot activate a file selector dialog, one already openCannot add Rigid Body to non mesh objectCannot add a collection to a linked/override collection/sceneCannot add a color tag to a linked collectionCannot add a layer to CacheFile '%s'Cannot add a new collection to linked/override sceneCannot add active layer as maskCannot add bone collections to a linked Armature with a system override; explicitly create an override on the Armature DataCannot add bone collections to a linked Armature without an override on the Armature DataCannot add edges in edit modeCannot add faces in edit modeCannot add hook bone for a non armature objectCannot add hook with no other selected objectsCannot add loops in edit modeCannot add more than %i UV mapsCannot add node %s into node tree %sCannot add node %s into node tree %s: %sCannot add node '%s' in a groupCannot add node '%s' in a group: %sCannot add node group '%s' to '%s'Cannot add node group '%s' to '%s': %sCannot add node of type %s to node tree '%s'Cannot add node of type %s to node tree '%s' %sCannot add objects to a library override or linked collectionCannot add properties to override dataCannot add property to built in keying setCannot add socket to built-in nodeCannot add vertices in edit modeCannot add zone input node '%s' to a group without its paired output '%s'Cannot add zone output node '%s' to a group without its paired input '%s'Cannot allocate FFmpeg format contextCannot allocate enough video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Cannot append data-block '%s' of type '%s'Cannot apply constructive modifiers on curve. Convert curve to mesh in order to applyCannot apply modifier for this object typeCannot apply pose to lib-linked armatureCannot apply this modifier to Grease Pencil geometryCannot apply to a multi user armatureCannot assign material '%s', it has to be used by the Grease Pencil object alreadyCannot assign to linked bone collection %sCannot bake in zoneCannot bake light probe while renderingCannot bake non-'image sequence' formatsCannot build springsCannot change Pose when 'Rest Position' is enabledCannot change action, as it is still being edited in NLACannot change old file (file saved with @)Cannot clear embedded library override '%s', only overrides of real data-blocks can be directly clearedCannot clear linked library override '%s', only local overrides can be directly clearedCannot convert selected objects while they are in edit modeCannot convert to the selected typeCannot copy/paste packed dataCannot create Rigid Body worldCannot create editmode armatureCannot create freeze frameCannot create key inside of speed transitionCannot create object in main database with an evaluated data data-blockCannot create preset "{:s}", as the name already existsCannot create subtitle fileCannot create the Animation ContextCannot create transform on linked dataCannot create transitionCannot create transition from first or last keyCannot delete collection '%s', it is either a linked one used by other linked scenes/collections, or a library override oneCannot delete currently visible workspace id '%s'Cannot delete id '%s', indirectly used data-blocks need at least one userCannot delete indirectly linked id '%s'Cannot delete indirectly linked library '%s'Cannot delete indirectly linked object '%s'Cannot delete library override id '%s', it is part of an override hierarchyCannot delete locked layersCannot delete object '%s' as it is used by override collectionsCannot delete object '%s' from scene '%s', indirectly used objects need at least one userCannot determine bake location on disk. Falling back to packed bake.Cannot do anything in mode {!r}Cannot dolly when the view offset is lockedCannot drag an output socketCannot drag panel with no inputsCannot duplicate current selectionCannot edit 'runtime' status of non-blendfile data-blocks, as they are by definition always runtimeCannot edit bone collections on a linked Armature with a system override; explicitly create an override on the Armature DataCannot edit bone collections on linked Armatures without overrideCannot edit bone collections that are linked from another blend fileCannot edit bone groups for library overridesCannot edit constraints coming from linked data in a library overrideCannot edit external library dataCannot edit hidden objectCannot edit library dataCannot edit library linked or non-editable override objectCannot edit library linked or non-editable override object(s)Cannot edit library or non-editable override dataCannot edit library or override dataCannot edit linked mesh or curve dataCannot edit linked node treeCannot edit modifiers coming from linked data in a library overrideCannot edit object '%s' as it is used by override collectionsCannot edit object used by override collectionsCannot edit previews of overridden library dataCannot edit properties from override dataCannot edit shaderfxs coming from linked data in a library overrideCannot edit shaderfxs in a library overrideCannot edit this property from a linked data-blockCannot edit this property from a system override data-blockCannot edit this property from an override data-blockCannot ensure directory: %sCannot evaluate node groupCannot execute boolean operationCannot execute, intersect only available using exact solverCannot execute, non-exact solver and empty collectionCannot execute, non-manifold inputsCannot execute, the selected collection contains non mesh objectsCannot execute, unknown errorCannot export mixed curve types in the same Curves objectCannot export mixed cyclic and non-cyclic curves in the same Curves objectCannot figure out which object this bone belongs to.Cannot find '%s' gridCannot find a scene to replace the active deleted one '%s'Cannot find a scene to replace the active one, which belongs to the to be deleted library '%s'Cannot find a scene to replace the active purged one '%s'Cannot find class {:s} in {:s}Cannot find keys to operate onCannot find lib '%s'Cannot find object data of %s lib %sCannot fly an object with constraintsCannot fly when the view offset is lockedCannot generate materials for unknown {:s} render engineCannot get internal value from bundleCannot get mesh from cage objectCannot initialize clothCannot initialize the GPUCannot insert group '%s' in '%s'Cannot join objects that share armature data: %sCannot join while in edit modeCannot link data-block '%s' of type '%s'Cannot link objects into a linked sceneCannot link objects into the same sceneCannot load the baked dataCannot make a bone collection a descendant of itselfCannot make library override from a local objectCannot make segmentCannot mix modal/non-modal itemsCannot modify name of required geometry attributeCannot move above a modifier requiring original dataCannot move above basis shape keyCannot move beyond a non-deforming modifierCannot move collection from index '%d' to '%d'Cannot move effect beyond the end of the stackCannot move modifier beyond the end of the listCannot move modifier beyond the end of the stackCannot move modifier beyond the start of the listCannot move strip to different sceneCannot move strip to non-meta stripCannot navigate a camera from an external library or non-editable overrideCannot navigate an object with constraintsCannot navigate when the view offset is lockedCannot open destination asset %s for writingCannot open file %s for writing: %sCannot open file: {}Cannot overwrite asset system files. Save as new fileCannot overwrite asset system files. Save as new file?Cannot overwrite export fileCannot overwrite files that are managed by the asset systemCannot overwrite used library '%.240s'Cannot pack absolute file: '%s'Cannot pack multiview images from raw data currently...Cannot pack tiled images from raw data currently...Cannot paint strokeCannot pair zone input node %s with %s because it does not have the same zone typeCannot paste driver variables without a driverCannot paste without a materialCannot pose libdataCannot pose non-editable dataCannot push down actions while tweaking a strip's action, exit tweak mode firstCannot re-link markers into the same sceneCannot read %s '%s': %sCannot read '%s': %sCannot read OSO bytecode to store in node at {!r}Cannot read alternative start-up file: "%s"Cannot read blend file '%s', incomplete header, may be from a newer version of BlenderCannot read file "%s": %sCannot reassign inputs: recursion detectedCannot reassign inputs: strip has no inputsCannot reload with running modal operatorsCannot relocate indirectly linked library '%s'Cannot relocate library '%s' to current blend file '%s'Cannot remove an object from a linked or library override collectionCannot remove background image %d from camera '%s', as it is from the linked reference dataCannot remove built in keying setCannot remove built-in attributes: {}Cannot remove edges in edit modeCannot remove loops in edit modeCannot remove more edges than the mesh containsCannot remove more loops than the mesh containsCannot remove more polys than the mesh containsCannot remove more vertices than the mesh containsCannot remove polys in edit modeCannot remove properties from override dataCannot remove property from built in keying setCannot remove vertices in edit modeCannot render, no cameraCannot resolve path %s for writingCannot return channelbag when slot is NoneCannot rip facesCannot rip multiple disconnected verticesCannot rip non-manifold vertices or edgesCannot save asset catalogs before the Blender file is savedCannot save blend file, path "%s" is a directoryCannot save blend file, path "%s" is not writableCannot save image while renderingCannot save image, path "%s" is not writableCannot save multilayer sequencesCannot save normal file (%s) as asset system fileCannot save text file, path "%s" is not writableCannot separate current selectionCannot separate curves with shape keysCannot separate nodesCannot set a negative rangeCannot set absolute paths with an unsaved blend fileCannot set both socket and panel identifierCannot set instance-collection as object belongs in collection being instanced, thus causing a cycleCannot set relative paths with an unsaved blend fileCannot set slot without an assigned Action.Cannot spinCannot split current selectionCannot split selection with "Sync Select" and "Shared Vertex" selection enabledCannot swap '%s' and '%s' as one or both will not be able to fit in their new placesCannot swap inputs of a multi-input socketCannot swap selected strips as they will not be able to fit in their new placesCannot swap selected strips because they will overlap each other in their new placesCannot unlink a library override collection which is not the root of its override hierarchyCannot unlink action '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink collection '%s' parented to another linked collection '%s'Cannot unlink collection '%s'. It's not clear which scene, collection or instance empties it should be unlinked from, there's no scene, collection or instance empties as parent in the Outliner treeCannot unlink material '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink object '%s' from linked collection or scene '%s'Cannot unlink object '%s' parented to another linked object '%s'Cannot unlink texture '%s'. It's not clear which Freestyle line style it should be unlinked from, there's no Freestyle line style as parent in the Outliner treeCannot unlink the material '%s' from linked object dataCannot unlink this object dataCannot unlink unsupported '%s' from light linking collection '%s'Cannot unlink world '%s'. It's not clear which scene it should be unlinked from, there's no scene as parent in the Outliner treeCannot unpack individual Library file, '%s'Cannot update a linked Armature with a system override; explicitly create an override on the Armature DataCannot use OpenGL render in background mode (no opengl context)Cannot use armature object as custom bone shapeCannot use vertex with zero-length normalCannot use zero-area faceCannot use zero-length boneCannot use zero-length curveCannot use zero-length edgeCannot verify bone name without a generated rigCannot write a single file with an animation format selectedCannot write file: %sCannot write to asset %s: %sCanvasCanvas NormalCanvas SettingsCanvas SurfacesCanvas X-RayCanvas grid colorCanvas grid offsetCanvas grid opacityCanvas grid scaleCanvas grid subdivisionsCanvas mesh not updatedCap EndpointCap Fill TypeCap StartCapsCaps Align NormalsCaps EndCaps Extrapolate RadiusCaps InputCaps MergeCaps ResolutionCaps SmoothCaps StartCaps TypeCapsuleCaptureCapture AttributeCapture Attribute ItemCapture DistanceCapture EmissionCapture IndirectCapture ItemsCapture WorldCapture a picture of an editorCapture a picture of the whole Blender windowCapture a screenshot to use as a preview for the selected assetCapture the entire windowCarbon (Solid)CardboardCardinalCascade CountCascade FadeCascade Max DistanceCaseCase SensitiveCase Sensitive Matches OnlyCastCast IronCast ModifierCast ShadowCast Shadow CausticsCast a square spot light shapeCast rays and retrieve information from the hit pointCast rays from above the surfaceCast rays from the context geometry onto a target geometry, and retrieve information from each hit pointCast rays to active object from a cageCast shadows from volumetric materials onto volumetric materials (Very expensive)Catadioptric SizeCatalan - CatalàCatalogCatalog IDCatalog SelectorCatalog Simple NameCatalog UUIDCatalog cannot be dropped into itselfCatalog is already placed at the highest levelCatalog is already placed inside this catalogCatalog to use for the new assetCatalogs cannot be edited in this asset libraryCategoryCatmull RomCatmull-ClarkCatmull-RomCatromCause the faces of the mesh object to appear or disappear one after the other over timeCause the image to repeat horizontally and verticallyCause the image to repeat in checker board patternCauses Grease Pencil data to be duplicated with the objectCauses actions to be duplicated with the data-blocksCauses armature data to be duplicated with the objectCauses camera data to be duplicated with the objectCauses curve data to be duplicated with the objectCauses curves data to be duplicated with the objectCauses lattice data to be duplicated with the objectCauses light data to be duplicated with the objectCauses light probe data to be duplicated with the objectCauses material data to be duplicated with the objectCauses mesh data to be duplicated with the objectCauses metaball data to be duplicated with the objectCauses particle systems to be duplicated with the objectCauses point cloud data to be duplicated with the objectCauses select-all ('A' key) to de-select in the case a selection existsCauses speaker data to be duplicated with the objectCauses surface data to be duplicated with the objectCauses tab to open pie menu (swaps 'Tab' / 'Ctrl-Tab')Causes text data to be duplicated with the objectCauses volume data to be duplicated with the objectCausticsCavityCavity (Inverted)Cavity (inverted)Cavity CurveCavity FactorCavity MaskCavity RidgeCavity ValleyCavity shading computed in world space, useful for larger-scale occlusionCbCeil ModeCell NoiseCell SizeCell TypeCell type to be highlightedCelsiusCementCenterCenter Action Safe MarginsCenter DiagonalCenter OverrideCenter PivotCenter Title Safe MarginsCenter in global view spaceCenter of MassCenter of the hook, used for falloff and displayCenter of this faceCenter on FrameCenter point for rotate/scaleCenter position of box selectionCenter position of the sphere selectionCenter textCenter the camera view, resizing the view to fit its boundsCenter the view lock offsetCenter the view so that the cursor is in the middle of the viewCenter the view to the Z-depth position under the mouse cursorCenter-Cut Safe AreasCentersCentimeterCentimetersCentral AxisCentral CylindricalCentroid MergeCentsCentum weightsChainChain CountChain LengthChain Loose EdgesChain OffsetChain PriorityChain ScalingChain by DistanceChain count for the selection of first N chainsChain follows position of targetChain follows rotation of targetChainingChaining MethodChainsChalk (Solid)Chance of every point being included in the selectionChance of every point or curve being included in the selectionChance that the particle will pass through the meshChangeChange Active LayerChange CaseChange Effect TypeChange InputsChange OutputsChange Scene assigned to StripChange SizeChange UV selection modeChange a custom property's type, or adjust how it is displayed in the interfaceChange alpha transparency along strokeChange alpha transparency based on a material attributeChange alpha transparency based on the distance from an objectChange alpha transparency based on the distance from the cameraChange blue channelChange brightnessChange brush size by a scalarChange case of each nameChange collision shapes for selected Rigid Body ObjectsChange colors in all data-blocks to the new working spaceChange contrastChange curve caps mode (rounded or flat)Change direction of the points of the selected strokesChange domain type of the simulationChange factors of Mix nodes and Mix Shader nodesChange fade opacity of displayed onion framesChange flow behavior in the simulationChange font character codeChange font spacingChange green channelChange how fluid is emittedChange how the attribute is storedChange how the color attribute is storedChange hueChange hue/saturation/value of the strokesChange layer group iconChange line color along strokeChange line color based on a material attributeChange line color based on random noiseChange line color based on the direction of a strokeChange line color based on the distance from an objectChange line color based on the distance from the cameraChange line color based on the radial curvature of 3D mesh surfacesChange line color based on the underlying crease angleChange line thickness along strokeChange line thickness based on a material attributeChange line thickness based on the distance from an objectChange line thickness based on the distance from the cameraChange line thickness so that stroke looks like made with a calligraphic penChange noise on every frameChange pivot point for transforms (buggy)Change position of active Bone Collection in list of Bone collectionsChange red channelChange saturationChange selection for all facesChange selection for all verticesChange selection modeChange selection of all UV verticesChange selection of all UVW control pointsChange selection of all curve pointsChange selection of all markers of active trackChange selection of all metaball elementsChange selection of all time markersChange selection of all tracking markersChange selection of all visible objects in sceneChange selection of all visible reportsChange sorting to use column under cursorChange stroke UV texture valuesChange stroke location, rotation, or scaleChange stroke thicknessChange tabs only when this editor shares a border with an outlinerChange the active action usedChange the bevel weight of edgesChange the cache type of the simulationChange the constraint's position in the list so it evaluates after the set number of othersChange the crease of edgesChange the crease of verticesChange the direction of curves by swapping their start and end dataChange the direction that a chain of bones points in (head and tail swap)Change the display order of the selected strokesChange the effect's position in the list so it evaluates after the set number of othersChange the lock state of all or some vertex groups of active objectChange the lock state of all shape keys of active objectChange the minimum distance used by the density brushChange the mode used for selection masking in curves sculpt modeChange the modifier's index in the stack so it evaluates after the set number of othersChange the number of keys of selected particles (root and tip keys included)Change the object in the current modeChange the object in the current mode • Ctrl to add to the current modeChange the opacity of the strokesChange the order of columnsChange the position of the active line set within the list of line setsChange the position of the style module within in the list of style modulesChange the selection mode for Grease Pencil strokesChange the size of the imageChange the size of thumbnailsChange the size of thumbnails in discrete stepsChange the size of thumbnails in list viewsChange the speed of the simulationChange the strip modifier's index in the stack so it evaluates after the set number of othersChange the type of curvesChange the underlying simulation methodChange the visibility of the face sets of the sculptChange the working color space of all colors in this blend fileChange to the corresponding tab when outliner data icons are clickedChange to the selected VR landmark from the listChange type of effector in the simulationChange type of fluid in the simulationChange valueChange visible data source in the spreadsheetChange which geometry type the operation affects, edges or verticesChange zoom ratio of sequencer previewChangedChanged SelectedChanges the size of the fonts and widgets in the interfaceChanges the thickness of widget outlines, lines and dots in the interfaceChanging edge seams recalculates UV unwrapChannelChannel %dChannel ColorChannel Driver (only set for Driver F-Curves)Channel GroupChannel Group ColorsChannel KeyChannel MatrixChannel PackedChannel colors are disabled in Animation PreferencesChannel defining pose data for a bone in a PoseChannel in which strip will be cutChannel numberChannel to place this strip intoChannel values higher than this maximum are not keyedChannel values lower than this minimum are keyedChannelDriver VariablesChannelsChannels of the image to displayChannels of the image to drawChannels of the preview to displayChannels to display in the histogramCharacter IndexCharacter InfoCharacter SpacingCharacter WeightCharacter used to separate objects name into hierarchical structureCharactersCharcoalChargeCharge effector weightChebychevChebychev distanceCheck ExistingCheck Internal Spring NormalsCheck Surface NormalsCheck and fix all strings in current .blend file to be valid UTF-8 Unicode (needed for some old, 2.4x area files)Check and warn on overwriting existing filesCheck for Updates on StartupCheck if Select Left or RightCheck if a given string exists within another stringCheck if extend lines collide with strokesCheckerChecker DistanceChecker EvenChecker OddChecker TextureCheckerboard InterleavedCheckerboard SizeChecking for Extension UpdatesChecking for Extension Updates{:s}Checking validity of current .blend file *AFTER* undo stepChecking validity of current .blend file *BEFORE* save to diskChecking validity of current .blend file *BEFORE* undo stepChiangChildChild NumberChild OfChild Of ConstraintChild Of ControlChild Of constraint not foundChild ParticleChild ParticlesChild RadiusChild RoundnessChild SeedChild SizeChild collection with its collection related settingsChild of this pose boneChild particle interpolated from simulated or edited particlesChild particles generated by the particle systemChildrenChildren ExpandedChildren FromChildren Per ParentChildren collections with their parent-collection-specific settingsChildren expanded in the user interfaceChinese (Simplified) - 简体中文Chinese (Traditional) - 繁體中文ChokeChoose BW for saving grayscale images, RGB for saving red, green and blue channels, and RGBA for saving red, green, blue and alpha channelsChoose Collision TypeChoose Screen layoutChoose Selection SetChoose a maximum size for all exported texturesChoose a preview image for the brushChoose a widget for the bone controlChoose active color stopChoose an image to help identify the data-block visuallyChoose between an arbitrary number of values with an indexChoose between faster updates, or faster renderChoose child instances each element instead of instancing the entire geometryChoose different visualizations of library override dataChoose displacement space for bakingChoose how many Bone influences to exportChoose how subdivision modifiers will be mapped to the USD subdivision scheme during exportChoose instances from the "Instance" input at each point instead of instancing the entire geometryChoose normal space for bakingChoose pseudo-randomlyChoose shading information to bake into the imageChoose the asset library to display assets fromChoose the color of your preference, and the shader will approximate the absorption coefficient to render lookalike hairChoose the file format to save toChoose the interpolation type with which new keys will be addedChoose the type of the widget to createChoose visibility of tabs in the properties editorChoose where to get guiding velocities fromChoose whether to export only the [0, 1] range, or all UV tilesChoose {} data-block to be assigned to this userChoppinessChoppiness of the wave's crest (adds some horizontal component to the displacement)Christensen-BurleyChroma KeyChroma NoiseChroma VectorscopeChromatic AberrationChromatic AdaptationChromatic adaption from a different white pointCinemaCinema (48)Cineon (.cin)CircleCircle (HSL)Circle (HSV)Circle SegmentCircle with inner dotCirclesCircularCircular dependency for image "%s" from object "%s"Circular easing (strongest and most dynamic)Circularity of the effectClampClamp Bounding BoxClamp DirectClamp FactorClamp GlossyClamp IndirectClamp OffsetClamp OverlapClamp RegionClamp ResultClamp Surface DirectClamp Surface IndirectClamp ToClamp To ConstraintClamp TypeClamp Volume DirectClamp Volume IndirectClamp WavesClamp a value between a minimum and a maximumClamp bright highlightsClamp bright highlights such that their brightness are not larger than this valueClamp collision impulses to avoid instability (0.0 to disable clamping)Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 to disable)Clamp result of the node to 0.0 to 1.0 rangeClamp the Z axis of the curveClamp the curve path children so they cannot travel past the start/end point of the curveClamp the direct lighting intensity to reduce noise (0 to disable)Clamp the factor to [0,1] rangeClamp the indices to the size of the attribute domain instead of outputting a default value for invalid indicesClamp the indirect lighting intensity to reduce noise (0 to disable)Clamp the result to [0,1] rangeClamp the result to the target range [To Min, To Max]Clamp the transformation to the distance each vertex moves in the original shapeClamp the width to avoid overlapClamp thickness based on anglesClamp values to the range of the original neighborhood. Prevents overshooting and undershootingClamp within the edge extentsClampingClarityClassClass NameClassicClassic Ashikhmin velvet (legacy model)ClassicalClean CurvesClean Files After InstallClean UpClean tracks with high error values or few framesClean up i18n working repository (po files)Clean vertex group edgesCleanup action to executeClearClear 'disabled' tag from all F-Curves to get broken F-Curves working againClear 'internal' previews (materials, textures, images, etc.)Clear ActiveClear AllClear Animation DataClear Asset DataClear CoatClear Coat NormalClear Coat RoughnessClear Cyclic (F-Modifier)Clear DeltaClear DriversClear F-Curve snapshots (Ghosts) for active Graph EditorClear Fake UserClear Fake User and remove copy stashed in this data-block's NLA stackClear ImageClear Images before baking (internal only)Clear In ObstacleClear InnerClear Local ConstraintsClear LooseClear Node LabelsClear OuterClear ParentClear Parent InverseClear ParentsClear Recent Files ListClear Recent Files List...Clear RemainedClear SeamsClear TrackClear TransformClear TypeClear Up ToClear ViewerClear action to executeClear active track only instead of all selected tracksClear all Line Art modifier bakesClear all calculated dataClear all constraints from the selected bonesClear all constraints from the selected objectsClear all keyframes on the currently active propertyClear all modifiers from the selected objectsClear all orphaned data-blocks without any users from the fileClear all strokes in current Grease Pencil objectClear all view lockingClear and Keep TransformationClear and Keep Transformation (Clear Track)Clear animation for FK or IK bonesClear collection contributing only indirectly in the view layerClear collections' previewsClear data-block previews (only for some types like objects, materials, textures, etc.)Clear delta location in addition to clearing the normal location transformClear delta rotation in addition to clearing the normal rotation transformClear delta scale in addition to clearing the normal scale transformClear hide selected tracksClear images before baking (only for internal saving)Clear instead of marking seamsClear inverse correction for Child Of constraintClear inverse correction for Object Solver constraintClear keyframes from all elements of the arrayClear labels on selected nodesClear masking of collection in the active view layerClear motion paths of all bonesClear motion paths of all objectsClear motion paths of selected bonesClear motion paths of selected objectsClear objects' previewsClear path at remaining frames (after current)Clear path up to current frameClear pinning for the selection instead of setting itClear preview rangeClear previews for materials, lights, worlds, textures and imagesClear previews for scenes, collections and objectsClear roll for selected bonesClear scenes' previewsClear seams of stitched edgesClear selected .blend file's previewsClear strip in/out offsets from the start and end of contentClear style rather than setting itClear text by typeClear the 'solo' setting on all bone collectionsClear the active groupClear the asset data on append (it is always kept for linked data)Clear the boundaries for viewer operationsClear the boundaries of the border render and disable border renderClear the boundaries of the render region and disable render regionClear the command historyClear the currently selected render slotClear the line and store in historyClear the mask's parentingClear the object's locationClear the object's originClear the object's parentingClear the object's rotationClear the object's scaleClear the property and use default or generated value in operatorsClear the recent files listClear the scrollback historyClear the search filterClear the tilt of selected control pointsClear the whole pathClear tracking constraint or flag from objectClear tracks after/before current position or clear the whole trackClear transform values after transferring to deltasClear vertex sculpt masking data from the meshClear vertex skin layerClear:ClickClick a button to select a collection:Click on the mesh to set the detailClick to add protection from deletionClick to assign the button here:Click to open the info editorClick to place endpoints of straight line segments (connected)Click to remove protection from deletionClicks on the background do not start the strokeClipClip AlphaClip CameraClip ContentsClip DisplayClip EditorClip EditorsClip EndClip GridClip ImageClip Max XClip Max YClip Min XClip Min YClip PlanesClip StartClip StripClip ThresholdClip UV coordinates to bounds after unwrappingClip UserClip alpha below this threshold in the 3D textured viewClip drawings to camera size when exporting in camera viewClip editor space dataClip to BoundsClip to cubic-shaped area around the image and set exterior pixels as transparentClip to image size and set exterior pixels as transparentClip view contents based on what is visible in other side viewsClipboard does not contain a matrixClipboard does not contain an assetClipboard is emptyClipboard too longClippingClipping BorderClipping BoundariesClipping OffsetClipping StartClipping optionsClips animations to selected playback rangeClockwiseClone AlphaClone ImageClone LayerClone MapClone OffsetClone Paint Texture IndexClone UV Loop LayerClone UV Loop Layer IndexClone UV loop layer indexClone from Image/UV MapClone from Paint SlotCloseClose AllClose AreaClose Menu on LeaveClose SplineClose Spline MethodClose TipClose menus when the mouse is moved out of the region.Close or open all itemsClose or open the selected stroke adding a segment from last to first pointClose selected areaClose the current windowClosed LoopClosed by DefaultClosed loops unsupportedClosestClosest IndexClosest UDIMClosest WeightClosureClosure InputClosure Input ItemClosure Input ItemsClosure Node IDClosure Node SocketClosure Node Socket InterfaceClosure OutputClosure Output ItemClosure Output ItemsClosure SizeClosure ZoneClosure does not have input: "{}"Closure does not have output: "{}"Closure socket of a nodeClothCloth Collision SettingsCloth DampingCloth MassCloth ModifierCloth PresetsCloth SettingsCloth SimulationCloth collision acts with respect to the collider normals (improves penetration recovery)Cloth collision impulses act in the direction of the collider normals (more reliable in some cases)Cloth dynamics for hairCloth model with angular bending springsCloth model with linear bending springs (legacy)Cloth simulation modifierCloth simulation settings for an objectCloth simulation settings for self collision and collision with other objectsCloth speed is multiplied by this valueCloudsClouds TextureClumpClump CurveClump FactorClump Hair CurvesClump NoiseClump Noise SizeClump OffsetClumpingClumping AmountClumps together existing hair curves using guide curvesCluster controlsClusterize controls in the same positionCmdCoarseCoatCoat IORCoat NormalCoat RoughnessCoat WeightCodecCodec settings for JPEG 2000Coefficient K0 of the lens polynomialCoefficient K1 of the lens polynomialCoefficient K2 of the lens polynomialCoefficient K3 of the lens polynomialCoefficient K4 of the lens polynomialCoefficientsCoefficients for 'x' (starting from lowest power of x^0)Coffee (Fresh/Roast)ColCollapseCollapse (close) all selected expandable animation channelsCollapse EdgesCollapse SummaryCollapse all channels (not just selected ones)Collapse edges without faces, cloth sewing edgesCollapse in all cases except for shadersCollapse isolated edge and face regions, merging data such as UVs and color attributes. This can collapse edge-rings as well as regions of connected faces into verticesCollapse short edges to remove mesh detail where possibleCollapse summary when shown, so all other channels get hidden (Dope Sheet editors only)Collapse the region displaying the operator settingsCollect related nodes together in a common area. Useful for organization when the re-usability of a node group is not requiredCollectionCollectionNewCollection %dCollection '%s' (instantiated by the active object) is not overridableCollection '%s' already in collection '%s'Collection '%s' is not an original IDCollection '%s' not in collection '%s'Collection '%s' was not foundCollection ChildCollection ChildrenCollection ColorCollection Color TagCollection ColorsCollection Export HandlersCollection IndexCollection InfoCollection Instance Empty SizeCollection Light LinkingCollection MaskCollection MasksCollection NameCollection NegationCollection Node SocketCollection Node Socket InterfaceCollection ObjectCollection ObjectsCollection PropertiesCollection SpecialsCollection UIDCollection containing objects participating in this simulationCollection containing rigid body constraint objectsCollection contains current objectCollection data-blocksCollection does not contain object types that can be rendered for the automatic previewCollection name to addCollection of AOVsCollection of Color Ramp ElementsCollection of Curve Map PointsCollection of Driver F-CurvesCollection of Dynamic Paint Canvas surfacesCollection of F-Curve ModifiersCollection of F-Curves for a specific action slot, on a specific stripCollection of Grease Pencil framesCollection of Grease Pencil layersCollection of Grease Pencil masking layersCollection of Grease PencilsCollection of IDs only, used to disambiguate between potential IDs with same name from different librariesCollection of KeyConfigsCollection of LightgroupsCollection of NLA StripsCollection of NLA TracksCollection of NLA strip F-CurvesCollection of Node LinksCollection of Node SocketsCollection of NodesCollection of Object data-blocksCollection of OpenXR component pathsCollection of OpenXR user pathsCollection of Profile PointsCollection of RetimingKeyCollection of StripElementCollection of StripsCollection of UDIM tilesCollection of UV map layersCollection of XR action map bindingsCollection of XR action map itemsCollection of XR action mapsCollection of action slotsCollection of actionsCollection of add-onsCollection of animation channels, typically associated with an action slotCollection of animation layersCollection of animation stripsCollection of annotation framesCollection of annotation layersCollection of annotationsCollection of armature bonesCollection of armature edit bonesCollection of armaturesCollection of background imagesCollection of bake itemsCollection of blendfile import context itemsCollection of brushesCollection of cache filesCollection of cache layersCollection of camerasCollection of capture attribute itemsCollection of channel driver VariablesCollection of child collectionsCollection of collection objectsCollection of collectionsCollection of combine bundle itemsCollection of curve splinesCollection of curvesCollection of custom asset tagsCollection of data-blocks that can be referenced by baked dataCollection of export handlersCollection of f-curve groupsCollection of field to grid itemsCollection of field to list itemsCollection of file output itemsCollection of file paths with common ``directory`` rootCollection of fontsCollection of format string itemsCollection of generation itemsCollection of gizmosCollection of hair curvesCollection of imagesCollection of index_switch itemsCollection of input itemsCollection of items that make up an enumCollection of keyframe pointsCollection of keying set pathsCollection of keymap itemsCollection of keymapsCollection of latticesCollection of layers used by maskCollection of layers which defines this maskCollection of librariesCollection of light probesCollection of lightsCollection of line stylesCollection of main itemsCollection of markers for movie tracking plane trackCollection of markers for movie tracking trackCollection of markers in trackCollection of masking spline pointsCollection of masking splinesCollection of masksCollection of materialsCollection of mesh edgesCollection of mesh loopsCollection of mesh polygonsCollection of mesh verticesCollection of meshesCollection of metaball elementsCollection of metaballsCollection of movie clipsCollection of movie tracking objectsCollection of movie tracking plane tracksCollection of movie tracking tracksCollection of node treesCollection of object constraintsCollection of object effectsCollection of object modifiersCollection of object pathsCollection of objectsCollection of objects in this tracking data objectCollection of override operationsCollection of override propertiesCollection of packed imagesCollection of paint curvesCollection of palette colorsCollection of palettesCollection of particle settingsCollection of particle systemsCollection of pathsCollection of plane tracks in this tracking data objectCollection of plane tracks in this tracking data object. Deprecated, use objects[name].plane_tracksCollection of point cachesCollection of point cloudsCollection of pointsCollection of points for Bézier curves onlyCollection of points that make up this poly or nurbs splineCollection of pose bone constraintsCollection of related drawingsCollection of related sketchesCollection of related sketches on a particular frameCollection of render layersCollection of render passesCollection of render viewsCollection of repeat itemsCollection of scenesCollection of screensCollection of separate bundle itemsCollection of simulation itemsCollection of solved camerasCollection of soundsCollection of source libraries, i.e. blendfile pathsCollection of spacesCollection of speakersCollection of spline Bézier pointsCollection of spline pointsCollection of splines in this curve data objectCollection of splines which defines this layerCollection of strip modifiersCollection of studio lightsCollection of target bones and weightsCollection of textsCollection of texture slotsCollection of texturesCollection of timeline markersCollection of tracking plane tracksCollection of tracks in this tracking data objectCollection of tracks in this tracking data object. Deprecated, use objects[name].tracksCollection of tracks used for 2D stabilization (translation)Collection of user asset librariesCollection of user extension repositoriesCollection of vertex colorsCollection of vertex groupsCollection of viewer itemsCollection of volumesCollection of window managersCollection of windowsCollection of workspacesCollection of worldsCollection providing the instance geometry used for scatteringCollection socket of a nodeCollection that included object should be a member ofCollection this layer collection is wrappingCollection to use as the input geometryCollection which defines light linking relation of this emitterCollection which defines objects which block light from this emitterCollection {:s} has the same uid {:d} as {:s}Collection(s)CollectionsCollections of objectsCollections that are immediate children of this collectionCollide with objects during the simulationCollide with other collider objects in the sceneCollider FrictionCollisionCollision CollectionCollision CollectionsCollision MarginCollision ModifierCollision QualityCollision SettingsCollision ShapeCollision Shape of object in Rigid Body SimulationsCollision TypeCollision Vertex GroupCollision collections rigid body belongs toCollision distanceCollision modifier defining modifier stack position used for collisionCollision settings for object in physics simulationCollisionsColorColor+XColor+YColor+ZColor-XColor-YColor-ZColorAColorAddColorAdd AlphaColorAlphaColorAlpha OverColorAlpha UnderColorBColorBlend TypeColorBlending ModeColorBlueColorCColorColorColorColor BurnColorColor DodgeColorController Draw StyleColorCrossColorCurrentColorDarkColorDark + RayColorDarkenColorDifferenceColorDivideColorErase AlphaColorExclusionColorGColorGamma CrossColorGreenColorHSV Key ChannelColorHard LightColorHueColorIntensityColorLightColorLight + RayColorLightenColorLightnessColorLimit ChannelColorLinear BurnColorLinear LightColorLumaColorMixColorModeColorMultiplyColorNextColorOverlayColorPin LightColorPrevColorRColorRGBColorRGB Key ChannelColorRedColorReplaceColorSaturationColorScreenColorSoft LightColorSpill ChannelColorSubtractColorUnknownColorUse ChannelColorValueColorValue:ColorVivid LightColor & AlphaColor 01Color 02Color 03Color 04Color 05Color 06Color 07Color 08Color 09Color AttributeColor Attribute SpecialsColor AttributesColor BalanceColor BoostColor BurnColor CorrectionColor DepthColor DodgeColor DryColor FacColor FieldColor GridColor GridlinesColor InterpolationColor KeyColor LayerColor ManagementColor MappingColor MaximumColor Mix StripColor ModeColor ModifiersColor ModulationColor NodeColor Node SocketColor Node Socket InterfaceColor OpacityColor PaletteColor ParametrizationColor PathColor PickerColor Picker TypeColor PostColor PreColor PresetsColor Quantization BitsColor RampColor Ramp ElementColor Ramp ElementsColor SetColor Set IDColor Set {:d}Color SetsColor ShiftColor SpaceColor Space SettingsColor Space: Color SpillColor SpreadColor StripColor TagColor TagsColor ThresholdColor TypeColor ValueColor and alpha for compositional guide overlaysColor attribute baking is only supported for mesh objectsColor balance gain (highlights)Color balance gamma (midtones)Color balance lift (shadows)Color balance modifier for sequence stripColor balance parameters for a sequence stripColor balance parameters for a sequence strip and its modifiersColor cells by positionColor curve mapping applied before display transformColor for all strokes in this layerColor for custom background colorColor for error itemsColor for filling region bounded by each strokeColor for indicating Grease Pencil keyframesColor for informational itemsColor for mixing with primary filling colorColor for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axisColor for object outlineColor for single color modeColor for strip/action being "tweaked" or editedColor for successful itemsColor for tinting stroke colorsColor for warning itemsColor for wireframe when in edit mode, but edge selection is activeColor from TemperatureColor hue offsetColor in sRGB color spaceColor in sRGB color space (mainly for user interface colors)Color in the gamma corrected spaceColor in the linear spaceColor in the scene linear working color spaceColor input on which HSV color transformation will be appliedColor input on which correction will be appliedColor input on which inversion will be appliedColor jitter effect on hueColor jitter effect on saturationColor jitter effect on valueColor management display device settingsColor management settings applied on image before savingColor management settings used for displaying images on the displayColor management specific to display deviceColor management view transform settingsColor mapping settingsColor modifier '%s' could not be removedColor modifier typeColor modifiers for changing line colorsColor node links based on their connected socketsColor of Auto Keying indicator when enabledColor of active markerColor of breakdown keyframeColor of cursor when addingColor of cursor when subtractingColor of disabled markerColor of extreme keyframeColor of folders in the file browserColor of generated keyframeColor of jitter keyframeColor of keyframe borderColor of keyframes on a path after current frameColor of keyframes on a path before current frameColor of light emission from the surfaceColor of lines showing constant interpolation modeColor of lines showing easings & dynamic interpolation modeColor of lines showing linear interpolation modeColor of locked markerColor of markerColor of marker's outlineColor of moving hold keyframeColor of new annotation layersColor of path after current frameColor of path before current frameColor of preview range overlayColor of raycast when a fallback case succeedsColor of raycast when it missesColor of raycast when it succeedsColor of regular keyframeColor of scene strip range overlayColor of selected breakdown keyframeColor of selected extreme keyframeColor of selected generated keyframeColor of selected jitter keyframeColor of selected keyframeColor of selected keyframe borderColor of selected markerColor of selected moving hold keyframeColor of smokeColor of smoke emitted from burning fuelColor of summary channelColor of texture overlayColor of the 1px shadow line underlying widgetsColor of the F-Curve in the Graph EditorColor of the ambient light that uniformly lit the sceneColor of the area between bricksColor of the backgroundColor of the border between editorsColor of the channel in the dope sheetColor of the corresponding socket type in the node editorColor of the emitted lightColor of the first checkerColor of the first reference brickColor of the light's diffuse highlightColor of the light's specular highlightColor of the materialColor of the material used for diffuse, subsurface, metallic and transmissionColor of the outline of each editor, except the active oneColor of the outline of the active editorColor of the outline of top-level panelsColor of the outline of top-level panels that are activeColor of the paintColor of the second checkerColor of the second reference brickColor of the sheen reflectionColor of the text insertion cursor (caret)Color of the track in the Movie Clip Editor and the 3D viewport after a solveColor palette to useColor pickerColor ramp mapping a scalar value to a colorColor ramp used to change line colorColor ramp used to define brush velocity effectColor ramp used to define proximity falloffColor range used for weight visualization in weight painting modeColor saturation factorColor selected to apply glowColor set is user-defined instead of a fixed theme color setColor set specifying bone colors for this groupColor space in the image file, to convert to and from when saving and loading the imageColor space of the input imageColor space of the output imageColor space that the sequencer operates inColor space to setColor space used for YCbCrA processingColor space used for all scene linear colors in this file, and for compositing, shader and geometry nodes processingColor strength for new strokes (affect alpha factor of color)Color tag 1Color tag 2Color tag 3Color tag 4Color tag 5Color tag 6Color tag 7Color tag 8Color tag for a collectionColor tag for a stripColor tag of the node group which influences the header colorColor temperature of the input's white pointColor temperature of the output's white pointColor temperature of the scene's white pointColor that encodes the normal map in the specified spaceColor that must be keptColor the passColor tint of the input's white point (the default of 10 matches daylight)Color tint of the output's white point (the default of 10 matches daylight)Color tint of the scene's white point (the default of 10 matches daylight)Color to use behind stamp textColor to use for stamp textColor used for RimColor used for ShadowColor used for active bonesColor used for generated glowColor used for selected bonesColor used for the surface of bonesColor used for tintingColor used to highlight the rangeColor value factorColor value in geometry attributeColor {:d}Color1Color2Colored ConstraintsColoringColorizeColorize EffectColorize effectColorsColumnColumn 1Column 1 Row 1Column 1 Row 2Column 1 Row 3Column 1 Row 4Column 2Column 2 Row 1Column 2 Row 2Column 2 Row 3Column 2 Row 4Column 3Column 3 Row 1Column 3 Row 2Column 3 Row 3Column 3 Row 4Column 4Column 4 Row 1Column 4 Row 2Column 4 Row 3Column 4 Row 4Column InterleavedColumn NameColumn SelectColumn SizeColumn number to show right margin atColumn to jump toColumnsColumns SizeColumns within the tableColumns:Comb hairsCombinationCombination of true displacement and bump mapping for finer detailCombineCombine BundleCombine Bundle ItemCombine ColorCombine CylindricalCombine MatrixCombine OpenEXR multi-layer images rendered with different sample ranges into one image with reduced noiseCombine SphericalCombine TransformCombine XYZCombine a translation vector, a rotation, and a scale vector into a transformation matrixCombine all layers into a single layerCombine all layers which have the same nameCombine all volume shading components into a single easy to use nodeCombine an image from its composite color channelsCombine and layer ActionsCombine any number of input stringsCombine both views in a squeezed imageCombine distance and equi-angular sampling for volumes where neither method is idealCombine four channels into a single color, based on a particular color modelCombine grids in a subtractive wayCombine grids in an additive wayCombine layers based on the mode into one layerCombine layers in the active group into a single layerCombine meshes in a subtractive wayCombine meshes in an additive wayCombine multiple socket values into one.Combine original scale with copied scaleCombine rotations like the original Offset checkbox. Does not work well for multiple axis rotations.Combine space background image with the maskCombine the active layer with the layer just below (if it exists)Combine the cap geometry with the base mesh (realizing instances and merging vertices)Combine the views (left and right) into a single stereo 3D outputCombine two images for side-by-side display. Typically used in combination with a Viewer nodeCombine two images using depth mapsCombine two strips using blend modesCombinedCombined ExportCombined RGBCombined bake pass requires Emission, or a light pass with Direct or Indirect contributions enabledCombined channelsCombined curve is applied to each channel individually, which may result in a change of hueCombinedActionCombines all of its direct rigid body children into one rigid objectComma-separated tags to use for the registered parentCommand Prompt HereCommand historyCommand interruptedCommand line promptCommand line prompt languageCommand outputCommand to launch the text editor, either a full path or a command in $PATH. Use the internal editor when left blankCommentCommonCommon Animation PropertiesCommon Curve PropertiesCommon Theme PropertiesCommunityCompact LayoutCompact ListCompact with DecimalsCompareCompare Color AttributesCompare MaterialsCompare ModeCompare SeamCompare SharpCompare UVsCompare each element of the input vectorsCompare the average of the input vectors elementsCompare the direction of the input vectorsCompare the dot products of the input vectorsCompare the length of the input vectorsCompare velocities from previous frame with new velocities from current frame and keep the maximumCompare velocities from previous frame with new velocities from current frame and keep the minimumCompensate any scale changes relative to center of rotationCompensate for non-uniform object scaleCompensate for scale applied by other modifiersCompensate for scaling one axis by applying suitable scaling to the other two axesCompilation method used for compiling shaders in parallel. Subprocess requires a lot more RAM for each worker but might compile shaders faster on some systems. Requires restarting Blender for changes to take effect. (OpenGL only)Compile bytecode for shader script nodeCompile the Cycles GPU kernel with only the feature set required for the current sceneCompiled bytecode of the custom shaderCompiled without Bullet physics engineCompiled without GMP, using "float" solverCompiled without OpenVDBCompiled without sound supportCompiling EEVEE engine shadersCompiling shaders ({} remaining)Complete Matches OnlyComplete report available on '{:s}' text data-blockCompletely clear the parenting relationship, including involved modifiers if anyCompletely ignore parent scalingCompletely independent manually set handleCompletely replace all channels in the pose asset with the current selectionComplexComponentComponent PathsComponent TypeComponentsCompositeCompositingCompositing node viewerCompositing nodesCompositing...CompositionComposition Guide ColorComposition GuidesCompositorCompositor Custom GroupCompositor Denoise Node DeviceCompositor DeviceCompositor Final Denoise QualityCompositor ModifierCompositor NodeCompositor Node TreeCompositor NodesCompositor PrecisionCompositor Preview Denoise QualityCompositor node group has cyclic links.Compound ParentCompressCompress FileCompress mesh using DracoCompress scene-referred values from common cameras into the ACEScg gamutCompressionCompression LevelCompression Spring DampingCompression StiffnessCompression Stiffness MaximumCompression codec settings for OpenEXRCompression level (0 = most speed, 6 = most compression, higher values currently not supported)Compression method to be usedCompression mode for TIFFComputation RangeComputation was successfulCompute Device TypeCompute average and standard deviation of pixel valuesCompute distance to nearest edgeCompute distance to nearest faceCompute distance to nearest vertexCompute global illumination taking into account light bouncing off surrounding objectsCompute how much the hemisphere above the shading point is occluded, for example to add weathering effects to corners. Note: For Cycles, this may slow down renders significantlyCompute the closest location on the target geometryCompute the determinant of the given matrixCompute the divergence of the gradient of the input gridCompute the inverse of the given matrix, if one existsCompute the inverse of the given rotationCompute the singular value decomposition of the 3x3 part of a matrixComputes a signed distance field from the given maskComputes the distance to the closest point as well as its position and colorComputes the distance to the edge of the voronoi cellComputes the distance to the second closest point as well as its position and colorComputes the radius of the n-sphere inscribed in the voronoi cellConcavity UpperConcreteConditionConeConfiguration for a single dash segmentConfiguration of the scattered instancesConfiguration regarding the transformation of each instanceConfigure constant bit rate, rather than constant output qualityConfigure the transformation of scattered instancesConfirmConfirm On ReleaseConfirm ThresholdConfirm bevelConfirm on ReleaseConflicts with another render pass with the same nameConform BaseConformalConjoint OverConnect CenterConnect LoopsConnect Matching EndsConnect Mirror:Connect Movie Strips by DefaultConnect Next:Connect With MirrorConnect a link to create a new socket.Connect active node to the active output node of the node treeConnect all hair systems to the emitter meshConnect chainConnect endpoints that are close togetherConnect hair to the emitter meshConnect newly added movie strips by default if they have multiple channelsConnect objects as a chain based on distance, starting at the active objectConnect selected objects to the active objectConnect selected vertices of faces, splitting the faceConnect the B-Bone chain to the parent rigConnect the arc at the centerConnect two nodes without clicking a specific socket (automatically determined)Connect vertices by their selection order, creating edges, splitting facesConnectedConnected OnlyConnected faces (instead of edges)Connecting edge loops overlapConnection LimitConnection PatternConnectivityConsider Curve RadiusConsider material single sided for light probe volume capture. Additionally helps rejecting probes inside the object to avoid light leaks.Consider objects as whole when finding volume centerConsider the contribution of directly visible light sources during guidingConsider the main curve's radius attribute as a factor when mapping the V component by the profile curve's length parameterConsider vertices instead of edges to select which edges to (un)tag as sharpConsistentConsistent identifier used for the itemConsoleConsole InputConsole Scrollback LinesConsole line type when used in scrollbackConsole output typeConstConstantConstant BitrateConstant DetailConstant ExtrapolationConstant InterpolationConstant LengthConstant OffsetConstant Offset DisplacementConstant Rate Factor (CRF); tradeoff between video quality and file sizeConstant Screen Size NormalsConstant acceleration in a given directionConstant direction parallel ray LightConstant direction parallel ray light sourceConstant factor to offset time by for functionConstant factor to offset values byConstant falloffConstant force along the force object's local Z axisConstant per CurveConstant presetConstrain an object's location to the nearest point along the target pathConstrain boids to a surfaceConstrain islands containing any pinned UV'sConstrain rigid bodies to move around common pivot pointConstrain to Image BoundsConstrain value between min and maxConstrain value between min and max, swapping arguments when min > maxConstrained Delaunay Triangulation (CDT), robust with support for self-intersectionsConstraintConstraintAdditiveConstraintMixConstraintMix ModeConstraintPowerConstraintTrackConstraint '%s' not found in object '%s'Constraint '%s' not found in pose bone '%s'Constraint AxisConstraint OperationConstraint TargetConstraint Target BoneConstraint axis Lock options relative to Bone or Target referenceConstraint can be broken if it receives an impulse above the thresholdConstraint constraining rigid bodiesConstraint has valid settings and can be evaluatedConstraint influencing Objects inside Rigid Body SimulationConstraint is the one being editedConstraint modifying the transformation of objects and bonesConstraint nameConstraint names have special meanings.Constraint pivot locationConstraint position along X axisConstraint position along Y axisConstraint position along Z axisConstraint rotation along X axisConstraint rotation along Y axisConstraint rotation along Z axisConstraint to stay within the image bounds while editingConstraint's panel is expanded in UIConstraintsConstraints affecting the transformation of the objectConstraints that act on this pose channelConstruct a 4x4 matrix from its individual valuesConstruct a Bézier CircleConstruct a Bézier CurveConstruct a NURBS surface circleConstruct a NURBS surface curveConstruct a NURBS surface cylinderConstruct a NURBS surface patchConstruct a NURBS surface sphereConstruct a NURBS surface torusConstruct a Nurbs CircleConstruct a Nurbs CurveConstruct a PathConstruct a Suzanne Grease Pencil objectConstruct a Suzanne meshConstruct a circle meshConstruct a conic meshConstruct a cube meshConstruct a cube mesh that consists of six square facesConstruct a cylinder meshConstruct a filled planar mesh with 4 verticesConstruct a spherical mesh that consists of equally sized trianglesConstruct a spherical mesh with quad faces, except for triangle faces at the top and bottomConstruct a subdivided plane meshConstruct a torus meshConstruct and edit Bézier curvesConstruct and edit splinesConstructive modifier cannot be applied to multi-res data in sculpt modeConstructive modifiers cannot be appliedContainerContainer of the fluid simulationContainsContains linked library overrides that need to be resynced, updating the library is recommendedContentContent DurationContent EndContent StartContent Trim EndContent Trim StartContent of this text objectContextContext AttributesContext GizmoContext MenuContext PathContext PropertyContext data-path (expanded using visible windows in the current .blend file)Context incorrect, image not foundContext menu for item operationsContext menu for scene operationsContext missing active objectContext missing sequencer sceneContext path is pinnedContext sensitive gizmo for the active nodeContext sensitive gizmos for the active itemContext window not setContextual data for a blendfile library/linked-data related operation. Currently only exposed as read-only data for the pre/post blendimport handlersContiguousContinueContinue Without ClearingContinue tracing from an arbitrary new position and in a new directionContinue using file without Python scriptsContinuous AccelerationContinuous GrabContinuous zooming. The zoom direction and speed depends on how far along the set Zoom Axis the mouse has moved.Continuously unwrap the selected UV island while transforming pinned verticesContourContrastContrast LimitContrast correction value. A scaling type factor by which to make brighter pixels brighter, but keeping the darker pixels dark. Use a negative number to decrease contrast, and a positive number to increase itContribution of paths that scattered in the volume at the primary rayContribution of paths that transmitted through the volume at the primary rayContributionsControlControl BoneControl FalloffControl ModeControl PointControl Point selectedControl Point:Control PointsControl RotationControl a chain of bones by specifying the endpoint target (Bones only)Control accuracy of motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))Control active camera anglesControl how far to push or pull the keysControl how fast the probe influence decreasesControl how images in the chosen display are mapped to the physical displayControl how many evaluated points should be generated on every curve segmentControl how much mist density decreases with heightControl key pressedControl key pressed, -1 for any stateControl object: if available, its location determines the center of the effectControl playback using a frame-number (ignoring time FPS and start frame from the file)Control playback using a value between 0 and 1Control playback using time in secondsControl point belongs to another splineControl point for envelope F-ModifierControl point mass valuesControl point not in Envelope F-ModifierControl point selection statusControl point spring strength valuesControl point weight valuesControl points defining the shape of the envelopeControl points of all curvesControl points of the curveControl the brightness and contrast of the input colorControl the intensity of the border around themes iconsControl the mixing of texture information into the base color of line stylesControl the quality of the fast GI lighting. Higher resolution uses more memory.Control the quality of the volumetric effects. Higher resolution uses more memory.Control the smoothness of mesh normals around each face by changing the "shade smooth" attributeControl the stencil brushControl transform gizmosControl when to apply fluid flowControl when to apply the effectorControl whether each spline loops back on itself by changing the "cyclic" attributeControl which key to offset towards and how farController ForwardController LocationController Location OtherController RotationController Rotation OtherController StyleController aim location of the other user path for bimanual actionsController aim rotation of the other user path for bimanual actionsControllersControlsControls accuracy of motion blur, more steps means longer render timeControls accuracy of motion blur, more steps result in longer render time. Only used when Motion Blur is enabled. Set to 0 to disable motion blur for Grease PencilControls fluid emission from within the mesh (higher value results in greater emissions from inside the mesh)Controls for the shape of the tube profileControls how directional the filter is. 0 means the filter is completely omnidirectional while 2 means it is maximally directed along the edges of the imageControls how much nearby polygons influence deformationControls how open boundaries are smoothedControls how smoothing is applied to UVsControls profile shape (0.5 = round)Controls the blending and the compatibility with certain featuresControls the contrast of the entire imageControls the contrast of the highlightsControls the contrast of the image. Zero automatically sets the contrast based on its global range for better luminance distributionControls the contrast of the midtonesControls the contrast of the shadowsControls the falloff between keyed and non-keyed values. 0 means completely sharp and 1 means completely smoothControls the gain of the entire imageControls the gain of the highlightsControls the gain of the midtonesControls the gain of the shadowsControls the gamma of the entire imageControls the gamma of the highlightsControls the gamma of the midtonesControls the gamma of the shadowsControls the intensity of the coat layer, both the reflection and the tinting. Typically should be zero or one for physically-based materialsControls the intensity of the image, lower values makes it darker while higher values makes it lighterControls the offset of the entire imageControls the offset of the highlightsControls the offset of the midtonesControls the offset of the shadowsControls the saturation of the entire imageControls the saturation of the highlightsControls the saturation of the midtonesControls the saturation of the shadowsControls the sharpness of the filter. 0 means completely smooth while 1 means completely sharpControls the tangent direction for anisotropyControls the transparency of the surface, with 1.0 fully opaqueControls the uniformity of the direction of the filter. Higher values produces more uniform directionsControls transition between highlights and shadowsConvergence BoneConvergence Plane DistanceConvergence boneConversion is not supportedConversion not supported when evaluating closureConversion not supported when separating bundleConvertConvert Attribute DomainConvert Color Attribute DomainConvert Colors in All Data-blocksConvert ColorspaceConvert Faces into vertices and vertices into facesConvert FloatConvert FromConvert Grease Pencil layers into curve instancesConvert OrientationConvert RGB input into grayscale using luminanceConvert TRS/Weights to Animation PointerConvert ToConvert UsdPreviewSurface shaders to Principled BSDF shader networksConvert a blackbody temperature to an RGB valueConvert a color's luminance to a grayscale valueConvert a rotation to axis angle componentsConvert a standard rotation value to an Euler rotationConvert a vector, point, or normal between world, camera, and object coordinate spaceConvert a wavelength value to an RGB valueConvert active weight into gray scale vertex colorsConvert all faces in a mesh to triangular facesConvert all faces to trianglesConvert all polygons to trianglesConvert all textures to KTX2 with BasisU supercompressionConvert animation from any rotation mode to any otherConvert between color spacesConvert curve geometry into tube meshesConvert curves into a mesh, optionally with a custom profile shape defined by curvesConvert each input geometry into an instance, which can be much faster than the Join Geometry node when the inputs are largeConvert each mesh face to a cyclic curve. Face attributes are propagated to curves.Convert effector force into air flow velocityConvert f-curves/drivers affecting rotations to radians. Warning: Use this only onceConvert faces into thickened edgesConvert from degrees to radiansConvert from display to scene linear instead. Not all view transforms can be inverted exactly, and the result may not match the original scene linear imageConvert from radians to degreesConvert from scene linear to display color space, with a view transform and look for tone mappingConvert geometry and instances into editable objects and collectionsConvert input to float dataConvert instances into real geometry dataConvert mesh edges to curve segments. Attributes are propagated to curve points.Convert normal object transforms to delta transforms, any existing delta transforms will be included as wellConvert object animation for normal transforms to delta transformsConvert objects into instanced facesConvert only selected keyframesConvert orientation axis to a different convention to match other applicationsConvert particles to a mesh objectConvert premultiplied to straightConvert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs. Note: only supported in EEVEEConvert rotations to euler XYZConvert rotations to euler XZYConvert rotations to euler YXZConvert rotations to euler YZXConvert rotations to euler ZXYConvert rotations to euler ZYXConvert rotations to quaternionsConvert selected channels from samples to keyframesConvert selected channels to an uneditable set of samples to save storage spaceConvert selected objects to another typeConvert selected reference images to textured mesh planeConvert selected strokes to perimeterConvert straight to premultipliedConvert stroke to outlineConvert the curves in each top-level instance into Grease Pencil layerConvert the first discovered USD dome light to a world background shaderConvert the given floating-point number to an integer, with a choice of methodsConvert the volume of a world to a mesh. The world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properlyConvert the world material to a USD dome light. Currently works for simple materials, consisting of an environment texture connected to a background shader, with an optional vector multiply of the texture colorConvert to DisplayConvert to FloatConvert to RadiansConvert to and from premultiplied (associated) alphaConvert to logarithmic color spaceConvert type of selected curvesConvert whitespaces by typeConverted LayerConverterConverter NodeConverting some non-editable object/object data, enforcing 'Keep Original' option to TrueConverts values that are relative to the image size to be in terms of pixelsConvex HullConvolveConvolves an image with a kernelCoordinate 1Coordinate 2Coordinate SpaceCoordinate SystemCoordinate axis used to mirror the location part of the transformCoordinate axis used to mirror the rotation part of the transformCoordinatesCoordinates along this axis get flippedCoordinates of the control pointCoordinates of the control point. Note: Changing this value also updates the handles similar to using the graph editor transform operatorCoordinates of the first handleCoordinates of the left handle (before the control point)Coordinates of the right handle (after the control point)Coordinates of the second handleCoordinates spaceCoordinates to apply translation deltas from the VR headset toCopied %d selected curve(s)Copied %d selected data-block(s)Copied %d selected node(s)Copied %d selected object(s)Copied %d selected point(s)Copied Selection Set(s) to clipboardCopied constraint: %sCopied material to internal clipboardCopied pose to internal clipboardCopied the selected Video Sequencer strips and associated effect chain to internal clipboardCopied the selected Video Sequencer strips to internal clipboardCopied the value to {:d} bonesCopied {:s} parameters to {:d} bonesCopies the matrix of the currently active object or pose bone to the clipboard. Uses matrices relative to a specific object or the active scene cameraCopies the matrix of the currently active object or pose bone to the clipboard. Uses world-space matricesCopperCopyCopy Absolute coordinates of Normal vectorCopy Bone colors from the active bone to all selected bonesCopy Bundle to Asset Library...Copy Grease Pencil EffectsCopy LabelCopy LocationCopy Location (Local)Copy Location (Local, Owner Orientation)Copy Location ConstraintCopy ModifiersCopy NormalCopy PoseCopy Pose Bone colors from the active pose bone to all selected pose bonesCopy Rigid Body settings from active object to selectedCopy Rigify type and parameters from active to selected bonesCopy RotationCopy Rotation ConstraintCopy ScaleCopy Scale ConstraintCopy SettingsCopy Studio Light settings to the Studio Light editorCopy TransformsCopy Transforms ConstraintCopy XCopy YCopy ZCopy active vertex to other selected vertices (if affected groups are unlocked)Copy all the transformations of a target, so that they move togetherCopy all the transforms of the targetCopy color to all selected nodesCopy color to all selected tracksCopy colors to existing bonesCopy constraint to other selected objects/bonesCopy constraints to other selected bonesCopy constraints to other selected objectsCopy files to textures directoryCopy from closest edge (using midpoints)Copy from closest edge of closest face (using midpoints)Copy from closest vertexCopy from closest vertex of closest edgeCopy from closest vertex of closest faceCopy from identical topology meshesCopy from interpolated corners of the nearest source faceCopy from interpolated corners of the source face hit by corner normal projectionCopy from interpolated values of vertices from closest point on closest edgeCopy from interpolated values of vertices from closest point on closest faceCopy from interpolated values of vertices from point on closest face hit by normal-projectionCopy from most similar edge (edge which vertices are the closest of destination edge's ones)Copy from nearest corner of nearest faceCopy from nearest corner which has the best matching normalCopy from nearest corner which has the face with the best matching normal to destination corner's face oneCopy from nearest face (using center points)Copy from source face which normal is the closest to destination oneCopy full data pathCopy in world spaceCopy inside each object's local spaceCopy label from active to selectedCopy label from active to selected nodesCopy material to selected objectsCopy mirror UV coordinates on the X axis based on a mirrored meshCopy modifiers of the active strip to all selected stripsCopy modifiers to other selected objectsCopy new normals (overwrite existing)Copy new normals minus old normalsCopy nodes to clipboard, remove and reconnect them.Copy normal to the internal clipboardCopy of the colors associated with the group's color setCopy on DuplicateCopy only active Layer, uncheck to append all layersCopy or reorder modifiers, constraints, and effectsCopy particle systems from the active object to selected objectsCopy particle systems to selected: %d done, %d failedCopy product of old and new normals (not cross product)Copy selected UV verticesCopy selected aspects of the current pose to subsequent poses already keyframedCopy selected keyframes to the internal clipboardCopy selected markers to another sceneCopy selected pointsCopy selected points or curvesCopy selected reports to clipboardCopy selected text to clipboardCopy settings from active to selected nodesCopy settings from previous versionCopy settings of current view layerCopy sum of new and old normalsCopy text to clipboardCopy the F-Modifier(s) of the active F-CurveCopy the F-Modifier(s) of the active NLA-StripCopy the Python command matching this buttonCopy the RNA data path for this property to the clipboardCopy the active line set to the internal clipboardCopy the active shape key of another selected object to this oneCopy the bone color of the active bone to all selected bonesCopy the console contents for use in a scriptCopy the current .blend file into an Asset Library. Only works on standalone .blend files (i.e. when no other files are referenced)Copy the current pose of the selected bones to the internal clipboardCopy the driver for the highlighted buttonCopy the driver variables of the active driverCopy the file to the destination pathCopy the file to the destination path (or subdirectory)Copy the image to the clipboardCopy the location of a target (with an optional offset), so that they move togetherCopy the location of the targetCopy the material settings and nodesCopy the material texture settings and nodesCopy the modifier from the active object to all selected objectsCopy the property's driver from the active item to the same property of all selected items, if the same property existsCopy the property's value from the active item to the same property of all selected items if the same property existsCopy the rotation of a target (with an optional offset), so that they rotate togetherCopy the rotation of the targetCopy the scale factors of a target (with an optional offset), so that they are scaled by the same amountCopy the scale of the targetCopy the selected Grease Pencil points or strokes to the internal clipboardCopy the selected Selection Set(s) to the clipboardCopy the selected data-blocks to the internal clipboardCopy the selected nodes to the internal clipboardCopy the selected objects to the internal clipboardCopy the selected points to a new strokeCopy the selected splines to the internal clipboardCopy the selected strips to the internal clipboardCopy the selected tracks to the internal clipboardCopy the target's X locationCopy the target's X rotationCopy the target's X scaleCopy the target's Y locationCopy the target's Y rotationCopy the target's Y scaleCopy the target's Z locationCopy the target's Z rotationCopy the target's Z scaleCopy this group's weight to other selected vertices (disabled if vertex group is locked)Copy this property value to all selected rigs of the appropriate typeCopy to ClipboardCopy to SelectedCopy to Selected (Menu)Copy to boneCopy to objectCopy to parent node tree, keep group intactCopy to selected all elements of the arrayCopy to selected the drivers of all elements of the arrayCopy tracking settings from active track to default settingsCopy tracking settings from active track to selected tracksCopy vertex coordinates from other objectCopy vertex groups to selected: %d done, %d failed (object data must support vertex groups and have matching indices)Copy weights from active to selectedCopying ID '%s' is not possible, '%s' type of data-blocks is not supportedCopying modifier '%s' to object '%s' failedCopyrightCopyright notice for this asset. An empty copyright notice does not necessarily indicate that this is copyright-free. Contact the author if any clarification is needed.Core MatteCorkCornerCorner AngleCorner CenterCorner Face IndexCorner HandlesCorner IndexCorner Index In FaceCorner Next EdgeCorner NormalsCorner OffsetCorner Offset DistanceCorner Offset FactorCorner Offset MethodCorner PinCorner Previous EdgeCorner RoundingCorner RoundnessCorner SplittingCorner SubdivisionsCorner TypeCorner VertexCorner of EdgeCorner of FaceCorner of VertexCornersCorners of EdgeCorners of FaceCorners of VertexCorrect AspectCorrect Face AttributesCorrect UV coordinates when transformingCorrect UVsCorrect data such as UVs and color attributes when transformingCorrect distortion caused by deformationCorrection MethodCorrection for entire tonal rangeCorrection for highlightsCorrection for midtonesCorrection for shadowsCorrectiveCorrective Flip NormalsCorrective Smooth ModifierCorrective factor applied to faces' weights, 50 is neutral, lower values increase weight of weak faces, higher values increase weight of strong facesCorrectiveSmoothCorrelationCosineCosine ModeCottonCould not (un)link the collection '%s' because the collection '%s' is linkedCould not (un)link the collection '%s' because the collection '%s' is overriddenCould not (un)link the object '%s' because the collection '%s' is linkedCould not (un)link the object '%s' because the collection '%s' is overriddenCould not add a color nodeCould not add a layer to the cache fileCould not add a mask nodeCould not add a new UV map to object '{:s}' (Mesh '{:s}')Could not add action '%s' as it cannot be used relative to ID-blocks of type '%s'Could not add an image nodeCould not add driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not add geometry nodes modifierCould not add image. A node tree has not been created or assignedCould not add materialCould not add node collectionCould not add node groupCould not add node objectCould not add the collection because it is linkedCould not add the collection because it is overriddenCould not add the collection because of dependency cycle detectedCould not assign a new Action to %sCould not assign action %s to Action Constraint %sCould not assign action %s to NLA strip %sCould not change actionCould not clear keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not compute a valid data pathCould not connect a face selectionCould not connect mixed selection typesCould not connect verticesCould not create a copy of ID '%s' to write it in the libraryCould not create cache reader for file %sCould not create library override from data-block '%s', as it is not overridableCould not create library override from data-block '%s', one of its parents is not overridable ('%s')Could not create library override from one or more of the selected data-blocksCould not create new folder nameCould not create new folder: %sCould not create reader for file %sCould not create the copy paste file!Could not create {:d} F-Curve(s). This can happen when only inserting to available F-Curves.Could not delete %d locked shape key(s)Could not delete keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not determine type of group nodeCould not find '%s' in '%s'Could not find an editable collection in current scene, imported data will not be instantiatedCould not find an overridable root hierarchy for object '%s'Could not find any selected edges that can be rotatedCould not find bone '%s'Could not find constraint data for Child-Of Set InverseCould not find constraint data for ObjectSolver Set InverseCould not find driver to copy, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not find grid with name %sCould not find hook modifierCould not find image '{:s}'Could not find material or light using Shader Node Tree - {:s}Could not find node collection socketCould not find node color socketCould not find sceneCould not find scene using Compositor Node Tree - {:s}Could not find supported socket typeCould not generate mesh from gridCould not get valid evaluated meshCould not init languages data!Could not initialize stitching on any selected objectCould not initialize streams, probably unsupported codec combinationCould not insert %i keyframe(s) due to zero NLA influence, base value, or value remapping failed: %s.%s for indices [%s]Could not insert keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not insert keyframe, as this type does not support animation data (ID = %s)Could not load Action for the active assetCould not load volume for writingCould not make new imageCould not make new segmentsCould not move collection exporter from index '%d' to '%d'Could not move constraint from index '%d' to '%d'Could not move layer from index '%d' to '%d'Could not open Alembic archive for reading, see console for detailCould not open SVGCould not open USD archive for reading, see console for detailCould not open file for writingCould not open the directory '%s'Could not paste driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not read "%s"Could not remove ShapeKeyCould not remove the F-Curve Group from the collection because it does not exist in the collectionCould not rename: %sCould not reopen fileCould not resolve path '%s'Could not resolve path (%s)Could not save packed file to disk as '%s'Could not separate selected curve(s)Could not snap some curves to the surfaceCould not un-assign Action from %sCould not unassign the active ActionCould not update flags for this F-curve, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not write image: %sCould not write image: {}Could not write volume: %sCould not write volume: Unknown error writing VDB fileCouldn't close destination asset %sCouldn't find matching layer, pasting into active layerCouldn't open file %r (%s)Couldn't run external animation player with command {!r} {:s}CountCount MaxCount MethodCount ModeCount how many items are in a given listCountableAmountCountableGridCountableResolution ModeCountableSizeCounter ClockwiseCounter-ClockwiseCounterclockwise rotation of each segment coordinates system. May be used to align the rotation of the textures of each segmentCoverageCrCrazyspace transformation is only available for Mesh type of objectsCreaseCrease (Angle Cached)Crease AngleCrease Brush Pinch FactorCrease EdgesCrease InnerCrease On SharpCrease On Sharp EdgesCrease On SmoothCrease On Smooth SurfacesCrease ThresholdCrease WeightCrease hub edges for an improved subdivision surfaceCrease hub edges for improved subdivision surfaceCrease weight (if active)Crease:CreateCreate %sCreate 3D text object from active text data-blockCreate Along PathsCreate ArmatureCreate CollectionCreate DataCreate DimplesCreate F-Curves for object which will copy object's movement caused by this constraintCreate Freestyle stroke material for testingCreate Guide Index MapCreate InstancesCreate Internal SpringsCreate Location keys when fixing to the scene cameraCreate Mesh From Paint MaskCreate N-GonsCreate New ActionCreate New PreferencesCreate Orientation's 'use' parameter only valid in a 3DView contextCreate Pose AssetCreate Python code that will generate the selected metarigCreate Python code that will generate the selected metarig as a sampleCreate QuadsCreate RidgesCreate Rotation keys when fixing to the scene cameraCreate Scale keys when fixing to the scene cameraCreate WebPCreate a "hole" in the image with zero alpha transparency, which is useful for compositing. Note: the holdout shader can only create alpha when transparency is enabled in the film settingsCreate a Kite / DartCreate a New ImageCreate a boolean grid topology with the given dimensions, for use with the Field to Grid nodeCreate a box selectionCreate a bridge of faces between two or more selected edge loopsCreate a color from individual components using multiple modelsCreate a constraint-based relationship with an attribute from geometryCreate a control bone for the copyCreate a deform bone for the copyCreate a diagonal progressionCreate a dir for each exported fileCreate a face set corresponding to the Edit Mode face selectionCreate a face set per isolated face setCreate a face set per loose part in the meshCreate a face set per material slotCreate a filled volume grid from a meshCreate a fog volume with the shape of the input mesh's surfaceCreate a force along a curve objectCreate a force based on fluid simulation velocitiesCreate a force that acts as a boid's predators or targetCreate a force that dampens motionCreate a glow effectCreate a gradient between two masksCreate a linear progressionCreate a list of valuesCreate a local override of the selected linked data-block, and its hierarchy of dependenciesCreate a local override of the selected linked data-blocks, and their hierarchy of dependenciesCreate a local override of the selected linked objects, and their hierarchy of dependenciesCreate a matte based on luminance (brightness) differenceCreate a matte from an object or material index passCreate a mechanism to sharpen a connected corner when the angle is below this valueCreate a mesh that encloses all points in the input geometry with the smallest number of pointsCreate a new Action Slot for an ID. Note that _which_ ID should get this slot must be set in the 'animated_id' context pointer, using: >>> layout.context_pointer_set("animated_id", animated_id) When the ID already has a slot assigned, the newly-created slot will be named after it (ensuring uniqueness with a numerical suffix) and any animation data of the assigned slot will be duplicated for the new slot.Create a new Camera and VR Landmark from the viewer pose of the running VR session and select itCreate a new Camera from the selected VR LandmarkCreate a new Selection Set with the currently selected bonesCreate a new UV map for every mesh packedCreate a new actionCreate a new action once the existing one has been safely storedCreate a new action slot for this data-block, to hold its animationCreate a new asset from the selected bones in the sceneCreate a new bone collection and assign all selected bonesCreate a new bone going from the last selected joint to the mouse positionCreate a new catalog to put assets inCreate a new compositing node group and initialize it with default nodesCreate a new compositor node group for sequencerCreate a new directoryCreate a new driver with this property as input, and copy it to the internal clipboard. Use Paste Driver to add it to the target property, or Paste Driver Variables to extend an existing driverCreate a new empty Selection SetCreate a new face setCreate a new face set from the masked facesCreate a new face set from the visible verticesCreate a new file of this typeCreate a new frame node around the selected nodes and name it immediatelyCreate a new geometry node group and assign it to the active modifierCreate a new geometry node group for a toolCreate a new imageCreate a new image file without modifying the current image in BlenderCreate a new inlined shader node tree as is consumed by renderersCreate a new level using Catmull-Clark subdivisionsCreate a new level using linear interpolation of the sculpted displacementCreate a new level using simple subdivisionsCreate a new line style, reusable by multiple line setsCreate a new main window with its own workspace and scene selectionCreate a new mesh object from the current paint maskCreate a new mesh object from the selected face setCreate a new modifier with a new geometry node groupCreate a new node treeCreate a new object from the sliced maskCreate a new pose asset on the clipboard, to be pasted into an Asset BrowserCreate a new quad based mesh using the surface data of the current mesh. All data layers will be lostCreate a new text data-blockCreate a new windowCreate a new world Data-BlockCreate a notification after the operationCreate a parallelogramCreate a point in the point cloud for each selected edgeCreate a point in the point cloud for each selected faceCreate a point in the point cloud for each selected face cornerCreate a point in the point cloud for each selected vertexCreate a preview for this asset by rendering the active objectCreate a progression easing from one step to the nextCreate a quadratic progressionCreate a quadratic progression in the shape of a sphereCreate a quadrilateral from four pointsCreate a radial progressionCreate a rectangleCreate a rotation distortionCreate a rotation from a primary and (ideally orthogonal) secondary axisCreate a rotation pivot control that can be repositioned arbitrarilyCreate a sample metarig to be modified before generating the final rigCreate a selection by normalCreate a separate curve instance for every layerCreate a separate fill for each individual strokeCreate a separate layer for each instanceCreate a separate particle system for every secondary particle typeCreate a shadow effectCreate a signed distance volume grid from a meshCreate a signed distance volume grid from pointsCreate a simple stroke with basic colorsCreate a smooth B-Bone transition if an end of the chain meets another chain going in the same directionCreate a smooth B-Bone transition if an end of the chain meets its mirrorCreate a smooth curved surface using the Catmull-Clark subdivision schemeCreate a solid shape from vertices and edges, using the vertex radius to define the thicknessCreate a solid skin by extruding, compensating for sharp anglesCreate a solid skin, compensating for sharp anglesCreate a solid wireframe from facesCreate a spherical progressionCreate a spherical selectionCreate a suitable breakdown pose on the current frameCreate a tiled imageCreate a trapezoidCreate a unique face set with all faces in the sculptCreate a vector from X, Y, and Z componentsCreate a vector from its cylindrical components.Create a vector from its spherical components.Create a viewer shortcut for the selected node by pressing ctrl+1,2,..9Create an Empty object which will be copying movement of active trackCreate an armature that parallels the skin layoutCreate an automatic preview for the selected data-blockCreate an empty Grease Pencil objectCreate an envelope shapeCreate an image with an alpha channelCreate an image with left and right viewsCreate an object collection from selected objectsCreate an option to detach eyelids from the eye surfaceCreate an optional IK controlCreate an optional controlCreate an optional deform boneCreate an override operationCreate bubble particle systemCreate child particlesCreate collision objectCreate constraint-based parent-child relationshipCreate constraint-based shrinkwrap relationshipCreate constraints for this action on the generated rigCreate control bones for the copyCreate controls for both sides of the palmCreate coordinate and mapping nodes for the texture (ignored for selected texture nodes)Create copies of referenced geometry on geometry elementsCreate copies of the geometry with different methods of cumulative offsetCreate copies of the shape with offsetsCreate custom warnings in node groupsCreate deform bones for the copyCreate domain for gasesCreate domain for liquidsCreate dot-dash effect for strokesCreate driver for this property only and without assigning any targets yetCreate drivers for all properties without assigning any targets yetCreate drivers for each pair of corresponding elementsCreate edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)Create effects and post-process renders, images, and the 3D ViewportCreate elliptical mask suitable for use as a simple matte or vignette maskCreate empty placeholder files while rendering frames (similar to Unix 'touch')Create face sets for faces that have similar normalCreate face sets using UV seams as boundariesCreate face sets using bevel weights as boundariesCreate face sets using edge creases as boundariesCreate face sets using sharp edges as boundariesCreate foam particle systemCreate grid of duplicate instancesCreate guide objectCreate head and neck bonesCreate image with 32-bit floating-point bit depthCreate instances along particle pathsCreate instances for collections when appending, rather than adding them directly to the sceneCreate instances for collections when linking, rather than adding them directly to the sceneCreate instances for collections, rather than adding them directly to the sceneCreate instances for object data which are not referenced by any objectsCreate instances from child particlesCreate instances from normal particlesCreate keyframes following the current shape of F-Curves of selected channelsCreate liquid particle systemCreate location keys when fixing to the scene cameraCreate matte based on 3D distance between colorsCreate matte based on chroma valuesCreate matte based on differences in color channelsCreate matte using a given color, for green or blue screen footageCreate mesh plane(s) from image files with the appropriate aspect ratioCreate new actionCreate new bones from the selected jointsCreate new bones from the selected joints and move themCreate new directory?Create new grids by evaluating new values on an existing volume grid topologyCreate new image from the content of the plane markerCreate new light linking collection used by the active emitterCreate new maskCreate new materials with unique names for each OBJ fileCreate new object-data users if neededCreate new plane track out of selected point tracksCreate object instance from object-dataCreate offset edge loop from the current selectionCreate one object per line in the textCreate one particle system that contains all three secondary particle typesCreate or extend a 'i18n_info.txt' Text datablockCreate parting in the children based on parent strandsCreate peaks and valleys with different roughness valuesCreate plates for use as a color reference for keying nodesCreate points from the curve's evaluated points, based on the resolution attribute for NURBS and Bézier splinesCreate predefined Grease Pencil stroke arcsCreate predefined Grease Pencil stroke boxesCreate predefined Grease Pencil stroke circlesCreate predefined Grease Pencil stroke curve shapesCreate predefined Grease Pencil stroke linesCreate predefined Grease Pencil stroke polylinesCreate proxy images in a custom directory (default is movie location)Create random clumps around the parentCreate rectangular mask suitable for use as a simple matteCreate rigid body constraints between selected rigid bodiesCreate rotation keys when fixing to the scene cameraCreate scale keys when fixing to the scene cameraCreate separate eyelid follow influence sliders for X and ZCreate separate geometries containing the elements from the same groupCreate sharp peaksCreate snapshot (Ghosts) of selected F-Curves as background aid for active Graph EditorCreate spray particle systemCreate springs for this number of frames since particles birth (0 is always)Create subdivision surface modifiers based on the USD SubdivisionScheme attributeCreate tail bonesCreate the corresponding modifier if it does not existCreate the grid in a hexagonal patternCreate the new shape key from the existing mix of keysCreate tracer particle systemCreate transformation orientation from selectionCreate turbulence with a noise fieldCreate vertex cloud using coordinates of reconstructed tracksCreate, reset or clear library override hierarchiesCreates WebP textures for every texture. For already WebP textures, nothing happensCreates a mask based on the active color attributeCreates a mask based on the boundaries of the surfaceCreates a mask based on the curvature of the surfaceCreates a new mask for the entire meshCreates a pose segment per face set, starting from the active face setCreates an attribute that maps each curve to its nearest guide via indexCreates the smoothest possible geometry patch from the face set minimizing changes in vertex positionsCreates the smoothest possible geometry patch from the face set minimizing changes in vertex tangentsCreates viscosity for expanding fluidCreating a new Slot is not possible on a linked ActionCreativeCreditsCritical blend-file corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)Critical data corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)CropCrop Maximum XCrop Maximum YCrop Minimum XCrop Minimum YCrop the rendered frame to the defined render region sizeCrop to Render RegionCropping parameters for a sequence stripCrops image to a smaller region, either making the cropped area transparent or resizing the imageCross-EyedCrossfade StripCrossfade with color correctionCrypto 00CryptomatteCryptomatte (Legacy)Cryptomatte AccurateCryptomatte AssetCryptomatte LayerCryptomatte LevelsCryptomatte MaterialCryptomatte ObjectCtrlCtrlLCtrlRCubeCube Grid TopologyCube SizeCubemap SizeCubicCubic B-SplineCubic B-Spline filter (blurry but no ringing) on 4×4 samplesCubic CentimetersCubic ChainsCubic DecimetersCubic DekametersCubic FeetCubic FurlongsCubic HectometersCubic InchesCubic KilometersCubic MetersCubic MicrometersCubic MilesCubic MillimetersCubic MitchellCubic Mitchell filter on 4×4 samplesCubic ThouCubic YardsCubic easingCubic easing with overshoot and settleCubic interpolationCuboidCullCull DistanceCull objects which are further away from camera than this distanceCullingCumulative OffsetCurlCurl Hair CurvesCurl StartCurrentCurrent Cache SizeCurrent CharacterCurrent FileCurrent FrameCurrent Frame FinalCurrent Frame ValueCurrent Keying Set indexCurrent Keying Set index (negative for 'builtin' and positive for 'absolute')Current LineCurrent Line IndexCurrent SubframeCurrent TransformCurrent Transform OrientationCurrent Vulkan backend limitations:Current editor is not a node editor.Current editor is not an asset browserCurrent editor type for this areaCurrent frame not within strip framerangeCurrent frame number can be manually set to a negative valueCurrent frame number in image sequence or movieCurrent frame number in movie or image sequenceCurrent frame with subframe and time remapping appliedCurrent frame, to update animation data from Python frame_set() insteadCurrent line, and start line of selection if one existsCurrent mode of source object '%s' is not compatible with target liboverride object '%s'Current mode of source object '%s' is not compatible with target object '%s'Current node has no visible outputs.Current node tree does not contain any nodes.Current node tree is linked from another .blend file.Current node tree type not supported. Should be one of {:s}.Current perspective matrix (``window_matrix * view_matrix``)Current pose for armaturesCurrent render engine does not support bakingCurrent shape keyCurrent shape key indexCurrent stage of the import processCurrent stereo eye being displayedCurrent time of the simulationCurrent view matrixCurrent window matrixCurrent: Currently evaluating sceneCurrently evaluating view layerCurrently selected bindingCursorCursor (Offset)Cursor ColorCursor DistanceCursor LocationCursor Lock AdjustCursor PlaneCursor Surface ProjectCursor ValueCursor Value to SelectionCursor ViewCursor XCursor X-ValueCursor Y-ValueCursor location in normalized (0.0 to 1.0) coordinatesCursor location in normalized clip coordinatesCursor location in normalized preview coordinatesCursor location in screen coordinatesCursor must be over the surface meshCursor to SelectionCurvatureCurvature 3DCurvature MinCurvature RidgeCurvature Smooth IterationsCurvature ValleyCurvature-based shading, useful for making fine details more visibleCurveCurveBézierCircleCurveBézierCurveCurveConstantCurveCurveCurveCurvePathCurveCustomCurveCustom CurveCurveExtendCurveExtrapolatedCurveFalloffCurveFalloff Curve PresetCurveFalloff TypeCurveFeather FalloffCurveHorizontalCurveInverse SquareCurveLineCurveLinearCurveMaxCurveMedian StepCurveModeCurveNewCurveNo FalloffCurveNurbsCircleCurveNurbsCurveCurveNurbsPathCurveProfile ShapeCurveProportional Editing FalloffCurveProportional FalloffCurveRandomCurveRootCurveRoundCurveSharpCurveSharperCurveSmoothCurveSmootherCurveSphereCurveSurfCircleCurveSurfCurveCurveSurfCylinderCurveSurfPatchCurveSurfSphereCurveSurfTorusCurveSurfaceCurve '%s' does not contain spline givenCurve 2DCurve BendCurve CircleCurve DataCurve DeformCurve Edit ModeCurve Edit Mode OverlaysCurve FalloffCurve Frame RangeCurve Group IDCurve GuideCurve Handle PositionsCurve IDCurve In XCurve IndexCurve InfoCurve InstancesCurve JitterCurve LengthCurve Length nodeCurve LineCurve Map PointCurve MappingCurve ModifierCurve ObjectCurve OffsetsCurve Out XCurve Paint SettingsCurve Parameter FalloffCurve PointCurve Point CountCurve Profile WidgetCurve RadiusCurve RootCurve SculptCurve Sculpt OverlaysCurve SegmentCurve SensitivityCurve ShapeCurve Shrink/FattenCurve SliceCurve SplinesCurve StrengthCurve SubdivisionsCurve TangentCurve TiltCurve TipCurve Widget ColorsCurve component containing spline and control point dataCurve control pointCurve data-block storing curves, splines and NURBSCurve data-block used for storing surfacesCurve data-block used for storing textCurve data-blocksCurve defining clump taperingCurve defining roughnessCurve defining the shutter's openness over timeCurve defining twistCurve deformation modifierCurve deforming text objectCurve fitting methodCurve from Mesh or Text objectsCurve geometry defining the curve pathCurve guide effector weightCurve in a curve mappingCurve interpolation at this point: Bézier or vectorCurve mapping to map color, vector and scalar values to other values using a user defined curveCurve object name that defines the taper (width)Curve object to deform withCurve object to fit array length toCurve of PointCurve or Surface subdivisions per segmentCurve sizes must be greater than zeroCurve that controls this relationshipCurve to MeshCurve to PointsCurve to TubeCurve to compute the length ofCurve to convert to a mesh using the given profileCurve typeCurve used for modulating effectCurve used for the curve mappingCurve used for the jitter effectCurve used for the sensitivityCurve used for the strengthCurve used to map pressure to brush jitterCurve used to map pressure to brush sizeCurve used to map pressure to brush strengthCurve width size not supported for USD interpolationCurve(s)Curve(s) have no active pointCurve: {} points, {} splinesCurveMapping does not own CurveMapCurveProfile table not initialized, call initialize()CurvedCurvesCurvesAddCurvesBrush TypeCurvesCombCurvesCurves Shape TypeCurvesCylinderCurvesDeleteCurvesDensityCurvesGrow / ShrinkCurvesNewCurvesPaint SelectionCurvesPinchCurvesPuffCurvesSlideCurvesSmoothCurvesSnake HookCurvesStrandCurvesStripCurves Edit ModeCurves Edit Mode OverlaysCurves Grow/Shrink ScalingCurves InfoCurves Object does not support this set origin operationCurves SculptCurves Sculpt Add Curve OptionsCurves Sculpt Brush SettingsCurves Sculpt Cage OpacityCurves Sculpt PaintCurves Sculpt Parameter FalloffCurves Sculpt SettingsCurves are not attached to any UV mapCurves as MeshCurves as NURBSCurves do not have attachment information that can be used for deformationCurves do not have surface attachment informationCurves from evaluated curve dataCurves must have a mesh surface object setCurves not attached to a surfaceCurves only support a single material; selection input cannot be a fieldCurves shape typeCurves that are swept along the main curveCurves to Grease PencilCurves to change the cyclic state ofCurves to change the handles onCurves to change the normals onCurves to change the resolution ofCurves to change the type ofCurves to convert to pointsCurves to deformCurves to fill. All curves are treated as cyclic and projected to the XY planeCurves to generate rounded corners onCurves to resampleCurves to sample positions onCurves to set handles of control points onCurves to set the radius onCurves to set tilt onCurves to shortenCurves to subdivideCurves to switch the start and end ofCurvilinear 2D length for chain splittingCurving of the noodleCustomCustom ({:.4g} fps)Custom AttenuationCustom BytecodeCustom Bytecode HashCustom CameraCustom Camera shader compilation failed, see console for errorsCustom Cavity CurveCustom ColorCustom Color PresetsCustom Color SetCustom ColorsCustom Compositor Group Node for Python nodesCustom CurveCustom DirectoryCustom DistanceCustom File PathCustom Geometry Group Node for Python nodesCustom GradientCustom GroupCustom IK PivotCustom IconCustom ImageCustom LabelCustom LocationCustom NormalCustom NormalsCustom Normals OnlyCustom ObjectCustom OcclusionCustom Onion Skin ColorsCustom OverlaysCustom ParallaxCustom PathCustom Pivot ControlCustom PoseCustom Profile PathCustom PropertiesCustom ProxyCustom QualityCustom RangeCustom RegionCustom ShaderCustom Shader Group Node for Python nodesCustom ShapeCustom Shape RotationCustom Shape ScaleCustom Shape TransformCustom Shape TranslationCustom Simulation Frame RangeCustom Simulation RangeCustom SpaceCustom ViewCustom VolumeCustom Widget orientCustom animation player executable pathCustom color for motion path after the current frameCustom color for motion path before the current frameCustom color of the node bodyCustom color set to useCustom curve to apply effectCustom curve to control 'sequence' interpolation between Grease Pencil framesCustom curve to control falloff of brush effect by Grease Pencil framesCustom curve to control primitive thicknessCustom data layer name for the indexCustom data layer name for the randomized valueCustom defined regionCustom dynamic defined UI label for the socket. Can be translated if translation is enabled in the preferencesCustom fade valueCustom falloff curveCustom filterCustom interpolation defined using a curve mapCustom mapping curveCustom nodesCustom normals tools using Normal Vector of UICustom propertiesCustom reference point for guidesCustom shader sourceCustom size for downscaling exported texturesCustom tags (name tokens) for the asset, used for filtering and general asset managementCustom text to appear in the stamp noteCustom value for meters per unit in the USD StageCutCut EdgesCut Particles to ShapeCut ThroughCut ToCut an intersection into facesCut face edges for nicer shrapnelCut geometry along a plane (click-drag to define plane)Cut hair to conform to the set shape objectCut hairsCut into geometry keeping each side separate (Selected/Unselected only)Cut into selected items at an angle to create bevel or chamferCut mesh loop and slide itCut new topologyCut selected text to clipboardCut solid geometry from selected to unselectedCut text to clipboardCut through all faces, not just visible onesCut, subtract, or join multiple SDF volume grid inputsCut, subtract, or join multiple mesh inputsCutoffCutoff DistanceCutoff frequency of a high-pass filter that is applied to the audio dataCutoff frequency of a low-pass filter that is applied to the audio dataCutsCuts the mesh across the mirror planeCuts: %s, Smoothness: %sCycleCycle Handle TypeCycle LengthCycle backwardsCycle between all four handle typesCycle in ReverseCycle the animated time within the action start and endCycle the frames in the sequenceCycle the images in the movieCycle through all non-void render slotsCycle through available screensCycle through historyCycle through inner miter kindsCycle through intersection methodsCycle through offset modesCycle through outer miter kindsCycle through the editor context by activating the next/previous oneCycle through the rainbow, trying to give each curve a unique colorCycle through tools in this groupCycle through workspacesCycle-Aware KeyingCyclesCycles Curves Rendering SettingsCycles Custom Camera SettingsCycles DebugCycles F-ModifierCycles Light SettingsCycles Material SettingsCycles Mesh SettingsCycles Object SettingsCycles Render DevicesCycles Render EngineCycles Render SettingsCycles SettingsCycles ViewLayer SettingsCycles Visibility SettingsCycles World SettingsCycles built without Embree supportCycles curves rendering settingsCycles is disabled in this buildCycles light settingsCycles material settingsCycles mesh settingsCycles object settingsCycles render settingsCycles renderer integrationCycles visibility settingsCycles world settingsCyclicCyclic AnimationCyclic OffsetCyclic Strip TimeCyclic UCyclic VCyclic extend/repeat keyframe sequenceCyclic wave effectCycling mode to use after last keyframeCycling mode to use before first keyframeCylinderCylinder RadiusCzech - ČeštinaDEPRECATED: Add original rotation into copied rotationDJVDLSDNxHDDOWNDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (note: this changes render resolution)DWAA (lossy)DWAB (lossy)DampDamp FactorDamp reflected waves going in opposite direction to the windDamped Least Square with Numerical FilteringDamped TrackDamped Track ConstraintDampeningDampingDamping EpsilonDamping FactorDamping MaxDamping TimeDamping TranslationDamping XDamping X AngleDamping YDamping Y AngleDamping ZDamping Z AngleDamping of the harmonic forceDamping on the X axisDamping on the X rotational axisDamping on the Y axisDamping on the Y rotational axisDamping on the Z axisDamping on the Z rotational axisDangling reroute nodes are ignored.Danish - DanskDarkenDarken ModeDarkens edges.DarkerDarkness of shadowsDashDash 1Dash 2Dash 3Dash LengthDash Modifier SegmentDash RatioDashed LineDashed Lines OpacityDataData APIData DepthData LayerData OperationData PathData PreviewsData SetData Source:Data TargetData TransferData Transfer ModifierData TypeData corruption: data-block '%s' is using another local data-block ('%s') as library override reference, removing all override dataData corruption: data-block '%s' is using itself as library override reference, removing all override dataData corruption: data-block `%s` has a Library Override property with no RNA pathData path not setData point for freehand stroke curveData source used for backgroundData that is going to be modified in the expand operationData to read from the cacheData typeData type for topology gridData type of the AOVData type of the propertyData type of the socketData type of voxel valuesData used to identify a spreadsheet columnData used to identify a spreadsheet tableData used to identify the corresponding data from the data sourceData used to identify the tableData values without special behaviorData-BlockData-Block NameData-Block ReferencesData-Block TypeData-BlocksData-block '%s' had an invalid embedded node group, which has not been readData-block '%s' is not a library override, or not part of a library override hierarchyData-block '%s' is not an asset anymoreData-block '%s' is now an assetData-block does not support asset operations - must be a Brush, Collection, Node Group, Object, Pose Action, Scene, or WorldData-block does not support previewsData-block from which the edited data-block is linkedData-block is not marked as assetData-block renamed to '%s', try again to force renaming it to '%s'Data-block type does not support automatic previewsData-block type does not support fake userData-block type to showData-block used for annotations in the 3D viewData-block using these shape keysData-block using this packed file is not editableData-block whose nodes are being editedData-blocks in this library are editable despite being linked. Used by brush assets and their dependencies.Data-blocks not in global Main data-base cannot be renamedDataTransferDateDate ModifiedDate: {:s} {:s}DaysDeactivate geometry nodes viewer when clicking in empty spaceDeactivate grid voxels outside minimum and maximum coordinates, setting them to the background value.Deactivate rigid body at the start of the simulationDeactivate selected viewer node in geometry nodesDeactivationDeadDeadzoneDeathDebugDebug Icon BackgroundDebug Icon ForegroundDebug Sample CountDebug ValueDebugging options, only when started with '-d'Decal OffsetDecent all-around strategy. A bone with one child has its tip placed on the local axis closest to its childDecimalsDecimateDecimate F-Curves by removing keyframes that influence the curve shape the leastDecimate F-Curves by specifying how much they can deviate from the original curveDecimate ModifierDecimate: Skipping non linear/Bézier keyframes!Decimation modifierDeclaration of a node panelDeclaration of a node socketDeclaration of sockets and ui panels of a node groupDecompose into a swing rotation to aim the X axis, followed by twist around itDecompose into a swing rotation to aim the Y axis, followed by twist around itDecompose into a swing rotation to aim the Z axis, followed by twist around itDecompose into its cylindrical components.Decompose into its spherical components.Deconstruct the mesh instead of building itDecrease ContrastDecrease jump heightDecrease segmentsDefaultDefault AttributeDefault ClosedDefault ColorDefault Color AttributeDefault ColorsDefault Eraser BrushDefault FadeDefault Frame: {:.02f} (Should be a whole number!)Default Frame: {:.0f}Default Goal (vertex target position) valueDefault Goal (vertex target position) value, when no Vertex Group usedDefault Group Node WidthDefault HandlesDefault Import MethodDefault InputDefault InterpolationDefault Key ChannelsDefault Key ConfigurationDefault LayoutDefault MaximumDefault MinimumDefault Preview SizeDefault Smoothing ModeDefault ToDefault ValueDefault WeightDefault Weight ADefault Weight BDefault action for the right mouse buttonDefault builtin key configurationDefault color for textures that don't return RGB or when RGB to intensity is enabledDefault color of the solid shapes of bonesDefault color tag for new nodes and node groupsDefault distance from image boundary at which marker stops trackingDefault eraser brush for quickly alternating with the main brushDefault fill colorDefault header position for new space-typesDefault location where rendered images will be displayed inDefault location where the File Editor will be displayed inDefault location where the Preferences will be displayed inDefault minimum value of correlation between matched pattern and reference that is still treated as successful trackingDefault motion model to use for trackingDefault order of the sort keyDefault paths for external filesDefault patterned fillDefault relative path option for the file selector, when no path is defined yetDefault setting for the Eyelids Follow sliders (X and Z)Default size of the asset preview thumbnails in pixelsDefault to Advanced Numeric InputDefault tools for particle modeDefault value outside of grid voxelsDefault volume rendering uses null scattering, which is unbiased and has less artifacts, but could be noisier. Biased option uses ray marching, with controls for steps size and max stepsDefault weight a vertex will have if it is not in the first A vgroupDefault weight a vertex will have if it is not in the second B vgroupDefault weight a vertex will have if it is not in the vgroupDefaultsDefine BaseDefine DepthDefine SignatureDefine a custom range of frames to use in modifierDefine a line with a start point, direction and lengthDefine and edit drivers that link properties to custom functions or other dataDefine arc by 3 points on circle. Arc is calculated between start and end pointsDefine forces for vertices to stick to animated positionDefine how the velocity vectors are interpreted with regard to time, 'frame' means the delta time is 1 frame, 'second' means the delta time is 1 / FPSDefine radius with a floatDefine the melanin concentrations below to get the most realistic-looking hair (you can get the concentrations for different types of hair online)Define the radius and location with three pointsDefine the radius with a floatDefine the start and end points of the lineDefine the stroke curve with a Bézier curve (dabs are separated according to spacing)Define the transform locally or with an object's transformDefine where along the spline the curve geometry ends (0 for the beginning, 1 for the end)Define where along the spline the curve geometry starts (0 for the beginning, 1 for the end)Define where the location and rotation for the VR view come from, to which translation and rotation deltas from the VR headset will be applied toDefine which subset of groups shall be usedDefined Primitives OnlyDefines callback functions to extend USD IODefines how align Dots and Boxes with drawing path and object rotationDefines how much of the stroke is fading in/outDefines how much of the stroke is visibleDefines how the operator will behave on the selection in the active layerDefines how the strokes are ordered in 3D space (for objects not displayed 'In Front')Defines how vertex color affect to the strokesDefines if the keys should be aligned on an ease-in or ease-out curveDefines if the solver is allowed to reiterate (converge until precision is met) on none, first or all framesDefines size of derivative offset used for calculating gradient and curlDefines the UI to overwrite. If unset, a new one will be created and named based on the name of the rigDefines the channel used for despill limiting. Balances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedDefines the dimension of the image that the relative value is in reference toDefines the lens projection as polynomial to allow real world camera lenses to be mimickedDefines the specific format of the arguments with which the text editor opens files. The supported expansions are as follows: $filepath The absolute path of the file. $line The line to open at (Optional). $column The column to open from the beginning of the line (Optional). $line0 & column0 start at zero. Example: -f $filepath -l $line -c $columnDefines what portion of the stroke is used for the calculation of the extensionDefines whether the foreground is in straight alpha form, which is necessary to know for proper alpha compositing. Images in the compositor are in premultiplied alpha form by default, so this should be false in most cases. But if, and only if, the foreground was converted to straight alpha form for some reason, this should be set to trueDefines which collection to place widget objects in. If unset, a new one will be created based on the name of the rigDefines which keys to use as slope and how much to blend towards themDefines which rig to overwrite. If unset, a new one will be created with name based on the Rig Name option or the name of the metarigDefinitionDefinition of a choice in an RNA enum propertyDefinition of audio channelsDeflateDeflect EmitterDeflect fluids and influence the fluid flowDeflectionDeflectorsDefocusDeformDeform AxisDeform BoneDeform Curves on SurfaceDeform ModeDeform Pose BonesDeform around local axisDeform based a series of anchor pointsDeform in the X axisDeform in the Y axisDeform in the Z axisDeform rotation interpolation with quaternionsDeform specific points using another objectDeform stroke points using armature objectDeform stroke points using objectsDeform strokes using a lattice objectDeform the mesh or curve using an external mesh cache in Alembic formatDeform the mesh using an external frame-by-frame vertex transform cacheDeform the shape by twisting, bending, tapering or stretchingDeform the shape using an armature objectDeform the stroke to best match the envelope shapeDeform using a different mesh, which acts as a deformation cageDeform using the shape of a lattice objectDeform volume based on noise or other vector fieldsDeformGroup '%s' not in object '%s'DeformationDeformation BridgeDeformation TargetDeformation type that is used in the brushDeformations (shape keys, deform modifiers)Deformed LocationDeformingDeforms existing hair curves into braids using guide curvesDeforms existing hair curves into curls using guide curvesDeforms hair curves using a noise textureDeforms hair curves using a random vector per point to frizz themDegreesDeinterlaceDeinterlace all selected movie sourcesDeinterlace movie file on loadDelDelaunayDelayDelay Viewport UpdatesDelay in seconds before maximum speed is reachedDeleteDelete 4 spaces from line beginningDelete BakeDelete Brush AssetDelete CatalogDelete DataDelete Empty FramesDelete GeometryDelete GloballyDelete Grease Pencil Frame(s)Delete HigherDelete ModifierDelete MutedDelete PointDelete Pose AssetDelete Reference ObjectDelete SegmentsDelete SelectionDelete Studio LightDelete TrackDelete UnusedDelete Unused NodesDelete a full particle or only keysDelete a keyframe from selected tracks at current frameDelete active frames for all layersDelete active keyframes of all layersDelete active sceneDelete active screenDelete active text file?Delete allDelete all asset metadata and turn the asset data-block back into a normal data-blockDelete all asset metadata and turn the selected asset data-blocks back into normal data-blocksDelete all asset metadata, turning the selected asset data-blocks back into normal data-blocks, and set Fake User to ensure the data-blocks will still be savedDelete all baked caches of all objects in the current sceneDelete all empty animation data containers from visible data-blocksDelete all frames that have no nodes inside themDelete all invalid bookmarksDelete all keys that were generated by the 'Fix to Scene Camera' operatorDelete all light probes' baked lighting dataDelete all nodes with unused outputsDelete all selected animation channelsDelete all selected strokes or pointsDelete all visible drivers considered invalidDelete all workspaces except this oneDelete alternating vertices in the stroke, except extremesDelete an attribute with a specified name from a geometry. Typically used to optimize performanceDelete an edge loop by merging the faces on each sideDelete an existing pointDelete baked data of a single bake node or simulationDelete cache on all selected objectsDelete cached indirect lightingDelete cached/baked simulations in geometry nodes modifiersDelete child objects and collectionsDelete current boid ruleDelete current boid stateDelete current cacheDelete current keyframe of current UI-active propertyDelete curve knotsDelete drivers assigned to selected itemsDelete drivers for all elements of the arrayDelete empty image object once mesh plane is createdDelete envelope control pointDelete fluid from simulationDelete fluid inside obstaclesDelete in ObstacleDelete keyframes from all elements of the arrayDelete keyframes from selected objects?Delete keyframes from selected strips?Delete keyframes on the current frame for all properties in the specified Keying SetDelete loose vertices, edges or facesDelete marker for current frame from selected tracksDelete marker for current frame from selected tracks?Delete movie clip proxy files from the hard driveDelete one of each pair to resolve:Delete only fills and not strokesDelete only strokes and not fillsDelete physics bakeDelete pointsDelete secondary particles that are inside obstacles or left the domainDelete selected NLA-Tracks and the strips they containDelete selected bones?Delete selected bookmarkDelete selected collection hierarchiesDelete selected control points and splines?Delete selected control points or segmentsDelete selected control points or splinesDelete selected control points, correcting surrounding handlesDelete selected elements that are not used by the hullDelete selected faces that are used by the hullDelete selected files?Delete selected keyframes?Delete selected list itemDelete selected markers?Delete selected metaball element(s)Delete selected metaball elements?Delete selected objectsDelete selected objects and collectionsDelete selected objects?Delete selected particles or keysDelete selected points without splitting strokesDelete selected reportsDelete selected retiming keys from the sequencerDelete selected stripsDelete selected strips from the sequencerDelete selected strokes or pointsDelete selected time marker(s)Delete selected tracksDelete selected tracks?Delete selected vertices, edges or facesDelete stroke points in between intersecting strokesDelete target variableDelete text at cursor positionDelete text by cursor positionDelete the ID under cursorDelete the active Grease Pencil frame(s)Delete the active brush assetDelete the active frame for the active Annotation LayerDelete the active or all vertex groups from the active objectDelete the active positionDelete the active workspaceDelete the add-on from the file systemDelete the selected Pose AssetDelete the selected VR landmark from the listDelete the selected local override and relink its usages to the linked data-block if possible, else reset it and mark it as non editableDelete the selected local overrides (including their hierarchies of override dependencies) and relink their usages to the linked data-blocksDelete the selected local overrides and relink their usages to the linked data-blocks if possible, else reset them and mark them as non editableDelete this library and all its itemsDelete this weight from the vertex (disabled if vertex group is locked)Delete track corresponding to the selected curveDelete track corresponding to the selected curve?Delete transformation orientationDelete unclean segments of tracksDelete unclean tracksDelete with ReconnectDeleted %d data-block(s)Deleted %u driversDeleted %u object(s)Deleted 1 nodeDeleted {} nodesDeletes current frame in the active layerDeletes the displacement of the Multires ModifierDeletes the faces that are assigned to the face setDeletes the higher resolution mesh, potential loss of detailDelimitDelimit by UV coordinatesDelimit by edge seamsDelimit by face directionsDelimit by face materialDelimit by sharp edgesDelimit dissolve operationDelimit edge loop selectionDelimit edge loop selection at seamsDelimit edge loop selection at sharp edgesDelimit edge ring selectionDelimit edge ring selection at material boundariesDelimit edge ring selection at seamsDelimit edge ring selection at sharp edgesDelimit face loop selectionDelimit face loop selection at material boundariesDelimit face loop selection at seamsDelimit face loop selection at sharp edgesDelimit selected regionDelimiterDelimiter must be a single characterDelimiter must not be \n, \r, " or \Deliver Ambient Occlusion passDeliver Grease Pencil render result in a separate passDeliver alpha blended surfaces in a separate passDeliver bloom pass (deprecated)Deliver depth values passDeliver diffuse color passDeliver diffuse direct passDeliver diffuse indirect passDeliver direct volumetric scattering passDeliver emission passDeliver environment lighting passDeliver full combined RGBA bufferDeliver glossy color passDeliver glossy direct passDeliver glossy indirect passDeliver indirect volumetric scattering passDeliver material index passDeliver mist factor pass (0.0 to 1.0)Deliver normal passDeliver object index passDeliver position passDeliver shadow passDeliver speed vector passDeliver subsurface color passDeliver subsurface direct passDeliver subsurface indirect passDeliver texture UV passDeliver transmission color passDeliver transmission direct passDeliver transmission indirect passDeliver volume direct light passDeltaDelta LocationDelta RotationDelta Rotation (Euler)Delta Rotation (Quaternion)Delta ScaleDelta TimeDelta TransformDelta XDelta YDelta offset of clone image in 0.0 to 1.0 coordinatesDeltaX: %sDemoDenimDenoiseDenoise NodesDenoise Preview on GPUDenoise color and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing timeDenoise image and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing time.Denoise image using temporal reprojection (can leave some ghosting)Denoise on GPUDenoise rendered animation sequence using current scene and view layer settings. Requires denoising data passes and output to OpenEXR multilayer filesDenoise renders from Cycles and other ray tracing renderersDenoise the image after each preview update with the selected denoiserDenoise the image in the 3D viewportDenoise the image with the selected denoiser. For denoising the image after renderingDenoise the rendered imageDenoiserDenoisingDenoising AlbedoDenoising DataDenoising DeviceDenoising Input PassesDenoising NormalDenoising PrefilterDenoising QualityDenoising completedDenotes if the object is generated by another objectDensityDensity (kg/l) of the fluid contained inside the object, used to create a hydrostatic pressure gradient simulating the weight of the internal fluid, or buoyancy from the surrounding fluid if negativeDensity Add AttemptsDensity AttributeDensity FactorDensity GridDensity MaskDensity MaxDensity MethodDensity StrengthDensity TargetDensity is calculated as a factor of default density (depends on particle size)Density of air molecules. 0 means no air, 1 means urban city airDensity of dust, pollution and water droplets. 0 means no aerosols, 1 means urban city aerosolsDensity of ozone layer. 0 means no ozone, 1 means urban city ozoneDensity of the new volumeDensity value (kg/m^3), allows custom value if the 'Custom' preset is usedDependencies in the scene dataDependency GraphDependency Graph Object InstanceDependency Graph UpdateDependency LoopDependency graph update requested during evaluationDeprecatedDeprecated NoteDeprecated Removal VersionDeprecated VersionDeprecated operator, use screen.keyframe_jump insteadDeprecated, tiling is always enabledDeprecated, use 'uv', 'vertex_select', 'edge_select' or 'pin' properties insteadDeprecated, use use_data_display insteadDeprecated. Use Cryptomatte Node insteadDepthDepth 3DDepth ADepth BDepth CombineDepth Combine NodeDepth ObjectDepth Of FieldDepth OffsetDepth OrderDepth bias used for selectionDepth of FieldDepth of Field settingsDepth of the cloud calculationDepth of the noiseDepth of the solid ground below the water surfaceDepth offset of the rollDepth too largeDerive a numeric value from a given string representationDerive texture coordinates from another meshDescriptionDescription of an overridden propertyDescription of an override operation over an overridden propertyDescription of the item's purposeDescription of the node treeDescription of the property for tooltipsDescription:DeselectDeselect EndsDeselect Faces connected to existing selectionDeselect JoinedDeselect On NothingDeselect UV vertices at the boundary of each selection regionDeselect Vertices connected to existing selectionDeselect all charactersDeselect all elementsDeselect all selected vertices assigned to the active vertex groupDeselect all when nothing under the cursorDeselect bones of active Bone CollectionDeselect boundary selected keys of each particleDeselect by active material slotDeselect control points at the boundary of each selection regionDeselect every Nth element starting from the active vertex, edge or faceDeselect every Nth point starting from the active oneDeselect keyframes on ends of selection islandsDeselect linked UV vertices rather than selecting themDeselect linked control points rather than selecting themDeselect linked keys rather than selecting themDeselect objects at the boundaries of parent/child relationshipsDeselect objects in collectionDeselect previously selected strips after add operation completesDeselect rather than select itemsDeselect spline points at the boundary of each selection regionDeselect those bones at the boundary of each selection regionDeselect those bones that are used in this poseDeselect vertices at the boundary of each selection regionDeselect vertices, edges or faces at the boundary of each selection regionDeselectedDeselected bones from %sDesired number of voxels along one axisDesired voxel side lengthDesktopDespeckleDespillDespill StrengthDestination Indicator WidthDestination Layers MatchingDestination frameDetachDetach LinksDetach NodesDetach OutputsDetach and redirect existing linksDetach nodes, move and attach to frameDetach outputs of selected node leaving inputs linkedDetach selected nodes from parentsDetailDetail ModeDetail PercentageDetail Refine MethodDetail RoughnessDetail ScaleDetail SizeDetail Type MethodDetailingDetect CornersDetect Cyclic CurvesDetect Image SequencesDetect SequencesDetect UDIMsDetect corners and use non-aligned handlesDetect image slots from the materialDetect selected UDIM files and load all matching tilesDetected duration of movie clip in framesDetected frame rate of the movie clip in frames per secondDeterminantDeterminatorDetermine how quickly the smoke dissolves (lower value makes smoke disappear faster)Determine how the asset will be importedDetermine how the asset will be imported, unless overridden by the Asset BrowserDetermine how the effective radius of the spline point is computed when a taper object is specifiedDetermine how the geometry end factor is mapped to a splineDetermine how the geometry start factor is mapped to a splineDetermine how to build the curve's bevel geometryDetermine how to use visibility for feature edge selectionDetermine the amount of render threads usedDetermine the lightness threshold above which strokes are generatedDetermine whether Noise returns grayscale or RGB valuesDetermine which other objects will occlude the imageDetermines how far apart fluid and obstacle are (higher values will result in fluid being further away from obstacles, smaller values will let fluid move towards the inside of obstacles)Determines how much fluid is allowed in an obstacle cell (higher values will tag a boundary cell as an obstacle easier and reduce the boundary smoothening effect)Determines how to choose which layers are mergedDetermines how to resolve ambiguities during decomposition of bitmaps into pathsDetermines if trace simple image or full sequenceDetermines properties like object visibility, modifiers etc., where they differ for Render and ViewportDetermines the brick offset of the various rowsDetermines the number of rays per pixel. Higher resolution uses more memory.Determines the order of points in each curveDetermines the visibility of some UI elements related to node groupsDetermines visibility of objects, modifier settings, and other areas where there are different settings for viewport and renderingDetermines whether the brush adds or removes curvesDetermines which inner part of the mesh will produce volumetric effectDetermines which particle systems are created from secondary particlesDeterministicDeterministically generate values for the modified F-CurveDeveloper ExtrasDeveloper ToolsDevelopmentDevelopment FundDeviceDevice to use for computation (rendering with Cycles)Device to use for renderingDevice up/down directly controls the Z position of the 3D viewportDiagnosticsDiagonalDiagonalsDial GizmoDiameterDiameter RootDiameter ScaleDiameter in pixels for object/light origin displayDiameter of brush in Blender unitsDiameter of new pointsDiameter of the HDRI reference spheresDiameter of the brushDiameter of the brush in pixelsDiameter of the gizmoDiameter of the water droplets, in micrometersDiamondDiamond SharpenDiamond with inner dotDicing CameraDicing RateDicing Rate RenderDid not find any assets on clipboardDid not write, no Multilayer ImageDid not write, unexpected error when saving stereo imageDie TimeDie on HitDiedDifferenceDifference KeyDifference ModeDifference between VGroup A's and VGroup B's weightsDifference between the pose and rest pose relative to the parent boneDifferent images are packed in the RGB and alpha channels, and they should not affect each other. Channel packing is commonly used by game engines to save memory.Different styles of aberrationsDifferent styles of displaying the color picker widgetDifferentialDiffuseDiffuse BSDFDiffuse BouncesDiffuse ColorDiffuse Color BlueDiffuse Color FactorDiffuse Color GreenDiffuse Color RedDiffuse DepthDiffuse DirectDiffuse FactorDiffuse IndirectDiffuse Product MISDiffuse RoughnessDiffuse VisibilityDiffuse and Glossy shaders with cartoon light effectsDiffuse color of the materialDiffuse reflection multiplierDiffusionDilate SizeDilate or erode the active regions of a grid. This changes which voxels are active but does not change their values.Dilate or erode the computed matte using a circular structuring element of the specified size. Negative sizes means erosion while positive means dilationDilate or erode the computed matte using an inverse distance operation evaluated at the given falloff of the specified size. Negative sizes means erosion while positive means dilationDilate/ContractDilate/ErodeDilation RadiusDilation ThresholdDimensionDimensionsDimensions ModeDimensions of mask stencil in viewportDimensions of stencil in viewportDimensions of the exported fileDimensions of the vector socketDimensions:DirectDirect ColoringDirect LightDirect Light SamplingDirect Light StrengthDirect Tip ControlDirect conversion of frame numbers to secondsDirect execution not supportedDirect light contributions are only sampled using forward path tracingDirect light contributions are only sampled using next-event estimationDirect linked library data-block, click to make local, Shift + Click to create a library overrideDirectXDirectionDirection (Y Axis)Direction from previous neighboring point on segmentDirection from root to tip of each curveDirection from where the sun is shiningDirection in which to scale the elementDirection is defined in global coordinatesDirection is defined in local coordinatesDirection of View OrbitDirection of View PanDirection of linesDirection of the aberration effectDirection of the fillDirection of the light for shadows and highlightsDirection of the root segment of a curveDirection of the sphere or cylinderDirection of the stroke at which brush gives maximal thickness (0° for horizontal)Direction of the tip segment of a curveDirection of the waveDirection that the light is shiningDirection the line is going in. The length of this vector does not matterDirection to cycle throughDirection to make surface cyclic inDirection to move the active Bone Collection towardsDirection to move the active Selection Set: UP (default) or DOWNDirection to move the active bookmark towardsDirection to move the active exporterDirection to move the active layerDirection to move the active layer towardsDirection to move the active line set towardsDirection to move the active material towardsDirection to move the active vertex group towardsDirection to move the chosen modifier towardsDirection to move the chosen style module towardsDirection to offset nodes on insertionDirection to select in the hierarchyDirectionalDirectional BlurDirectional Quad TreeDirectional Sampling TypeDirectional area LightDirectional area light sourceDirectional cone LightDirectional cone light sourceDirectional vector pointing central between next and previous edge of a face cornerDirectionality of the scattering. Zero is isotropic, negative is backward, positive is forwardDirectionality of volume scattering within the subsurface medium. Zero scatters uniformly in all directions, with higher values scattering more strongly forward. For example, skin has been measured to have an anisotropy of 0.8Directly output image as produced by OpenColorIO. This is not correct in general, but may be used when the system configuration and actual display device is known to match the chosen displayDirectly set the absorption coefficient "sigma_a" (this is not the most intuitive way to color hair)DirectoryDirectory PathDirectory displayed in the file browserDirectory of the fileDirectory that contains fluid cache filesDirectory to save the texturesDirectory/name to save animations, # characters define the position and padding of frame numbersDirt AngleDirt OnlyDirtyDisableDisable 'solo' on any of the NLA Tracks after exiting tweak mode to get things back to normalDisable Bone OptionsDisable Bone ShapeDisable CollisionsDisable F-Curve evaluationDisable MetalRT (uses BVH2 layout for intersection queries)Disable NLA Strip evaluationDisable NLA Track evaluationDisable QuantizationDisable SelectionDisable Studio Light EditDisable Viewport for Other ObjectsDisable action to executeDisable add-on for workspaceDisable and uninstall the extensionDisable auto-pack, keep all packed filesDisable collisions between constrained rigid bodiesDisable editing of boundary edgesDisable in Planar Light ProbesDisable in RendersDisable in Spherical Light ProbesDisable in Surface PickingDisable in ViewportsDisable in Volume ProbesDisable kernel optimization. Slowest rendering, no extra background CPU usageDisable library overrides automatic resync detection and process on file load (can be useful to help fixing broken files). Also see the "--disable-liboverride-auto-resync" command line optionDisable or enable the render viewDisable quantization; produces much larger glTF files with no extensionsDisable selected markersDisable selection in viewportDisable selection in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsDisable selection in viewport • Shift to set childrenDisable specified setting on all selected animation channelsDisable stencil and overlap self intersections with alpha materialsDisable strip so that it does not contribute any outputDisable surface influence during selection, snapping and depth-picking operators. Usually used to avoid semi-transparent objects to affect scene navigationDisable the asset indexer, to force every asset library refresh to completely reread assets from diskDisable the default asset dragging on drag events. Useful for implementing custom dragging via custom key-map items.Disable the selection modeDisable viewport display in the view layersDisable when using an image as input instead of actual z-buffer (auto enabled if node not image based, eg. time node)Disable/enable selected markersDisabledDisabled MarkerDisabled TracksDisabled on startup, overriding the preference.Disabled, Blender was compiled without BulletDisabled, Blender was compiled without OBJ I/ODisabled, Blender was compiled without OpenSubdivDisabled, Blender was compiled without OpenVDBDisabled, Blender was compiled without PLY I/ODisabled, Blender was compiled without STL I/ODisabled, OpenVDB version is too oldDisabled, built without OpenColorIODisabled, built without OpenSubdivDisabled. Built without OpenImageDenoiseDisabled. Platform not supportedDisabled: {}Disables audio output, for video-only rendersDisables video output, for audio-only rendersDisabling themes is not yet supportedDisallow changes to the X axis of verticesDisallow changes to the Y axis of verticesDisallow changes to the Z axis of verticesDisallow movement around the X axisDisallow movement around the Y axisDisallow movement around the Z axisDiscardDiscard points based on a mask texture after distributionDisconnectDisconnect BoneDisconnect all hair systems from the emitter meshDisconnect hair from the emitter meshDisconnect nodes connected to the inputDisconnect vertices or edges from connected geometryDisjoint OverDiskDisk CacheDispersionDisplaceDisplace FactorDisplace GeometryDisplace Hair CurvesDisplace ModifierDisplace TypeDisplace VectorDisplace along normalsDisplace existing geometry according to simulationDisplace geometry by an offset iterativelyDisplace geometry of alpha meshesDisplace pixel position using an offset vectorDisplace the surface along an arbitrary directionDisplace the surface along the surface normalDisplace the vertices away from the plane.Displaced BaseDisplacementDisplacement MethodDisplacement OnlyDisplacement SpaceDisplacement and BumpDisplacement directionDisplacement is in object space, affected by object scaleDisplacement is in world space, not affected by object scaleDisplacement modifierDisplacement offset vectorDisplacement that is applied from the beginning of the strokeDisplacement that is applied from the end of the strokeDisplacement that is applied to the X coordinates of stroke verticesDisplacement that is applied to the Y coordinates of stroke verticesDisplacement that is applied to the main direction line along its normalDisplaces hair curves by a vector based on various optionsDisplayDisplay 2D cursorDisplay 3D Cursor OverlayDisplay 3D curve normals in Edit ModeDisplay All EdgesDisplay AmountDisplay ArmatureDisplay AsDisplay AspectDisplay Aspect for this clip, does not affect renderingDisplay Aspect for this image, does not affect renderingDisplay AxesDisplay BackgroundDisplay Background ImagesDisplay Bevel WeightsDisplay Bone ColorsDisplay BoundsDisplay Bounds TypeDisplay Cache FilesDisplay CameraDisplay ChannelDisplay ChannelsDisplay ColorDisplay CreasesDisplay CursorDisplay CurveDisplay Custom Bone ShapesDisplay Custom NormalsDisplay DataDisplay Data (Deprecated)Display Data SizeDisplay EmulationDisplay Face CenterDisplay FacesDisplay File SelectorDisplay FilterDisplay FramesDisplay Freestyle Edge MarksDisplay Freestyle Face MarksDisplay Freestyle edge marks, used with the Freestyle rendererDisplay Freestyle face marks, used with the Freestyle rendererDisplay GraphicsDisplay Grease PencilDisplay GridDisplay Grid FloorDisplay HairDisplay HandlesDisplay HiddenDisplay InstancerDisplay LatticesDisplay LightDisplay Light ProbeDisplay Line StyleDisplay MaterialDisplay MeshesDisplay MetaballDisplay ModeDisplay Modified EdgesDisplay Modifier DataDisplay Movie ClipsDisplay NameDisplay NamesDisplay NodeDisplay NormalsDisplay Object InfoDisplay Only Axis AlignedDisplay P3Display ParticleDisplay ParticlesDisplay Paths of poses within a fixed number of frames around the current frameDisplay Paths of poses within specified rangeDisplay Playback Frame Rate (FPS)Display Point CloudDisplay PurposeDisplay RGBDisplay RepeatedDisplay SceneDisplay SeamsDisplay SettingsDisplay Shader EffectsDisplay Shape KeysDisplay SharpDisplay SizeDisplay Size XDisplay SpeakerDisplay StretchDisplay SummaryDisplay TextureDisplay Texture SpaceDisplay ThinDisplay TransformsDisplay TransparentDisplay TypeDisplay UV coordinates in pixels rather than from 0.0 to 1.0Display UV unwrapping seamsDisplay UVsDisplay Vertex NormalsDisplay View NameDisplay VolumeDisplay WaveformDisplay WireDisplay WorldDisplay X AxisDisplay Y AxisDisplay Z AxisDisplay Z-buffer associated with image (mapped from camera clip start to end)Display a different set of collections in this viewportDisplay a face selection overlayDisplay a grid over Grease Pencil paperDisplay a line from the Camera to indicate the mist areaDisplay a region with assets that may currently be relevant (such as brushes in paint modes, or poses in Pose Mode)Display action without any time remapping (when unpinned)Display actual particlesDisplay additional particle data as a colorDisplay advanced settings and tools for developersDisplay all edges for mesh objectsDisplay all local override data-blocks with their overridden properties and buttons to edit themDisplay alpha transparency channelDisplay an additional 'summary' line (Dope Sheet editors only)Display an asset shelf in a popover panelDisplay an isolated subset of objects, apart from the scene visibilityDisplay and allow setting fractional frame values for the current frameDisplay annotation onion skins before and after the current frameDisplay arrows in numeric input fields for increasing or decreasing valuesDisplay attributes with names starting with a period that are meant for internal useDisplay black edgesDisplay boid healthDisplay bone axesDisplay bone colorsDisplay bone namesDisplay bone-deforming groups as if all locked deform groups were deleted, and the remaining ones were re-normalizedDisplay bones (disable to show motion paths only)Display bones as boxes, showing subdivision and B-SplinesDisplay bones as extruded spheres, showing deformation influence volumeDisplay bones as octahedral shapeDisplay bones as octahedral shape (default)Display bones as simple 2D lines with dotsDisplay bones as thin wires, showing subdivision and B-SplinesDisplay bones with their custom shapesDisplay bounding boxes for nodes in the volume treeDisplay bounds as boxDisplay bounds as capsuleDisplay bounds as coneDisplay bounds as cylinderDisplay bounds as sphereDisplay box for each leaf node containing 8×8 voxelsDisplay breadcrumbs for the editor's contextDisplay center composition guide inside the camera viewDisplay channel regardless of object selectionDisplay collections and objects in the view layerDisplay colored box behind textDisplay creases created for Subdivision Surface modifierDisplay current image regardless of object selectionDisplay curves in normalized range from -1 to 1, for easier editing of multiple curves with different rangesDisplay dashed black-white edgesDisplay data belonging to the Video SequencerDisplay data of current file and linked librariesDisplay data that is unused and/or will be lost when the file is reloadedDisplay data-blocks with library overrides and list their overridden propertiesDisplay debug reporting infoDisplay diagonal center composition guide inside the camera viewDisplay each node's last execution timeDisplay each node's preview if node is toggledDisplay edges after modifiers are appliedDisplay effect in Edit modeDisplay effect in viewportDisplay error textDisplay face center when face selection is enabled in solid shading modesDisplay face normals as linesDisplay faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)Display faces flatDisplay faces over the imageDisplay faces smooth (using vertex normals)Display factors as percentagesDisplay factors as values between 0 and 1Display files as a detailed listDisplay files as a horizontal listDisplay files as a vertical listDisplay files as short listDisplay files as thumbnailsDisplay fill strokes in the viewportDisplay frame in grayscale modeDisplay frames rather than secondsDisplay full waveformDisplay general informationDisplay glTF UI to manage animationsDisplay golden ratio composition guide inside the camera viewDisplay golden triangle A composition guide inside the camera viewDisplay golden triangle B composition guide inside the camera viewDisplay harmony A composition guide inside the camera viewDisplay harmony B composition guide inside the camera viewDisplay image at its original sizeDisplay image in orthographic modeDisplay image in perspective modeDisplay image with RGB colorsDisplay image with RGB colors and alpha transparencyDisplay images consistent with most other applications, to preview images and video for export. A best effort is made to emulate the chosen display on the actual display device.Display in Orthographic ModeDisplay in Perspective ModeDisplay information and preferences for this add-onDisplay keyframe handle types and non-Bézier interpolation modesDisplay layer tintDisplay library override relationshipsDisplay lines rather than filled shapesDisplay low level Blender data and its propertiesDisplay material transparency in the objectDisplay menu for previous actions performedDisplay metadata properties of the imageDisplay method used in the sequencer viewDisplay mode for the file listDisplay modifier in Edit modeDisplay modifier in viewportDisplay modifiersDisplay name. For viewing, this is the display device that will be emulated by limiting the gamut and HDR colors. For image and video output, this is the display space used for writing.Display node in viewport textured shading modeDisplay non-final geometry from viewer nodesDisplay number of users of this data (click to make a single-user copy)Display objects with flat lighting and basic surface shadingDisplay one box or point for each intermediate tree nodeDisplay onion keyframes for looping animationsDisplay onion keyframes with a fade in color transparencyDisplay onion skins before and after the current frameDisplay only edges of geometry without surface shadingDisplay only faces with the currently displayed image assignedDisplay outline around textDisplay overlay of UV layerDisplay overlay textDisplay overlaysDisplay overlays like UV Maps and MetadataDisplay overlays like colored or dashed wiresDisplay overlays like cursor and annotationsDisplay overlays like gizmos and outlinesDisplay parameters for last action performedDisplay path to source file, or name of source data-blockDisplay percentage makes dynamics inaccurate without bakingDisplay points for nodes in the volume treeDisplay preview using full resolution or different proxy resolutionsDisplay properties editor context_menuDisplay reconstruction data from active movie clipDisplay reference images behind objects in the 3D ViewDisplay region context menuDisplay retiming keys on top of stripsDisplay rule of thirds composition guide inside the camera viewDisplay sampled data in the viewport to debug captured lightDisplay scene statistics overlay textDisplay scenes and their view layers, collections and objectsDisplay selected edge angle, using global values when set in the transform panelDisplay selected edge lengths, using global values when set in the transform panelDisplay shadow behind textDisplay shape keys in edit mode (for meshes only)Display sharp edges, used with the Edge Split modifierDisplay single bounding box for the entire gridDisplay size for normals in the 3D viewDisplay size for proportional editing circleDisplay size of the empty when new collection instances are createdDisplay size of tracks from reconstructed dataDisplay speed curves for the selected tracksDisplay splash screen on startupDisplay stamp labels ("Camera" in front of camera name, etc.)Display statistical information about the meshDisplay steps of the particle pathDisplay strip in/out offsetsDisplay strip opacity/volume curveDisplay strokes using Grease Pencil layer order and stroke order to define depthDisplay strokes using Grease Pencil layers to define orderDisplay strokes using real 3D position in 3D spaceDisplay strokes using this color when showing onion skinsDisplay style for UV edgesDisplay support levelDisplay text as boldDisplay text as italicDisplay the angles in the selected edges, using global values when set in the transform panelDisplay the area of selected faces, using global values when set in the transform panelDisplay the audio waveform inside the stripDisplay the bounds of the objectDisplay the center and axis during rotationDisplay the clipping range and focus point on the cameraDisplay the image in Stereo 3DDisplay the image repeated outside of the main viewDisplay the index numbers of selected vertices, edges, and facesDisplay the input data in the Spreadsheet EditorDisplay the object as a solid (if solid drawing is enabled in the viewport)Display the object as a wireframeDisplay the object with textures (if textures are enabled in the viewport)Display the object's boundsDisplay the object's nameDisplay the object's origin and axesDisplay the object's texture spaceDisplay the object's wireframe over solid shadingDisplay the operator logDisplay the orbit center during rotationDisplay the region of the final renderDisplay the render result for the sequencer scene instead of the active sceneDisplay the reprojection error curve for selected tracksDisplay the strip color tags in the sequencerDisplay tool/property regions over the main regionDisplay tooltips (when disabled, hold Alt then hover to force display)Display transparent cone in 3D view to visualize which objects are contained in itDisplay type for mask splinesDisplay under or over everythingDisplay units in pairs (e.g. 1m 0cm)Display unweighted verticesDisplay upper half of the absolute value waveformDisplay using flat lightingDisplay using matcap material and lightingDisplay using studio lightingDisplay vector field as MAC gridDisplay vectors as needlesDisplay vectors as streamlinesDisplay vertex normals as linesDisplay vertex-per-face normals as linesDisplay viewport performance timings: • Evaluation: Time to evaluate the dependency graph. • Synchronization: Time to build the GPU buffers.Display warningsDisplay waveforms depending on strip settingDisplay waveforms for all sound stripsDisplay weights created for the Bevel modifierDisplay weights in editmodeDisplay what the tracking algorithm sees in the previewDisplay white edgesDisplay white edges with black outlineDisplays glTF Material Output node in Shader Editor (Menu Add > Output)Displays glTF UI to manage material variantsDisplays global valuesDisplays local valuesDisplays, views or color spaces in this file were missing and have been changedDisplays, views or color spaces in this file were missing and have been changed.Dissolve Orthogonal EdgesDissolve SmokeDissolve SpeedDissolve TimeDissolve VerticesDissolve all muted nodes with reconnectDissolve all unselected pointsDissolve all vertices in between face boundariesDissolve all vertices in between face boundaries (planar only)Dissolve and IntersectDissolve edges, merging facesDissolve facesDissolve geometry based on the selection modeDissolve geometry to form planar polygonsDissolve points between selected pointsDissolve remaining vertices which connect to only two edgesDissolve selected bones from the armatureDissolve selected edges and vertices, limited by the angle of surrounding geometryDissolve selected pointsDissolve smoke in a logarithmic fashion. Dissolves quickly at first, but lingers longer.Dissolve vertices, merge edges and facesDissolve zero area faces and zero length edgesDissolves adjacent faces and intersects new geometryDistanceDistance CullingDistance FalloffDistance KeyDistance MetricDistance MinDistance ModelDistance ReferenceDistance SquaredDistance ThresholdDistance after which it fades outDistance around each guide to spawn interpolated curvesDistance around the probe volume that will be considered during the bakeDistance at which the light influence will be set to 0Distance behind leader to followDistance below which points will be mergedDistance below which segments will be mergedDistance between A and BDistance between checker tilesDistance between key frames, also known as GOP size; influences file size and seekabilityDistance between lines of textDistance between pointsDistance between selected tracksDistance between the top and the base of a wave, the higher the value, the more narrow the waveDistance between the two pointsDistance between the wavesDistance between two bones or objectsDistance between two bundles used for object scalingDistance between two bundles used for scene scalingDistance between two sample points along the curveDistance between volume samples. Lower values render more detail at the cost of performance. If set to zero, the step size is automatically determined based on voxel size.Distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Distance factor multiplied with the curve's radius attribute to define the resulting tube radiusDistance from CameraDistance from ObjectDistance from center needed before a selection can be madeDistance from image boundary at which marker stops trackingDistance from the bisect plane within which vertices are removedDistance from the generated points to the originDistance from the ground planeDistance from the surface used for shrinkwrapDistance mapping to 0.0 weightDistance mapping to 1.0 weightDistance mapping to weight 0.0Distance mapping to weight 1.0Distance model for distance attenuation calculationDistance moved by mouse when drawing stroke to includeDistance of duplicationsDistance of object that contribute to the ambient occlusion effectDistance of object that contribute to the cavity/edge effectDistance of random spread at the curve tipsDistance of the displacement offset in normal directionDistance of the instances from the originDistance of the points from the originDistance of the vertices from the originDistance over which the mist effect fades inDistance threshold after which selection is made (zero to disable)Distance threshold for the falloff around the guideDistance to EdgeDistance to GuidesDistance to TargetDistance to displace the surface along the normalDistance to keep from the targetDistance to keep particles away from the emitterDistance to keep the curves away from the surfaceDistance to move UVsDistance to move the curve parallel to its normalsDistance to offsetDistance to offset each instance along the normal of the incoming geometryDistance to offset each instance along the normal of the surface geometryDistance to offset the instances from the face cornerDistance to previous point on curveDistance to search for valid capture positions to prevent lighting artifactsDistance to the focus point for depth of fieldDistance to the view locationDistance where boundary edge automasking is going to protect vertices from the fully masked edgeDistance within which degenerated geometry is mergedDistance within which matching vertices are searchedDistance within which mirrored vertices are mergedDistance within which symmetrical vertices are mergedDistances in relation to sphere of influence to allowDistortDistort MaxDistort MinDistort NodeDistorted NoiseDistortionDistortion AmountDistortion GridDistortion ModelDistortion model used for camera lensesDistortion to simulate anamorphic lens bokehDistortion to use for the calculationDistribute Points in GridDistribute Points in VolumeDistribute Points on FacesDistribute Stops EvenlyDistribute Stops from LeftDistribute memory across devicesDistribute more samples closer to the cameraDistribute points randomly inside of the volumeDistribute points randomly on the surfaceDistribute the points in a grid pattern inside of the volumeDistribute the points randomly on the surface while taking a minimum distance between points into accountDistributionDistribution MaskDistribution MethodDistribution ShapeDistribution TypeDitherDither IntensityDitheredDivergenceDivideDivide ModeDivide VGroup A's weights by VGroup B's onesDivide and ceil result, the smallest integer greater than or equal ADivide and floor result, the largest integer smaller than or equal ADivide and round result toward zeroDivide mesh faces into smaller ones without changing the shape or volume, using linear interpolation to place the new verticesDivide mesh faces to form a smooth surface, using the Catmull-Clark subdivision methodDivide the frame interval into this many stepsDividing each curve segment into a specified number of piecesDivision distortion model which better represents wide-angle camerasDivisionsDo Legacy ReplaceDo Not Merge AnimationsDo SmudgeDo a case sensitive compareDo all gaps to right of current frameDo backwards trackingDo channels contribute to result (toggle channel muting)Do cross-fading volume animation of two selected sound stripsDo crossfade blending between current and next frameDo extra frames between scene frames to ensure smooth motionDo not affect non manifold boundary edgesDo not affect vertices on peaks, based on the surface curvatureDo not affect vertices that belong to a face set boundaryDo not affect vertices within crevices, based on the surface curvatureDo not allow beveled edges/vertices to overlap each otherDo not allow deformation along the X axisDo not allow deformation along the Y axisDo not allow deformation along the Z axisDo not change selection if the item under the cursor is already selected, only activate itDo not collapse curves to single points if they are shorter than the given length. The collapsing behavior exists for compatibility reasons.Do not create blend previewsDo not create bone shapesDo not display fill color while drawing the strokeDo not export color attributesDo not export materials, and combine mesh primitive groups, losing material slot informationDo not export materials, but write multiple primitive groups per mesh, keeping material slot informationDo not export vertex colorDo not flip polygons when their normals are not consistent with their newly computed custom vertex normalsDo not follow drawing path or object rotation and keeps aligned with viewportDo not import USD custom attributesDo not import color attributesDo not import invisible USD primitives. Only applies to primitives with a non-animated visibility attribute. Primitives with animated visibility will always be importedDo not import/export color attributesDo not load data from this layerDo not modify image in an artistic mannerDo not perform any color transform on display, use old non-color managed technique for displayDo not perform any color transform on load, treat colors as in scene linear space alreadyDo not preserve objects' parent/children relationshipDo not propagate any messages upstreamDo not remove the modifier from stackDo not render this collectionDo not repeat texture and clamp to one instance onlyDo not rotate the segment when using the scale deform modeDo not set face strengthDo not set sharp edges to faceDo not slip connected strips if using cursor positionDo not sync, play every frameDo not use any compressionDo not use compute deviceDo not use this surface as a light for samplingDo self-union or self-intersectionDo you want to install the following {:s}?Doc IDDocumentsDodge ModeDoes F-Curve contribute to resultDoes not support Individual Origins as pivotDoes nothing, prevents adding actual overrides (NOT USED)Does this tool use a painting canvasDolby Digital ATRAC 3DollyDolly in/out in the viewDomainDomain ObjectDomain SettingsDomain SizeDomain TypeDomain and geometry type combination is unsupportedDomain dataDomain of the AttributeDomain that the field is evaluated onDomain the field is evaluated inDomain to evaluate fields onDomain unsupported for "%s" attributeDon't SaveDon't add asset meta-data or tags from the original data-blockDon't add new constraintsDon't allow frame to be selected with mouse outside of frame rangeDon't calculate cleans for convex areasDon't correct overlap on new stripsDon't display volume in wireframe modeDon't display waveforms for any sound stripsDon't do anythingDon't export imagesDon't fill at allDon't fill polygons while editingDon't import texturesDon't propagate split to connected stripsDon't remove sharp edges, which are redundant with faces shaded smoothDon't remove sharp edges. Tagged edges will remain sharpDon't round to pixelsDon't sample the background, faster but might cause noise for non-solid backgroundsDon't scale in the Y axisDon't scale the X and Z axesDon't show overlay during a strokeDon't show the input value in the geometry nodes modifier interfaceDon't snap to hidden stripsDon't snap to sound stripsDon't stretch the objectDon't use any arrow/style in cornerDon't use any fixed alignment, fill available spaceDon't use this collection in Line ArtDon't use this object for Line Art renderingDon't use utility passes for denoisingDon't write into the depth bufferDope SheetDope Sheet OverlaysDope Sheet space dataDope Sheet view for tracking dataDope Sheet/TimelineDopesheet Sort FieldDoppler FactorDoppler SpeedDotDot DashDot ProductDotsDoubleDouble ClickDouble Click SpeedDouble Click TimeoutDouble Edge MaskDouble VectorDouble precisionDouble-DensityDownDownload and install the extensionDownloaded package files are deleted after installationDownloading "{:s}"Downloading...DownloadsDraco Mesh CompressionDragDrag OperatorDrag StartDrag ThresholdDrag allows click events to pass through to the tool, adding a small delayDrag anchor brush from edge-to-edgeDrag and drop element to another placeDrag and drop onto a data-set or item within the data-setDrag component proportional to the square of velocityDrag component proportional to velocityDrag effector weightDrag material to Material slots in PropertiesDrag material to object in OutlinerDrag object to scene in OutlinerDrag to clear parent in OutlinerDrag to continue sampling, release when doneDrag to move to collection in OutlinerDrag to parent in OutlinerDragging {} filesDraineDraine phase functions, mostly used for the scattering of light in interstellar dustDrawDraw Cut LineDraw F-Curves using Anti-Aliasing (disable for better performance)Draw FreehandDraw Grease PencilDraw ModeDraw NormalsDraw Poly LineDraw RegionDraw Region & SwapDraw Straight LinesDraw Strokes on BackDraw WindowDraw Window & SwapDraw a blueprint using circular contour strokesDraw a blueprint using elliptic contour strokesDraw a blueprint using square contour strokesDraw a box around the parts of strips you want to cut awayDraw a freehand curveDraw a freehand splineDraw a line to apply a weight gradient to selected verticesDraw a line to set the fill material gradient for the selected strokesDraw a line with dabs separated according to spacingDraw a new stroke in the active Grease Pencil objectDraw curveDraw dark controllerDraw dark controller with aiming axis rayDraw freehand stroke(s)Draw in a plane aligned to the viewportDraw in a plane perpendicular to the surfaceDraw in the surface planeDraw light controllerDraw light controller with aiming axis rayDraw lines with a delay to allow smooth strokes (press Shift key to override while drawing)Draw on vertex colors in the active Grease Pencil objectDraw regionDraw region and swapDraw straight line segment(s)Draw stroke at 3D cursor locationDraw stroke at Object originDraw strokes using a continuous lineDraw strokes using separated dotsDraw strokes using separated squaresDraw strokes using textureDraw strokes with solid colorDraw stylized strokes using FreestyleDraw the menu socket as an expanded drop-down menuDraw the relationship line from the parent head to the child headDraw the relationship line from the parent tail to the child headDraw weight on stroke points in the active Grease Pencil objectDraw windowDraw window and swapDraw:DrawingDrawing PlaneDrawing typeDripDrive all components of this property using the target pickedDrive rigid body around or along an axisDrive this component of this property using the target pickedDrivenDriven PropertyDriven Property:Driven SelectedDriverDriver '%s[%d]' already existsDriver TargetDriver Value:Driver VariableDriver could not be evaluated in past, so should be skippedDriver for the value of a setting based on an external valueDriver has no variables to copyDriver not found in this animation dataDriver typeDriver variable typeDriver:Driver: {:s} ({:s})DriversDrivers:DroneDrop XDrop YDrop a world into the sceneDrop colors to buttonsDrop frames if playback is too slowDrop frames to maintain framerateDrop name to buttonDrop {} on slot {} (active slot) of {}Drop {} on slot {} (replacing {}) of {}Drop {} on slot {} of {}Drop {} on {} (slot {})Drop {} on {} (slot {}, replacing {})DryDry TimeDual MeshDue to the NLA stack setup, {:d} keyframe(s) have not been inserted.Due to the setting 'Only Insert Needed', {:d} keyframe(s) have not been inserted.DummyDuotoneDuplicateDuplicate ActionDuplicate ArmatureDuplicate CameraDuplicate CurveDuplicate CurvesDuplicate ElementsDuplicate Grease PencilDuplicate Hair CurvesDuplicate IndexDuplicate KeyframesDuplicate LatticeDuplicate LightDuplicate Light ProbeDuplicate Linked selected NLA-Strips, adding the new strips to new track(s)Duplicate MaskDuplicate MaterialDuplicate MeshDuplicate MetaballDuplicate Metaball ElementsDuplicate Node TreeDuplicate NodesDuplicate ObjectsDuplicate ParticleDuplicate Point CloudDuplicate Selected Bone(s)Duplicate SettingsDuplicate SpeakerDuplicate StripsDuplicate SurfaceDuplicate TextDuplicate VolumeDuplicate active keyframes of all layerDuplicate allDuplicate and extrude selected vertices, edges or faces towards the mouse cursorDuplicate and mirror the selected particles along the local X axisDuplicate color attributeDuplicate constraint at the same position in the stackDuplicate curve and moveDuplicate effect at the same position in the stackDuplicate index %d in vertex_indices_setDuplicate into WindowDuplicate keysDuplicate mask and moveDuplicate mesh and moveDuplicate mesh at the location of particlesDuplicate mesh edges and break connections with the surrounding facesDuplicate modifier at the same position in the stackDuplicate node but not node trees, linking to the original dataDuplicate object but not object data, linking to the original dataDuplicate particle system within the active objectDuplicate selected NLA-Strips, adding the new strips to new track(s)Duplicate selected area into new windowDuplicate selected control pointsDuplicate selected control points and segments between themDuplicate selected metaball element(s)Duplicate selected nodesDuplicate selected nodes and move themDuplicate selected nodes keeping input links and move themDuplicate selected nodes, but not their node trees, and move themDuplicate selected objectsDuplicate selected strips and move themDuplicate selected strips, but not their data, and move themDuplicate selected time marker(s)Duplicate selected vertices, edges or facesDuplicate settings as well, so the new particle system uses its own settingsDuplicate strip but not strip data, linking to the original dataDuplicate strokes into an arrayDuplicate strokes like a mirrorDuplicate the active geometry node group and assign it to the active modifierDuplicate the active shape keyDuplicate the current instance objectDuplicate the current lineDuplicate the currently assigned compositing node group.Duplicate the modifier within the list of modifiersDuplicate the object a certain number of timesDuplicate the object as many times as fits in a certain lengthDuplicate the selected objects and move themDuplicate the selected objects, but not their object data, and move themDuplicate the selected pointsDuplicate the selected stripsDuplicated %sDuplicated KeyframesDuplicatesDuplicates hair curves a certain number of times within a radiusDuplicates: {}DurationDuration (in frames) of the image (1 when not a video/sequence)Duration of freeze frame segmentDuration of the fade in secondsDuration: %s (Frame %i/%i)During resync of data-block %s, %d obsolete overrides were deleted, that had local changes defined by userDuring the Face Attributes correction, merge attributes connected to the same vertexDuring transformations, use Alt to navigate in the 3D View. Note that if disabled, hotkeys for Proportional Editing, Automatic Constraints, and Auto IK Chain Length will require holding AltDutch - NederlandsDyingDynamicDynamic BVHDynamic Base MeshDynamic Grid SizeDynamic MeshDynamic ModeDynamic PaintDynamic Paint ModifierDynamic Paint canvas settingsDynamic Paint modifierDynamic Topology SculptingDynamic Topology found: %s, disabledDynamic gridDynamic topology alters the mesh topology while sculptingDynamicPaint: Bake complete! (%.2f)DynamicPaint: Bake failed: %sDynamically hide vertices based on a vertex group or armatureDynamicsDyntopoDyntopo will not preserve colors, UVs, or other attributesEEVEEEEVEE DebugEEVEE Raytrace OptionsEEVEE SettingsEEVEE settings for the sceneEEVEE settings for tracing reflectionsEQCurveMappingDataERROR: Driver is useless without any inputsERROR: Invalid Python expressionERROR: Invalid target channel(s)ERROR: type "{:s}" does not exist!ESC/RMB to cancel, Enter/LMB to confirm, WHEEL/MOVE to adjust factorEach channel will be rendered into a mono fileEach collection (data-block ones) as a file, does not include content of children collectionsEach collection (including master, non-data-block one) of the active scene as a file, including content from children collectionsEach collection (including master, non-data-block ones) of each scene as a file, including content from children collectionsEach control point's index on its splineEach face is considered as a medium interface. Gives correct results for manifold geometry that contains no inner parts.Each face's sculpt face set valueEach input geometry is turned into a separate instanceEach output field has to correspond to a geometry that is above itEach scene as a fileEaseEase InEase In and OutEase OutEasingEasing type is chosen automatically based on what the type of interpolation used (e.g. Ease In for transitional types, and Ease Out for dynamic effects)EastEccentricityEdgeEdge AngleEdge Angle TextEdge CenterEdge CollisionEdge Corner CountEdge CostEdge CountEdge CreaseEdge DataEdge Data TypesEdge Data:Edge DetectionEdge Display TypeEdge IndexEdge LengthEdge Length ModeEdge Length TextEdge MappingEdge MarkEdge MarksEdge Mode SelectionEdge Neighbor Count FieldEdge NeighborsEdge PanEdge Paths to CurvesEdge Paths to SelectionEdge PerpendicularEdge Position FieldEdge RailEdge ResizeEdge Ring DelimitEdge SelectEdge SelectionEdge SharpnessEdge SlideEdge Slide: Edge SplitEdge TagEdge TintEdge TypeEdge Type CombinationEdge Type NegationEdge TypesEdge VerticesEdge Vertices FieldEdge WeightEdge WidthEdge bevel weight to be added to outside edgesEdge in a Mesh data-blockEdge indexEdge is not connected to any facesEdge length in UV spaceEdge length of box selectionEdge of VertexEdge select - Shift-Click for multiple modes, Ctrl-Click expands/contracts selection depending on the current modeEdge selection modeEdge splitting modifier to create sharp edgesEdge spring frictionEdge spring stiffness when longer than rest lengthEdge spring stiffness when shorter than rest lengthEdge thresholdEdge to EdgeEdge weight used by Bevel modifierEdge-ring pair isn't connectedEdge-rings are not connectedEdge-to-EdgeEdgeSplitEdgeSplit ModifierEdgesEdges Data:Edges between faces pointing in alternate directionsEdges changed from %d to %dEdges collide tooEdges of CornerEdges of VertexEdges of the meshEdges receive a drag force from surrounding mediaEdges receive a lift force when passing through surrounding mediaEdges shared by more than two facesEdges to Face GroupsEdges to convert to curvesEdges to mark where the mesh is "cut" for the purposes of unwrappingEdges used to split faces into separate groupsEditEdit BoneEdit Bone MatrixEdit Bone(s)Edit BonesEdit Curve MapEdit FormatEdit Grease PencilEdit Grease Pencil StrokesEdit LinesEdit MetadataEdit MethodsEdit ModeEdit Mode Smooth WiresEdit PathEdit Studio LightEdit Texture SpaceEdit TreeEdit UI source code of the active buttonEdit a Python value directly, for unsupported property typesEdit a constraint on the active boneEdit a constraint on the active objectEdit a snapshot of the 3D Viewport in an external image editorEdit all keyframes in sceneEdit and save themes installed via ExtensionsEdit animation/keyframes displayed as 2D curvesEdit any geometry node group for use as an operatorEdit asset information like the catalog, preview image, tags, or authorEdit compositing node group for Sequencer strip modifiersEdit compositing node group for the current sceneEdit drivers and keyframe interpolationEdit image in an external applicationEdit keyframes in active object's Object-level actionEdit keyframes in active object's Shape Keys actionEdit materials, lights, and world shading using nodesEdit mode bone in an armature data-blockEdit node groupEdit node group from active object's active modifierEdit object data texture spaceEdit persistent configuration settingsEdit properties of active object and related data-blocksEdit scripts and in-file documentationEdit selected Grease Pencil strokesEdit shader nodes from Line StyleEdit shader nodes from ObjectEdit shader nodes from WorldEdit tags for auto texture detection in Principled BSDF setupEdit texture nodes from BrushEdit texture nodes from Line StyleEdit texture nodes from WorldEdit textures using nodesEdit the drivers for the connected property represented by the highlighted buttonEdit the fileEdit the value of a custom propertyEdit the visibility of the current meshEdit the weights of vertices in a groupEdit timings for Cache File data-blocksEdit timings for Mask Editor splinesEdit timings for all Grease Pencil sketches in fileEdit user preferences and system settingsEdit: {}, {}, {}Editability of NLA Strips in this trackEditability of keyframes for this channelEditableEditable cavity curveEditable falloff curveEditedEdited ObjectEditingEditing TypeEditing context being displayedEditing hairEditing settings character formattingEditmode lattice is not supported yetEditorEditor BorderEditor OutlineEditor TypeEditor for node-based shading and compositing toolsEditor header containing UI elementsEditor menu containing buttonsEditorsEdits the current active face setEevee material conversion problem. Error in consoleEffectEffect '%s' not in object '%s'Effect FaderEffect Fader PositionEffect OpacityEffect Solid RadiusEffect StripEffect Strip colorEffect TypeEffect affecting the Grease Pencil objectEffect cannot be added to object '%s'Effect in full or only positive/negative Z directionEffect modeEffect nameEffect on the key itselfEffect on the left handleEffect on the right handleEffect on tracks which are tracked less than the specified amount of framesEffect on tracks which have a larger re-projection errorEffect/LinkedEffective RangeEffective VisibilityEffective but slow compressionEffectively convert movie to an image sequence, ignoring incomplete or dropped frames, and changes in frame rateEffectivenessEffectorEffector AmountEffector CollectionEffector NumberEffector SettingsEffector TypeEffector WeightsEffector weights for physics simulationEffectsEffects affecting display of objectEither a curve or instance selectionEither add or remove curves depending on the minimum distance of the curves under the cursorEither pass through the input value or output the fallback valueEither plain curves or curve instancesEither the starting frame (for positive speed) or ending frame (for negative speed)ElasticElastic LimitElementElement IndexElement defining a color at a position in the color rampElement not found in element collection or last elementElement of a curve, either NURBS, Bézier or Polyline or a character with text objectsElement of a viewer pathElement of the node space tree pathElement of the target geometry to calculate the distance fromElement type to transformElement-WiseElementsElements inside the boxEllipseEllipse MaskEllipsesEllipsoidEmbed TexturesEmbed textures in FBX binary file (only for "Copy" path mode!)Embedded DataEmbreeEmbree on GPUEmbree on GPU enables the use of hardware ray tracing on Intel GPUs, providing better overall performanceEmissionEmission CoefficientsEmission ColorEmission StrengthEmission TimeEmission Time FactorEmission locations per face (0 = automatic)Emission shaderEmissive ColorEmitEmit FromEmit fluid from mesh surface or volumeEmit in random order of elementsEmit particles from mesh with modifiers applied (must use same subdivision surface level for viewport and render for correct results)Emit smoke from particlesEmitted radiance per color channel that is added to a ray per unit distanceEmitterEmitter DistanceEmphasize position of keyframes on Motion PathsEmptiesEmptyEmpty Display SizeEmpty Display Size: %.3fEmpty Display TypeEmpty FillEmpty GridEmpty Image DepthEmpty KeyframesEmpty MaterialEmpty SceneEmpty SpaceEmpty identifier cannot be used when explicit identifier was used before. For example, "{} {x}" is ok but "{x} {}" is not.Emulate 3 Button ModifierEmulate 3 Button MouseEmulate Middle Mouse with Alt+Left MouseEmulate NumpadEnableEnable 'solo' on the NLA Track containing the active strip, to edit it without seeing the effects of the NLA stackEnable Add-onEnable Asset Browser editor and operators to manage regular data-blocks as assets, not just posesEnable Bone OptionsEnable Bone to deform geometryEnable CollisionEnable Cycles Render Engine add-on to use CyclesEnable Cycles debugging options for developersEnable DeactivationEnable EEVEE debugging options for developersEnable F-Curve modifier evaluationEnable F-Curve modifiersEnable GPU acceleration for evaluating the last subdivision surface modifiers in the stackEnable Grid Display to use range highlighting!Enable Guides first! Defaulting to Fluid VelocityEnable IK StretchingEnable MetalRT for intersection queriesEnable Multi-ViewEnable OutputEnable Python evaluation for selected filesEnable Self CollisionEnable a fresnel effect on edit mesh overlays. It improves shape readability of very dense meshes, but increases eye fatigue when modeling lower polyEnable add-on for workspaceEnable additional features for the new curves data blockEnable after installingEnable angular motorEnable axis mirrorEnable bindings for the HP Reverb G2 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Cosmos controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Focus 3 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the Huawei controllers. Note that this may not be supported by all OpenXR runtimesEnable catalog, making contained assets visible in the asset shelfEnable chain splitting by curvilinear 2D lengthEnable chain splitting by dashed line patternsEnable chaining of feature edgesEnable collection instancingEnable collision with the surface while sculptingEnable collisions with back domain borderEnable collisions with bottom domain borderEnable collisions with front domain borderEnable collisions with left domain borderEnable collisions with other objectsEnable collisions with right domain borderEnable collisions with top domain borderEnable color range used for weight visualization in weight painting modeEnable custom settings for the parallax correction volumeEnable custom start and end clip distances for volume computationEnable cyclic on individual stroke dashesEnable deactivation of resting rigid bodies (increases performance and stability but can cause glitches)Enable default VR controller actions, including controller poses and hapticsEnable displacement along the X normalEnable displacement along the Y normalEnable displacement along the Z normalEnable easier reuse of a data-block through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable easier reuse of selected data-blocks through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable edge data transferEnable edge panning in 2D viewEnable edit mode edge smoothing, reducing aliasing (requires restart)Enable face corner data transferEnable face data transferEnable file compression when saving .blend filesEnable filtering of filesEnable filtering of files in the File BrowserEnable fluid diffusion settings (e.g. viscosity, surface tension)Enable fluid guidingEnable fluid mesh (using amplification)Enable fluid noise (using amplification)Enable hair dynamics using cloth simulationEnable in New ScenesEnable jittered shadows on the viewport. (Jittered shadows are always enabled for final renders).Enable jittered soft shadows to increase shadow precision (disabled in viewport unless enabled in the render settings). Has a high performance impact.Enable linear motorEnable material boundariesEnable mesh symmetry in the X axisEnable mesh symmetry in the Y axisEnable mesh symmetry in the Z axisEnable multi-frame editingEnable naive vertex ball self collisionEnable new list types and nodesEnable nodes on a lightEnable noise reduction techniques for raytraced effectsEnable offsetEnable on InstallEnable online access in System preferencesEnable or disable all tagsEnable or disable dashed lineEnable or disable posing/selecting bonesEnable or disable rendering of this View LayerEnable or disable textured strokesEnable or disable this line set during stroke renderingEnable or disable this modifier during stroke renderingEnable or disable this style module during stroke renderingEnable overlay smooth wires, reducing aliasingEnable paint & sculpt debugging options for developersEnable ridges and valleysEnable scriptsEnable selected markersEnable selected proxies on all selected Movie and Image stripsEnable self collisionsEnable shadow casting from lightsEnable simplification of scene for quicker preview rendersEnable snappingEnable snapping to guides angle or spacing optionsEnable snapping when transforming keyframesEnable snapping when transforming keys in the Driver EditorEnable some extra fields in the Asset Browser to aid in debuggingEnable specified setting on all selected animation channelsEnable speed guidesEnable spring on X axisEnable spring on X rotational axisEnable spring on Y axisEnable spring on Y rotational axisEnable spring on Z axisEnable spring on Z rotational axisEnable suggestive contoursEnable sun shadow castingEnable symmetry in the X axisEnable symmetry in the Y axisEnable symmetry in the Z axisEnable tablet pressure sensitivity for area radiusEnable tablet pressure sensitivity for jitterEnable tablet pressure sensitivity for offsetEnable tablet pressure sensitivity for sizeEnable tablet pressure sensitivity for spacingEnable tablet pressure sensitivity for strengthEnable the Color Ramp firstEnable the asset libraryEnable the compositing node group.Enable the curve to become a translation pathEnable the ray-tracing moduleEnable the repositoryEnable the repository and try again.Enable the selection modeEnable the selection of chains by a maximum 2D lengthEnable the selection of chains by a minimum 2D lengthEnable the selection of first N chainsEnable the socketEnable the use of lights on stroke and fill materialsEnable this constraintEnable this light in solid shading modeEnable this modifierEnable this object as a collider for physics systemsEnable this to run the export in the background, disable to block Blender while exporting. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable this to run the import in the background, disable to block Blender while importing. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable to make surface changes disappear over timeEnable to make surface wetness dry over timeEnable to use the region under the cursor for modal executionEnable vertex data transferEnable view navigation within the camera viewEnable viewport debugging options for developers in the overlays pop-overEnable viewport display in the view layersEnable wildcard globbingEnable/Disable ConstraintEnabledEnabled Add-ons OnlyEnabled OnlyEnabled Rotation RangeEnabled on startup, overriding the preference.Enables a Fly Mode navigation but pushing the cap forward while looking down will not change the altitude of the camera.Enables high quality but slow calculation of the bounding box for perfect results on complex shape meshes with rotation/scaleEnables previews in the shader node editorEnables using the 3D Mouse as if it is a camera. Push into the scene and the camera moves forward into the scene. You are entering the scene as if flying around in it. This also inverts pan & zoom for 2D viewsEncapsulated PostScript (.eps)Enclose selected vertices in a convex polyhedronEncodingEncoding SpeedEncountered unhandled error during keyframingEndEnd (Factor)End (Length)End Arrow StyleEnd CapEnd FactorEnd FrameEnd Frame (manipulated from UI)End Frame (raw value)End Frame (when Restrict Frame Range is enabled)End HandleEnd Handle EaseEnd Handle ScaleEnd LocationEnd Mapping TypeEnd OffsetEnd PointsEnd RadiusEnd SizeEnd VertexEnd distance of the cascaded shadow map (only in perspective view)End distance of the volumetric effectEnd frame clamped to valid rendering rangeEnd frame displayed in the sequence editor after offsets are appliedEnd frame for bakingEnd frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)End frame of the NLA strip. Note: changing this value also updates the value of the strip's repeats or its action's end frame. If only the end frame should be changed, see the "frame_end" property instead.End frame of the export, use the default value to take the end frame of the current sceneEnd frame of the ocean bakingEnd frame of the stored rangeEnd frame to exportEnd line of selectionEnd on FrameEnd time of pathEndpointEndpoint SelectionEndpoint Selection nodeEndpoint UEndpoint VEnds WithEnemyEnforce symmetry (both form and topological) across an axisEnforce symmetry, make copies of the selection or use existingEngineEngine '%s' not available for scene '%s' (an add-on may need to be installed or enabled)Engine to use for renderingEnglish (UK)English (US)Enhance DetailsEnhance the high frequency surface detailEnhance the surface detailEnhances contrast, color, clarity, and sharpness.Ensure ModifierEnsure all bone-deforming vertex groups add up to 1.0 while weight painting or assigning to verticesEnsure data-block gets saved even if it isn't in use (e.g. for motion and material libraries)Ensure data-block previews are available and up-to-date (to be saved in .blend file, only for some types like materials, textures, etc.)Ensure selected keyframes' handles have equal length, optionally making them horizontal. Automatic, Automatic Clamped, or Vector handle types will be converted to AlignedEnsure the data is valid (when disabled, data may be imported which causes crashes displaying or editing)Ensure the data-block is saved, even when it is no longer marked as assetEnterEnter Edit ModeEnter a Unicode codepoint hex valueEnter edit mode automatically after adding a new objectEnter edit mode when adding this objectEnter or exit node group based on cursor locationEnter tweaking mode for the action referenced by the active strip to edit its keyframesEnter/Exit paint mode for Grease Pencil strokesEnter/Exit sculpt mode for Grease Pencil strokesEnter/Exit sculpt mode for curvesEnter/Exit vertex paint mode for Grease Pencil strokesEnter/Exit weight paint mode for Grease Pencil strokesEntire ArrayEntry IndexEntry-wise absoluteEntry-wise ceilEntry-wise cos(A)Entry-wise divideEntry-wise floorEntry-wise maximumEntry-wise minimumEntry-wise modulo using fmod(A,B)Entry-wise multiplyEntry-wise powerEntry-wise round to the nearest integer. Round upward if the fraction part is 0.5Entry-wise signEntry-wise sin(A)Entry-wise tan(A)Entry-wise wrap(A,B)Enum Definition (deprecated)Enum Definition ItemsEnum FlagEnum ItemEnum Item DefinitionEnumerateEnumerationEnums As StringsEnvelopeEnvelope Control PointEnvelope Deform DistanceEnvelope Deform WeightEnvelope DistanceEnvelope F-ModifierEnvelope Head RadiusEnvelope MultiplyEnvelope Tail RadiusEnvelope WeightEnvelope stroke effect modifierEnvelope: %3fEnvelope: %sEnvironmentEnvironment TextureEpsilonEqualEqual AxesEqual ToEqualize RadiiEqualize audioEqualize both of a keyframe's handlesEqualize selected keyframes' left handlesEqualize selected keyframes' right handlesEquiangularEquiangular Cubemap FaceEquirectangularEquirectangular or latitude-longitude projectionEraseErase / remove paint instead of adding itErase Annotation strokesErase Multires DisplacementErase PaintErase alpha while paintingErase entire strokesErase only strokes visible and not occludedErase points in the box regionErase points in the lasso regionErase stroke pointsErase strokes, fading their points strength and thicknessEraserEraser Brush Asset ReferenceEraser ModeEraser RadiusErrorError (see console)Error Icon ForegroundError LimitError MarginError MessageError baking from object "%s"Error creating file '%s'Error deleting '%s' (ignored)Error distance threshold (in object units)Error during file write for "%s"Error evaluating number, see Info editor for detailsError handling selected objectsError initializing audio streamError initializing video streamError reading mesh sample; more detail on the consoleError reading points sample; more detail on the consoleError registering node tool "%s", %d duplicate(s)Error registering node tool "%s", %sError registering node tool "%s", operator is already registeredError rendering Scene %s preview: %s.Error restoring temp file (check files '%s' '%s')Error writing file '%s'Error writing frameError writing render result, %s (see console)Error writing to destination asset %sError:Error: Could not allocate irradiance staging textureError: Could not allocate shadow atlas. Most likely out of GPU memory.Error: Curves object contains too many points. Reduce curve resolution or curve count to fix this issue.Error: Irradiance grid allocation failedError: Malformed irradiance grid dataError: Not enough memory to bake {}.Error: Reached max shadow updates.Error: Shadow buffer full, may result in missing shadows and lower performance. ({} / {})Error: Too many AOVsError: Too many grid visibleError: Too many irradiance grids in the sceneError: Too many lights in the scene.Error: Too many shadow updates, some shadows might be incorrect.Error: {:.5f} .. {:.5f} (avg. {:.5f})Error: {:s}ErrorsErrors and WarningsErrors during render. See the System Console for more info.EscEsperanto - EsperantoEssentialsEstablished OceanEstablished Ocean (Sharp Peaks)Estimate TransformsEstimated TracksEstimated rotation matrixEstimated scale matrixEuclideanEuclidean distanceEulerEuler (Native)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Euler OrderEuler RotationEuler Rotation F-Curve has invalid index (ID='%s', Path='%s', Index=%d)Euler rotation angles in radiansEuler rotation of the layerEuler to RotationEuler using the XYZ rotation orderEuler using the XZY rotation orderEuler using the YXZ rotation orderEuler using the YZX rotation orderEuler using the ZXY rotation orderEuler using the ZYX rotation orderEuler using the default rotation orderEuler using the rotation order of the targetEvaluate ClosureEvaluate Node IDEvaluate Upper StackEvaluate at IndexEvaluate on DomainEvaluate source and destination meshes in global spaceEvaluate the namespace up until the cursor and give a list of options or complete the name if there is only oneEvaluateClosureEvaluatedEvaluated field value for the current elementEvaluated final transform of the bone in armature spaceEvaluated geometry from modifier does not contain Grease Pencil geometryEvaluated geometry from modifier does not contain a meshEvaluated geometry from modifier does not contain a point cloudEvaluated geometry from modifier does not contain curvesEvaluated object the iterator points toEvaluated object which is being instanced by this iteratorEvaluated objects in the dependency graphEvaluated particle system that this object was instanced fromEvaluated surface mesh is emptyEvaluated surface missing UV map: "{}"Evaluated surface missing attribute: "rest_position"EvaluationEvaluation FactorEvaluation FrameEvaluation TimeEvaluation modeEvaluation time for absolute shape keysEvaluation time in secondsEvenEven DistributionEven DivisionsEven Edge DistanceEven ThicknessEven Thickness InvertEven checker tilesEven on successful execution, pass the event on so other operators can execute on it as wellEven thickness calculation which takes the angle between faces into accountEven-OddEvery PointEvery point is affected by multiple springsEvery tracking cycle, this number of frames are trackedExactExact MatchExact ShapeExact Shape (Concave)Exact number of scattered instances before maskingExact solver, slower, handles more casesExaggerate or minimize the value of the selected keysExaggerate the current pose in regards to the breakdown poseExcludeExclude BreakdownsExclude FirstExclude LastExclude ModalExclude Non ManifoldExclude Non-SelectableExclude back facing geometry from snappingExclude border edgesExclude collection from the active view layerExclude contoursExclude crease edgesExclude edge marksExclude edges at material boundariesExclude existing Breakdowns keyframes as interpolation extremesExclude external contoursExclude from View LayerExclude from view layerExclude non-manifold polesExclude ridges and valleysExclude selected blockers from casting shadows from the active emitterExclude selected receivers from receiving light from the active emitterExclude silhouette edgesExclude suggestive contoursExclude the first (original) copy from randomizationExclude the last copy from randomizationExcluded PathsExcluded path is no longer validExcludes boundary vertices from being smoothedExclusionExclusiveExclusive OrExecute ButtonsExecute a boolean operation on the mesh and a polygonal shape defined by the cursorExecute a boolean operation on the mesh and a rectangle defined by the cursorExecute a boolean operation on the mesh and a shape defined by the cursorExecute a given closureExecute nodes with a dynamic number of repetitionsExecute operator on button press (non-modal operators only)Execute operator on button release (non-modal operators only)Execute selected fileExecute the current console line as a Python expressionExecution TimeExisting Guide MapExistsExitExit Blender after savingExit tweaking mode for the action referenced by the active stripExpandExpand (open) all selected expandable animation channelsExpand Using a linear falloffExpand all channels (not just selected ones)Expand all entries one level deepExpand and shrink masksExpand or collapse the header pull-down menusExpand or contract the radius of the selected curve pointsExpand this box into a list of all naming tags for Principled Texture setupExpand this box into a list of all the hotkeys for functions in this addonExpand/Collapse all itemsExpand/ContractExpand/collapse all entries by one levelExpand/contract weightsExpandedExpanded PolynomialExpanded in Graph EditorExpanded in the user interfaceExpanded state of the slotExpands the cloth's dimensionsExpect file colors in linear color spaceExpect file colors in sRGB color spaceExpected PositionExpected RotationExpected ScaleExpected a numberExpected a timeline/animation area to be activeExpected a view3d regionExpected a view3d region & editcurveExpected a view3d region & editmeshExpected a zip-file {!r}Expected an Outliner regionExpected an active OutlinerExpected an active edit-font objectExpected an animation area to be activeExpected an array of numbers: [n, n, ...]Expected one other selected mesh object to copy fromExperimentalExperimental featuresExplicitly scale resulting frame to compensate zoom of original shotExplicitly specify the euler rotation orderExplicitly specify the output euler rotation orderExplodeExplode FadeExplode ModifierExplode StyleExplode fadeExplore geometry data in a tableExplosion effect modifier based on a particle systemExponentExponent ModeExponentialExponential ClampedExponential DistributionExponential SamplingExponential distance modelExponential distance model with clampingExponential easing (dramatic)Exponentially decaying parabolic bounce, like when objects collideExponentially decaying sine wave, like an elastic bandExportExport (generate) a POT file tooExport .srt file containing text stripsExport Active Vertex Color When No MaterialExport All Vertex ColorsExport AnimationExport Animation Pointer (Experimental)Export Animation modeExport Attributes (when starting with underscore)Export ColorsExport Curves as NURBSExport Custom PropertiesExport Deformation Bones OnlyExport Deformation bones onlyExport FacesExport Geometry nodes instance meshesExport Grease Pencil to PDFExport Grease Pencil to SVGExport HairExport HandlersExport Handlers configured for the collectionExport Keying Set to a Python scriptExport MTL library using PBR extensions (roughness, metallic, sheen, coat, anisotropy, transmission)Export MTL library. There must be a Principled-BSDF node for image textures to be exported to the MTL fileExport Mantaflow ScriptExport Material GroupsExport MaterialsExport Materials with PBR ExtensionsExport MethodExport NormalsExport Object GroupsExport OptionsExport Original PBR SpecularExport POTExport ParticlesExport Primitives using shared accessors for attributesExport PropertiesExport Scene as seen in Viewport, But split animation by ObjectExport Selected ObjectsExport Smooth GroupsExport Subdivision SurfaceExport TRS and weights as Animation Pointer. Using KHR_animation_pointer extensionExport TexturesExport TilesExport Triangulated MeshExport UV coordinatesExport UV layout to fileExport UVsExport UVs (texture coordinates) with meshesExport Vertex AttributesExport Vertex ColorsExport Vertex GroupsExport Vertex NormalsExport actions (actives and on NLA tracks) as separate animationsExport active scene onlyExport active vertex colorExport additional animations. This feature is not standard and needs an external extension to be included in the glTF fileExport all Armature ActionsExport all UVs in this mesh (not just visible ones)Export all actions, bound to a single armature. WARNING: Option does not support exports including multiple armaturesExport all camerasExport all curvesExport all frames in the render frame range, rather than only the current frameExport all lightsExport all materials used by included objectsExport all meshesExport all point cloudsExport all vertex colors, even if not used by any material. If no Vertex Color is used in the mesh materials, a fake COLOR_0 will be created, in order to keep material unchangedExport all volumesExport armatures and meshes with armature modifiers as USD skeletons and skinned meshesExport armatures using rest position as joints' rest pose. When off, current frame pose is used as rest poseExport at Collection CenterExport at Collection center of mass of root objects of the collectionExport baked keyframe animationExport baked scene as a single animationExport camerasExport color attributesExport colors in linear color spaceExport colors in sRGB color spaceExport current scene in a USD archiveExport current scene in an Alembic archiveExport curves and NURBS surfaces as meshesExport curves in parametric form instead of exporting as meshExport custom propertiesExport custom properties as USD attributesExport custom properties as glTF extrasExport custom properties to Alembic .userPropertiesExport custom vertex attributesExport data of duplicated objects as Alembic instances; speeds up the export and can be disabled for compatibility with other softwareExport directional, point, and spot lights. Uses "KHR_lights_punctual" glTF extensionExport each action as a separated FBX's AnimStack, instead of global scene animation (note that animated objects will get all actions compatible with them, others will get no animation at all)Export each non-muted NLA strip as a separated FBX's AnimStack, if any, instead of global scene animationExport each object to a separate fileExport faces as filled strokesExport file in ASCII format, export as binary otherwiseExport full hierarchy, including intermediate collectionsExport given add-on's translation data as PO filesExport hair particle systems as USD curvesExport image texture nodes not assigned to any material. This feature is not standard and needs an external extension to be included in the glTF fileExport images not assigned to any materialExport individual NLA Tracks as separate animationExport instanced objects as references in USD rather than real objectsExport key configuration to a Python scriptExport loose edges (as two-vertices polygons)Export loose edges as lines, using the material from the first material slotExport loose points as glTF points, using the material from the first material slotExport material, Light & Camera animation as Animation Pointer. Available only for baked animation mode 'NLA Tracks' and 'Scene'Export materialsExport matrix operatorExport meshes using Alembic's subdivision schemaExport minimal materials as defined in Viewport display propertiesExport multiple frames instead of the current frame onlyExport normalsExport objects as they appear in renderExport objects as they appear in the viewportExport objects in the active collection onlyExport only UVs in the [0, 1] rangeExport only deformation bones is not possible when not sampling animationExport only normals instead of writing edge or face smoothing dataExport only objects from the active collection (and its children)Export only objects from this collection (and its children)Export only selected objectsExport only selected objects instead of all supported objectsExport original glTF PBR Specular, instead of Blender Principled Shader SpecularExport per face shading group assignmentsExport per-face normals if the face is flat-shaded, per-face-corner normals if smooth-shadedExport per-vertex colorsExport polygons (quads and n-gons) as trianglesExport renderable objects onlyExport scene as glTF 2.0 fileExport scene through USD file, for accurate comparison with USD file exportExport selected and visible objects onlyExport selected objects onlyExport setting categoriesExport shape keys (morph targets)Export shape keys animations (morph targets)Export shape keys as USD blend shapesExport skinning (armature) dataExport smoothing information (prefer 'Normals Only' option if your target importer understands custom normals)Export specific vertex normals if available, export calculated normals otherwiseExport strokes with fill enabledExport strokes with uniform widthExport subdivision surfaces as meshesExport textures to a 'textures' folder next to the USD fileExport the UV layout as a 2D graphicExport the UV layout to a bitmap imageExport the UV layout to a vector EPS fileExport the UV layout to a vector SVG fileExport the last Catmull-Rom subdivision modifier as FBX subdivision (does not apply the modifier even if 'Apply Modifiers' is enabled)Export the name of the vertex group of a face. It is approximated by choosing the vertex group with the most members among the vertices of a faceExport the scene in the current animation frame. When off, frame 0 is used as rest transformations for objectsExport tiles in the UDIM numbering scheme: 1001 + u_tile + 10*v_tileExport tiles in the UVTILE numbering scheme: u(u_tile + 1)_v(v_tile + 1)Export undeformed mesh vertex coordinatesExport using EXT_mesh_gpu_instancing. Limited to children of a given Empty. Multiple materials might be omittedExport using glTF convention, +Y upExport vertex color attributesExport vertex color when used by materialExport vertex color with this nameExport vertex normals with meshesExport vertex normals with shape keys (morph targets)Export vertex tangents with meshesExport vertex tangents with shape keys (morph targets)Export viewport settings of materials as USD preview materials, and export material assignments as geometry subsetsExport visible objects onlyExport with translate, orient quaternion, and scale Xform operatorsExport with translate, rotate, and scale Xform operatorsExported %d files from %d collectionsExported %d files from collection '%s'Exported '%s'Exporter indexExportersExporting Alembic...Exporting USD...Exports UVs from the modified meshExports a single file, with all data packed in JSON. Less efficient than binary, but easier to edit laterExports a single file, with all data packed in binary form. Most efficient and portable, but more difficult to edit laterExports active actions and NLA tracks as glTF animationsExports hair particle systems as animated curvesExports multiple files, with separate JSON, binary and texture data. Easiest to edit laterExports non-hair particle systemsExpose connected data from inside a node group as inputs to its interfaceExpose scale and/or twist propagated to tweak controls to be seen as parent motion by glue or other chains using Merge Parent Rotation And Scale. Otherwise it is only propagated internally within this chainExposureExposure (stops) applied before display transform, multiplying by 2^exposureExposure for motion blur as a factor of FPSExpressionExpression to use for Scripted ExpressionExpression:Expression: {:s}Expression: {}ExtendExtend BoundsExtend ExtrapolatedExtend HorizontalExtend RangeExtend SelectExtend SelectionExtend VerticesExtend border pixels outwardsExtend borders of an image into transparent or masked regionsExtend by repeating edge pixels of the imageExtend current visible collectionsExtend existing selectionExtend loop around end-pointsExtend paint beyond the faces' UVs to reduce seams (in pixels, slower)Extend report selectionExtend selectionExtend selection for activationExtend selection instead of deselecting everything firstExtend selection on walkExtend selection rather than clearing the existing selectionExtend strokes in straight linesExtend the angular range with a falloff gradientExtend the existing selectionExtend the scene's duration to the BVH duration (never shortens the scene)Extend the selectionExtend vertices along the edge closest to the cursorExtend vertices and move the resultExtend visibilityExtended Asset BrowserExtended information about dependency graph object iterator (Warning: All data here is 'evaluated' one, not original .blend IDs)Extends functionality to operators that manages files, such as adding drag and drop supportExtends the baked result as a post process filterExtensionExtension FilterExtension ItemExtension RepositoriesExtension RepositoryExtension SettingsExtension TagsExtension Update Available ({:d}){:s}Extension Updates Available ({:d}){:s}Extension XExtension YExtension operator not found "%s"Extension repository not foundExtension repository support for remote repositoriesExtensionsExtensions BlockedExtensions DebugExtensions PlatformExtensions Tags & Repository Filter SettingsExtensions UpdatesExtentExtent XExtent YExtent ZExterior RadiusExterior/InteriorExternalExternal .blend file from which data is linkedExternal ContourExternal DataExternal file packed into the .blend fileExternal library dataExternal library data is not editableExternal shader script must have .osl or .oso extension, or be a module nameExtinctionExtraExtra AnimationsExtra ControlExtra DeformExtra End ControlsExtra FK ControlsExtra IK ControlExtra IK LayersExtra OptionsExtra Shading Pie Menu ItemsExtra Start ControlsExtra StepsExtra UserExtra debugging information & developer support utilities for extensionsExtra rotation added to the rotation of the object (when using Euler rotations)Extra rotation added to the rotation of the object (when using Quaternion rotations)Extra scaling added to the scale of the objectExtra steps for resolution of special kink featuresExtra translation added to the location of the objectExtractExtract Grease Pencil strokes from imageExtract a string segment from a larger stringExtract all colors used in Image and create a PaletteExtract as SolidExtract the mask as a solid object with a solidify modifierExtrapolateExtrapolate MotionExtrapolate rangesExtrapolate the curve or extend it horizontallyExtrapolationExtrasExtremeExtreme KeyframeExtreme Keyframe SelectedExtrudeExtrude ContextExtrude Handle TypeExtrude Individual FacesExtrude MeshExtrude ModeExtrude Only EdgesExtrude Only VerticesExtrude PointExtrude RegionExtrude Stroke PointsExtrude curve and move resultExtrude each individual face separately along local normalsExtrude edges and move resultExtrude freely or along an axisExtrude individual edges onlyExtrude individual faces onlyExtrude individual vertices onlyExtrude manifold region along normalsExtrude region and move resultExtrude region of facesExtrude region together along local normalsExtrude region together along the average normalExtrude selected boundary row around pivot point and current view axisExtrude selected control point(s)Extrude selected points and move themExtrude selected vertices in a circle around the cursor in indicated viewportExtrude selected vertices in screw-shaped rotation around the cursor in indicated viewportExtrude selected vertices, edges or faces repeatedlyExtrude selectionExtrude the selected pointsExtrude vertices and move resultExtrude, dissolves edges whose faces form a flat surface and intersect new edgesExtrude: %.3fExtrusionEyeball And Iris DeformsEyedropperEyelid Detach OptionEyelids Attached{}Eyelids Follow DefaultEyelids Follow{}EyesF-CurveF-Curve '%s[%d]' already exists in this channelbagF-Curve GroupingF-Curve GroupsF-Curve High Quality DrawingF-Curve Modifier TypeF-Curve Modifier has invalid settings and will not be evaluatedF-Curve Modifier is only applied for the specified frame range to help mask off effects in order to chain themF-Curve Modifier nameF-Curve Modifier's effects will be tempered by a default factorF-Curve Modifier's panel is expanded in UIF-Curve ModifiersF-Curve Name FilterF-Curve SampleF-Curve already has keyframesF-Curve already has sample pointsF-Curve and its keyframes are hidden in the Graph Editor graphsF-Curve data path empty, invalid argumentF-Curve defining values of a period of timeF-Curve does not have any keyframes as it only contains sampled pointsF-Curve has no keyframesF-Curve has no sample pointsF-Curve is selected for editingF-Curve live filtering stringF-Curve modifier '%s' not found in F-CurveF-Curve modifier lost on '%s[%d]' because it has an unknown typeF-Curve modifier will show settings in the editorF-Curve not foundF-Curve only has F-ModifiersF-Curve visibility in Graph EditorF-Curve's settings cannot be editedF-CurvesF-Curves for controlling the strip's influence and timingF-Curves have no valid sizeF-Curves in this groupF-ModifierF-Modifiers can generate curves for those tooF-StopF-Stop ratio (lower numbers give more defocus, higher numbers give a sharper image)F1F2F82 TintFBX AllFBX Custom ScaleFBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actionsFBX Import: Cannot import file '%s': '%s'FBX Import: Cannot open file '%s'FBX Units ScaleFBX formatFBX type of node (object) used to represent Blender's armatures (use the Null type unless you experience issues with the other app, as other choices may not import back perfectly into Blender...)FFmpeg PresetsFFmpeg SettingsFFmpeg VideoFFmpeg audio codec to useFFmpeg codec to use for video outputFFmpeg only supports 48khz / stereo audio for DV!FFmpeg related settings for the sceneFFmpeg video codec #1FILTER_ITEMFK ControlsFLACFLIPFLIP RatioFPSFPS Average SamplesFPS BaseFacFaceFace AngleFace Angle TextFace AnglesFace AreaFace Area & AngleFace Area FieldFace Area TextFace CameraFace CenterFace CollisionFace CornerFace Corner AngleFace Corner CountFace Corner DataFace Corner Data TypesFace Corner MappingFace CountFace Count: %sFace CullFace DataFace Dot SizeFace Group BoundariesFace Group IDFace IndexFace InfluenceFace Loop DelimitFace MappingFace Mark ConditionFace Mark FilteringFace Mark NegationFace MarksFace Mode SelectionFace NearestFace Nearest StepsFace Neighbor Count FieldFace NeighborsFace NormalFace OrientationFace Orientation BackFace Orientation FrontFace ProjectFace RetopologyFace SelectionFace SetFace Set Full MeshFace Set from Edit Mode SelectionFace Set from MaskedFace Set from VisibleFace SetsFace Sets BoundaryFace Sets Boundary AutomaskingFace Sets EditFace Sets FKFace Sets InitFace Sets from Bevel WeightFace Sets from Edge CreasesFace Sets from Face Set BoundariesFace Sets from Loose PartsFace Sets from Material SlotsFace Sets from Mesh NormalsFace Sets from Sharp EdgesFace Sets from UV SeamsFace Sets overlay opacity is currently set to 0Face SharpnessFace SmoothnessFace SplitFace StepFace SteppingFace StrengthFace Strength ModeFace angle limitFace area in UV spaceFace bounds centerFace direction defined by clockwise or anti-clockwise winding (facing up or facing down)Face of CornerFace select - Shift-Click for multiple modes, Ctrl-Click expands selectionFace selection masking for paintingFace selection modeFacesFaces & Edges by VerticesFaces are considered as medium interface only when they have different consecutive facing. Gives correct results as long as the max ray depth is not exceeded. Have significant memory overhead compared to the fast method.Faces by EdgesFaces collide too, can be very slowFaces to consider when packing islandsFaces to participate in the unwrap operationFaces with this material will behave as if it has set number of layers in occlusionFacet NormalsFacingFacing BiasFacing cameraFacing negative XFacing negative YFacing negative ZFacing positive XFacing positive YFacing positive ZFacing the camera's dominant axisFactorFactor (Non-Uniform)Factor BlueFactor DensityFactor Display TypeFactor EndFactor GreenFactor HighlightsFactor MaxFactor MinFactor ModeFactor RadiusFactor RedFactor RepulsionFactor Rest LengthFactor ShadowsFactor StartFactor Stiff ViscosityFactor added relative to the size of the radius to limit the cloth simulation effectsFactor applied on the density for curve distributionFactor applied on the density for the viewportFactor between volume variation and stretchingFactor by which the audio pitch is scaled.Factor by which to shrink clothFactor controlling precision of islands handling (the higher, the better the results)Factor controlling precision of islands handling (typically, 0.1 should be enough, higher values can make things really slow)Factor for ambient occlusion blendingFactor for fill boundary accuracy, higher values are more accurate but slowerFactor for the cavity ridgesFactor for the cavity valleysFactor for the curvature ridgesFactor for the curvature valleysFactor for the radius at the curl endFactor for the radius at the curl startFactor for tintingFactor of BlurFactor of SimplifyFactor of Simplify using adaptive algorithmFactor of opacityFactor of stroke hardnessFactor of the maximum radius of the braidsFactor of the minimum radius of the braidsFactor of the radius at the maximumFactor of the radius at the minimumFactor of tinting colorFactor that the displacement is multiplied withFactor to adjust the brick's width for particular rows determined by the Offset FrequencyFactor to blend overall effectFactor to control the amount of motion blurFactor to determine how much the length of the individual segments should influence the final computed curvature. Higher factors makes small segments influence the overall curvature less.Factor to influence the rotation angleFactor to multiply the thickness withFactor to scale brush size byFactor to scale overall displacementFactor to scale the UVsFactor to use when applying data to destination (exact behavior depends on mix mode)Factor to use when applying data to destination (exact behavior depends on mix mode, multiplied with weights from vertex group when defined)Factor used to mix vertex color to get final colorFactorized PolynomialFactory StartupFactory Startup App-Template OnlyFadeFade DistanceFade DurationFade FactorFade GeometryFade Grease Pencil ObjectsFade Grease Pencil Objects, except the active oneFade InFade In and OutFade Inactive GeometryFade Inactive LayersFade Inactive ObjectsFade LayersFade ObjectsFade OutFade TimeFade TypeFade all viewport objects with a full color layer to improve visibilityFade centerFade effect using the built-in default (usually makes the transition as long as the effect strip)Fade factorFade from the start of strips under the time cursor to the current frameFade from the time cursor to the end of overlapping stripsFade in selected stripsFade in, out, both in and out, to, or from the current frame. Default is both in and outFade inactive geometry using the viewport background colorFade influence of stroke's opacityFade influence of stroke's thicknessFade interocular distance to 0 after the given cutoff angleFade layer opacity for Grease Pencil layers except the active oneFade out of one video, fading into anotherFade out selected stripsFade out strokes instead of directly cutting offFade paths and keys further away from current frameFade selected strips in and outFade the pieces over timeFade the stroke thickness for each generated strokeFadingFahrenheitFailed TracksFailed allocate render result, out of memoryFailed to access mesh from object "%s", ensure it's visible while renderingFailed to add the alpha modifierFailed to add the color modifierFailed to add the geometry modifierFailed to add the thickness modifierFailed to allocate memoryFailed to apply rotation to some of the objectsFailed to assign value: {:s}Failed to create OpenGL off-screen buffer, %sFailed to create OpenGL off-screen buffer: %sFailed to create Studio Light pathFailed to create a window compatible with the time sequential display methodFailed to create a window without quad-buffer support, you may experience flickeringFailed to create asset library directory to save assetFailed to create presets pathFailed to create stereo image bufferFailed to create the override operationFailed to create windowFailed to delete asset library fileFailed to execute the preset: {:s}Failed to find '%s'Failed to find Action Slot.Failed to find Annotation data to draw intoFailed to find bind solution (increase precision?)Failed to get Studio Light pathFailed to get add-ons pathFailed to get themes pathFailed to insert keys on F-Curve with path '%s[%d]', ensure that it is not locked or sampled, and try removing F-ModifiersFailed to load asset libraryFailed to load image texture '%s'Failed to load using Vulkan, using OpenGL instead.Failed to load volume:Failed to merge any animation. Note that NLA strips cannot be mergedFailed to open file '%s'Failed to open file browser!Failed to open window!Failed to read blend file '%s': %sFailed to read file '%s', not a blend fileFailed to read frameFailed to remove blobs directory %sFailed to remove metadata directory %sFailed to resolve path to property, try manually specifying this using a Keying Set insteadFailed to seek frameFailed to set preview: no ID in context (incorrect context?)Failed to set temporary actionFailed to set the new grid transform.Failed to set valueFailed to switch to Time Sequential mode when in fullscreenFailed to transfer mesh data to %d objectsFailed to write .oso file next to external .osl file at {:s}Failed to write to asset libraryFailed to write to attribute "{}" with domain "{}" and type "{}"Failure to perform external file operation on "%s"Fair PositionsFair TangencyFake UserFall-back to appending instead of packing data-blocksFallbackFallback ColorFallback ToolFalloffFalloff Along Chain CurveFalloff AngleFalloff CurveFalloff GradientFalloff OpacityFalloff PowerFalloff RadiusFalloff RampFalloff ShapeFalloff SizeFalloff TypeFalloff curve coefficient: 0 is linear, and higher value is wider influence. Set to -10 to disable influence completelyFalloff curve tries to form a circle at +1 instead of a parabolaFalloff distance for the clumping effect (0 means no falloff)Falloff is computed along the curve of the chain, instead of projecting on the axis connecting the start and end pointsFalloff that is applied from the tip to the root of each curveFalloff type for proportional editing modeFalloff type of the featherFalloff:FalseFalse ColorFalse when F-Curve could not be evaluated in past, so should be skipped when evaluatingFalse when there is any Layer, Slot, or legacy F-CurveFalse when this property is an optional argument in an RNA functionFanFarFar PlaneFar ThicknessFar clipping distance of shadow cameraFastFast EditingFast GI ApproximationFast GI MethodFast GI approximation methodFast GaussianFast Global IlluminationFast MotionFast NavigateFast but less accurate variationFast interactive editing through native Hydra integrationFast mapping that is good for most situations, but ignores the rest pose curvature of the B-BoneFast without support for self-intersectionFaster RenderFaster solver, some limitationsFastestFastest solver that works only on manifold meshes but gives better resultsFavor either original data or ease curveFavor either the left or the right keyFear FactorFeatherFeather PointsFeather Shrink/Fatten: %3fFeather Shrink/Fatten: %sFeather SizeFeature AwarenessFeature OutputFeature SetFeature Sets:Feature WeightsFeature detection requires valid clip frameFeature set directory already exists: '{:s}'FeedbackFeedback coefficient for error correction, average response time is 1/feedbackFeetFeet per secondFeet per second squaredFetchFieldField AbsorptionField AverageField FactorField Min & MaxField SettingsField VarianceField WeightsField depending on:Field of ViewField of view for the fisheye lensField originates from all of the vertices of the objectField originates from the local XY plane of the objectField originates from the local Z axis of the objectField originates from the object centerField originates from the surface of the objectField settings for an object in physics simulationField that is evaluated on the iteration domainField that will be stored as attribute on the geometry aboveField to GridField to Grid ItemField to ListField to List ItemFieldsFightFight DistanceFileFile '%s' cannot be openedFile '%s' could not be loadedFile '{:s}' not foundFile BottomFile BrowserFile Browser Display TypeFile Browser ModeFile Deleted Outside BlenderFile ExtensionsFile FoldersFile FormatFile Handler TypeFile Has Unsaved ChangesFile Modification DateFile Modified Outside BlenderFile Modified Outside and Inside BlenderFile NameFile Name CollisionFile Not FoundFile OutputFile Output ItemFile PathFile Path:File PathsFile Preview TypeFile ReferencesFile Select Asset FilterFile Select EntryFile Select ID FilterFile Select ParametersFile SizeFile SuffixFile TopFile already installed to {!r}File association is handled by the package managerFile association registeredFile association unregisteredFile browserAbsoluteFile browserAutoFile browserCopyFile browserCustom DirectoryFile browserDirectoryFile browserFillFile browserMatchFile browserPathFile browserPath ModeFile browserRelativeFile browserStripFile browserURLFile browserVolumesFile browser space dataFile contains invalid UTF-8 charactersFile could not be read, critical data corruption detectedFile does not existFile exported successfullyFile formatFile format expects linear color spaceFile format is not supported in file "%s"File format to export the UV layout toFile format to save the rendered images asFile format version the .blend file was saved withFile handler '%s' not foundFile handler not foundFile handler operator '%s' not foundFile is SavedFile nameFile name, overwrite existingFile not foundFile not found '%s'File pathFile path "%s" invalidFile path '%s' is not a valid fileFile path for image to denoise. If not specified, uses the render file path and frame range from the sceneFile path for image to mergeFile path for merged imageFile path property not setFile path was not setFile saved by newer Blender ({}), expect loss of dataFile sorting modeFile too long %sFile written by newer Blender binary (%d.%d), expect loss of data!File {!r} not foundFile/Asset BrowserFile:File: %sFile: *{:s} (unsaved)File: {:s}FileHandler idnameFilebrowser ParameterFilenameFilename '%s' too long (max length %zu, was %zu)Filename of the movie or sequence fileFilename of the text fileFilename onlyFilepathFilepath not setFilepath used for exporting the fileFilepath used for importing the fileFilesFillFill CapsFill ColorFill Color Override PathFill Color Override TestFill Color PathFill CurveFill HolesFill ModeFill OffsetFill OnlyFill OpacityFill RegionFill RimFill RotationFill RuleFill ScaleFill SegmentsFill Segments must be at least 1Fill SolverFill ThresholdFill Tile With Generated ImageFill TypeFill a selected edge loop with facesFill area with gradient colorFill area with image textureFill area with radial gradientFill area with solid colorFill camera frame, spilling outside the frameFill caps for beveled curvesFill color for the generated imageFill grid from two loopsFill holes after slicing the maskFill in holes (boundary edge loops)Fill in mask if nothing is already maskedFill in the cutFill internal areaFill inverted areaFill is fully transparentFill new tile with a generated imageFill only visible areas in viewportFill rule for Delaunay fill solverFill the Range Min/Max entries by the min/max distance between selected mesh objects and the source object (either a user-specified object or the active camera)Fill the active vertex color layer with the current paint colorFill the active vertex group with the current paint weightFill the current tile with a generated imageFill the holes at the tube ends with cap geometryFill the image with a grid for UV map testingFill the ripped regionFill the whole mask with a given value, or invert its valuesFill tool needs active materialFill with a specific colorFill with color the shape formed by strokesFillet CurveFillsFills the canvas edge-to-edge, cropping if needed, while maintaining aspect ratioFilmFilmicFilmic LogFilmic sRGBFilmlikeFilterFilter .blend filesFilter ActionsFilter Actions to be exportedFilter Add-onsFilter Alembic filesFilter AngleFilter Asset TypesFilter BlenderFilter Blender Backup FilesFilter Blender IDsFilter Brushes by ToolFilter ExtensionsFilter Extensions by Tags & RepositoryFilter Face MarksFilter FilesFilter FolderFilter FoldersFilter FontsFilter GlossyFilter ID TypesFilter ImagesFilter MatchFilter MoviesFilter NodeFilter OBJ filesFilter ObjectsFilter OpenVDB volume filesFilter OrderFilter PythonFilter Python filesFilter ScriptFilter SettingsFilter SizeFilter SoundFilter SourceFilter TextFilter Threshold to select problematic tracksFilter TypeFilter USD filesFilter Vertex groups for DisplayFilter VolumeFilter WidthFilter add-ons by categoryFilter archive filesFilter assets by nameFilter backup .blend filesFilter based on key bindingsFilter based on the operator nameFilter btx filesFilter by NameFilter by RepositoryFilter by TypeFilter by Type:Filter by add-on name, author & categoryFilter by extension name, author & categoryFilter by layer group nameFilter by name or tag, supports '*' wildcardFilter extensions by repositoryFilter feature lines based on face mark boundariesFilter feature lines using Freestyle face marksFilter foldersFilter font filesFilter image filesFilter kernel radius in voxelsFilter methodFilter movie filesFilter size of the visibility blur (Deprecated)Filter sound filesFilter strengthFilter textFilter text filesFilter that is going to be applied to the maskFilter the UI by tagsFilter to combined, diffuse, glossy, transmission and subsurface passesFilter tracks which has weirdly looking spikes in motion curvesFilter width in pixels, used to compute the bump mapping direction. For most textures the default value of 0.1 enables subpixel filtering for stable results. For stepwise textures a larger filter width can be used to get a bevel like effect on the edgesFiltering CollectionFiltersFilters to remove rows from the displayed dataFinalFinal 4×4 matrix after constraints and drivers are applied, in the armature object spaceFinal Cache SizeFinal ImagesFinal QualityFinal RenderFinal World MatrixFinal frame of the mask (used for sequencer)Final frame of the playback/rendering rangeFinal frame of the rangeFinal key configuration that combines keymaps from the active and add-on configurations, and can be edited by the userFinal transformation value of object or boneFinalize ScriptFindFind & ReplaceFind AllFind FileFind Link OperationsFind TextFind WrapFind all files in the search path (not just missing)Find boundary of unfilled instead of filled regionsFind edges on the boundaries between groups of faces with the same ID valueFind groups of vertices closer than dist and merge them togetherFind in FolderFind in StringFind sample positions on the curve using a distance from its beginningFind sample positions on the curve using a factor of its total lengthFind specified textFind specified text and set as selectedFind the closest point on the surface for the root point of every curve and move the root thereFind the control at the bone tail location and use it to relink TARGET or any constraints without an assigned subtarget or relink specFind the element of a geometry closest to a position. Similar to the "Index of Nearest" nodeFind the endpoint positions using a factor of each spline's lengthFind the endpoint positions using a length from the start of each splineFind the minimum number of steps, ignoring spatial distanceFind the nearest element in a group. Similar to the "Sample Nearest" nodeFind the number of times a given string occurs in another string and the position of the first matchFind the shortest paths along mesh edges to selected end vertices, with customizable cost per edgeFind/ReplaceFineFine tune of the texture mapping X, Y and Z locationsFinish operation on key releaseFinishingFinite VolumeFinnish - SuomiFireFire + SmokeFirstFirst FoundFirst Handle TypeFirst PointFirst Point IndexFirst QI value of the QI rangeFirst Rigid Body Object to be constrainedFirst and Last CopiesFirst coefficient of fourth order Brown-Conrady radial distortionFirst coefficient of second order Brown-Conrady tangential distortionFirst coefficient of second order Nuke distortionFirst coefficient of second order division distortionFirst coefficient of tangential Nuke distortionFirst coefficient of third order polynomial radial distortionFirst color used for effectFirst control point positions for new interpolated curvesFirst cubic spline control point between min/max speedsFirst frame from action to useFirst frame of path animationFirst frame of the Action to useFirst frame of the action's timelineFirst frame of the mask (used for sequencer)First frame of the playback/rendering rangeFirst frame of the rangeFirst frame of the segmentFirst frame to transferFirst input for the effect stripFirst keyframe used for reconstruction initializationFirst packed file of the imageFirst point of the screenshot in screenspaceFirst try to slide feather instead of vertexFirst vertex group nameFisheye EquidistantFisheye EquisolidFisheye LensFisheye Lens PolynomialFisheye Polynomial K0Fisheye Polynomial K1Fisheye Polynomial K2Fisheye Polynomial K3Fisheye Polynomial K4FitFit CurveFit LengthFit MethodFit TypeFit ViewFit entire image within the camera frameFit frame to the viewportFit the background image to the viewFit the duplicated objects to a curveFit to SelectedFit to the sensor heightFit to the sensor widthFit to the sensor width or height depending on image resolutionFits the image bounds inside the canvas, avoiding crops while maintaining aspect ratioFittingFix PolesFix ShearFix large jumps and flips in the selected Euler Rotation F-Curves arising from rotation values being clipped when baking physicsFix to CameraFixedFixed AlternateFixed AspectFixed CountFixed FrameFixed PositionFixed SubdivisionsFixed mesh for prim: %sFixed/SceneFlag grid of the fluid domainFlagsFlameFlame GridFlame RateFlame SmokeFlame fieldFlapsFlare LengthFlare OpeningFlare ParameterFlashFlash On TransferFlash VideoFlash the target object when transferring the modeFlatFlat Corner NormalsFlat FacesFlat ShadingFlat XY planeFlat open perimeter shapeFlatnessFlattenFlatten Bone HierarchyFlatten Bone Hierarchy. Useful in case of non decomposable transformation matrixFlatten HandlesFlatten HierarchyFlatten Object HierarchyFlatten Object Hierarchy. Useful in case of non decomposable transformation matrixFlatten angles of selected pointsFlatten angles of selected verticesFlatten handles for a smoother transitionFlatten selected facesFlee DistanceFlee to this distanceFlipFlip AxesFlip AxisFlip Color RampFlip ColorsFlip EffectFlip FacesFlip Group NamesFlip HorizontallyFlip MatCapFlip ModeFlip NamesFlip NormalsFlip PoseFlip U OffsetFlip UDIMFlip V OffsetFlip VerticallyFlip XFlip YFlip a fraction of copies along individual axesFlip a fraction of instances along individual axesFlip a matrix over its diagonal, turning columns into rows and vice-versaFlip an image along a defined axisFlip direction of UV coordinates inside facesFlip direction of face corner color attribute inside facesFlip effectFlip filling colorsFlip imageFlip image horizontallyFlip image verticallyFlip normals of lathed facesFlip on the X axisFlip on the Y axisFlip quaternion values to achieve desired rotations, while maintaining the same orientationsFlip selected keyframes over the selected mirror lineFlip the background image horizontallyFlip the background image verticallyFlip the direction of selected faces' normals (and of their vertices)Flip the imageFlip the image horizontallyFlip the image verticallyFlip the texture's X and Y axisFlip times of selected keyframes using the current frame as the mirror lineFlip times of selected keyframes using the first selected marker as the reference pointFlip times of selected keyframes, effectively reversing the order they appear inFlip to BottomFlip to LeftFlip to RightFlip to TopFlip values of selected keyframes (i.e. negative values become positive, and vice versa)Flip values of selected keyframes using the cursor value (Y/Horizontal component) as the mirror lineFlip vertex group namesFlippedFlipped on X-AxisFlippingFlipping regions in the Top-bar is not allowedFlips (and corrects) the axis suffixes of the names of selected bonesFlips the direction of the sliceFlips the tessellation of selected quadsFloatFloat (Full)Float (Half)Float ArrayFloat AttributeFloat Attribute ValueFloat BufferFloat ColorFloat Color AttributeFloat Color Attribute ValueFloat CurveFloat FieldFloat Icon PixelsFloat Image PixelsFloat Node SocketFloat Node Socket InterfaceFloat ThresholdFloat ValueFloat Vector AttributeFloat Vector Attribute ValueFloat action, representing either a digital or analog buttonFloat to IntegerFloat valueFloat2Float2 AttributeFloat2 Attribute ValueFloat3Floating RegionFloating point matrixFloating point quaternion rotationFloating-point number socket of a nodeFloating-point valueFloating-point value in geometry attributeFlockFlood fill the mesh with the selected detail settingFloorFloor ConstraintFloor LocationFloor ModeFlowFlow BehaviorFlow SettingsFlow SourceFlow TypeFluidFluid CollectionFluid DensityFluid FlowFluid Flow effector weightFluid InteractionFluid Level SetFluid ModifierFluid PresetsFluid VelocityFluid domain settingsFluid flow settingsFluid has some initial velocity when it is emittedFluid interaction radiusFluid rest densityFluid simulation modifierFluid: %s canceled at frame %d!Fluid: %s complete (%.2fs)Fluid: %s failed at frame %d: %sFluid: Could not create cache directory '%s', reset to default '%s'Fluid: Could not use default cache directory '%s', please define a valid cache path manuallyFluid: Empty cache path, reset to default '%s'FlushFlush edit data from active editing modesFlyFly & WalkFly SpeedFly Speed FactorFly modeFly mode when hands are swappedFly speed in meters per secondFoamFoam + BubblesFoam CoverageFoam FadeFoam Layer NameFoam and bubbles particles are saved in the same particle systemFocal LengthFocusFocus BoneFocus DistanceFocus Distance: %.3fFocus ModeFocus ObjectFocus RegionFocus on BoneFocus on ObjectFog GlowFog VolumeFolder to place texture files in. Relative to the .gltf fileFolder to search in for image filesFoldersFollowFollow B-BoneFollow Current FrameFollow CurveFollow LeaderFollow PathFollow Path ConstraintFollow Path constraint not foundFollow PreferencesFollow SceneFollow Surface NormalFollow TrackFollow Track ConstraintFollow UVs from active quads along continuous face loopsFollow XFollow ZFollow a boid or assigned objectFollow a custom transformation to define the VR view's base poseFollow current frame in editorsFollow forks in the parents chainFollow leader in a lineFollow mouse cursorFollow mouse cursor positionFollow object rotation onlyFollow shape of B-Bone segments when calculating Head/Tail positionFollow stroke drawing path and object rotationFollow the active scene camera to define the VR view's base poseFollow the curvature of the strokeFollow the transformation of an object to define the VR view's base poseFollow this object instead of a boidFontFont BoldFont Bold ItalicFont FilesFont ItalicFont Node SocketFont Node Socket InterfaceFont SizeFont StyleFont is not editableFont not packedFont not specifiedFont of the text. Falls back to the UI font by default.Font size in pointsFont size to use for displaying the labelFont size to use for displaying the textFont socket of a nodeFontsFonts DirectoryFoot PivotFootageFootage SettingsFooterFor All UsersFor Each ElementFor Each Element {} GeneratedFor Each Element {} MainFor Each Geometry ElementFor Each Geometry Element InputFor Each Geometry Element ItemFor Each Geometry Element OutputFor Each Geometry Element ZoneFor Grease Pencil objects, apply the modifier to all the keyframesFor Parallelogram, the relative X difference between the top and bottom edges. For Trapezoid, the amount to move the top edge in the positive X axisFor PoseBone paths, use the bone head location when calculating this pathFor RGB curves, the color that black is mapped toFor RGB curves, the color that white is mapped toFor Tree-IK: Weight of orientation control for this targetFor Tree-IK: Weight of position control for this targetFor a given incident vector A, surface normal B and ratio of indices of refraction, Ior, refract returns the refraction vector, RFor all WebP textures, create a PNG fallback textureFor backwards compatibility onlyFor bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)For box projection, amount of blend to use between sidesFor channels with cyclic extrapolation, keyframe insertion is automatically remapped inside the cycle time range, and keeps ends in sync. Curves newly added to actions with a Manual Frame Range and Cyclic Animation are automatically made cyclic.For colliders participating in physics simulation, control which level in the modifier stack is used as the collision surfaceFor constraints with names formed like 'base@bonename', use the part after '@' as the new subtarget after all bones are created. Use '@CTRL', '@DEF' or '@MCH' to simply replace the prefixFor curves, point clouds, and Grease Pencil, take the radius attribute into account when computing the bounds.For each action slot, a list of animation channels that are meant for that slotFor files with several movie streams, use the stream with the given indexFor libraries with overrides created, show the overridden values that are defined/controlled automatically (e.g. to make users of an overridden data-block point to the override data, not the original linked data)For mesh objects, merge UV coordinates that share a vertex to account for imprecision in some modifiersFor meshes with modifiers applied, the coordinate of the vertex with no deforming modifiers applied, as used for generated texture coordinatesFor meshes, outputs normals without custom normal attributes taken into accountFor multires, show low resolution while navigating the viewFor node-based textures, which output node to useFor points, the distance along the control point's spline, For splines, the distance along the entire curveFor points, the portion of the spline's total length at the control point. For Splines, the factor of that spline within the entire curveFor reactor systems, index of particle system on the target objectFor reactor systems, the object that has the target particle system (empty if same object)For security reasons, automatic execution of Python scripts in this file was disabled:For selected keyframes, select/deselect any combination of the key itself and its handlesFor templates, prevents the user from removing predefined operation (NOT USED)For transparent transmission, keep surfaces with roughness above the threshold opaqueForceForce AxisForce Backface CullingForce CollectionForce Connect ChildrenForce DeleteForce FalloffForce FieldForce Field 1Force Field 2Force Field SettingsForce FieldsForce IntersectionForce Keeping Channel for ObjectsForce Keeping Channels for BonesForce ReloadForce SquareForce Start/End KeyingForce a full reload of UI translationForce connection of children bones to their parent, even if their computed head/tail positions do not match (can be useful with pure-joints-type armatures)Force effector weightForce exporting animation on every object. Can be useful when using constraints or driver. Also useful when exporting only selectionForce exporting at least one key of animation for all bones (needed with some target applications, like UE4)Force field based on a textureForce field of the fluid domainForce gets absorbed by collision objectsForce loaded ID to be tagged as indirectly linked (used in reload context only)Force reload the image if it is already opened elsewhere in BlenderForce the curve view to fit a defined boundaryForce the path view to fit a defined boundaryForce unlock failed: {:s}Force unlocking may be necessary in the case of a crash or power failure,Force updates of dependencies - Only use this if drivers are not updating correctlyForce using this center value (when set)Forcefield based on the Lennard-Jones potentialForcefield depends on the speed of the particlesForcesForces Rigify to delete and rebuild all of the rig widget objects. By default, already existing widgets are reused as-is to facilitate manual editingForces all linked data to be considered as directly linked. Workaround for current issues/limitations in BAT (Blender studio pipeline tool)Forces the use of Auto Merge and SplitForegroundForeground color of Debug iconForeground color of Error iconForeground color of Info iconForeground color of Operator iconForeground color of Property iconForeground color of Warning iconForkedForm of curvesFormatFormat ItemsFormat PresetsFormat StringFormat String ItemFormat contains unsupported "{}" character: "{}"Format of multiview mediaFormat of timecode displayed when not displaying timing in terms of framesFormat specifier is not closed: "{}"Format string using a Python and path template compatible syntax. For example, "Count: {}" would replace the {} with the first input value.Format used for re-saving this fileFormat uses more inputs than provided.Formatted string of file extensions supported by the file handler, each extension should start with a "." and be separated by ";". For Example: ``".blend;.ble"``Fortune (may look better, less accurate)ForwardForward AxisForward Path TracingForward the output of the simulation input node directly to the output node and ignore the nodes in the simulation zoneForward/BackwardFound conflicting bundle signaturesFound conflicting closure signaturesFournier-ForandFournier-Forand phase function, used for the scattering of light in underwater environmentsFourthFourth coefficient of fourth order Brown-Conrady radial distortionFoveon (Sigma)FractalFractal Brownian Motion, use Brownian noise as a basisFractal noise algorithmFractal randomness factorFractionFraction ModeFraction of light that is scattered backwardsFraction of pheomelanin in melanin, gives yellowish to reddish color, as opposed to the brownish to black color of eumelaninFractional ObstaclesFractional obstacles improve and smoothen the fluid-obstacle boundaryFrameFrame %dFrame %d / %dFrame %d: %sFrame '%s' not found, animation must be completeFrame Based SpeedFrame CountFrame DroppingFrame EndFrame File PathFrame InterpolationFrame LockedFrame Map NewFrame Map OldFrame MethodFrame NodeFrame NumberFrame NumbersFrame OffsetFrame OverlayFrame RangeFrame Range BeforeFrame Range StartFrame RateFrame Rate PresetsFrame RelativeFrame ScaleFrame SelectedFrame Selected NodesFrame Selection in the Dope SheetFrame StartFrame StepFrame TypeFrame already exists on frame number %dFrame already exists on this frame number %dFrame at which simulations endFrame at which simulations startFrame currently being displayed for this layerFrame does not exist on frame number %dFrame for absolute keysFrame is selected for editing in the Dope SheetFrame not found in annotation layerFrame number marker is keyframed onFrame number of input stripFrame number of keyframe immediately after the current frameFrame number of keyframe immediately before the current frameFrame number of the input stripFrame number that volume grids will be loaded at, based on scene time and volume parametersFrame number to start emitting particlesFrame number to stop emitting particlesFrame of referenced Action to evaluateFrame offset that is used when loading the simulation from the cache. It is not considered when baking the simulation, only when loading it.Frame on which the simulation startsFrame on which the simulation starts (first frame baked)Frame on which the simulation stopsFrame on which the simulation stops (last frame baked)Frame player from IRIDASFrame player from Tweak SoftwareFrame start/end specified in a non-animation renderFrame that modifier's influence ends (if Restrict Frame Range is in use)Frame that modifier's influence ends (if applicable)Frame that modifier's influence starts (if Restrict Frame Range is in use)Frame that modifier's influence starts (if applicable)Frame the property under the cursor in the Graph EditorFrame the whole array property instead of only the index under the cursorFrame this control-point occurs onFrame to end rendering animation at. If not specified, the scene end frame will be assumed. This should only be specified if doing an animation renderFrame to insert keyframe onFrame to start rendering animation at. If not specified, the scene start frame will be assumed. This should only be specified if doing an animation renderFrame to stop propagating frames to (for 'Before Frame' mode)Frame where key will be addedFrame where selected strips will be snappedFrame where selected strips will be splitFrame where the baking endsFrame where the baking startsFrame:Frame: %dFrame: %d / %dFrame: - / %dFrame: {:d} ({:s})FrameCyclerFramerate baseFramerate, expressed in frames per secondFramesFrames AfterFrames BeforeFrames LimitFrames in absolute range of the scene frameFrames in relative range of the Grease Pencil keyframesFrames per secondFrames to insert after current stripFrames {} - {}Frames: {}FreeFree AxisFree Entire Fluid SimulationFree Fluid DataFree Fluid GuidingFree Fluid MeshFree Fluid NoiseFree Fluid ParticlesFree HandleFree Handle SelectedFree LookFree Lossless Audio CodecFree the bake, rather than generating itFreehand annotation sketchbookFreehand curve defining part of a sketchFreehand curves defining the sketch on this frameFreeing fluid...FreestyleFreestyle AlphaFreestyle AnimationFreestyle ColorFreestyle GeometryFreestyle LineFreestyle Line SetFreestyle Line StyleFreestyle LinestylesFreestyle MarkFreestyle ModuleFreestyle SettingsFreestyle StrokesFreestyle TextureFreestyle ThicknessFreestyle line style, reusable by multiple line setsFreestyle settings for a ViewLayer data-blockFreestyle: Mesh loadingFreestyle: Stroke renderingFreestyle: View map creationFreestyleLineStyleNewFreestyleLineStyleSmoothFreeze CullingFreeze OperatorFreeze view culling boundsFrench - FrançaisFrequencyFrequency Cutoff (Hz)Frequency factor of the braidsFrequency factor of the curlsFrequency of the Perlin noiseFrequency of the haptic vibration in hertz. 0.0 specifies the OpenXR runtime's default frequency.FresnelFresnel TypeFresnel conductor based on the complex refractive index per color channelFresnel method used to tint the metalFribidi LibraryFrictionFriction FactorFriction for cloth collisionsFriction force if a collision happened (higher = less movement)Friction with self contactFriendFrizzFrizz Hair CurvesFromFrom ActiveFrom Current FrameFrom EnvelopesFrom InstancerFrom LeftFrom MaxFrom Maximum XFrom Maximum YFrom Maximum ZFrom MinFrom Minimum XFrom Minimum YFrom Minimum ZFrom MixFrom ModeFrom NodeFrom RightFrom ShadowFrom SocketFrom active nodeFrom an ellipsoid (shape defined by the boundbox's dimensions, target is optional)From nodeFrom node linked to selected nodeFrom socketFrom socket linked to selected nodeFrom the first keyframe to the lastFrom the first selected keyframe to the lastFrontFront (X-Z)Front Faces OnlyFront OrthographicFront PerspectiveFront-Face FalloffFront/BackFuelFuel fieldFullFull Collection HierarchyFull CopyFull Global IlluminationFull ID name in the library .blend file (including the two leading 'id type' chars)Full Library PathFull NameFull PathFull SMPTE timecode (format is HH:MM:SS:FF)Full SampleFull merge by distanceFull path to the Blender file containing the active assetFull precisionFull precision for final renders, half precision otherwiseFull resolutionFullframeFunction NodeFur MaterialFurlongsFuzziness while on collision, high values make collision handling faster but less stableFuzzyGGXGGX with additional correction to account for multiple scattering, preserve energy and prevent unexpected darkening at high roughnessGL Texture LimitGLSLGPUGPU BackendGPU ComputeGPU InstancesGPU SubdivisionGPU backend to use (requires restarting Blender for changes to take effect)GP_LayerGP_PaletteGPencilAdditiveGPencilAirbrushGPencilAllGPencilAnchoredGPencilAutomatic EasingGPencilBackGPencilBothGPencilBounceGPencilBoundaryGPencilBreakdownGPencilBrush TypeGPencilCaps TypeGPencilCast ShadowGPencilCircularGPencilCloneGPencilClosure ModeGPencilConcurrentGPencilCubicGPencilCurveGPencilCustomGPencilDissolveGPencilDissolve BetweenGPencilDissolve UnselectGPencilDotsGPencilDrag DotGPencilDynamic EffectsGPencilEase InGPencilEase In and OutGPencilEase OutGPencilEasingGPencilEasing (by strength)GPencilElasticGPencilExponentialGPencilExtendGPencilExtremeGPencilFillGPencilFill StyleGPencilFilter by TypeGPencilFlatGPencilGPencilGPencilGeneratedGPencilGrabGPencilGradientGPencilIlluminatedGPencilIlluminated (Enclosed Shapes)GPencilInterpolationGPencilJitterGPencilKeyframeGPencilKeyframe TypeGPencilKeyframesGPencilLineGPencilLineArtGPencilLinearGPencilMaterial ModeGPencilMixGPencilModeGPencilMoving HoldGPencilNewGPencilNoneGPencilPinchGPencilPointGPencilPushGPencilQuadraticGPencilQuarticGPencilQuinticGPencilRadiusGPencilRandomizeGPencilRoundGPencilSequentialGPencilShadedGPencilShadow Region FilteringGPencilSinusoidalGPencilSmoothGPencilSolidGPencilSpaceGPencilStepsGPencilStrengthGPencilStrokeGPencilStroke MethodGPencilStroke ModeGPencilStroke StyleGPencilSuzanneGPencilTextureGPencilThicknessGPencilTwistGPencilTypeGPencilWaveGPencil Interpolation: GPencil Sculpt SettingsGabor TextureGainGamepadGammaGamma CorrectedGamma Crossfade StripGamma correctedGamma correction factor applied after tone mappingGamma correction value, applied as color^gamma. Gamma controls the relative intensity of the mid-tones compared to the full black and full whiteGapGap 1Gap 2Gap 3Gap ClosureGap between successive frequenciesGap between successive frequencies. Depth needs to be greater than 0 for this to have an effectGarbageGarbage Collection RateGarbage MatteGasGaussianGaussian Blur EffectGaussian Blur StripGaussian Blur effectGaussian filterGeneralGeneral InfoGeneral Mass valueGeneral OverrideGeneral data-block management operationsGeneral media friction for point movementsGeneral properties for Grease Pencil stroke sculpting toolsGeneral settingsGeneral type of the attributeGenerateGenerate 'in-betweens' to smoothly interpolate between Grease Pencil framesGenerate 'internal' previews (materials, textures, images, etc.)Generate ControlGenerate Data LayersGenerate Deform BoneGenerate FoamGenerate Gabor noiseGenerate Hair CurvesGenerate Line Art from scene geometriesGenerate Line Art strokes from selected sourceGenerate NormalsGenerate SkinGenerate Spray MapGenerate UV attribute data on the curve geometryGenerate UVsGenerate Worley noise based on the distance to random points. Typically used to generate textures such as stones, water, or biological cellsGenerate a 2D Bézier spline from the given control points and handlesGenerate a MaterialX network representation of the materialsGenerate a UV map based on seam edgesGenerate a blank imageGenerate a bokeh type blur similar to Defocus. Unlike defocus an in-focus region is defined in the compositorGenerate a checkerboard textureGenerate a circular ring of edgesGenerate a cone meshGenerate a cuboid mesh with variable side lengths and subdivisionsGenerate a curve from a meshGenerate a curve using a factorized or expanded polynomialGenerate a curve using standard math functions such as sin and cosGenerate a cylinder meshGenerate a default UV mapGenerate a dense volume with a field that controls the density at each grid voxel based on its positionGenerate a dirt map gradient based on cavityGenerate a factor value (from 0.0 to 1.0) between scene start and end time, using a curve mappingGenerate a fog volume sphere around every pointGenerate a input node socketGenerate a mesh on the "surface" of a volumeGenerate a mesh on the "surface" of a volume gridGenerate a mesh on the XY plane with faces on the inside of input curvesGenerate a mesh vertex for each point cloud pointGenerate a more accurate cryptomatte passGenerate a moving ocean surfaceGenerate a new surface with regular topology that follows the shape of the input meshGenerate a normal vector and a dot productGenerate a output node socketGenerate a paragraph of text with a specific font, using a curve instance to store each characterGenerate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfacesGenerate a perturbed normal from an RGB normal map image. Typically used for faking highly detailed surfacesGenerate a placeholder (empty ID) if not found in any library filesGenerate a planar mesh on the XY planeGenerate a point cloud by sampling positions along curvesGenerate a point cloud from a mesh's verticesGenerate a point cloud from a volume grid's active voxelsGenerate a point cloud with positions and radii defined by fieldsGenerate a poly spline arcGenerate a poly spline circleGenerate a poly spline for each input splineGenerate a poly spline in a parabola shape with control points positionsGenerate a poly spline in a spiral shapeGenerate a poly spline in a star pattern by connecting alternating points of two circlesGenerate a poly spline line with two pointsGenerate a polygon with four pointsGenerate a procedural sky textureGenerate a procedural texture producing bricksGenerate a psychedelic color textureGenerate a randomized integer using the given input value as a seedGenerate a reference to geometry at each of the input points, without duplicating its underlying dataGenerate a rig from the active metarig armatureGenerate a separate IK toe control for better IK/FK snappingGenerate a slider to pivot forward heel roll on the tip rather than the base of the toeGenerate a spherical mesh that consists of equally sized trianglesGenerate a spherical mesh with quads, except for triangles at the top and bottomGenerate a string representation of the given input valueGenerate a tangent direction for the Anisotropic BSDFGenerate an FK control chainGenerate an FK control chain for the tentacleGenerate an OBJ group for each part of a geometry using a different materialGenerate an OSL shader from a file or text data-block. Note: OSL shaders are not supported on all GPU backendsGenerate an approximate USD Preview Surface shader representation of a Principled BSDF node networkGenerate an arbitrary number copies of each selected input elementGenerate and export Mantaflow script from current domain settings during bake. This is only needed if you plan to analyze the cache (e.g. view grids, velocity vectors, particles) in Mantaflow directly (outside of Blender) after baking the simulation.Generate approximate caustics in shadows of refractive surfaces. Lights, caster and receiver objects must have shadow caustics options set to enable thisGenerate collections' previewsGenerate corner angle weighted normalsGenerate dot-dash styled strokesGenerate face area weighted normalsGenerate feature lines for this collectionGenerate feature lines for this object's dataGenerate floating-point bufferGenerate foam mask as a vertex color channelGenerate fractal Perlin noiseGenerate hard noise (sharp transitions)Generate image with bokeh shape for use with the Bokeh Blur filter nodeGenerate interpolated color and intensity values based on the input vectorGenerate intersection lines even with objects that disabled intersectionGenerate light/shadow separation lines from a reference light objectGenerate map of spray direction as a vertex color channelGenerate matte for individual objects and materials using Cryptomatte render passesGenerate motion paths for the selected objectsGenerate multiple strokes around original strokesGenerate multiple strokes from one strokeGenerate new curves on points by interpolating between existing curvesGenerate new keys to fix the selected object/bone to the camera on unkeyed framesGenerate new mesh topology based on the current shapeGenerate new vertices, edges, or faces from selected elements and move them based on an offset while keeping them connected by their boundaryGenerate noise wobble in Grease Pencil strokesGenerate objects' previewsGenerate ocean surface geometry at the specified resolutionGenerate points at the origins of instances. Note: Nested instances are not affected by this nodeGenerate points inside a volumeGenerate points inside a volume gridGenerate points spread out on the surface of a meshGenerate procedural bands or rings with noiseGenerate scenes' previewsGenerate selected .blend file's previewsGenerate sloped corners by adding geometry to the mesh's edges or verticesGenerate smooth groups identifiers for each group of smooth faces, as unique integer values by defaultGenerate soft noise (smooth transitions)Generate strokes from Freestyle marked edgesGenerate strokes from a range of occlusion levelsGenerate strokes from borders between materialsGenerate strokes from contours linesGenerate strokes from creased edgesGenerate strokes from intersectionsGenerate strokes from loose edgesGenerate strokes from the objects in this collectionGenerate strokes from this objectGenerate system information, saved into a text fileGenerate tangent directions based on a UV mapGenerate values using a built-in functionGenerate vertex weights based on distance to objectGenerate vertex weights based on stroke angleGenerate vertices in a line and connect them with edgesGeneratedGenerated CoordinatesGenerated GeometryGenerated HeightGenerated KeyframeGenerated Keyframe SelectedGenerated MatrixGenerated TypeGenerated WidthGenerated coordinates centered to flow objectGenerated coordinates in parent object spaceGenerated grid to test UV mappingsGenerated imageGenerated image heightGenerated image typeGenerated image widthGenerated improved UV grid to test UV mappingsGenerated intermediate points for very fast mouse movements (Set to 0 to disable)Generated normals weighted by both face area and angleGenerated transform matrix in world spaceGenerates a new set of random colors to render the face sets in the viewportGenerates a symmetrical mesh using the mesh symmetry configurationGenerates new hair curves on a surface meshGenerates normals with round corners. Note: only supported in Cycles, and may slow down rendersGenerating Cycles/EEVEE compatible material, but won't be visible with {:s} engineGenerating StudioLight icon...Generating icon preview...Generating shader preview...Generating shader previews...Generating strip previews...Generating strip thumbnails...GenerationGeneration ItemsGeneration has thrown an exception: Generative Modifiers Detected!Generator F-ModifierGenericGeneric Quantization BitsGeneric SpringGeneric data that is not color, will not apply any color transform (e.g. normal maps)Generic sculpt expand operatorGeodesicGeodesic StepGeometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion.Geometries to merge together by concatenating their elementsGeometryGeometry AttributeGeometry Attribute ConstraintGeometry ComponentGeometry Custom GroupGeometry DataGeometry End FactorGeometry InputGeometry Item TypeGeometry ModifiersGeometry NodeGeometry Node EditorGeometry Node SocketGeometry Node Socket InterfaceGeometry Node TreeGeometry NodesGeometry Nodes Instances (Experimental)Geometry Nodes ListsGeometry OffsetGeometry ProcessingGeometry ProximityGeometry SamplesGeometry SetGeometry SpaceGeometry Start FactorGeometry ThresholdGeometry attributeGeometry attribute that stores 2D integer vectorsGeometry attribute that stores 8-bit integersGeometry attribute that stores RGBA colors as floating-point values using 32-bits per channelGeometry attribute that stores RGBA colors as positive integer values using 8-bits per channelGeometry attribute that stores a 4 by 4 float matrixGeometry attribute that stores booleansGeometry attribute that stores floating-point 2D vectorsGeometry attribute that stores floating-point 3D vectorsGeometry attribute that stores floating-point valuesGeometry attribute that stores integer valuesGeometry attribute that stores rotationGeometry attribute that stores stringsGeometry attributesGeometry cannot be retrieved from the edited object itselfGeometry cannot be retrieved from the modifier objectGeometry color attributesGeometry components:Geometry domain that is iterated overGeometry element type to instance onGeometry generated in the current iteration. Will be joined with geometries from all other iterationsGeometry modifier '%s' could not be removedGeometry modifiers for changing line geometriesGeometry nodesGeometry process to apply after each displacement stepGeometry socket of a nodeGeometry that is instanced on the pointsGeometry that is instanced on the scattered pointsGeometry to InstanceGeometry to OriginGeometry to add to the end of each curveGeometry to add to the start of each curveGeometry to assign a material toGeometry to cast rays ontoGeometry to compute the bounding box of. Instances have to be realized before the full bounding box can be computedGeometry to delete elements fromGeometry to duplicate elements ofGeometry to evaluate the given fields and store the resulting attributes on. All geometry types except volumes are supportedGeometry to find the closest point onGeometry to get the bundle ofGeometry to get the domain sizes of. Only the root geometry is considered, not nested instancesGeometry to get the statistics fromGeometry to override the bundle ofGeometry to override the name ofGeometry to remove attributes fromGeometry to replace materials onGeometry to sample a value onGeometry to scale elements ofGeometry to set the smoothness ofGeometry to sort the elements ofGeometry to split into instancesGeometry to split into separate componentsGeometry to split into two partsGeometry to store a new attribute with the given name onGeometry to transformGeometry to update the ID attribute onGeometry to update the material indices onGeometry to update the selection ofGeometry used for the hair tie instance (priority)Geometry whose elements are iterated overGeometry whose instances are (partially) realizedGeometryNodesGeorgian - ქართულიGerman - DeutschGet Bundle ItemGet ExtensionsGet Geometry BundleGet List ItemGet Named GridGet away from assigned object or loudest assigned signal sourceGet the bundle of a geometryGet the node tree path as a stringGet volume grid from a volume geometry with the specified nameGetting StartedGhostGhostsGigawattsGimbalGive access to the possible event values of this modal keymap's items (#KeyMapItem.propvalue), for API introspectionGive birth to unreacted particles eventuallyGive path length a random variationGive randomness to the modified F-CurveGive the particle life a random variationGive the particle size a random variationGive the starting velocity a random variationGizmoGizmo AGizmo BGizmo Group PropertiesGizmo HighlightGizmo PrimaryGizmo PropertiesGizmo SecondaryGizmo SizeGizmo View AlignGizmo group '%s' has 'PERSISTENT' option set!Gizmo group '%s' not found!Gizmo group this gizmo is a member ofGizmo group type '%s' not found!Gizmo target '%s.%s' expects '%s', '%s.%s' is '%s'Gizmo target property '%s.%s' expects an array of length %dGizmo target property '%s.%s' expects an array of length %d, found %dGizmo target property '%s.%s' not foundGizmo target property '%s.%s', index %d must be below %dGizmo to adjust camera focal length or orthographic scaleGizmo to adjust camera focus distance (depends on limits display)Gizmo to adjust image size and positionGizmo to adjust locationGizmo to adjust rotationGizmo to adjust scaleGizmo to adjust spot and area sizeGizmo to adjust the direction of the lightGizmo to adjust the force fieldGizmoType '%s' is for a 3D gizmo-group. The 'draw_select' callback is set where only 'test_select' will be used.GizmoType '%s' not knownGizmosGizmos for the active modifierGizmos hidden in this viewGizmos:GlareGlass (Broken)Glass (Solid)Glass BSDFGlass-like shader mixing refraction and reflection at grazing anglesGlob FilterGlobalGlobal +X AxisGlobal +Y AxisGlobal +Z AxisGlobal -X AxisGlobal -Y AxisGlobal -Z AxisGlobal CoordinatesGlobal GravityGlobal HairGlobal IlluminationGlobal Influence:Global TransformGlobal TypeGlobal UndoGlobal XGlobal YGlobal ZGlobal bar at the bottom of the screen for general status informationGlobal bar at the top of the screen for global per-window settingsGlobal child particles percentageGlobal child particles percentage during renderingGlobal gravity weightGlobal index of the item among all items in the interfaceGlobal influence of current modifications on vgroupGlobal maximum subdivision levelGlobal maximum subdivision level during renderingGlobal preferencesGlobal scene frame number at which this movie starts playing (affects all data associated with a clip)Global spacing between charactersGlobal starting frame of the movie/sequence, assuming first picture has a #1Global starting frame of the sequence, assuming first has a #1Global undo works by keeping a full copy of the file itself in memory, so takes extra memoryGlobally adjust detail for volume rendering, on top of automatically estimated step size. Higher values reduce render time, lower values render with more detailGlobally disable in planar light probesGlobally disable in rendersGlobally disable in renders • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in renders • Shift to set childrenGlobally disable in spherical light probesGlobally disable in viewportsGlobally disable in viewports • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in viewports • Shift to set childrenGlobally disable in volume probesGlossGlossyGlossy BSDFGlossy BouncesGlossy ColorGlossy DepthGlossy DirectGlossy IndirectGlossy VisibilityGlossy refraction with sharp or microfacet distribution, typically used for materials that transmit lightGlowGlow ColorGlow EffectGlow StripGlow UnderGlow effectGlow modeGlow only areas with alpha (not supported with Regular blend mode)Glue ModeGlue rigid bodies togetherGo to assigned object or loudest assigned signal sourceGo to closest enemy and attack when in rangeGo to parent node treeGo to pose mode to copy pose bone colorsGoalGoal (vertex target position) frictionGoal (vertex target position) spring stiffnessGoal DampingGoal DefaultGoal MaximumGoal MinimumGoal StiffnessGoal Vertex GroupGoal distance between curve roots for the Density brushGoal maximum, vertex group weights are scaled to match this rangeGoal maximum, vertex weights are scaled to match this rangeGoal minimum, vertex group weights are scaled to match this rangeGoal minimum, vertex weights are scaled to match this rangeGoal objectGoldGoldenGolden RatioGolden Triangle AGolden Triangle BGoodGood for re-importing glTFs exported from Blender, and re-exporting glTFs to glTFs after Blender editing. Bone tips are placed on their local +Y axis (in glTF space)Good smoothness and speedGpencil SettingsGrabGrab Active VertexGrab CursorGrab SilhouetteGrab UVsGrabs trying to automask the silhouette of the objectGradientGradient ColorsGradient Fill ModeGradient High/OffGradient LowGradient MappingGradient SpacingGradient Stroke ModeGradient TextureGradient TypeGradient WidthGradient from the center of Dot and Box strokes (set to 1 for a solid stroke)Gradient tinting colorsGramsGranite (Broken)Granite (Solid)Graph EditorGraph Editor 2D-Value cursor - X-Value componentGraph Editor 2D-Value cursor - Y-Value componentGraph Editor instance has some ghost curves storedGraph Editor space dataGraph Editor/DriversGraphical definition equalizationGraphical definition in 2 sectionsGraphical definition in 3 sectionsGraphics driver and operating system settingsGraphsGrave Accent / Tilde ActionGravelGravitationGravityGravity FactorGravity FalloffGravity in X, Y and Z directionGravity or external force vectorGray ScaleGrayscaleGrayscale image texture used to remove scattered instancesGrease PencilGrease Pencil Brush SettingsGrease Pencil ColorGrease Pencil Color ModifierGrease Pencil Dash ModifierGrease Pencil DrawGrease Pencil DrawingGrease Pencil Edit ModeGrease Pencil Envelope ModifierGrease Pencil Eraser RadiusGrease Pencil Euclidean DistanceGrease Pencil FrameGrease Pencil FramesGrease Pencil GroupGrease Pencil InterpolateGrease Pencil Interpolate SettingsGrease Pencil KeyframeGrease Pencil Lattice ModifierGrease Pencil LayerGrease Pencil Layer GroupGrease Pencil LayersGrease Pencil Manhattan DistanceGrease Pencil Mask LayersGrease Pencil Masking LayersGrease Pencil Material SlotsGrease Pencil Mirror ModifierGrease Pencil Noise ModifierGrease Pencil Object does not support this set origin operationGrease Pencil ObjectsGrease Pencil Offset ModifierGrease Pencil OpacityGrease Pencil Opacity ModifierGrease Pencil OptionsGrease Pencil PaintGrease Pencil RenderGrease Pencil SculptGrease Pencil Sculpt GuideGrease Pencil Sculpt ModeGrease Pencil Sculpt PaintGrease Pencil SettingsGrease Pencil Texture ModifierGrease Pencil Thickness ModifierGrease Pencil Time ModifierGrease Pencil Tint ModifierGrease Pencil VertexGrease Pencil Vertex PaintGrease Pencil Vertex Paint StrokesGrease Pencil Vertex SelectGrease Pencil Vertex SizeGrease Pencil Weight PaintGrease Pencil Weight Paint StrokesGrease Pencil Wire EditGrease Pencil build modifierGrease Pencil color settings for materialGrease Pencil component containing layers and curves dataGrease Pencil data to convert to curvesGrease Pencil data to merge layers ofGrease Pencil data-blockGrease Pencil data-blocksGrease Pencil framesGrease Pencil from Curve or Mesh objectsGrease Pencil layer groupsGrease Pencil layer is visible in the viewportGrease Pencil layer to which assign the generated strokesGrease Pencil layersGrease Pencil length modifierGrease Pencil material assigned to the generated strokesGrease Pencil node in the layer tree. Either a layer or a groupGrease Pencil settings for the sceneGrease Pencil subdivide modifierGrease Pencil to CurvesGrease Pencil to change the color ofGrease Pencil to set the depth order ofGrease Pencil to set the softness ofGrease Pencil wireframe color when in edit modeGrease Pencil(s)Grease Pencil: {} layersGreasePencilGreaterGreater ThanGreater Than ModeGreater Than or EqualGreek - ΕλληνικάGreenGreen ChannelGreen channelGreen component of the color fieldGreen-MagentaGreen:GreyGreyscaleGridGrid 1Grid 2Grid ColorGrid CurlGrid Dilate & ErodeGrid DisplayGrid DivergenceGrid FillGrid GradientGrid InfoGrid LaplacianGrid LevelsGrid LinesGrid MeanGrid MedianGrid NameGrid Over ImageGrid RandomnessGrid ScaleGrid Scale UnitGrid Shape SourceGrid SubdivisionsGrid aligns with pixels from imageGrid allows horizontal and vertical linesGrid allows isometric and vertical linesGrid cell size scaled by scene unit system settingsGrid in the volume object that is converted to a meshGrid to MeshGrid to PointsGrid tree is loaded in memoryGrid type not supportedGridlinesGridsGround AlbedoGround color that is subtly reflected in the skyGroupGroup '{}' ({})Group AddGroup IDGroup IndexGroup InputGroup NameGroup NodeGroup OutputGroup RemoveGroup Socket NodeGroup SocketsGroup by NLA TrackGroup faces into regions surrounded by the selected boundary edgesGroup of Grease Pencil layersGroup of ID propertiesGroup of geometry attributesGroup of vertices, used for armature deform and other purposesGroup selected strips into a meta-stripGroupingGrouping MethodGroupings of F-Curves for display purposes, in e.g. the dopesheet and graph editorGroupsGroups of F-CurvesGrowGrow Face SetGrow MaskGrow VisibilityGrow or shrink curves by changing their size uniformly instead of using trimming or extrapolationGrow the selection by one pointGrow the visibility by one face based on mesh topologyGrows the face set boundary by one face based on mesh topologyGuess Original Bind PoseGuideGuide CurvesGuide Direct LightGuide DistanceGuide Group IDGuide HairsGuide IndexGuide MapGuide MaskGuide ModeGuide ParentGuide SelectionGuide UpGuide VelocityGuide curves or points used for the selection of guide curvesGuide index map that was used for the operationGuide index map to be used. This input has priorityGuide spacingGuide velocity field of the fluid domainGuide-free time from particle life's endGuided diffuse BSDF component based on the incoming light distribution and the cosine product (closed form product)GuidesGuides for drawingGuidingGuiding Distribution TypeGuiding LinesGuiding Roughness ThresholdGuiding modeGuiding size (higher value results in larger vortices)Guiding sourceGuiding velocity factor (higher value results in greater guiding velocities)Guiding weight (higher value results in greater lag)HH.264H.265 / HEVCH264 in MP4H264 in MatroskaH264 in Matroska for scrubbingHDRHDR display not supportedHDR needs 10 or 12 bitsHDR needs H.265 or AV1HDRIsHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT enables AMD hardware ray tracing on RDNA2 and aboveHP Reverb G2HSLHSVHSV (Hue, Saturation, Value) color spaceHSV Limit ChannelHTC Vive CosmosHTC Vive FocusHTJ2KHairHair Attachment InfoHair BSDFHair BSDF component to useHair CurvesHair Curves NoiseHair DynamicsHair Dynamics PresetsHair Grid MaximumHair Grid MinimumHair Grid ResolutionHair LengthHair MaterialHair RadiusHair ShapeHair TieHair Tie Input TypeHair Tie ScaleHair curve data-blocksHair data-block for hair curvesHair dynamics disabledHair keys are in global coordinate spaceHair pigment. Specify its absolute quantity between 0 and 1Hair roughness. A low value leads to a metallic lookHair stiffness for effectorsHair strandsHalfHalf Float PrecisionHaloHandleHandle 1Handle 1 LocationHandle 1 TypeHandle 1 selectedHandle 1 selection statusHandle 2Handle 2 LocationHandle 2 TypeHandle 2 selectedHandle 2 selection statusHandle All EventsHandle LengthHandle Overlapping EdgesHandle SmoothingHandle TypeHandle Type SelectionHandle Type Selection nodeHandle VertexHandle Vertex SelectHandle Vertex SizeHandle area action zones for mouse actions/gesturesHandle clicks to select NLA StripsHandle clicks to select NLA tracksHandle dropping an extension URLHandle each pixel color as individual vector for displacement (area plane mapping only)Handle mouse clicks over animation channelsHandle mouse clicks to select and activate itemsHandle the text behavior when it does not fit in the text boxesHandle typeHandle type for handles of new keyframesHandle typesHandlesHaptic AmplitudeHaptic DurationHaptic FrequencyHaptic Match User PathsHaptic NameHaptic application modeHaptic duration in seconds. 0.0 is the minimum supported duration.Haptic modeHaptic vibration output action, to be applied with a duration, frequency, and amplitudeHardHard LightHard coded Non-Linear, Gamma:1.7HardenHarden NormalsHardnessHardness FactorHarmonicHarmonic DampingHarmonic effector weightHarmonious Triangle AHarmonious Triangle BHarmonyHas AccumulateHas AlphaHas Auto SmoothHas Auto-Smooth PressureHas BundleHas ColorHas Crease/Pinch FactorHas Custom NormalsHas DataHas Data-BlockHas DirectionHas DyntopoHas Ghost CurvesHas GravityHas HardnessHas Hardness PressureHas HeightHas IKHas JitterHas LayersHas Linear Color SpaceHas MaximumHas MinimumHas Motion PathsHas NeighborHas Normal RaidusHas OverlayHas PersistenceHas Pinch FactorHas Plane DepthHas Plane HeightHas Plane OffsetHas RadiusHas Rake FactorHas Random Texture AngleHas Sculpt PlaneHas Secondary ColorHas Size PressureHas Smooth StrokeHas Space AttenuationHas SpacingHas Specular HighlightHas Strength PressureHas Texture Angle SourceHas TiltHas Topology RakeHas ViewHas WeightHas export collectionsHas the current session been saved to disk as a .blend fileHas unsaved changesHashHash ValueHash of compile bytecode, for quick equality checkingHash of the compiled bytecode of the custom shader, for quick equality checkingHash table containing node instance dataHash: {:s}Have recent edits been saved to diskHeadHead SelectHead/TailHeaderHeader BackgroundHeader PositionHeader TextHeader Text HighlightHeader and side bars visibility togglesHeader seek failedHeadsHealthHeatHeat GridHebrew - תירִבְעִHectogramsHeel IK InfluenceHeightHeight (in domain grid units) of fluid emission above the mesh surface. Higher values result in emission further away from the mesh surface. If this value and the emitter size are smaller than the domain grid unit, fluid will not be createdHeight MinHeight above surface. Connect the height map texture to this inputHeight from sea levelHeight of marker's pattern in screen coordinatesHeight of marker's search in screen coordinatesHeight of the created planeHeight of the generated coneHeight of the nodeHeight of the waveHeight:Helicopter ModeHelpHelper to draw smooth and clean lines. Press Shift for an invert effect (even if this option is not active)HelpersHenyey-GreensteinHenyey-Greenstein, default phase function for the scattering of lightHeptagonalHertzHetero TerrainHeuristic for placing bones. Tries to make bones prettyHexHex triplet for color (#RRGGBB).Hex triplet for color with alpha (#RRGGBBAA).HexagonalHexagonal GridHiddenHidden %dHideHide (un)selected UV verticesHide (un)selected control pointsHide (un)selected metaball element(s)Hide (un)selected vertices, edges or facesHide .blend files items that are not data-blocks with asset metadataHide Active Face SetHide Hotkey ListHide KeymapHide LayerHide Mix NodesHide Operator PropertiesHide PanelsHide SelectHide ValueHide active/inactive Grease Pencil material(s)Hide all but this collection and its parentsHide all face sets except for the active oneHide all the objects and collections inside the collectionHide all the panels (Focus Mode)Hide elementHide filtering optionsHide frames outside the specified frame rangeHide in ModifierHide in ViewportHide inactive materials instead of the active oneHide or show vertices inside the selectionHide or show vertices outside the selectionHide or unhide the regionHide points from the end of each stroke to the start (e.g. for animating lines being erased)Hide points in the order they occur in each stroke (e.g. for animating ink fading or vanishing after getting drawn)Hide selected curves from Graph Editor viewHide selected facesHide selected objects and collectionsHide selected particlesHide selected tracksHide selected verticesHide selected/unselected Grease Pencil layersHide small geometry primitives to improve performanceHide the active face setHide the collection in this view layerHide the socketHide the socket input valueHide the socket input value even when the socket is not connectedHide the solid mesh and offset the overlay towards the view. Selection is occluded by inactive geometry, unless X-Ray is enabledHide this curve in Edit modeHide unselected rather than selectedHide unselected rather than selected curvesHide unselected rather than selected layersHide unselected rather than selected objectsHide unselected rather than selected verticesHide unselected render objects of same type as active by setting the hide render flagHide unselected tracksHide verticesHide/show all masked vertices above a thresholdHide/show all verticesHide/show some verticesHides all F-Curves other than the ones being framedHierarchiesHierarchyHierarchy Root IDHighHigh ColorHigh ContrastHigh PrecisionHigh QualityHigh Quality NormalsHigh Viscosity SolverHigh performanceHigh qualityHigh quality pixel interpolationHigher bound for timestep in second in case of automatic substepsHigher frequency contrast using an unsharp maskHigher value increase resolution towards the viewpointHigher values give a smoother strokeHigher values make the change more abruptHigher values produce a harder frequency cutoffHighestHighest DimensionHighest FrequencyHighest X value to allowHighest Y value to allowHighest Z value to allowHighest fractal dimensionHighest possible particle lifetimeHighlightHighlight AngleHighlight KeyframesHighlight LineHighlight RangeHighlight only the cells of type EmptyHighlight only the cells of type FluidHighlight only the cells of type InflowHighlight only the cells of type ObstacleHighlight only the cells of type OutflowHighlight selected file(s)Highlight the cells regardless of their typeHighlight the current lineHighlight the voxels with values of the color mapped field within the rangeHighlightsHindi - हिन्दीHingeHintingHistogramHistogram for viewing image statisticsHistoryHit ColorHit DistanceHit NormalHit PositionHoldHold Alt to use the active tool when the gizmo would normally be required Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold Alt-LMB to place the Cursor (instead of LMB), allows tools to activate on press instead of drag. Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold ForwardHold each interpolated value from the F-Curve for several frames without changing the timingHold the first frame if no previous strips in track, and always hold last frameHold this modifier to emulate the middle mouse buttonHold values of endpoint keyframesHoldoutHoldsHole TolerantHolesHomeHoneyHookHook CenterHook ModifierHook modifier to modify the location of stroke pointsHook modifier to modify the location of verticesHook selected vertices to a newly created objectHook selected vertices to the first selected objectHooksHorizontalHorizontal AlignmentHorizontal Distance from the Z axis at the end of the spiralHorizontal Distance from the Z axis at the start of the spiralHorizontal FOVHorizontal ListHorizontal SplitHorizontal aspect ratio (only used for camera projectors)Horizontal aspect ratio - for anamorphic or non-square pixel outputHorizontal dimension of the baking mapHorizontal dimension of the baking map (external only)Horizontal location of the windowHorizontal offset from the object originHorizontal position of the text box relative to LocationHorizontal resolution of the sphereHorizontal scale (only used for camera projectors)Horizontal size of the image sensor area in millimetersHorizontal text alignmentHorizontally distorts the image to create a channel/color shifting effectHosek / WilkieHosek / Wilkie 2012 (Legacy)HostnameHoursHow Waveforms are displayedHow annotation strokes are orientated in 3D spaceHow are strokes animated (i.e. are they appearing or disappearing)How close float values need to be to be equalHow close the brush falloff starts from the edge of the brushHow dominant highlights are compared to shadowsHow factor values are displayedHow far along the control point is along its curveHow far in frames to offset the animationHow far to each side the operator will average the key valuesHow fast colors get mixed within wet paintHow fast shrink effect moves on the canvas surfaceHow fast spread effect moves on the canvas surfaceHow fast velocity's direction is randomizedHow flat the hairs areHow incompressible the fluid is (speed of sound)How intense (bright) the specular reflection isHow loud the sound isHow many boids in a lineHow many bones are included in the IK effect - 0 uses all bonesHow many bones are included in the chainHow many collision iterations should be done (higher is better quality but slower)How many copies of strokes be displayedHow many degrees path has to curve to make another render segmentHow many frames the Map Old will lastHow many frames to fadeHow many keys to make new particles withHow many particles are effectors (0 is all particles)How many pixels path has to cover to make another render segmentHow many samples to calculate per frame, helps with subframe dataHow many slices per voxel should be generatedHow many steps paths are displayed with (power of 2)How many steps paths are rendered with (power of 2)How many steps to display the path withHow many tiles to addHow many tiles will be shown in the backgroundHow many times the Density brush tries to add a new curveHow many times to blur the values for all elementsHow many times to repeat the filterHow many times to repeat the smoothing stepHow much changes in color affect the mask generationHow much clump affects kink amplitudeHow much creases and valleys are intensifiedHow much foam accumulates over time (baked ocean only)How much grab will follow cursor rotationHow much grab will pull vertices out of surface during a grabHow much influence the weightmap has for weighted parameterization, 0 being no influenceHow much intermediary new edges are shrunk/expandedHow much of effector force gets lost during collision with this object (in percent)How much of generated normals to mix with existing onesHow much of the original shape is preserved when smoothingHow much smooth the resulting shape is, ignoring high frequency detailsHow much smoothing is applied to polished surfacesHow much strength fading applies on top of stroke opacityHow much strength fading applies on top of stroke thicknessHow much surface acceleration affects drippingHow much surface velocity affects drippingHow much the applied forces are propagated through the clothHow much the cloth preserves the original shape, acting as a soft bodyHow much the crease brush pinchesHow much the force is reduced when acting parallel to a surface, e.g. clothHow much the material resists bendingHow much the material resists compressionHow much the material resists shearingHow much the material resists stretchingHow much the new decimated curve is allowed to deviate from the originalHow much the object 'weighs' irrespective of gravityHow much the position of each individual vertex influences the final resultHow much the rays used to connect the internal points can diverge from the vertex normalHow much the spring has to be stretched/compressed in order to change its rest lengthHow much the spring rest length can change after the elastic limit is crossedHow much the tilt of the pen will affect the brush. Negative values indicate inverting the tilt directions.How much the waves are aligned to each otherHow much to blend to the default valueHow much to blend to the smoothed curveHow much to prioritize regular grids of quads as well as quads that touch existing quadsHow much to simplify baked values (0.0 to disable, the higher the more simplified)How much velocity's z-component is kept constantHow normals are computed during importHow often rows are offset. A value of 2 gives an even/uneven pattern of rows.How often rows consist of "squished" bricksHow often to evaluate animated values (in frames)How particles are displayed in viewportHow particles are renderedHow particles that left the domain are treatedHow planes are oriented relative to each others' local axisHow powerful the effect of the brush is when appliedHow quickly strength falls off with distance from the force fieldHow roll angle is calculatedHow should strokes start to appear/disappearHow smooth is the transition between each cascadeHow smoothly the boids landHow stable the plane center is over the course of the stroke. A value of 0 corresponds to using the current center, and a value of 1 corresponds to using the initial center.How stable the plane normal is over the course of the stroke. A value of 0 corresponds to using the current normal, and a value of 1 corresponds to using the initial normal.How strokes are being builtHow strong a force must be to start effecting a boid on landHow strong the distance affects volume, depending on distance modelHow strongly the fluid tries to keep from clustering (factor of stiffness)How the attributes to remove are chosenHow the brush falloff is applied across the boundaryHow the cap geometry input should be exposedHow the deformation of the brush will affect the objectHow the footage fits in the camera frameHow the geometry input should be exposedHow the image fits in the camera frameHow the image is extrapolated past its original boundsHow the instance geometry data-block should be exposedHow the instance geometry input should be exposedHow the mesh is going to be subdivided to create a new levelHow the profile geometry input should be exposedHow the rules in the list are evaluatedHow the stretching of the tentacle is controlledHow the texture effect is calculated (RGB and Curl need a RGB texture, else Gradient will be used instead)How the transformation is going to be applied to the targetHow the transformation is specifiedHow the voxel size is specifiedHow this item has been handled by the append operation. Only set if the data has been appendedHow to adaptively subdivide the meshHow to affect (generate) normalsHow to affect destination elements with source valuesHow to align the planesHow to apply custom and units scalings in generated FBX file (Blender uses FBX scale to detect units on import, but many other applications do not handle the same way)How to choose number of vertices on filletHow to create guiding velocitiesHow to define coordinates to point custom normals toHow to determine rotation around the poleHow to display object in viewportHow to distribute particles on selected elementHow to export the Blender scene to the Hydra render engineHow to export vertex colorHow to find endpoint positions for the trimmed splineHow to find the point on the surface to attach toHow to generate points from the input curveHow to generate the imageHow to handle faces at the polesHow to handle naming collisions when importing materialsHow to interpolate the values between neighboring voxelsHow to match source and destination layersHow to mix generated normals with existing onesHow to resolve overlap after transformationHow to sample the background lightHow to simplify the strokeHow to solve conflict due to differences in internal and external textHow to specify the amount of detail for the new meshHow to specify the amount of samplesHow to specify the number of samplesHow to store proxies for this projectHow to subdivide quad corners (anything other than Straight Cut will prevent n-gons)How to sync playbackHow to unpackHow to use per view layer sample settingsHow to use this collection in Line Art calculationHow to use this object in Line Art calculationHow weights are mapped to their new valuesHow weights from vgroup B affect weights of vgroup AHow widely the emitted light fans out, as in the case of a gridded softboxHow zooming to frame focuses around current frameHuangHuaweiHueHue CorrectHue JitterHue ModeHue correction modifier for sequence stripHue levelHue rotation offset, from 0 (-180°) to 1 (+180°). Note that 0 and 1 have the same resultHue, Saturation, LightnessHue, Saturation, ValueHue/SaturationHue/Saturation/ValueHue:HuffYUVHull errorHuman readable nameHungarian - MagyarHybrid MultifractalHydraHydra DebugHydra Render EngineHydra StormHydra Storm propertiesHydra Storm render engineHydra settings for the sceneHypHyperHyper key pressed, -1 for any stateHyper key pressed. An additional modifier which can be configured on Linux, typically replacing CapsLockHyperbolic Cosine ModeHyperbolic Sine ModeHyperbolic Tangent ModeI18n BranchesI18n Update TranslationICO SphereIDIDActionIDAction ClipsIDArmatureIDArmaturesIDBlurIDBoneIDBone ConstraintsIDBonesIDBrushIDBrushesIDCache FileIDCameraIDCamerasIDCollectionIDCollectionsIDColorizeIDConstraintsIDCurveIDCurvesIDDataIDData-block TypeIDEffectsIDEmptyIDFilter by TypeIDFlipIDFontIDGlowIDGrease PencilIDGrease Pencil v3IDGrease PencilsIDHair CurvesIDID TypeIDImageIDKeyIDLatticeIDLatticesIDLibraryIDLightIDLight ProbeIDLight ProbesIDLightsIDLine StyleIDMaskIDMaterialIDMaterialsIDMeshIDMeshesIDMetaballIDMetaballsIDModifiersIDMovie ClipIDNode TreeIDNodesIDObjectIDObjectsIDOutputIDPaint CurveIDPaletteIDParticleIDParticlesIDPhysicsIDPixelateIDPoint CloudIDRenderIDRimIDSceneIDScenesIDScreenIDSequence StripsIDShader TypeIDShadowIDSoundIDSpeakerIDSpeakersIDStripIDStrip ModifiersIDSurfaceIDSwirlIDTarget ID TypeIDTextIDTextureIDTexture TypeIDToolIDTypeIDUnspecifiedIDView LayerIDVolumeIDVolume ScatterIDVolumesIDWave DistortionIDWindow ManagerIDWorkspaceIDWorldID %s has mismatched lib pointer!ID %s has null lib pointer while being in library %s!ID %s is in local database while being linked from library %s!ID %s not found in library %s anymore!ID %s uses shapekey %s, but its 'from' pointer is invalid (%p), fixing...ID '%s' is linked, cannot edit its overridesID '%s' isn't an overrideID / IndexID DataID Data OperationID FromID Item Use ID PointerID Library OverrideID Library Override PropertyID Library Override Property OperationID MaskID MaterialsID NameID PropertyID Property GroupID TypeID has been kept linkedID nameID name of the itemID name of the menu this was called fromID of each curveID of the catalog to deleteID of the itemID or IndexID or Index FieldID to group curves together for guide map creationID type '%s' is not valid for an objectID type of the itemID valueID-BlockID-Block representing source data, usually ID_SCE (i.e. Scene)ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)ID-Block:ID-block that the specific property used can be found from (id_type property must be set first)ID-block to which masking element would be parented to or to its propertyIDsIES TextIES TextureIES light pathIKIK ControlIK Lin WeightIK Linear ControlIK Local LocationIK ParamIK Rotation ControlIK Rotation WeightIK SolverIK StretchIK TypeIK Wrist PivotIK X LimitIK X LockIK X MaximumIK X MinimumIK X StiffnessIK Y LimitIK Y LockIK Y MaximumIK Y MinimumIK Y StiffnessIK Z LimitIK Z LockIK Z MaximumIK Z MinimumIK Z StiffnessIK solver for which these parameters are definedIK stiffness around the X axisIK stiffness around the Y axisIK stiffness around the Z axisIK->FK ({:s})IORIOR LevelIRISISO code (eg. "fr_FR")ITEM_NEVER_SHOWITU 601ITU 709Ice (Crushed)Ice (Solid)Ico SphereIconIcon AlphaIcon BorderIcon ColorsIcon IDIcon PixelsIcon SaturationIcon SizeIcon VisibleIcon pixels components, as floats (RGBA concatenated values)Icon pixels, as bytes (always 32-bit RGBA)Ideal for fulldomes, ignore the sensor dimensionsIdentified {:d} problematic tracksIdentifierIdentifier (not necessarily unique) for the asset libraryIdentifier FallbackIdentifier for a set of channels in this Action, that can be used by a data-block to specify what it gets animated byIdentifier for the Python scripts directoryIdentifier for the asset's catalog, used by Blender to look up the asset's catalog path. Must be a UUID according to RFC4122.Identifier for this bake which remains unchanged even when the bake node is renamed, grouped or ungroupedIdentifier of caller (in case of add-on calling this exporter). Can be useful in case of Extension added by other add-onsIdentifier of operator to call on action eventIdentifier of operator to call on input eventIdentifier of the asset shelf to displayIdentifier of the item to removeIdentifier of the item to restoreIdentifier of the list, if any was passed to the "list_id" parameter of "template_list()"Identifier of the socketIdentifier of the toolIdentifier per element used for randomizationIdentifier to refer to the asset libraryIdentifier type of ID blockIf 0, global; if 1, based on pixel intensityIf 0, same for all channels; if 1, each independentIf a file with the same name already exists, use that instead of copyingIf a material with the same name already exists, reference that instead of importingIf a texture exists in WebP format, loads the WebP texture instead of the fallback PNG/JPEG oneIf a vertex is further away from offset plane than this, then it is not affectedIf all keyframes are identical for object transformations, force keeping the minimal animationIf all keyframes are identical in a rig, force keeping the minimal animation. When off, all possible channels for the bones will be exported, even if empty (minimal animation, 2 keyframes)If any exists, show markers in a separate row at the bottom of the editorIf checked, update scene's start and end frame to match those of the Alembic archiveIf enabled, out-of-view edges are ignoredIf enabled, the scene start and end frame will be used to determine the bake rangeIf enabled, the screenshot will have the same height as widthIf enabled, the spill strength for each color channel can be specified. If disabled, the spill channel will have a unit scale, while other channels will be zeroIf exporting smoothgroups, generate 'bitflags' values for the groups, instead of unique integer values. The same bitflag value can be re-used for different groups of smooth faces, as long as they have no common sharp edges or verticesIf false, faces will be deselectedIf false, vertices will be deselectedIf less than zero, darkens image; otherwise, makes it brighterIf loading grids failed, error message with detailsIf non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximationIf non-zero, the maximum value for a direct sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for an indirect sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for indirect lighting in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light-probes.If non-zero, the maximum value for indirect lighting on surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by ray-tracing and light-probes.If non-zero, the maximum value for lights contribution in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for lights contribution on a surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for world contribution that will be recorded inside the world light probe. The excess contribution is converted to a sun light. This reduces the light bleeding caused by very bright light sources.If not None, object instancing method to useIf not specified, renders will be denoised in-placeIf not used, set to 1If not zero, row of the UI panel where the button for this collection is shownIf not zero, the distance from the hook where influence endsIf provided, all outputs that are named differently will be hiddenIf removing disconnected pieces, minimum size of components to preserve as a ratio of the number of polygons in the largest componentIf set, add a transform primitive with the given path to the stage as the parent of all exported dataIf set, add the given namespace as a prefix to exported custom property names. This only applies to property names that do not already have a prefix (e.g., it would apply to name 'bar' but not 'foo:bar') and does not apply to blender object and data names which are always exported in the 'userProperties:blender' namespaceIf set, control orientation is taken from the specified boneIf the Import USD Preview option is enabled, the material blend method will automatically be set based on the shader's opacity and opacityThreshold inputsIf the angle between the color and the key color in CrCb space is larger than this maximum angle, it is not keyedIf the angle between the color and the key color in CrCb space is less than this minimum angle, it is keyedIf the average color difference between the two images is less than this threshold, it is keyedIf the average color difference between the two images is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the difference in hue between the color and key color is less than this threshold, it is keyedIf the difference in saturation between the color and key color is less than this threshold, it is keyedIf the difference in value between the color and key color is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the file contains multiple audio channels they are rendered to a single oneIf the object is an instance, the parent object that generated itIf the profile spline is cyclic, fill the ends of the generated mesh with N-gonsIf the selection should be rotated to match the cursorIf the selection should be snapped as a whole or by each object centerIf the tool uses brushes and is limited to a specific brush type, the identifier of the brush typeIf there is an neighbor edge that has a Contrast Limit times bigger contrast than current edge, current edge will be discarded. This allows to eliminate spurious crossing edgesIf this is set, the Keying Set gets a custom ID, otherwise it takes the name of the class used to define the Keying Set (for example, if the class name is "BUILTIN_KSI_location", and bl_idname is not set by the script, then bl_idname = "BUILTIN_KSI_location")If this is set, the asset gets a custom ID, otherwise it takes the name of the class used to define the asset (for example, if the class name is "OBJECT_AST_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_AST_hello")If this is set, the file handler gets a custom ID, otherwise it takes the name of the class used to define the file handler (for example, if the class name is "OBJECT_FH_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_FH_hello")If this is set, the uilist gets a custom ID, otherwise it takes the name of the class used to define the uilist (for example, if the class name is "OBJECT_UL_vgroups", and bl_idname is not set by the script, then bl_idname = "OBJECT_UL_vgroups")If this language should be used in the current operatorIf true, chains of feature edges are split at material boundariesIf true, only feature edges of the same object are joinedIf true, the correction will be applied on the blue channelIf true, the correction will be applied on the green channelIf true, the correction will be applied on the red channelIf true, the gizmo is displayed in screen space. Otherwise it's in object spaceIf true, the interface is currently locked by a running job and data should not be modified from application timers. Otherwise, the running job might conflict with the handler causing unexpected results or even crashes.If true, the spatial noise does not show any coherenceIf true, the spatial noise is smoothIf vertex has multiple adjacent edges, it is hulled to them directlyIf you trust its source, add the repository and try again.If you want to use VC for any other purpose than vertex color, you should use custom attributes.IgnoreIgnore Background ClickIgnore ConnectionsIgnore Leaf BonesIgnore Material LockingIgnore Muted StripsIgnore SelectionIgnore SharpnessIgnore SnapIgnore Sound StripsIgnore TransparentIgnore alpha channel from the file and make image fully opaqueIgnore faces pointing away from the view (faster)Ignore frames outside of the preview rangeIgnore generated timecodes, seek in movie stream based on calculated timestampIgnore parent scaling without compensating for parent shear. Replicates the effect of disabling the original Inherit Scale checkbox.Ignore per render layer number of samplesIgnore points on the stroke that deviate from their neighbors by more than this angle when determining the extrapolation shapeIgnore the axis direction, use the shortest rotation to alignIgnore the key-map for this gizmoIgnore the last bone at the end of each chain (used to mark the length of the previous bone)Ignore the relative lengths of the bones when fitting to the curveIgnore the select action when the element is already selectedIgnored OutputsIgnored {}Ignored {} (not of the same type as {})Illuminant AIlluminant BIlluminant CIlluminant D50Illuminant D55Illuminant D65Illuminant D75Illuminant D93Illuminant EIlluminant F1Illuminant F10Illuminant F11Illuminant F12Illuminant F2Illuminant F3Illuminant F4Illuminant F5Illuminant F6Illuminant F7Illuminant F8Illuminant F9Illuminant LED-B1Illuminant LED-B2Illuminant LED-B3Illuminant LED-B4Illuminant LED-B5Illuminant LED-BH1Illuminant LED-RGB1Illuminant LED-V1Illuminant LED-V2Illumination FilteringImageImageBackImageBothImageBoxImageCheckerImageClipImageClip CubeImageCubeImageEdgesImageEmpty Image SideImageExtendImageExtensionImageFillImageFlatImageFlipImageFrontImageGeneratedImageImage SequenceImageMappingImageMirrorImageMixImageMovieImageNewImageNew...ImageProjectionImageRepeatImageSingle ImageImageSourceImageSphereImageTubeImageUDIM TilesImageViewerImage '%s' could not be saved to '%s'Image '%s' does not have any image dataImage '%s' failed to load image bufferImage '%s' skipped, packing movies or image sequences not supportedImage 1Image 2Image BorderImage Boundary TrimmingImage CoordinatesImage Display MethodImage EdgesImage EditorImage Editor not foundImage EditorsImage FilesImage FormatImage IDImage InfoImage MaskImage NameImage Node SocketImage Node Socket InterfaceImage OpacityImage OutlineImage PaintImage Paint CapabilitiesImage Painting does not have a stencilImage Painting does not have a texture to paint onImage PinImage PixelsImage PreviewImage QualityImage SearchImage SequenceImage SizeImage StripImage TextureImage TexturesImage ThresholdImage TilesImage UserImage and UV editor space dataImage and settings for display in the 3D View backgroundImage bit depthImage brightness scaleImage buffer pixels in floating-point valuesImage cannot be saved, no valid file path: "%s"Image cannot be saved, use a different file format: "%s"Image could not be foundImage data could not be foundImage data-block nameImage data-block name to unpackImage data-block referencing an external or packed imageImage data-blocksImage displayed and edited in this spaceImage displayed in the track during editing in clip editorImage editor could not be launched, ensure that the path in User Preferences > File is valid, and Blender has rights to launch itImage filepath to use when saving externallyImage format is not a movie formatImage has changed and is not savedImage has left and right viewsImage has more than one viewImage heightImage is not editableImage is packed, unpack before editingImage is projected flat using the X and Y coordinates of the texture vectorImage is projected from the tube using the Z axis as centralImage is projected spherically using the Z axis as centralImage is projected using different components for each side of the object space bounding boxImage nodeImage not packedImage objects can only be added in Object ModeImage opacity to blend the image against the background colorImage or MovieImage path not setImage path {!r} not found, image may be packed or unsavedImage pixels components, as floats (RGBA concatenated values)Image pixels, as bytes (always 32-bit RGBA)Image project data invalidImage requires 4 color channels to paintImage requires 4 color channels to paint: %sImage save failed: invalid surfaceImage save failed: not enough free memoryImage socket of a nodeImage stripImage too smallImage used as canvasImage used as clone sourceImage used as painting targetImage used as stencilImage widthImage/Color input on which RGB color transformation will be appliedImage/Movie file nameImage/Movie file name (without data refreshing)Image/UV EditorImagesImages & SoundsImages are rendered in a maximized Image EditorImages are rendered in a new windowImages are rendered in an Image EditorImages are rendered without changing the user interfaceImages are saved with RGB (color) dataImages are saved with RGB and Alpha data (if supported)Images cannot be copied while renderingImages get saved in 8-bit grayscale (only PNG, JPEG, TGA, TIF)Imaginary part of the conductor's refractive index, often called kImmediateImmediate ChildrenImperialImplicit type conversion when evaluating closureImplicit type conversion when separating bundleImplyImportImport All MaterialsImport AnimationImport AsImport CSVImport Enums As StringsImport FBX animationImport FBX file into current sceneImport FBX subdivision information as subdivision surface modifiersImport InfoImport MethodImport OBJImport OBJ groups as vertex groupsImport OpenVDB volume fileImport PLYImport PathsImport Preferences From Previous VersionImport STLImport SVG as curvesImport SVG into Grease PencilImport Scene ExtrasImport Scene as CollectionImport SettingsImport Subdivision SchemeImport TextImport TexturesImport USD PreviewImport USD attributes in the 'userProperties' namespace as Blender custom properties. The namespace will be stripped from the property namesImport USD scene graph instances as collection instancesImport USD stage into current sceneImport Unused Materials & ImagesImport VDBImport WebP TexturesImport a mesh from an STL fileImport a point cloud from a PLY fileImport a string from a text fileImport all USD custom attributes as Blender custom properties. Namespaces will be retained in the property namesImport all selected images as a single image sequence. The sequence of images does not have to match Blender's numbered sequence pattern, so placeholders cannot be inferredImport an PLY file as an objectImport an STL file as an objectImport custom normals, if available (otherwise Blender will compute them)Import custom normals, if available (otherwise Blender will recompute them)Import custom vertex attributesImport each FBX material as a unique Blender materialImport each OBJ 'g' as a separate objectImport each OBJ 'o' as a separate objectImport each USD material as a unique Blender materialImport final render geometryImport geometry from an CSV fileImport geometry from an OBJ fileImport given add-on's translation data from PO filesImport guide geometryImport key configuration from a Python scriptImport materials & Images not assigned to any meshImport only defined USD primitives. When disabled this allows importing USD primitives which are not defined, such as those with an override specifierImport only the primitive at the given path and its descendants. Multiple paths may be specified in a list delimited by commas or semicolonsImport options categoriesImport proxy geometryImport scene and set it as the active one in the windowImport scene extras as custom properties. Existing custom properties will be overwrittenImport sequentially numbered images as an animated image sequence instead of separate planesImport target typeImport textures as packed dataImport the asset as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data insteadImport the asset as copied data-block, with no link to the original asset data-blockImport the asset as linked data-block, and pack it in the current file (ensures that it remains unchanged in case the library data is modified, is not available anymore, etc.)Import the assets as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data instead.Import the assets as copied data-block, with no link to the original asset data-blockImport the assets as linked data-blockImport the scene as a collectionImport user properties as custom propertiesImport vertex color attributesImport volume data from a .vdb fileImport {} filesImport-ExportImport-Export BVH from armature objectsImport-Export as glTF 2.0Importance WeightsImportance map size is resolution x resolution/2; higher values potentially produce less noise, at the cost of memory and speedImported IDImporting Alembic...Importing USD...Impossible to resync data-block %s and its dependencies, as its linked reference is missingImprove and stabilize the enhanced shapeImproved PerlinImpulse ClampingImpulse threshold that must be reached for the constraint to breakIn %s: resolved path %s exceeds path buffer length.In Active GroupIn AirIn FrontIn RangeIn XIn ZIn a local override camera, whether this background image comes from the linked reference camera, or is local to the overrideIn a local override data, whether this NLA track comes from the linked reference data, or is local to the overrideIn a local override object, whether this constraint comes from the linked reference object, or is local to the overrideIn a local override object, whether this modifier comes from the linked reference object, or is local to the overrideIn addition to toggling the editability, also affect the visibilityIn box blade mode, close gaps between cut strips, rippling later strips on the same channelIn box blade mode, make cuts to all strips, even if they are not selectedIn dynamic-topology mode, how mesh detail size is calculatedIn dynamic-topology mode, how to add or remove mesh detailIn offset mode, the distance between each socket on each axis. In end points mode, the position of the final vertexIn progressIn tweak mode, display the effects of the tracks above the tweak stripIn-BetweensInactiveInchInchesIncidentIncludeInclude ActiveInclude All Bone InfluencesInclude EditedInclude Focal LengthInclude HandlesInclude LabelsInclude Missing NLAInclude Nested CollectionsInclude Non-EditedInclude a 'self' variable in the name-space, so drivers can easily reference the data being modified (object, bone, etc...)Include a custom note in image/video metadataInclude active collection and nested collectionsInclude all Keyframe typesInclude all mesh UV maps in the exportInclude all scene framesInclude all visible objectsInclude alpha of second input in this operationInclude animation data-blocks with no NLA data (NLA editor only)Include bone's tail as last element in chainInclude channels from objects/bone that are not visibleInclude collection in the active view layerInclude drivers that relied on any fallback values for their evaluation in the Only Show Errors filter, even if the driver evaluation succeededInclude focal length into the presetInclude handles of keyframes when calculating extentsInclude mesh color attributes in the exportInclude normals of exported meshes in the exportInclude only active frameInclude only the active objectInclude selected blockers to cast shadows from the active emitterInclude selected framesInclude selected objectsInclude selected receivers to receive light from the active emitterInclude the .blend filename in image/video metadataInclude the active camera's lens in image metadataInclude the current date in image/video metadataInclude the frame number in image metadataInclude the hostname of the machine that rendered the frameInclude the mask layers when rendering the view-layerInclude the name of the active camera in image metadataInclude the name of the active object and the current frame number in the text info overlayInclude the name of the active scene in image/video metadataInclude the name of the foreground sequence strip in image metadataInclude the name of the last marker in image metadataInclude the name of the view orientation in the text info overlayInclude the number of frames displayed per second in the text info overlay while animation is played backInclude the peak memory usage in image metadataInclude the render time in image metadataInclude the rendered frame range in image/video metadataInclude the rendered frame timecode as HH:MM:SS.FF in image metadataInclude the sun itself in the outputInclude this collection but do not generate intersection linesInclude this object but do not generate intersection linesInclude this selection set when copying to the clipboard. If none are specified, all sets will be copied.Include tool subgroupsInclude transformations induced by target parents into target local spaceInclude unused linked data-blocks into deletionInclude unused local data-blocks into deletionInclude visualization of Grease Pencil related animation data and framesInclude visualization of Line Style related Animation dataInclude visualization of animation data related to data-blocks linked to modifiersInclude visualization of armature related animation dataInclude visualization of cache file related animation dataInclude visualization of camera related animation dataInclude visualization of curve related animation dataInclude visualization of hair related animation dataInclude visualization of lattice related animation dataInclude visualization of light related animation dataInclude visualization of lightprobe related animation dataInclude visualization of material related animation dataInclude visualization of mesh related animation dataInclude visualization of metaball related animation dataInclude visualization of movie clip related animation dataInclude visualization of node related animation dataInclude visualization of object-level animation data (mostly transforms)Include visualization of particle related animation dataInclude visualization of point cloud related animation dataInclude visualization of scene related animation dataInclude visualization of shape key related animation dataInclude visualization of speaker related animation dataInclude visualization of texture related animation dataInclude visualization of volume related animation dataInclude visualization of world related animation dataInclusiveIncomingIncompatible output nodeIncompatible, expected a %sIncomplete built-in keying set, appears to be missing type infoIncorrect armature for type '{:s}'Incorrect armature...Incorrect context for running data-block fake user togglingIncorrect context for running font unlinkIncorrect context for running object data unlinkIncrease ContrastIncrease Mix Factor by 0.01Increase Mix Factor by 0.1Increase for uniform offset distanceIncrease jump heightIncrease or decrease the amount of displacementIncrease or decrease the value of selected keys in relationship to the neighboring oneIncrease segmentsIncrementIncrement number in filenameIncrementalIncrementally refit the curve (high quality)Indent selected textIndent selected text or autocompleteIndent using spacesIndent using tabsIndexIndex %d is invalidIndex BasedIndex FieldIndex Layer NameIndex Of Refraction of the scattering particlesIndex SwitchIndex Switch ItemIndex corresponding to the shortcut, e.g. number key 1 corresponds to index 1 etc..Index in CurveIndex in FaceIndex in ToolbarIndex number for the "Color Index" passIndex number for the "Layer Index" passIndex number for the "Material Index" render passIndex number for the "Object Index" render passIndex number of cache filesIndex number of the vertex groupIndex of NLA action track to perform pushdown operation onIndex of NearestIndex of Refraction (IOR) for specular reflection and transmission. For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium). The default value of 1.5 is a good approximation for glassIndex of Refraction (IOR) used for rays that enter the subsurface componentIndex of active AOVIndex of active annotation layerIndex of active bookmark (-1 if none)Index of active language in langs collectionIndex of active layer in list of all mask's layersIndex of active lightgroupIndex of active line set slotIndex of active material slotIndex of active objectIndex of active particle system slotIndex of active pose markerIndex of active recent folder (-1 if none)Index of active system bookmark (-1 if none)Index of active system folder (-1 if none)Index of active texture paint slotIndex of active texture slotIndex of active track in rotation stabilization tracks listIndex of active track in translation stabilization tracks listIndex of active volume gridIndex of character after end of selection in the selection end lineIndex of clone texture paint slotIndex of current TextLine in TextLine collectionIndex of current character in current line, and also start index of character in selection if one existsIndex of each CurveIndex of last TextLine in selectionIndex of material slot used for rendering particlesIndex of mesh face that the triangle is a part ofIndex of nearest elementIndex of previous neighboring point on segmentIndex of refraction (IOR) of the thin filmIndex of refraction determines how much the ray is bent. At 1.0 rays pass straight through like in a transparent material; higher values cause larger deflection in angle. Default value is 1.55 (the IOR of keratin)Index of source weight in active vertex groupIndex of the Grease Pencil layerIndex of the active element in the specified domainIndex of the active itemIndex of the active objectIndex of the asset library being edited in the Preferences UIIndex of the closest guide curve for each generated curveIndex of the collection to assign selected bones to. When the operator should create a new bone collection, use new_collection_name to define the collection name, and set this parameter to the parent index of the new bone collectionIndex of the collection to change visibilityIndex of the collection to move selected bones to. When the operator should create a new bone collection, do not include this parameter and pass new_collection_nameIndex of the current iteration. Starts counting at zeroIndex of the currently active selection setIndex of the element in the source geometry. Note that the same index can occur more than once when iterating over multiple components at onceIndex of the extensions repository being edited in the Preferences UIIndex of the face group inside each boundary edge regionIndex of the first loop of this faceIndex of the instance used for each point. This is only used when Pick Instances is on. By default the point index is usedIndex of the main guide curve per curveIndex of the material used for generated strokes (0 keep original material)Index of the reportIndex of the root point of a curveIndex of the script directory to removeIndex of the segment to removeIndex of the strand within a braid that each curve belongs toIndex of the tag set for editingIndex of the tip point of a curveIndex of this bone collection in the armature.collections_all array. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this collection into its parent's list of children. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this curveIndex of this edgeIndex of this faceIndex of this loopIndex of this loop triangleIndex of this pointIndex of this vertexIndex out of rangeIndex to removeIndex to the specific property affected by F-Curve if applicableIndex to the specific setting if applicableIndexesIndicate that the label of this socket is not necessary to understand its meaning. This may result in the label being skipped in some casesIndicate that this is a corrective action. Corrective actions will activate based on the activation of two other actions (using End Frame if both inputs are at their End Frame, and Start Frame if either is at Start Frame)Indicates that a keyconfig was defined by the userIndicates that a keymap is used for translate modal events for an operatorIndicates that the most recent variable evaluation used the fallback valueIndicates that there are any user visible changes since the brush has been imported or read from the fileIndicates the gesture phaseIndicates whether an extra user is set or not (mainly for internal/debug usages)IndicesIndices and weights must have the same lengthsIndices cannot have duplicatesIndices must be in rangeIndices must be sorted in ascending orderIndices of mesh loops that make up the triangleIndices of triangle verticesIndices of vertices bound to the modifier. For Bézier curves, handles count as additional vertices.Indices of vertices in case of a vertex parenting relationIndirectIndirect LightIndirect Light StrengthIndirect OnlyIndirect library data-block, cannot be made local, Shift + Click to create a library override hierarchyIndirect onlyIndividualIndividual CentersIndividual ImagesIndividual OriginsIndividual SilhouetteIndividual face insetIndividual files for each view with the prefix as defined by the scene viewsIndividual pose bones for the armatureIndonesian - Bahasa indonesiaIndustry CompatibleInferred Structure TypeInflateInflate meshInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshesInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshes.Inflates the clothInflowInflow Level SetInfluenceInfluence DistanceInfluence ScaleInfluence ThresholdInfluence distance from the objectInfluence distance of the probeInfluence factor by which the modifier changes the propertyInfluence of metaball elementsInfluence of newly created track on a final solutionInfluence of stabilization algorithm on footage locationInfluence of stabilization algorithm on footage rotationInfluence of stabilization algorithm on footage scaleInfluence of target density on the simulationInfluence of the added constraintInfluence of the deformationInfluence of the jaw on the bottom lip chainsInfluence of the jaw on the locked mouthInfluence of the secondary IK on the heel control rotationInfluence of the zoom factor on scroll speedInfluence of this track on 2D stabilizationInfluence of this track on a final solutionInfluence setting is controlled by an F-Curve rather than automatically determinedInfoInfo Icon ForegroundInfo on current cache statusInfo space dataInfo written to %s text datablock!InformationInformation about ID that was updatedInformation about an entity that makes it possible for the asset system to deal with the entity as assetInformation about the color space used for data-blocks in a blend fileInheritInherit End RollInherit RotationInherit ScaleInherit all effects of parent scalingInherit scaling, but remove shearing of the child in the rest orientationInherit uniform scaling representing the overall change in the volume of the parentInitInit settings for i18n files update operatorsInitialInitial ColorInitial PositionInitial QueryInitial Rest LengthInitial TemperatureInitial VelocityInitial alignment based on 2D cursorInitial alignment based on Active UDIMInitial alignment based on UV Tile GridInitial alignment based on the islands bounding boxInitial boid health when bornInitial color of the surfaceInitial falloff of the expand operationInitial position to arrange islands fromInitialize Face SetsInitialize the strip with this colorInitializes all face sets in the meshInnerInner Cone AngleInner CornersInner CreaseInner MaskInner MiterInner ProximityInner RadiusInner SelectedInner ThicknessInner VertInner face thickness (only used by softbodies)InpaintInputInput 1Input 2Input Color SpaceInput FieldsInput FilepathInput ItemInput ItemsInput MatrixInput NameInput NodeInput SamplesInput TypeInput White PointInput an image data-blockInput color space settingsInput color that should be mapped to blackInput color that should be mapped to whiteInput configuration, including keymapsInput curves do not have Bézier typeInput data for the simulation zoneInput does not exist: "{}"Input expects a field or single valueInput expects a listInput expects a single valueInput expects a volume gridInput geometry has no elements in the iteration domain.Input geometry has unsupported type: Input grids have incompatible transformsInput image or movie fileInput image or movie from a movie clip data-block, typically used for motion trackingInput line for the interactive consoleInput mask from a mask data-block, created in the image editorInput method how to generate the displacement vectorInput normalized normal values to other nodes in the treeInput numerical values to other nodes in the treeInput or output socket of a nodeInput or output socket typeInput pending {}Input properties of a GizmoInput properties of a Gizmo GroupInput render passes from a scene renderInput state threshold when using snap turnInput target edge length in the new meshInput target number of faces in the new meshInput texture coordinatesInput the current scene time in seconds or framesInput the geometry as an instance. (Further processing might require non-instance geometry)Input threshold for button/axis actionsInput threshold for float/2D vector actionsInput to use when the socket is unconnected. Requires "Hide Value".Input type to use for the Scene stripInput value used for unconnected socketInput with index {} does not exist. Currently, the maximum possible index is {}. Did you mean to use {{:{}}}?Input/Output TypeInputsInputs:InsInsertInsert AfterInsert BeforeInsert Keyframes - Only NeededInsert Keyframes - VisualInsert Keyframes for specified Keying Set, with menu of available Keying Sets if undefinedInsert Keyframes is not yet implemented for this modeInsert Keyframes only for properties that are already animatedInsert PointInsert Point into a curve segmentInsert Unicode CharacterInsert a blank frame in all editable layersInsert a blank frame on the current scene frameInsert a keyframe for all element of the arrayInsert a keyframe for all properties that are likely to get animated in a character rig (only selected bones)Insert a keyframe for all properties that are likely to get animated in a character rig (useful when blocking out a shot)Insert a keyframe for current UI-active propertyInsert a keyframe for each of the B-Bone shape propertiesInsert a keyframe for selected F-Curves at the cursor pointInsert a keyframe for the active F-Curve at the cursor pointInsert a keyframe on all visible and editable F-Curves using each curve's current valueInsert a keyframe on each of the already existing F-CurvesInsert a keyframe on each of the location and rotation channelsInsert a keyframe on each of the location and rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location and scale channelsInsert a keyframe on each of the location and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location channelsInsert a keyframe on each of the location channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation, and scale channelsInsert a keyframe on each of the rotation and scale channelsInsert a keyframe on each of the rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the rotation channelsInsert a keyframe on each of the rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the scale channelsInsert a keyframe on each of the scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on selected F-Curves using each curve's current valueInsert a keyframe on the active F-Curve using the curve's current valueInsert a keyframe to selected tracks at current frameInsert a new item into collection after the one referenced in subitem_reference_name/_id or _indexInsert a new item into collection before the one referenced in subitem_reference_name/_id or _index (NOT USED)Insert after panelInsert after socketInsert before panelInsert before socketInsert gap at current frame to first strips at the right, independent of selection or locked state of stripsInsert into panelInsert keyframes based on 'visual transforms'Insert keyframes for additional location offsetInsert keyframes for additional rotation offsetInsert keyframes for additional scale factorInsert keyframes for the specified channelsInsert keyframes on the current frame using either the active keying set, or the user preferences if no keying set is activeInsert line break at cursor positionInsert mask shape keyframe for active mask layer at the current frameInsert new keyframe at the cursor position for the active F-CurveInsert selected nodes into a node groupInsert text at cursor positionInsert values into a string using a Python and path template compatible formatting syntaxInserting keyframes failed:Inserting keys on {:d} data-block(s) has been skipped because of missing action slots.Inserting keys on {:d} data-block(s) has been skipped because the RNA path wasn't valid for them.Inserting keys on {:d} data-block(s) has been skipped because there were no layers that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because there were no strips that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because they are not editable.Inserting keys on {:d} data-block(s) has been skipped because they cannot be animated.Inset face boundariesInset new faces into selected facesInset the region along existing edgesInsideInside Annotated AreaInside PaddingInside distance in UI units from the edge of the region within which to start panningInside of miter is arcInside of miter is sharpInspect images or render resultsInspection IndexInspection index is out of rangeInstallInstall a user defined lightInstall an add-onInstall an application templateInstall custom HDRIsInstall custom MatCapsInstall custom Studio LightsInstall extensions from files into a locally managed repositoryInstall this fileInstalledInstalling keymap failed: {:s}InstanceInstance BoundsInstance CollectionInstance Collection WeightsInstance CollectionsInstance Collections on AppendingInstance Collections on LinkingInstance CountInstance Empty SizeInstance Faces ScaleInstance IndexInstance ModifierInstance ObjectInstance Object DataInstance OffsetInstance OnInstance Random IDInstance RotationInstance ScaleInstance SeedInstance TransformInstance Transform FieldInstance TypeInstance an existing collectionInstance geometry collectionInstance geometry inputInstance geometry objectInstance of the collection or instances of all the children in the collectionInstance on ElementsInstance on PointsInstance selected collections to active sceneInstanced CollectionInstanced ObjectsInstancerInstancesInstances are ignoredInstances as LayersInstances in input geometry are ignoredInstances number '%d' does not match transforms size '%d'Instances of objects or collectionsInstances to PointsInstances to convert to pointsInstances to rotate individuallyInstances to scale individuallyInstances to transform individuallyInstances to translate individuallyInstances: {}InstancingInstantiate child objects on all facesInstantiate child objects on all verticesInstantiate collections as empties, instead of linking them into the current view layerInstantiate object data IDs (i.e. create objects for them if needed)Instantly rotates the camera by a fixed angle instead of smoothly turningInstead of per-brush color, the color is shared across brushesInstead of per-brush input samples, the value is shared across brushesInstead of per-brush size, the size is shared across brushesInstead of per-brush strength, the strength is shared across brushesInstead of per-brush weight, the weight is shared across brushesInstead of selecting on mouse press, wait to see if there's drag event. Otherwise select on mouse releaseIntInt 2DInt8IntegerInteger 64-bitInteger ArrayInteger AttributeInteger Attribute ValueInteger FieldInteger MathInteger Node SocketInteger Node Socket InterfaceInteger ValueInteger VectorInteger number socket of a nodeInteger pixel coordinatesInteger value in geometry attributeIntegrateIntegrate deformation from this modifier's input with the mesh-cache coordinates (useful for shape keys)IntegrationIntegration SchemeIntegration TypeIntegrator PresetsIntel binary detected. Expect reduced performance.Intensify DetailsIntensityIntensity of the haptic vibration, ranging from 0.0 to 1.0Intensity of the noiseIntensity of the sheen layer, which simulates very small fibers on the surfaceIntensity of vignette that appears when movingInteraction RadiusInteraction radius is a factor of 4 * particle sizeInteractive NavigationInteractive Python consoleInteractive programmatic console for advanced editing and script developmentInteractively add an objectInteractively change the current frame numberInteractively define frame range used for playbackInteractively fly around the sceneInteractively navigate around the scene (uses the mode (walk/fly) preference)Interactively point cameras and lights to a location (Ctrl translates)Interactively set the current frame and value cursorInteractively walk around the sceneInteractively walk or free navigate around the sceneInterceptInterfaceInterface FontInterface declaration for this node treeInterior Band WidthInterior RadiusInterlaceInterlace TypeInterleaveInternalInternal AttributesInternal Error - AnimData block is not validInternal Error: edges array wrong size: %u instead of %uInternal Error: faces array wrong size: %u instead of %uInternal Error: loops array wrong size: %u instead of %uInternal FrictionInternal IES fileInternal LinksInternal Spring Max DiversionInternal Spring Max LengthInternal SpringsInternal Springs Vertex GroupInternal clipboard has no poseInternal clipboard is emptyInternal clipboard is not from a materialInternal clipboard is not from pose modeInternal error!Internal error, unknown state!{:s}Internal input-to-output connections for mutingInternal ownerInternal pose library error, canceling operatorInternal shader script to define the shaderInternal use (edit a property data_path)Internally render past the image border to avoid screen-space effects disappearingInternet access is required to install and update online extensions. Internet access is required to install extensions from the internet.Internet:Interocular DistanceInterpolateInterpolate CurvesInterpolate Grease Pencil strokes between framesInterpolate Hair CurvesInterpolate LengthInterpolate Point CountInterpolate RadiusInterpolate ShapeInterpolate all source edges hit by the projection of destination one along its own normal (from vertices)Interpolate all source polygons intersected by the projection of destination one along its own normalInterpolate between 2×2 samplesInterpolate between Action Start and End frames, with the Evaluation Time slider instead of the Target object/boneInterpolate between new and original normalsInterpolate between original and new normalsInterpolate hair using B-SplinesInterpolate new particles from the existing onesInterpolate pixels using selected filterInterpolate radii of selected pointsInterpolate the attribute from the corners of the hit faceInterpolate tilt of selected pointsInterpolate weight of selected pointsInterpolatedInterpolates between Action Start and End framesInterpolates existing custom normals to resulting meshInterpolates existing guide curves on a surface meshInterpolationInterpolation CurveInterpolation FalloffInterpolation GuidesInterpolation TiltInterpolation TypeInterpolation Type UInterpolation Type VInterpolation Type WInterpolation UInterpolation factor between current brush weight, and keys' weightsInterpolation fallback for sampled animations, when the property is not keyedInterpolation methodInterpolation method to use for segment of the F-Curve from this Keyframe until the next KeyframeInterpolation method to use for smoke/fire volumesInterpolation method to use for smoke/fire volumes in solid modeInterpolation method to use for volumesInterpolation method to use for volumes in solid modeInterpolation method to use the next time 'Interpolate Sequence' is runInterpolation mode used for first keyframe on newly added F-Curves (subsequent keyframes take interpolation from preceding keyframe)Interpolation to use for sub-pixel shifts and rotations due to stabilizationInterpolation type for absolute shape keysInterpolation:IntersectIntersect ModeIntersect existing selectionIntersect selected with unselected facesIntersecting EdgesIntersectionIntersection OnlyIntersection PriorityIntersection TypeIntersection With ContourIntersection generated by this collection will have this mask valueIntersection onlyIntersectionsInterval between paints for AirbrushInterval of time warp when teleporting in navigation modeIntroduce jitter/randomness into strokesIntroduces jitter while doing distortion, which can be faster but can produce grainy or noisy resultsInvalidInvalid Context ErrorInvalid DistanceInvalid InputInvalid Input ErrorInvalid Output LinkInvalid UDIM index range was specifiedInvalid UID for old ActionInvalid UV map: UV islands must not overlapInvalid anchor ('%s') found, needed to create library override from data-block '%s'Invalid cage object, the cage mesh must have the same number of faces as the active objectInvalid color palette index: %dInvalid contextInvalid context for keying setInvalid context: "%s", %sInvalid depsgraphInvalid face data detected for mesh '%s'. Automatic correction will be used, but some data will most likely be lostInvalid format specifier for string: "{}"Invalid format specifier: "{}"Invalid format: "{}"Invalid frame range (%d - %d)Invalid frame range (%d - %d). Start Frame is larger than End FrameInvalid frame totalInvalid headerInvalid hierarchy root ('%s') found, needed to create library override from data-block '%s'Invalid identifier: "{}"Invalid index %d for B-Bone segments of '%s'!Invalid mesh; more detail on the consoleInvalid object: verify object pathInvalid old/new Action pair ('%s' / '%s')Invalid old/new ID pair ('%s' / '%s')Invalid original modifier index '%d'Invalid panel identifierInvalid path template in File Output node. Skipping writing file.Invalid regular expression (find): {:s}Invalid regular expression (replace): {:s}Invalid resolutionInvalid screenshot area selectionInvalid selection orderInvalid slot name '%s': name must not be empty.Invalid surface UVs on {} curvesInvalid target %r (must be 'ARMATURE' or 'OBJECT')Invalid target settingsInvalid target!Invalid transformation for volume gridsInvalid variable name, click here for detailsInvalid vertex group indexInvalid vertex index %d (expected to be within 0 to %d range)Invalid/unset axisInverseInverse ClampedInverse ColorInverse GainInverse GammaInverse KinematicsInverse LiftInverse MatrixInverse OffsetInverse Parent MatrixInverse PowerInverse QuadraticInverse ScaleInverse SlopeInverse Smooth PressureInverse Square Root ModeInverse Square falloffInverse distance modelInverse distance model with clampingInverse of layer's parent transformation matrixInverse of object's parent matrix at time of parentingInverse selection (overrides 'Select All' when True)Inversion ModeInvertInvert AlphaInvert ArcInvert CollectionInvert Collection FilteringInvert ColorInvert CullInvert CurvatureInvert DisplacementInvert Dopesheet SortInvert FalloffInvert GridInvert LayerInvert Layer PassInvert MaterialInvert Material PassInvert MatrixInvert PanInvert Pan AxisInvert Pitch (X) AxisInvert Pressure for DensityInvert Pressure for FlowInvert Pressure for HardnessInvert Pressure for Wet MixInvert Pressure for Wet PersistenceInvert RGB valuesInvert Roll (Z) AxisInvert RotateInvert RotationInvert SelectionInvert Silhouette FilteringInvert SprayInvert UnselectedInvert Vertex GroupInvert Weights AInvert Weights BInvert Wheel Zoom DirectionInvert XInvert X AxisInvert YInvert Y AxisInvert Yaw (Y) AxisInvert ZInvert Z AxisInvert Zoom DirectionInvert a color, producing a negativeInvert action for the duration of the strokeInvert action of brush for duration of strokeInvert active vertex group's weightsInvert affected normalsInvert all the alpha values in the imageInvert alpha channelInvert and draw opposite arcInvert blue channelInvert colors, producing a negativeInvert destination stroke to match start and end with source strokeInvert existing selectionInvert face mark filteringInvert filter searchInvert filtering (show hidden items, and vice versa)Invert green channelInvert image's channelsInvert layer filterInvert layer pass filterInvert locks of all vertex groups of the active objectInvert locks of selected vertex groups of the active objectInvert locks of unselected vertex groups of the active objectInvert maskInvert material filterInvert material pass filterInvert normals for negative scaled objects.Invert output weight valuesInvert pinning for the selection instead of setting itInvert red channelInvert selection of all elementsInvert sort order of dopesheet channelsInvert source vertex group valuesInvert stabilization to reintroduce motion to the imageInvert the X locationInvert the X rotationInvert the Y locationInvert the Y rotationInvert the Z locationInvert the Z rotationInvert the axis of mouse movement for zoomingInvert the bump mapping direction to push into the surface instead of outInvert the curvature of the stroke's extensionInvert the expand active elementsInvert the face directionInvert the fade-out direction of the linear mappingInvert the gain colorInvert the gamma colorInvert the generated maskInvert the influence of vertex group AInvert the influence of vertex group BInvert the lift colorInvert the lock state of all vertex groupsInvert the maskInvert the mask black/whiteInvert the modulation of pressure in densityInvert the modulation of pressure in flowInvert the modulation of pressure in hardnessInvert the modulation of pressure in wet mixInvert the modulation of pressure in wet persistenceInvert the mouse inputInvert the object state filterInvert the offset colorInvert the power colorInvert the resulting falloff weightInvert the rotation angleInvert the slope colorInvert the spray direction mapInvert the stencil layerInvert the vertex group influenceInvert the visibility of all verticesInvert the weight of active vertex groupInvert to Scrape or FillInvert vertex group influenceInvert vertex group influence (collapse only)Invert vertex group mask influenceInvert vertex group weightsInvert visibility collection (Deprecated)Invert what is considered object and what is notInvertedInverted Cavity MaskInvertibleInvokeInvoke all configured exporters for all collectionsInvoke all configured exporters on this collectionInvoke the export operationInwards component of the vortex forceIris (.rgb)IronIrradiance Atlas texture could not be createdIrradiance Pool SizeIrradiance Visibility SizeIs ActiveIs ArchiveIs AttributeIs Axis AlignedIs BakedIs Camera RayIs Controller AimIs Controller GripIs DataIs Diffuse RayIs Edge BoundaryIs Edge LooseIs Edge ManifoldIs Edge SmoothIs EditableIs EditmodeIs EmptyIs EvaluatedIs Face PlanarIs Face SmoothIs Fallback UsedIs Fill VisibleIs FloatIs Generated TileIs Glossy RayIs Grease PencilIs HDRIs HiddenIs HitIs In HierarchyIs IndirectIs Inspect OutputIs InstanceIs Interface LockedIs InternalIs Layered ActionIs Legacy ActionIs LoadedIs Local OverrideIs Microsoft Store InstallIs Name ValidIs OpenIs OrthographicIs OutputIs Panel ToggleIs PerspectiveIs PinnedIs PlanarIs PortalIs Reflection RayIs RequiredIs SequenceIs Shadow RayIs Singular RayIs Spline CyclicIs StrandIs Stroke StartIs Stroke VisibleIs System OverrideIs TileIs Transmission RayIs UV SplitIs ValidIs Valid OffsetIs ViewportIs Volume Scatter RayIs marker muted for current frameIs part of an IK chainIs the name of the AOV conflictingIs this ID block linked indirectlyIs this a valid name for a driver variableIs this image tile generatedIs this keymap item modified by the userIs this keymap item user defined (does not just replace a builtin item)IslandIsland CountIsland IndexIsland MarginIsland selectionIsland that stays in place when stitching islandsIslands PrecisionIsolateIsolate ActionIsolate Multi User DataIsolate selected bones into a separate armatureIsometricIt cannot be a reserved keyword in PythonIt cannot be left blankIt cannot contain dots (e.g. 'a.dot')It cannot contain spaces (e.g. 'a space')It cannot contain special (non-alphabetical/numeric) charactersIt cannot start with a numberIt cannot start with a special character, including '$', '@', '!', '~', '+', '-', '_', '.', or ' 'Italian - ItalianoItalicItalic angle of the charactersItemItem FormatItem IdentifierItem TypeItem has no users and will be removedItem has no users and will be removed. Click to protect from deletionItem in a Key MapItem in a node tree interfaceItem is not protected from deletionItem is protected from deletionItem to be copied to this interface is of an unsupported socket typeItemsItems ExpandedItems Not FoundItems in the action map, mapping an XR event to an operator, pose, or haptic outputItems in the keymap, linking an operator to an input eventItems in the node interfaceItems in the node panelIterationIteration index that is used by inspection features like the viewer node or socket inspectionIterationsIterations input has to be a constant valueIterations: {:d} .. {:d} (avg. {:d})Iterative procedure did not convergeJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)JPEG Format (.jpg)JPEG QualityJPEG quality of proxy imagesJPEG-like lossy compression on 256 row image blocksJPEG-like lossy compression on 32 row image blocksJPEG2000Japanese - 日本語JitterJitter CameraJitter KeyframeJitter Keyframe SelectedJitter PressureJitter UnitJitter brush colorJitter camera position to create accurate blurring using render samples (only for final render)Jitter factor of brush radius for new strokesJitter in screen space or relative to brush sizeJitter the position of the brush in pixels while paintingJitter the position of the brush while paintingJitteredJittered ShadowsJittered Shadows (Viewport)Jittering AmountJittering happens in screen space, in pixelsJittering happens relative to the brush sizeJoinJoin AreasJoin BundleJoin DownJoin GeometryJoin Geometry ModeJoin LeftJoin Nodes in FrameJoin Palette SwatchesJoin RightJoin StringsJoin StrokesJoin TrianglesJoin UpJoin curve endpoints if overlapping control points are detected (if disabled, no curves will be cyclic)Join groups of Grease Pencil layers into oneJoin multiple bundles togetherJoin selected areas into new windowJoin selected objects into active objectJoin selected strokes into one fill to create holesJoin selected tracksJoin the last drawn stroke with previous strokes in the active layer by distanceJoin the new mesh as separate geometry, without performing any boolean operationJoin the selected strokes into one strokeJoin two curves by their selected endsJoining results in %d vertices, limit is %ldJoint BindingsJointsJoints:%s/%s | Bones:%s/%sJumpJump HeightJump SpeedJump UnitJump backwards in timeJump by framesJump by secondsJump cursor to lineJump forward/backward by a given number of frames or secondsJump to Line NumberJump to a different tab inside the properties editorJump to a file for the text editorJump to end of current pathJump to first/last frame in frame rangeJump to next failed frameJump to previous failed frameJump to previous/next keyframeJump to previous/next markerJump to special frameJump to start of current pathJump to the last frame of the frame rangeJump when in walk modeJust add the margin, ignoring any UV scaleJustifyK0K1K2K3K4KHR_materials_variants_uiKTX2 CompressionKeepKeep Anchor PointKeep AnimationKeep AxisKeep BoundariesKeep CapsKeep ConnectedKeep ContourKeep CornersKeep Corners, JunctionsKeep Corners, Junctions, ConcaveKeep ExistingKeep HierarchyKeep InputsKeep Last SegmentKeep LengthsKeep LoopKeep ModifierKeep Named NodesKeep NormalsKeep OffsetKeep OpenKeep OriginalKeep RangeKeep RootKeep ShapeKeep SharpKeep Sharp EdgesKeep SingleKeep SurfaceKeep TransformKeep UV and edit mode mesh selection in syncKeep User InterfaceKeep World TransformKeep a backup (.blend1) version of the files when saving with cleared previewsKeep a backup (.blend1) version of the files when saving with generated previewsKeep all current texture sizesKeep an even thickness of the distribution of duplicatesKeep applying paint effect while holding mouse (spray)Keep children nodesKeep existing header alignmentKeep frame and do not change with timeKeep from going through other boidsKeep gizmo visible even when the node is not selectedKeep material assigned to brushKeep non-manifold boundaries of the input mesh in place by avoiding the dual transformation thereKeep only frames above frame 0Keep original file after copying to configuration folderKeep original objects instead of replacing themKeep original strokes and create a copy before reprojectingKeep original textures files if possible. WARNING: if you use more than one texture, where pbr standard requires only one, only one texture will be used. This can lead to unexpected resultsKeep original tracksKeep path lengths constantKeep paths from intersecting the emitterKeep render data around for faster re-renders and animation renders, at the cost of increased memory usageKeep root keys unmodifiedKeep sharp edges as computed for default custom normals, instead of setting a single weighted normal for each vertexKeep size of normals constant in relation to 3D viewKeep strip offset relative to the current frame when pastingKeep the brush anchored to the initial locationKeep the caps as they are and don't flatten them when erasingKeep the children nodes of the group and only delete the group itselfKeep the computed view map and avoid recalculating it if mesh geometry is unchangedKeep the current data-block displayedKeep the input links to duplicated nodesKeep the liquid objects visible during renderingKeep the modifier at the end of the listKeep the original incoming geometry and join it with the instance geometryKeep the original incoming geometry and join it with the scattered geometryKeep the part of the grids that is common between all operandsKeep the part of the mesh that is common between all operandsKeep the position of the last segment in the IK chain fixedKeep the smoke objects visible during renderingKeep the texture at a constant length regardless of the length of each strokeKeep the values of the active group while normalizing othersKeep the world transform of strokes from the clipboard unchangedKeep the zig-zag "noise" in initial chainingKeep triangulated faces resulting from decimation (collapse only)Keep verts assigned to at least one group when cleaningKeep volume opacity and detail the same regardless of object scaleKeeping the modifiers will increase polycount when returning to object modeKeeps the hue constantKelvinKernelKernel Data TypeKernel OptimizationKernel RadiusKernels can be optimized based on scene content. Optimized kernels are requested at the start of a render. If optimized kernels are not available, rendering will proceed using generic kernels until the optimized set is available in the cache. This can result in additional CPU usage for a brief time (tens of seconds)KerningKeyKeyKeyKey %dKey All BonesKey BlocksKey ColorKey ConfigKey ConfigurationKey ConfigurationsKey FrameKey MapKey Map ItemKey MapsKey angular velocityKey configuration that can be extended by add-ons, and is added to the active configuration when handling eventsKey locationKey location for a particle over timeKey location/rotation/scale as well as custom propertiesKey mapped to particular frame that can be moved to change playback speedKey maps configured as part of this configurationKey rotation quaternionKey velocityKey-BindingKey-Config PreferencesKeyConfig '%s' cannot be removedKeyConfigsKeyMap "%s" (base) must be a user keymapKeyMap "%s" (other) must be an add-on or active keymapKeyMap "%s" does not match "%s"KeyMap "%s" item not part of the keymapKeyMap '%s' not found in KeyConfig '%s'KeyMap ItemsKeyMap item result may be incorrect since an update is pending, call `context.window_manager.keyconfigs.update()` to ensure matches can be found.KeyMapItem '%s' not found in KeyMap '%s'KeyMaps are equalKeyPresetsKeyboardKeyedKeyed StatesKeyed TimingKeyed particles target is validKeyframeKeyframe AKeyframe Animation StripKeyframe BKeyframe BorderKeyframe Border SelectedKeyframe Insert NeededKeyframe Insert PieKeyframe IntervalKeyframe NumbersKeyframe PointsKeyframe Scale FactorKeyframe SelectedKeyframe SelectionKeyframe from the final transformations (with constraints applied)Keyframe not in F-CurveKeyframe pasting is not available for Grease Pencil or mask modeKeyframe pasting is not available for mask modeKeyframe to setKeyframedKeyframed TracksKeyframesKeyframes AfterKeyframes BeforeKeyframes around cursor that we zoom aroundKeyframes cannot be added to sampled F-CurvesKeyframingKeyframing SettingsKeyingKeying ScreenKeying SetKeying Set NameKeying Set PathKeying Set Paths to define settings that get keyframed togetherKeying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)Keying Set does not contain any pathsKeying SetsKeying Sets AllKeying set '%s' - successfully added %d keyframesKeying set '%s' not foundKeying set could not be addedKeying set failed to insert any keyframesKeying set failed to remove any keyframesKeying set is active, which mayKeying set path could not be addedKeying set path could not be removedKeying set pathsKeying set paths could not be removedKeyingSetKeymapKeymap is defined by the userKeysKeys StepKhronos PBR NeutralKhronos PBR Neutral Image Encoding for sRGB DisplayKhronos PBR Neutral sRGBKill ParticlesKill collided particlesKilogramsKilohertzKilometersKilometers per hourKilowattsKinematicKinematic ConstraintKinetic Energy Potential MaximumKinkKink AmplitudeKink Amplitude FactorKink FrequencyKink Frequency FactorKink TypeKirschKiteKnot ModeKnown relative offset of original shot, will be subtracted (e.g. for panning shot, can be animated)Korean - 한국어Kr Derivative EpsilonKr derivative epsilon for computing suggestive contoursKuwaharaKyrgyz - Кыргыз тилиLIB: %s: '%s' is directly linked from '%s' (parent '%s'), but is a non-linkable data typeLIB: %s: '%s' missing from '%s', parent '%s'LIB: .blend file %s seems corrupted, no owner 'Library' data found for the linked data-block '%s'. Try saving the file again.LIB: .blend file %s seems corrupted, no owner 'Library' data found for the packed linked data-block %s. Try saving the file again.LIB: Data refers to main .blend file: '%s' from %sLIB: object lost from scene: '%s'LMBLZWLabelLabel Font SizeLabel SizeLabel reroute nodes based on the label of connected reroute nodesLabel to display for the socket subtype in the UILabel to display for the socket type in the UILacunarityLambda BorderLambda FactorLambda factorLambda factor in borderLambertian and Oren-Nayar diffuse reflectionLambertian diffuse transmissionLambertian emission shaderLampLand Personal SpaceLand Stick ForceLanding SmoothnessLandmarkLandmark ControlsLandmarksLanguageLanguage IDLanguage NameLanguage label (eg. "French (Français)")Language used for translationLanguagesLanguages to update in work repositoryLaplaceLaplacianLaplacian DeformLaplacian Deform ModifierLaplacian Smooth ModifierLaplacian smooth of selected verticesLaplacianDeformLaplacianSmoothLargeLargest to SmallestLastLast Action Slot IdentifierLast FrameLast QI value of the QI rangeLast frame from action to useLast frame of the Action to useLast frame of the action's timelineLast frame of the segmentLast frame to transferLast known location of the viewer pose (center between the eyes) in world spaceLast known rotation of the viewer pose (center between the eyes) in world spaceLast selected elementLast selected not foundLathe around an axis, treating the input mesh as a profileLatitude MinLatticeLatticeNewLattice DeformLattice ModifierLattice data-block defining a grid for deforming other objectsLattice data-blocksLattice deformation modifierLattice object to deform withLattice resolution in U directionLattice resolution in V directionLattice resolution in W directionLattice(s)LatticesLaunch Blender without --offline-modeLaunched with "--offline-mode", cannot be changedLayerLayer '%s' not found in object '%s'Layer AboveLayer BelowLayer CollectionLayer CountLayer GroupLayer Group is locked or not visibleLayer GroupsLayer IndexLayer MappingLayer ModeLayer ObjectsLayer OpacityLayer PassLayer SamplesLayer SelectionLayer StepLayer WeightLayer above activeLayer already addedLayer below activeLayer collectionLayer collection childrenLayer in multilayer imageLayer is already added as a maskLayer is locked or not visibleLayer is selected for editing in the Dope SheetLayer nameLayer not found in annotation dataLayer of the cache, used to load or override data from the first the first layerLayer of vertex colors in a Mesh data-blockLayer pass filterLayeredLayered RecordingLayersLayers TintingLayers as InstancesLayers for the FK controls to be onLayers for the optional IK controls to be onLayers for the primary controls to be onLayers for the secondary controls to be onLayers for the tweak controls to be onLayers included in the interpolationLayers of the cacheLayers used as boundariesLayers:%s | Frames:%s | Strokes:%s | Points:%sLayoutLayout panels can not be used in this contextLazy ConnectLazy Connect with Socket MenuLazy MixLazy Source!Lazy Target!LeadLeader key like functionality for accessing toolsLeadingLeaf VoxelsLeatherLeave as isLeave at current stateLeave orientation unchangedLeftLeft EyeLeft HandleLeft Handle FieldLeft Handle OffsetLeft Handle SelectedLeft Handle TypeLeft KeyLeft NeighborLeft OrthographicLeft PerspectiveLeft handle selection statusLeft singular vectorsLeft-bottom corner of search area in normalized coordinates relative to marker positionLeft/RightLeftward frame offset of the right handle from the end of the strip contentLegLegacy Add-onLegacy Add-onsLegacy BehaviorLegacy Compute Device TypeLegacy NoiseLegacy NormalLegacy OverwriteLegacy Target PathLegacy tracking constraint prone to twisting artifactsLegacy unique node type identifier, redundant with bl_idname propertyLegacy vertex color layers. Deprecated, use color attributes instead.Legal rights and conditions for the modelLengthLength AverageLength FactorLength ModeLength ModifierLength UnitLength WeightLength at rest positionLength in geometry spaceLength in ratio to the stroke's lengthLength of ALength of a dash cycle measured in stroke samplesLength of child pathsLength of displaying path, in framesLength of each curveLength of each curve to be rolledLength of each frameLength of each individual edgeLength of each segmentLength of edge in 3D spaceLength of first Bézier Handle (for B-Bones only)Length of newly added curves when it is not interpolated from other curvesLength of rays, defines how far away other faces give occlusion effectLength of reorder indices must be the same as the number of curvesLength of second Bézier Handle (for B-Bones only)Length of sizes must be the same as the selection sizeLength of the 1st dash for dashed linesLength of the 1st dash for splittingLength of the 1st gap for dashed linesLength of the 1st gap for splittingLength of the 2nd dash for dashed linesLength of the 2nd dash for splittingLength of the 2nd gap for dashed linesLength of the 2nd gap for splittingLength of the 3rd dash for dashed linesLength of the 3rd dash for splittingLength of the 3rd gap for dashed linesLength of the 3rd gap for splittingLength of the arcLength of the boneLength of the bone. Changing moves the tail end.Length of the depth added in the local Z direction along the curve, perpendicular to its normalsLength of the flare at the end of the braidLength of the generated hair curvesLength of the hairLength of the line's headLength of the line's tailLength of the strip in frames from left handle to right handleLength of the strip in frames, or the length of each strip if multiple are addedLength of the underlying strip source in frames, excluding handlesLength of tips to be removedLength to fit array withinLength to make selected keyframes' Bézier handlesLennard-JonesLennard-Jones effector weightLensLens DispersionLens DistortionLens UnitLens focal length (mm)LessLess ThanLess Than ModeLess Than or EqualLess than 90 limits the angle used in the tonal rangeLet smoke disappear over timeLet the driver determine this property's valueLet the emitter object orientation give the particle a starting velocityLet the mouse wrap around the view boundaries so mouse movements are not limited by the screen size (used by transform, dragging of UI controls, etc.)Let the object give the particle a starting velocityLet the surface normal give the particle a starting velocityLet the surface tangent give the particle a starting velocityLet the target particle give the particle a starting velocityLet the text overflow outside the text boxesLet the vector away from the target particle's location give the particle a starting velocityLevelLevel EndLevel SetLevel StartLevel of detail in the added turbulent noiseLevel of smoothing on the roll path to include shape variationLevel of subdivisionLevel set representation of the fluidLevel set representation of the inflowLevel set representation of the obstaclesLevel set representation of the outflowLevelsLevels ViewportLib Reload: Replacing all references to old data-block '%s' by reloaded one failed, old one (%d remaining users) had to be kept and was renamed to '%s'LibrariesLibraryLibrary "%s" needs overrides resyncLibrary '%s' ('%s') is an archive storage for packed data, but has no real library parent.Library '%s' appears corrupted, it contains invalid ID names. This may cause missing linked data.Library '%s' was created by a future version of Blender and contains ID names longer than currently supported. This may cause missing linked data, consider opening and re-saving that library with the current Blender version.Library '%s', '%s' had multiple instances, save and reload!Library (Object Data)Library (blendfile) reference in a BlendImportContext data. Currently only exposed as read-only data for the pre/post blendimport handlersLibrary BrowserLibrary EditableLibrary ID %s in library %s, this should not happen!Library ID %s not found at expected path %s!Library ID representing the blendfile from which the ID was imported. None until the ID has been linked or appendedLibrary NameLibrary OperationLibrary OverridableLibrary Overridden IDLibrary OverrideLibrary Override OperationLibrary Override Troubleshoot OperationLibrary Override View ModeLibrary OverridesLibrary Overrides Need resyncLibrary PathLibrary Weak ReferenceLibrary data-blocksLibrary database with null library data-block pointer!Library file the data-block is linked fromLibrary file, loading empty sceneLibrary override ID used as root of the override hierarchy this ID is a member ofLibrary override dataLibrary override data-blocks only support Disk Cache storageLibrary override of linked data-block, click to make fully local, Shift + Click to clear the library override and toggle if it can be editedLibrary override templates have been removed: removing all override data from the data-block '%s'Library path '%s' does not exist, correct this before savingLibrary path '%s' is now valid, please reload the libraryLibrary path is not editable, use the Relocate operationLibrary to reloadLibrary to relocateLicenseLicensed under the GNU General Public LicenseLifeLife TimeLife Time FactorLife span of the particlesLifetimeLifetime RandomnessLifetime of the wave in frames, zero means infiniteLiftLift ForceLift/Gamma/GainLightLightAreaLightAutoLightBackLightEmission SamplingLightFrontLightFront and BackLightLightLightLightProbeLightMatCapLightNewLightNoneLightPlaneLightPointLightPowerLightSphereLightSpotLightStrengthLightStudioLightSunLightTypeLightUse TemperatureLightVolumeLightWorldLight AdaptationLight Angle: %.3fLight ColorsLight ContourLight DirectionLight FalloffLight GroupLight GroupsLight Intensity ScaleLight LinkingLight Linking SpecialsLight Linking for %sLight ObjectLight OutputLight PathLight PathsLight Power: %.3fLight ProbeLight Probe VolumeLight Probe Volume Backface CullingLight Probe data-block for lighting capture objectsLight Probe data-blocksLight Probe(s)Light ProbesLight Probes Volume PoolLight Radius: %.3fLight ReferenceLight Sampling ThresholdLight Size X: %.3fLight Size Y: %.3fLight Size: %.3fLight ThresholdLight TreeLight TypeLight colorLight color temperature in KelvinLight data-block for lighting a sceneLight data-blocksLight energy emitted over the entire area of the light in all directions, in units of radiant power (W)Light link selected blockers to the active emitter objectLight link selected receivers to the active emitter objectLight linking settingsLight linking settings of objects and children collections of a collectionLight linking settings of the collectionLight linking settings of the collection objectLight or shadow receiving state of the object or collectionLight probe that captures incoming light from a single direction on a planeLight probe that captures low frequency lighting inside a volumeLight probe that captures precise lighting from all directions at a single point in spaceLight scattering distribution on rough surfaceLight size for ray shadow sampling (Raytraced shadows)Light strength before applying falloff modificationLight used for Studio lighting in solid shading modeLight(s)LightProbeLightProbeNewLightenLighten ModeLighter pressure causes more smoothing to be appliedLightgroupLightgroup SyncLightgroup that the object belongs toLightgroup that the world belongs toLightingLighting Method for Solid/Texture Viewport ShadingLighting ModeLighting for a World data-blockLightnessLightness:LightsLights affect Grease Pencil objectLights used to display objects in solid draw modeLights used to display objects in solid shading modeLimb SegmentsLimb TypeLimbNodeLimestone (Broken)Limestone (Solid)LimitLimit DistanceLimit Distance ConstraintLimit F-ModifierLimit Frame RangeLimit LocationLimit Location ConstraintLimit MethodLimit ModeLimit RadiusLimit RotationLimit Rotation ConstraintLimit ScaleLimit SizeLimit Size ConstraintLimit StrengthLimit SurfaceLimit View to ContentsLimit XLimit YLimit ZLimit below which to merge verticesLimit brush application to the distance specified by spacingLimit by a single channelLimit by the average of the other two channelsLimit colliders to this CollectionLimit colliders to this collectionLimit deform weights associated with a vertex to a specified number by removing lowest weightsLimit distance in normalized coordinatesLimit effectors to this collectionLimit fluid objects to this collectionLimit for snap middle vertices to the axis centerLimit forces to this collectionLimit maximum number of lightsLimit maximum steepness of wave slope between simulation points (use higher values for smoother waves at expense of reduced detail)Limit merging geometryLimit movement around the X axisLimit movement around the Y axisLimit movement around the Z axisLimit movement to viewer's initial directionLimit rotation around X axisLimit rotation around Y axisLimit rotation around Z axisLimit speed of tracking to make visual feedback easier (this does not affect the tracking quality)Limit texture size to 1024 pixelsLimit texture size to 128 pixelsLimit texture size to 2048 pixelsLimit texture size to 256 pixelsLimit texture size to 4096 pixelsLimit texture size to 512 pixelsLimit texture size to 8192 pixelsLimit texture size used by final renderingLimit texture size used by viewport renderingLimit the amount of automatic scalingLimit the display of curve handles in Edit ModeLimit the distance from target objectLimit the distance from the offset plane that a vertex can be affectedLimit the distance used for projection (zero disables)Limit the location of the constrained objectLimit the maximum value of the radius in order to avoid overlapping filletsLimit the number of simultaneous internet connections online operations may make at once. Zero disables the limit.Limit the render time (excluding synchronization time). Zero disables the limitLimit the resolution at 1 unit from the light origin instead of relative to the shadowed pixelLimit the rotation of the constrained objectLimit the scaling of the constrained objectLimit the texture size to save graphics memoryLimit the time/value ranges of the modified F-CurveLimit timeline height to maximum used channel slotLimit toLimit to Frame RangeLimit to Playback RangeLimit to SegmentLimit to ViewportLimit to select color for glow effectLimit translation on X axisLimit translation on Y axisLimit translation on Z axisLimited Global IlluminationLimiterLimiting strategy to prevent numerical artifactsLimitsLimits the Property Value slider to a range, values outside the range must be inputted numericallyLin errorLineLine ArtLine Art ModifierLine Art SettingsLine Art settings for materialLine Art settings for the objectLine Art stroke source typeLine BeginLine BreakLine ColorLine Color AlphaLine Color BlueLine Color GreenLine Color RedLine EndLine ErrorLine InfoLine InputLine NumbersLine Numbers BackgroundLine OutputLine PriorityLine RadiusLine SampleLine Set CollectionLine Set NameLine SetsLine SpacingLine StyleLine Style Alpha ModifierLine Style Color ModifierLine Style Geometry ModifierLine Style ModifierLine Style OutputLine Style Thickness ModifierLine Style data-blocksLine StylesLine ThicknessLine Thickness ModeLine TypeLine WidthLine angle where the image should be splitLine color used for Freestyle line renderingLine number to jump toLine of text in a Text data-blockLine position where the image should be splitLine set '%s' could not be removedLine set for associating lines and style parametersLine set nameLine sets for associating lines and style parametersLine style settingsLine thickness based on random noiseLine thickness based on the angle between two adjacent facesLine thickness based on the radial curvature of 3D mesh surfacesLine thickness for motion pathLine thickness in pixelsLine thickness mode for Freestyle line drawingLine to jump toLineSetLineSet %iLineStyleLineStyle Texture SlotLinearLinear 3D CurvesLinear AP0 with ACES white pointLinear AP1 with ACES white pointLinear BT.2020 with illuminant D65 white pointLinear BT.709 with illuminant D65 white pointLinear CIE-XYZ D65Linear CIE-XYZ ELinear ClampedLinear DCI-P3 D65Linear DCI-P3 with illuminant D65 white pointLinear DampingLinear DragLinear E-Gamut with illuminant D65 white pointLinear ExtrapolationLinear FilmLight E-GamutLinear GizmoLinear GradientLinear InterpolationLinear LightLinear Light ModeLinear ModifiersLinear MotorLinear Rec.2020Linear Rec.709Linear Velocity Deactivation ThresholdLinear Velocity below which simulation stops simulating objectLinear distance modelLinear distance model with clampingLinear falloffLinear interpolationLinear interpolation between From Min and From Max valuesLinear interpolation between keyframesLinear presetLinear viscosityLinearly blend the smooth data to the border frames of the selectionLinearly scale along Z axis of the modifier spaceLineartLinesLines OnlyLines of textLineset SpecialsLinkLink Active to SelectedLink Active to Selected (Don't Replace Links)Link Active to Selected (Don't Replace Links, Node Names)Link Active to Selected (Don't Replace Links, Output Names)Link Active to Selected (Menu)Link Active to Selected (Replace Links)Link Active to Selected (Replace Links, Node Names)Link Active to Selected (Replace Links, Output Names)Link Animation DataLink CollectionsLink Fonts to TextLink Instance CollectionLink LimitLink MaterialsLink Materials ToLink Object DataLink Operation IndexLink StateLink active node to selected nodes basing on various criteriaLink after collectionLink all to boneLink all to objectLink before collectionLink between collectionsLink between nodes in a node treeLink from a Library .blend fileLink from this outputLink in the collections from the current scene (shallow copy)Link inside collectionLink is hidden due to invisible socketsLink is muted and can be ignoredLink is validLink material to object or the object's dataLink node to the group or node tree outputLink objects to a collectionLink objects to a new collectionLink operation index out of rangeLink operation to execute on the context socketLink selected collections to active sceneLink selected strips together for simplified group selectionLink selection to another sceneLink target: {}Link the objects or data-blocks rather than appendingLink to CollectionLink to Collection RecursiveLink to New CollectionLink to Output NodeLink to Viewer NodeLink to viewer nodeLink {}Link/Transfer DataLinkedLinked CopyLinked DataLinked Data-blocksLinked HandleLinked ID Session UIDLinked ID used as reference by this overrideLinked PackedLinked TimeLinked actions will be duplicated for each selected strip.Linked bone collections are not editableLinked data-blocks cannot be renamedLinked data-blocks do not allow editing cachesLinked object baking requires Disk Cache to be enabledLinked or library override data-blocks do not allow adding or removing cachesLinking or appending from a very old .blend file format (%d.%d), no animation conversion will be done! You may want to re-save your lib file with current BlenderLinksLinks can only go into a zone but not outLiquidLiquid DomainLiquid Domain MaterialListList .blend files' contentList ItemList Item ColorsList LengthList NameList all sub-directories' content, one level of recursionList all sub-directories' content, three levels of recursionList all sub-directories' content, two levels of recursionList all the operators in a text-block, useful for scriptingList objects under the mouse (object mode only)List of AOVsList of LightgroupsList of Mask LayersList of Masking LayersList of all bone collections of the armatureList of alpha transparency modifiersList of background imagesList of chained animation segmentsList of gizmos in the Gizmo MapList of grids and metadata are loaded in memoryList of groups of bones for easy selectionList of libraries to search and import that ID from. The ID will be imported from the first file in that list that contains itList of line color modifiersList of line thickness modifiersList of object and material crypto IDs to include in matteList of overridden propertiesList of overriding operations for a propertyList of stroke geometry modifiersLists committers to Blender's source codeLithuanian - LietuviškaiLive EditLive UnwrapLive filtering stringLive search filtering stringLoadLoad Factory "{}" Preferences.Load Factory "{}" Startup File and PreferencesLoad Factory Blender PreferencesLoad Factory Default Startup File and PreferencesLoad Factory {:s} PreferencesLoad OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization levelLoad UILoad a BVH motion capture fileLoad a FBX fileLoad a SVG fileLoad a Wavefront OBJ sceneLoad a cache fileLoad a glTF 2.0 fileLoad a new font from a fileLoad a presetLoad a sequence of frames or a movie fileLoad a sound fileLoad a sound file as monoLoad an Alembic archiveLoad and apply a Blender XML theme fileLoad factory default preferences. To make changes to preferences permanent, use "Save Preferences"Load factory default startup file and preferences. To make changes permanent, use "Save Startup File" and "Save Preferences"Load last saved preferencesLoad online manualLoad sound with the movieLoad the default ('factory startup') blend file. This is independent of the normal start-up file that the user can saveLoad translations' settings from a persistent JSON fileLoad user interface setup from the .blend fileLoad user interface setup in the .blend fileLoad user interface setup when loading .blend filesLoaded a pre-2.50 blend file, animation data has not been loaded. Open & save the file with Blender v4.5 to convert animation data.Loading "%s" failed: Loading Asset LibrariesLoading export settings failed. Removed corrupted settingsLoading failed: Loading previews...Loading textures ({} remaining)Loading...LocalLocal +X TangentLocal +Z TangentLocal -X TangentLocal -Z TangentLocal CameraLocal CollectionsLocal Data-blocksLocal LocationLocal MatrixLocal PoseLocal SpaceLocal Space (Owner Orientation)Local Up/DownLocal ViewLocal With ParentLocal rotation of the gizmo. Only used if the local transforms are used in the 3D viewLocal space unit length custom normal vectors of the face corners of this triangleLocal space unit length normal vector for this faceLocal space unit length normal vector for this triangleLocal space unit length tangent vector of this vertex for this face (must be computed beforehand using calc_tangents)Local transformation matrix of the layerLocale code: ab. Translation progress: 0%Locale code: ar_EG. Translation progress: 23%Locale code: be. Translation progress: 0%Locale code: bg_BG. Translation progress: 1%Locale code: ca_AD. Translation progress: 100%Locale code: cs_CZ. Translation progress: 27%Locale code: da. Translation progress: 3%Locale code: de_DE. Translation progress: 37%Locale code: el_GR. Translation progress: 1%Locale code: en_GB. Translation progress: 99%Locale code: en_US. Translation progress: 100%Locale code: eo. Translation progress: 0%Locale code: es. Translation progress: 100%Locale code: eu_EU. Translation progress: 1%Locale code: fa_IR. Translation progress: 3%Locale code: fi_FI. Translation progress: 11%Locale code: he_IL. Translation progress: 2%Locale code: hi_IN. Translation progress: 4%Locale code: hu_HU. Translation progress: 11%Locale code: id_ID. Translation progress: 21%Locale code: it_IT. Translation progress: 44%Locale code: ka. Translation progress: 100%Locale code: ko_KR. Translation progress: 98%Locale code: ky_KG. Translation progress: 2%Locale code: lt. Translation progress: 3%Locale code: ml. Translation progress: 0%Locale code: nb. Translation progress: 4%Locale code: nl_NL. Translation progress: 8%Locale code: pl_PL. Translation progress: 100%Locale code: pt_BR. Translation progress: 43%Locale code: pt_PT. Translation progress: 78%Locale code: ro_RO. Translation progress: 2%Locale code: ru_RU. Translation progress: 100%Locale code: sk_SK. Translation progress: 100%Locale code: sl. Translation progress: 51%Locale code: sr_RS. Translation progress: 16%Locale code: sr_RS@latin. Translation progress: 16%Locale code: sw. Translation progress: 72%Locale code: ta. Translation progress: 100%Locale code: th_TH. Translation progress: 5%Locale code: tr_TR. Translation progress: 78%Locale code: uk_UA. Translation progress: 57%Locale code: ur. Translation progress: 86%Locale code: vi_VN. Translation progress: 93%Locale code: zh_HANS. Translation progress: 100%Locale code: zh_HANT. Translation progress: 62%Localize AllLocalize all appended data, including those indirectly linked from other librariesLocationLocation & RotationLocation & ScaleLocation (Object Space)Location AxisLocation InfluenceLocation Mix ModeLocation XLocation YLocation ZLocation for adding new nodesLocation for the newly added objectLocation of center of massLocation of custom proxy fileLocation of head end of the boneLocation of head end of the bone relative to armatureLocation of head end of the bone relative to its parentLocation of head of the channel's boneLocation of marker on frameLocation of new primitiveLocation of tail end of the boneLocation of tail end of the bone relative to armatureLocation of tail end of the bone relative to its parentLocation of tail of the channel's boneLocation of target that object will not pass throughLocation of the action's corresponding controller aim in world spaceLocation of the extension to installLocation of the hair key in its local coordinate system, relative to the emitting faceLocation of the hair key in object spaceLocation of the node in the entire canvasLocation of the node within its parent frameLocation of the objectLocation of the textLocation of this character in the text data (only for text curves)Location of vertex in area spaceLocation of vertex in normalized spaceLocation offset to apply to base pose when determining viewer locationLocation on disk where the bake data is storedLocation onlyLocation to DeltasLocation to add new vertex atLocation to align islands onLocation to store the proxy filesLocation, Rotation & ScaleLocation, Rotation, Scale & Custom PropertiesLocation:LocationsLockLock ActiveLock AdjustLock AxisLock BordersLock Camera to ViewLock DirectionLock Direction (Alt)Lock ElevationLock Elevation (Alt)Lock EndsLock FrameLock Frame SelectionLock HorizonLock Horizon forces the horizon to be kept leveled as it currently isLock IK XLock InterfaceLock LocationLock MarkersLock Mesh Border VerticesLock MethodLock Object ModesLock OrderLock Pinned IslandsLock Polygon NormalsLock RootsLock RotationLock Rotation (4D Angle)Lock Rotation When ScalingLock Rotations (4D)Lock ScaleLock ShapeLock TipsLock Track ConstraintLock Up OrientationLock ValueLock XLock X PosLock X RotationLock YLock Y PosLock Y RotationLock ZLock Z PosLock Z RotationLock action to executeLock action to execute on vertex groupsLock all Grease Pencil layers to prevent them from being accidentally modifiedLock all Grease Pencil materials to prevent them from being accidentally modifiedLock all shape keysLock all shape keys of the active objectLock all vertex groupsLock all vertex groups of the active objectLock and hide any material not usedLock any material not used in any selected strokeLock border vertices during simplification to avoid gaps on connected meshesLock channelLock current frame displayed by layerLock curves view to time cursor during playback and trackingLock editing of 'angle' component of four-component rotations when transformingLock editing of four component rotations by components (instead of as Eulers)Lock editing of location when transformingLock editing of rotation when transformingLock editing of scale when transformingLock interface during rendering in favor of giving more memory to the rendererLock motion to the reconstructed camera movementLock motion to the reconstructed object movementLock motion to the target motion trackLock motion to the target pathLock not held!Lock repositories - to test lockingLock rotation to the axis between the curve endsLock selected and unlock unselected vertex groups of the active objectLock selected tracksLock selected vertex groups of the active objectLock strip so that it cannot be transformedLock strips so they cannot be transformedLock the order of shown items (user cannot change it)Lock the position of root pointsLock the position of the vertices in the simulation falloff area to avoid artifacts and create a softer transition with unaffected areasLock the view to the active object/boneLock tip position when smoothingLock to BoneLock to CursorLock to ObjectLock to SelectionLock to Time CursorLock unselected vertex groups of the active objectLock view rotation of side views to Top/Front/RightLock viewport to selected markers during playbackLock-RelativeLock/MuteLock/Unlock all layersLock/unlock selected tracksLockedLocked AxisLocked InfluenceLocked MarkerLocked TrackLocked Track ConstraintLocked TracksLocked {:d} repo(s)LocksLogLog Encoding with Chroma inset and rotation of primaries, and with 25 Stops of Dynamic RangeLog LevelLog based filmic shaper with 16.5 stops of latitude, and 25 stops of dynamic rangeLog conversion gammaLog conversion reference blackpointLog conversion reference whitepointLog of operations, warnings and error messagesLog the channel list info in the terminal. This operator is only available in debug builds of BlenderLogarithm A base BLogarithm ModeLogarithmic DissolveLogical ANDLogical ORLong HairLong KeyLong Key SelectedLong ListLongestLongest DiagonalLongitude MinLookLook AheadLook AtLook up the most appropriate tool for the given brush type and activate thatLook up the transformation matrix from an external fileLook up transformation from an external fileLoopLoop ColorsLoop CountLoop CutLoop PairsLoop SlideLoop StartLoop TotalLoop TrianglesLoop and InvertLoop back and forthLoop back and forth starting in reverseLoop cut does not work well on deformed edit mesh displayLoop in a Mesh data-blockLoop in parentsLoop the animation playbackLoopsLoops are not connected by wire/boundary edgesLoops of the mesh (face corners)Loops on each side of the profileLooseLoose As ContourLoose EdgesLoose Edges As ContourLoose PointsLoose edges will have contour typeLosslessLossless OutputLossless compression based on high throughput JPEG 2000 encoding. It produces smaller files, but it is new and not widely supported by other software yet.Lossless run length encoding compressionLossless wavelet compression, effective for noisy/grainy imagesLossless zip compression of 16 row image blocksLossless zip compression, each image row compressed separatelyLossy compression for 16 bit float images, at fixed 2.3:1 ratioLossy compression for 32 bit float images (stores 24 bits of each float)LowLow ColorLow ContrastLow QualityLow Resolution MeshLow frequency contrast using an unsharp maskLowerLower (inclusive) bound for a vertex's weight to be added to the vgroupLower BoundLower CaseLower ConcavityLower LeftLower MemoryLower RightLower X Angle LimitLower X LimitLower X angle boundLower Y Angle LimitLower Y LimitLower Y angle boundLower Z Angle LimitLower Z LimitLower Z angle boundLower bound for timestep in second in case of automatic substepsLower bound of envelope at this control-pointLower bound of the highlighting rangeLower bound of the input range the mapping is appliedLower clamping threshold for marking fluid cells as wave crests (lower value results in more marked cells)Lower clamping threshold for marking fluid cells where air is trapped (lower value results in more marked cells)Lower clamping threshold that indicates the fluid speed where cells start to emit particles (lower values result in generally more particles)Lower distance from Reference Value for 1:1 default influenceLower for more projection groups, higher for less distortionLower half of the texture is for tips of the strokeLower limit of X axis rotationLower limit of X axis translationLower limit of Y axis rotationLower limit of Y axis translationLower limit of Z axis rotationLower limit of Z axis translationLower limit of the tilt away from the +Z directionLower mesh concavity bound (high values tend to smoothen and fill out concave regions)Lower or upper caseLower values give a smoother curveLower values will reduce background bleeding onto foreground elementsLower/Upper limits for deformLowestLowest FrequencyLowest QualityLowest X value to allowLowest Y value to allowLowest Z value to allowLowest corner of the parallax bounding boxLowest possible particle lifetimeLumaLuma WaveformLuminanceLuminance ChannelLuminance KeyLuminance NoiseMAC GridMB4MB5MB6MB7MDDMFTMKVMMBMMB ActionMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerMacCormackMacCormack scheme with implicit diffusion control. Reduces numerical dissipation while maintaining stabilityMagicMagic TextureMagneticMagnetic effector weightMagnifyMagnitudeMagnitude of AMainMain 1 to 0 keys act as the numpad ones (useful for laptops)Main ActionsMain AnnotationsMain ArmaturesMain AxisMain BrushesMain Cache FilesMain CamerasMain CollectionsMain CurvesMain FontsMain GeometryMain Grease PencilsMain Hair CurvesMain ImagesMain ItemsMain LatticesMain LibrariesMain Light ProbesMain LightsMain Line StylesMain MasksMain MaterialsMain MeshesMain MetaballsMain Movie ClipsMain Node TreesMain ObjectsMain Paint CurvesMain PalettesMain Particle SettingsMain Point CloudsMain ScenesMain ScreensMain SoundsMain SpeakersMain TextsMain TexturesMain VolumesMain Window ManagersMain WorkspacesMain WorldsMain axis of movementMain basic settingsMain data structure representing a .blend file and all its data-blocksMain direction of the waves when they are (partially) alignedMaintain VolumeMaintain Volume ConstraintMaintain a constant volume along a single scaling axisMaintain parent child relationshipsMaintain speed, flight level or wanderMaintain symmetry on an axisMaintain the object's volume as it stretchesMaintain the original pitch of the audio when changing playback speedMaintain the relative weights for the groupMaintain thickness by adjusting for sharp corners (slow, disable when not needed)Maintained by community developersMaintainerMajor Grid LinesMajor RadiusMajor SegmentsMajor/MinorMajorantMajorant transmittance of the volumeMajorityMakeMake Cyclic (F-Modifier)Make Data Single UserMake HolesMake InternalMake LocalMake Sculpt Mode tools deform the base mesh while previewing the displacement of higher subdivision levelsMake Selected Objects Single-UserMake Selected Strips Single-UserMake SingleMake Single UserMake UniformMake UniqueMake a copy of all selected keyframesMake a copy of all selected keyframes and move themMake a copy of the active Grease Pencil frame(s)Make a copy of the active Grease Pencil layerMake a copy of the active Grease Pencil layer to selected objectMake a copy of the active vertex groupMake a full copy of the current sceneMake a link between selected output and input socketsMake a link from one socket to anotherMake a spline cyclic by clicking endpointsMake active curve closed/open loopMake active spline closed/open loopMake active text file internalMake all affected normals parallelMake all paths to external files absoluteMake all paths to external files relative to current .blendMake all users of selected data-blocks to use instead a new chosen oneMake all users of selected data-blocks to use instead current (clicked) oneMake an extra IK hand control pivoting around the tip of the handMake an image from biggest 3D view for reprojectionMake annotations on the active dataMake any edits to any catalogs permanent by writing the current set up to the asset libraryMake border edges between the caps and the tube shape smooth instead of sharpMake box select pass through to sequence slide when the cursor is hovering on a stripMake channels grouped under this channel visibleMake copies of node groups when duplicating nodes in the node editorMake copies of selected elements and move themMake copies of the selected Grease Pencil strokes and move themMake copies of the selected bones within the same armatureMake copies of the selected bones within the same armature and move themMake copies of the selected metaball elements and move themMake curve path children rotate along the pathMake cut even if strip is not selected preserving selection state after cutMake data single-user, apply modifier, and remove it from the list.Make edges 'sail'Make face and vertex normals point either outside or inside the meshMake faces use the minimal vertex weight assigned to their vertices (ensures new faces remain parallel to their original ones, slow, disable when not needed)Make group from selected nodesMake hairs less puffyMake hairs longerMake hairs longer or shorterMake hairs more puffyMake hairs shorterMake hairs stand upMake image transparent outside of radiusMake instanced objects attached to this object realMake instancer visible in the viewportMake instancer visible when renderingMake internalMake library linked data-blocks local to this fileMake linked action local to each stripMake linked data local to each objectMake materials local to each data-blockMake module file internal after loadingMake more room for large scenes to fit by distributing memory across interconnected devices (e.g. via NVLink) rather than duplicating itMake object animation data local to each objectMake object data (mesh, curve etc.) animation data local to each objectMake only active layer visible/editableMake paths of used library blendfiles relative to current blendfileMake previously hidden curves visible again in Graph Editor viewMake selected hair the same lengthMake selected objects appear in NLA Editor by adding Animation DataMake selected objects explodeMake selected objects liquidMake shape keys relative, otherwise play through shapes as a sequence using the evaluation timeMake simulation respect deformations in the base meshMake single user object dataMake single user objectsMake skin radii of selected vertices equal on each axisMake sure active color will be exported first. Could be important since some other software can discard other color attributes besides the first oneMake target the 'detachable' parent of ownerMake text file internal after loadingMake text internalMake text internal (separate copy)Make the HDR rotation fixed and not follow the cameraMake the active boolean socket a toggle for its parent panelMake the control bone a mechanism bone invisible to the user and only affected by constraintsMake the current file the default startup fileMake the current pose more similar to its breakdown poseMake the current pose more similar to, or further away from, the rest poseMake the current preferences defaultMake the edge loop match the shape of the adjacent edge loopMake the image render behind all objectsMake the layer display in front of objectsMake the lighting fixed and not follow the cameraMake the object display in front of othersMake the object track another object, using various methods/constraintsMake the object's data single user if neededMake the panel toggle a stand-alone socketMake the storage of a volume grid more efficient by collapsing data into tiles or inner nodesMake the surface thickMake the values of the selected keyframes' handles the same as their respective keyframesMake this Blender version open blend files for all users. Requires elevated privileges.Make this a node-based textureMake this brush to smudge existing paint as it movesMake this collection activeMake this curve or surface a closed loop in the U directionMake this nurbs curve or surface act like a Bézier spline in the U directionMake this nurbs curve or surface meet the endpoints in the U directionMake this nurbs surface act like a Bézier spline in the V directionMake this nurbs surface meet the endpoints in the V directionMake this shape key the new basis key, effectively applying it to the mesh. Note that this applies the shape key at its 100% valueMake this spline a closed loopMake this spline filledMake this surface a closed loop in the V directionMake widgets for left and right side bones linked duplicates with negative X scale for the right side, based on bone name symmetryMakes path guiding deterministic which means renderings will be reproducible with the same pixel values every time. This feature slows down trainingMalayalam - മലയാളംManageManage UI translationsManage Unused DataManage add-ons installed via ExtensionsManage assets in the current file and access linked asset librariesMandatoryManeuver to avoid collisions with other boids and deflector objects in near futureManhattanManhattan distanceManifest validation failed: {:s}ManifoldManipulate both stroke and fill texture coordinatesManipulate how light intensity decreases over distance. Typically used for non-physically-based effects; in reality light always falls off quadraticallyManipulate objects in a 3D environmentManipulate only fill texture coordinatesManipulate only stroke texture coordinatesManualManual CalibrationManual DetailManual Frame RangeManual OrientationManual RangeManual ScaleManual Squash & StretchManual adjustManually Create LaterManually Create Later (Single)Manually add ORG, MCH or DEF as needed.Manually determine the number of threadsManually determined frame rangeManually set grid divisionsManually set handle with rotation locked together with its pairManually set the path for extensions to be stored. When disabled a user's extensions directory is created.Manually set the resolution of the sampling map, higher values are slower and require more memory but reduce noiseManually specify the intended playback frame range for the action (this range is used by some tools, but does not affect animation evaluation)MapMap FromMap RangeMap ResolutionMap TaperMap ToMap To X FromMap To Y FromMap To Z FromMap TypeMap UVMap UVs taking aspect ratio of the image associated with the material into accountMap UVs taking vertex position after Subdivision Surface modifier has been appliedMap UVs to the camera region taking resolution and aspect into accountMap X and Y coordinates directlyMap a texture using UV coordinates, to apply a texture to objects in compositingMap all values below 0.5 to 0.0, and all others to 1.0Map an action to the transform axes of a boneMap an input float to a curve and outputs a float valueMap effect of the taper object to the beveled part of the curveMap input vector components with curvesMap one set of colors to another in order to approximate the appearance of high dynamic rangeMap tablet pressure to curve radiusMap the geometry factor to the length of a segment and to the number of subdivisions of a segmentMap the geometry factor to the length of a splineMap the geometry factor to the number of subdivisions of a spline (U resolution)Map the texture intensity to the color ramp. Note that the alpha value is used for image textures, enable "Calculate Alpha" for images without an alpha channel.Map transformations of the target to the objectMap using the normal vectorMap values to 0 to 1 range, based on the minimum and maximum pixel valuesMap values to colors with the use of a gradientMap with Z as central axisMappingMapping CurveMapping StartMapping TypeMapping XMapping from the target geometry to hit pointsMarbleMarble (Broken)Marble (Solid)Marble TextureMarginMargin ColumnMargin MethodMargin TypeMargin added around fluid to minimize boundary interferenceMargin for the camera space cullingMargin to reduce bleed from adjacent islandsMargin to take into account when fixing UV seams during painting. Higher number would improve seam-fixes for mipmaps, but decreases performance.MarkMark LooseMark RootMark SeamsMark Seams along beveled edgesMark SharpMark actions with no F-Curves for deletion after save and reload of file preserving "action libraries"Mark beveled edges as sharpMark boundary edges as seamsMark boundary edges as sharpMark keyframes where the key value flow changes direction, based on comparison with adjacent keysMark selected UV edges as seamsMark selected vertices as looseMark selected vertices as rootsMark/clear selected vertices as looseMarkerMarker %.2f offset %sMarker %d offset %sMarker DisplayMarker NameMarker NamesMarker OutlineMarker SelectedMarker SettingsMarker for noting points in the timelineMarker is disabled at current frameMarker is enabled at current frameMarker offset %sMarker position at frame in normalized coordinatesMarker selection stateMarkersMarkers are lockedMarkers specific to this action, for labeling posesMarkers used in all timelines for the current sceneMaskMaskDrawMaskEvenMaskFeather OffsetMaskFillMaskMask ToolMaskNewMaskSmoothMask BorderMask ColorMask DisplayMask EditMask ID used as mask input for the modifierMask InputMask LayerMask LayersMask MappingMask ModifierMask Node SocketMask Node Socket InterfaceMask Non-Group VerticesMask ParentMask Pressure ModeMask SettingsMask Shrink/FattenMask Spline PointMask Spline PointsMask Spline UW PointMask SplinesMask Stencil DimensionsMask Stencil PositionMask StripMask TextureMask Texture OpacityMask Texture Overlay AlphaMask Texture SlotMask TimeMask To SDFMask ToolsMask UV Loop LayerMask UV Loop Layer IndexMask UV loop layer indexMask ValueMask Vertex GroupMask active layer with layer above or belowMask animation is in sync with scene frameMask animation is offset to start of stripMask bits to match from Collection Line Art settingsMask bits to match from Material Line Art settingsMask collection in the active view layerMask data-block defining mask for compositingMask displayed and edited in this spaceMask for which curves are eligible to be selected as guidesMask layer '%s' does not contain spline givenMask layer '%s' not found in mask '%s'Mask layer nameMask layer not found for given splineMask level to use when mode is 'Value'; zero means no masking and one is fully maskedMask modifier for sequence stripMask modifier to hide parts of the meshMask not foundMask only contiguous color areasMask out objects in collection from view layerMask out objects in collection from view layer • Ctrl to isolate collection • Shift to set inside collectionsMask overlay opacity is currently set to 0Mask painting according to mesh geometry cavityMask socket of a nodeMask splineMask that this strip usesMask to blend overall effectMask to multiply the density byMask to one side of a line defined by the cursorMask within a rectangle defined by the cursorMask within a shape defined by the cursorMaskLayerMaskingMasking TexMasking textureMasking vertex group nameMasksMasks data-blocksMassMass UnitMass Vertex GroupMass from SizeMass of each simulation particleMass of the particlesMasterMaster ControlMatCapMatCapsMatchMatch CaseMatch IndicesMatch IntersectionMatch MasksMatch OutputMatch Point DensityMatch ReferenceMatch StringMatch TypeMatch absolute/relative setting with input pathMatch moving settingsMatch normals of new faces to adjacent facesMatch output vertex group based on nameMatch paths against this valueMatch real world lights with IES files, which store the directional intensity distribution of light sourcesMatch target data layers to affect by nameMatch target data layers to affect by order (indices)Match texture space to object's bounding boxMatch the beginning of vertex group names from mesh objects, match all when left emptyMatch the camera to 1:1 to the render outputMatch the surface normalMatch-moving camera data for trackingMatch-moving data for trackingMatch-moving dopesheet dataMatch-moving marker data for trackingMatch-moving object tracking and reconstruction dataMatch-moving plane marker data for trackingMatch-moving plane track data for trackingMatch-moving reconstructed camera data from trackerMatch-moving reconstruction data from trackerMatch-moving track data for trackingMatching light typesMaterialMaterialAlpha BlendMaterialAlpha ClipMaterialAlpha HashedMaterialBlend ModeMaterialClothMaterialCubeMaterialFlatMaterialFluidMaterialHairMaterialNewMaterialOpaqueMaterialPreview Render TypeMaterialShader BallMaterialSphereMaterialThicknessMaterial %s could not be converted because of different Blend Mode and Shadow Mode (need manual adjustment)Material %s could not be converted because of non-trivial alpha blending (need manual adjustment)Material '%s' could not be foundMaterial AttributeMaterial BordersMaterial BoundariesMaterial BoundaryMaterial GroupsMaterial IndexMaterial Layer TypeMaterial Line ArtMaterial Link ToMaterial MaskMaterial ModeMaterial NameMaterial Name CollisionMaterial Node SocketMaterial Node Socket InterfaceMaterial OffsetMaterial OutputMaterial OverrideMaterial PassMaterial PresetMaterial PresetsMaterial PreviewMaterial PropertiesMaterial PurposeMaterial SelectionMaterial Selection nodeMaterial SlotMaterial SlotsMaterial SpecialsMaterial StepMaterial VariantsMaterial data-block to define the appearance of geometric objects for renderingMaterial data-block used by this material slotMaterial data-blocksMaterial for bevel faces (-1 means use adjacent faces)Material index of generated faces, -1 for automaticMaterial is assigned to the object data, which is linked/packed and therefore not editable. Change to link this material slot to the object instead, or make the object data local.Material layer type of new paint slotMaterial of the generated hair curvesMaterial passMaterial settingsMaterial shader nodeMaterial slot in an objectMaterial slot index of this characterMaterial slot index of this curveMaterial slot index of this faceMaterial slot index of this triangleMaterial slot nameMaterial slot used for rendering particlesMaterial slots in the objectMaterial socket of a nodeMaterial to override all other materials in this view layerMaterial used for filteringMaterial used for outline strokesMaterial used for secondary uses for this brushMaterial used for strokes drawn using this brushMaterial value that gives no displacementMaterial(s)MaterialX NetworkMaterialsMaterials & TexturesMathMath NodeMatrixMatrix Attribute ValueMatrix DeterminantMatrix FieldMatrix Node SocketMatrix Node Socket InterfaceMatrix ObjectMatrix OrientationMatrix SVDMatrix WorldMatrix access to location, rotation and scale (including deltas), before constraints and parenting are appliedMatrix combining location and rotation of the bone (head position, direction and roll), in armature space (does not include/support bone's length/size)Matrix combining location and rotation of the cursorMatrix has a shearMatrix representing the bone's location, rotation, and scale propertiesMatrix to decompose, only the 3x3 part is usedMatrix value in geometry attributeMatrix value socket of a nodeMatroskaMatteMatte ID:Matte NodeMatte ObjectsMatte Objects:MattesMaxMax 2D AngleMax 2D LengthMax Air AccelerationMax Air Angular VelocityMax Air SpeedMax AngleMax B-FramesMax B-framesMax BendingMax BlurMax BouncesMax Child ParticlesMax CompressionMax Creation DiversionMax CurvatureMax DepthMax DisplaceMax DistanceMax Element DistanceMax Error MarginMax Face AngleMax HeightMax ImpulseMax Land AccelerationMax Land Angular VelocityMax Land SpeedMax LatitudeMax LightsMax LongitudeMax NeighborsMax RateMax Ray DistanceMax SamplesMax Sewing ForceMax Shape AngleMax ShearingMax ShrinkingMax SizeMax SpeedMax Spring Creation LengthMax StepMax StepsMax SubdivisionMax SubdivisionsMax TensionMax Texture Memory Per FieldMax ThicknessMax ThresholdMax VelocityMax Vertex Count for Geodesic Move PreviewMax Vertex DisplacementMax XMax X:Max YMax Y:Max ZMax ZenithMax amount to shrink cloth byMax number of links allowed for this socketMax size of the bokeh shape for the depth of field (lower is faster)MaximalMaximal # solver steps/frameMaximal ScaleMaximal Spring length * Ball SizeMaximal velocity per cell (greater CFL numbers will minimize the number of simulation steps and the computation time.)MaximizeMaximize AreaMaximized AreaMaximumMaximum 2D angle for splitting chainsMaximum CurvatureMaximum DistanceMaximum ErrorMaximum GapMaximum Height value for the central cylindrical lensMaximum IterationsMaximum Kinetic Energy PotentialMaximum LifetimeMaximum Longitude value for the central cylindrical lensMaximum ModeMaximum Radial DistanceMaximum RadiusMaximum ResolutionMaximum Trapped Air PotentialMaximum ValueMaximum VolumeMaximum Wave Crest PotentialMaximum XMaximum X index of the clipping bounding boxMaximum X value for the render regionMaximum X value to crop the imageMaximum YMaximum Y index of the clipping bounding boxMaximum Y value for the render regionMaximum Y value to crop the imageMaximum ZMaximum Z index of the clipping bounding boxMaximum acceleration in air (relative to maximum speed)Maximum acceleration on land (relative to maximum speed)Maximum allowed distance between source and destination element, for non-topology mappingsMaximum amount of close guide curves that are taken into account for interpolationMaximum angle between face normals that will be considered as smoothMaximum angle between normal and target to include in the selectionMaximum angle between old and new normalsMaximum angle to displayMaximum angle to modify thicknessMaximum angles for IK LimitMaximum angular motor impulseMaximum angular velocity in air (relative to 180 degrees)Maximum angular velocity on land (relative to 180 degrees)Maximum bending stiffness valueMaximum blur distance a pixel can spread overMaximum boundary of the grid (world space)Maximum boundary of volumeMaximum brightness to consider when rejecting bokeh sprites based on neighborhood (lower is faster)Maximum caused damage on attack per secondMaximum compression stiffness valueMaximum curvilinear 2D length for the selection of chainsMaximum damping coefficient when singular value is nearly 0 (higher values produce results with more stability, less reactivity)Maximum density of hairMaximum distance allowed between the new Bézier curve and the original backbone geometryMaximum distance between elements to mergeMaximum distance between the original stroke and its polygonal approximationMaximum distance between welded verticesMaximum distance for snapping in pixelsMaximum distance for the field to workMaximum distance for volume calculation, no matter how far away the object isMaximum distance from brush to mesh surface to affect paintMaximum distance from which a boid can attackMaximum distance of the element from the selection centerMaximum distance the objects can spread over each axisMaximum distance to search for disconnected loose parts in the meshMaximum edge length for dynamic topology sculpting (as divisor of Blender unit - higher value means smaller edge length)Maximum edge length for dynamic topology sculpting (in brush percentage)Maximum edge length for dynamic topology sculpting (in pixels)Maximum error during substepsMaximum face angle for smooth edgesMaximum for measuring thicknessMaximum for sliderMaximum height of a jumpMaximum iterations during substepsMaximum joint velocity in radians/secondMaximum latitude (vertical angle) for the equirectangular lensMaximum length of the particle color vectorMaximum level of depth intersection in object space (use 0.0 to disable)Maximum level of surface intersection used to influence waves (use 0.0 to disable)Maximum light contribution, reducing noiseMaximum linear motor impulseMaximum longitude (horizontal angle) for the equirectangular lensMaximum memory for a volume field texture in Mb (unless overridden by field prim)Maximum memory usage in megabytes (0 means unlimited)Maximum number of B-frames between non-B-frames; influences file size and seekabilityMaximum number of CPU cores to use simultaneously while rendering (for multi-core/CPU systems)Maximum number of additional cellsMaximum number of bounces the background light will contribute to the renderMaximum number of bounces the light will contribute to the renderMaximum number of cycles to allow after last keyframe (0 = infinite)Maximum number of cycles to allow before first keyframe (0 = infinite)Maximum number of deform weightsMaximum number of diffuse reflection bounces, bounded by total maximumMaximum number of fluid particles that are allowed in this simulationMaximum number of frames that the build effect can run for (unless another GP keyframe occurs before this time has elapsed)Maximum number of frames to show after current frameMaximum number of frames to show after current frame (0 = don't show any frames after current)Maximum number of frames to show before current frameMaximum number of frames to show before current frame (0 = don't show any frames before current)Maximum number of glossy reflection bounces, bounded by total maximumMaximum number of iterations for convergence in case of reiterationMaximum number of lines to store for the console bufferMaximum number of occlusions for the generated strokesMaximum number of particles generated per trapped air cell per frameMaximum number of particles generated per wave crest cell per frameMaximum number of particles per cell (ensures that each cell has at most this amount of particles)Maximum number of recently opened files to rememberMaximum number of simulation steps to perform for one frameMaximum number of solving iterationsMaximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizesMaximum number of textures added %dMaximum number of transmission bounces, bounded by total maximumMaximum number of transparent bounces. This is independent of maximum number of other bouncesMaximum number of vertices in the mesh for using geodesic falloff when moving the origin of expand. If the total number of vertices is greater than this value, the falloff will be set to spherical when movingMaximum number of volumetric scattering eventsMaximum of VGroup A's and VGroup B's weightsMaximum opacity of bones in wireframe display modeMaximum output value of the mappingMaximum radial distance for the field to workMaximum root to tip angle (tip distance/root distance for long hair)Maximum rotationMaximum rotation over each axisMaximum roughness to use the tracing pipeline for. Higher roughness surfaces will use fast GI approximation. A value of 1 will disable fast GI approximation.Maximum scale randomization over each axisMaximum sewing forceMaximum shear scaling valueMaximum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Maximum speed for jumpingMaximum speed in UI units per secondMaximum speed in airMaximum speed on landMaximum supported scale factor for the spline control bonesMaximum surface intersection count used by the accurate volume intersection method. Will create artifact if it is exceeded. Higher count increases VRAM usage.Maximum temperature of the flames (higher value results in faster rising flames)Maximum tension stiffness valueMaximum thicknessMaximum thickness in the main directionMaximum valueMaximum value for clippingMaximum value for target channel rangeMaximum volume stretching factorMaximum volume, no matter how near the object isMay work poorly with render tilingMballMeanMean Bevel Weight:Mean Crease:Mean Radius X:Mean Radius Y:Mean Radius:Mean Tilt:Mean Vertex Crease:Mean Weight:MeasureMeasure brush size relative to the sceneMeasure brush size relative to the viewMeasure brush size relative to the view or the sceneMeasure distance and angles • {:s} anywhere for new measurement • Drag ruler segment to measure an angle • {:s} to remove the active ruler • Ctrl while dragging to snap • Shift while dragging to measure surface thicknessMeasurementMedia TypeMedia player for video and PNG/JPEG/SGI image sequencesMedianMedian CenterMedian PointMedian face centerMedian:MediumMedium ContrastMedium High ContrastMedium Low ContrastMedium QualityMedium-format (Hasselblad)MegawattsMelaninMelanin ConcentrationMelanin RednessMem:%dM, Peak: %dMMemoryMemory & LimitsMemory Cache LimitMemory cache limit (in megabytes)Memory: %sMenuMenu "%s" not foundMenu Backdrop ColorsMenu BackgroundMenu ErrorMenu ExpandedMenu ID NameMenu ItemMenu Item ColorsMenu ItemsMenu Missing:Menu NameMenu Node SocketMenu Node Socket InterfaceMenu SwitchMenu UndefinedMenu Widget ColorsMenu bone selectionMenu object selectionMenu socket of a nodeMenu to search inMenu value has to be a constant valueMenusMergeMerge AddMerge AnimationMerge AnimationsMerge DistanceMerge End VerticesMerge FactorMerge LayersMerge Material Slot when possibleMerge Nodes (Add)Merge Nodes (Alpha Over)Merge Nodes (Automatic)Merge Nodes (Color, Add)Merge Nodes (Color, Divide)Merge Nodes (Color, Multiply)Merge Nodes (Color, Subtract)Merge Nodes (Depth Combine)Merge Nodes (Divide)Merge Nodes (Greater Than)Merge Nodes (Less Than)Merge Nodes (Math, Add)Merge Nodes (Math, Divide)Merge Nodes (Math, Greater than)Merge Nodes (Math, Less than)Merge Nodes (Math, Multiply)Merge Nodes (Math, Subtract)Merge Nodes (Multiply)Merge Nodes (Subtract)Merge OverlappingMerge Parent Rotation And ScaleMerge Selected NodesMerge Selected Nodes using Geometry NodesMerge Selected Nodes using MathMerge Selected Nodes using MixMerge Selected Nodes using ShadersMerge SubtractMerge ThresholdMerge TypeMerge USD primitives with their Xform parent if possible. USD does not allow nested UsdGeomGprims, intermediary Xform prims will be defined to keep the USD file valid when encountering object hierarchies.Merge UV coordinates that share a vertex to account for imprecision in some modifiersMerge UVsMerge VerticesMerge active tool properties on activation (does not overwrite existing)Merge adjacent triangles into quadsMerge adjacent vertices (screw offset must be zero)Merge all close selected points, whether or not they are connectedMerge all geometry from the intersectionMerge all the sound's channels into oneMerge by ActionsMerge by DistanceMerge by NLA Track NamesMerge custom normals of selected verticesMerge first/last when the angle is a full revolutionMerge material slots when possibleMerge method to useMerge overlapping points by their distance. (Realize Instances must be enabled)Merge parent XformMerge points by distanceMerge rather than creating facesMerge selected group input nodes into one if possibleMerge selected nodesMerge selected to other unselected verticesMerge selected verticesMerge separately generated geometries into a single oneMerge the animation of the selected objects into the action of the active object. Actions are not deleted by this, but might end up with zero usersMerge triangles into four sided polygons where possibleMerge using Add or Mix ShaderMerge using Alpha Over nodesMerge using Depth Combine nodesMerge using Math nodesMerge using Mesh Boolean or Join Geometry nodesMerge using Mix nodesMerge vertices based on their proximityMerge vertices in adjacent duplicatesMerge vertices in first and last duplicatesMerge vertices or points within a given distanceMerge vertices within the merge thresholdMerge:Merged %d IDs from '%s' Main into '%s' Main; %d IDs and %d Libraries already existed as part of the destination Main, and %d IDs missing from destination Main, were freed together with the source MainMerged Animation NameMerges vertices by distanceMeshMeshAmount of Adjacent FacesMeshAmount of Connecting EdgesMeshAmount of Faces Around an EdgeMeshAmount of Faces in IslandMeshAngleMeshAngle SnappingMeshAreaMeshArea 3DMeshAverageMeshBevelMeshBothMeshBoundary ShapeMeshCircleMeshClippingMeshCollapseMeshConeMeshCoplanarMeshCornice MoldingMeshCreaseMeshCrown MoldingMeshCubeMeshCylinderMeshDirectionMeshDisplay Stretch TypeMeshDistanceMeshFace AnglesMeshFillMeshFill ColorMeshFlatMeshFlat/SmoothMeshFreestyle Edge MarksMeshFreestyle Face MarksMeshGridMeshIcosphereMeshLengthMeshLength 3DMeshLineMeshMaterialMeshMeasurementsMeshModeMeshModifiedMeshNewMeshNoneMeshNormalMeshObjectMeshObject IndexMeshPerimeterMeshPinnedMeshPlanarMeshPlaneMeshPolygon SidesMeshPresetMeshRelativeMeshRimMeshRoundMeshScreenMeshSeamMeshSharpnessMeshSmoothMeshSphereMeshSprayMeshStepsMeshSupport LoopsMeshSuzanneMeshTypeMeshUn-SubdivideMeshVertex CreaseMeshVertex GroupsMeshWindingMesh %s has invalid faces, likely caused by the manifold extrude tool in version 2.90.0. Opening and saving the file in a version prior to 5.1 should resolve the issueMesh '%s' has no skin vertex dataMesh '%s' has polygons with more than 4 vertices, cannot compute/export tangent space for itMesh '%s', Attribute '%s' (domain %d, type %d) cannot be converted to USDMesh 1Mesh 2Mesh AnalysisMesh AttributesMesh BooleanMesh BoundaryMesh Boundary Auto-MaskingMesh CacheMesh CircleMesh DeformMesh EdgeMesh EdgesMesh Edit ModeMesh Edit Mode OverlaysMesh GeneratorMesh IslandMesh LineMesh LoopMesh Loop TriangleMesh Loop TrianglesMesh LoopsMesh ModeMesh Normal VectorMesh NormalsMesh PolygonMesh PolygonsMesh SculptMesh Select ModeMesh Selection ModeMesh Sequence CacheMesh Simplification RatioMesh Skin Vertex LayerMesh SourceMesh Statistics VisualizationMesh Texture PaintMesh UV LayerMesh UV map requiredMesh VertexMesh Vertex ColorMesh Vertex Color LayerMesh Vertex PaintMesh VerticesMesh Visualize StatisticsMesh VolumeMesh Volume + ProximityMesh Weight PaintMesh component containing point, corner, edge and face dataMesh consisting of triangles only, allowing for more detailed interactions than convex hullsMesh data-block defining geometric surfacesMesh data-blocksMesh deform modifierMesh deformation modifier to deform with other meshesMesh detail does not change on each stroke, only when using Flood FillMesh detail is constant in world space according to detail sizeMesh detail is relative to brush sizeMesh detail is relative to the brush size and detail sizeMesh does not have an active color attribute "%s"Mesh faces and vertices reordered spatiallyMesh from Curve, Surface, Metaball, Text, or Point Cloud objectsMesh generatorMesh has no UV dataMesh has no VCol dataMesh has no face areaMesh has no faces for material assignmentMesh object that the curves can be attached toMesh object to deform withMesh object to use as a start capMesh object to use as an end capMesh object to use for Boolean operationMesh object(s) have no active vertex/edge/faceMesh on whose faces to distribute points onMesh on whose faces to scatter onMesh or point cloud to find the nearest point onMesh scaleMesh settingsMesh should be unwrapped before multires data bakingMesh target to shrink toMesh that is subtracted from the first meshMesh to CurveMesh to Density GridMesh to PointsMesh to SDF GridMesh to VolumeMesh to Volume ModifierMesh to compute the dual ofMesh to convert the inner volume to a fog volume geometryMesh to convert to curvesMesh to extrude elements ofMesh to find the closest surface point onMesh to flip faces ofMesh to override the face set attribute onMesh to set the custom normals onMesh to subdivideMesh to triangulateMesh whose UV map is usedMesh whose edges to splitMesh whose elements are converted to pointsMesh whose inner volume is converted to a density gridMesh whose inner volume is converted to a signed distance field gridMesh(es)Mesh(es) do not have shape keysMesh: {} vertices, {} edges, {} facesMeshCacheMeshDeformMeshDeform ModifierMeshSequenceCacheMeshUVLoop (Deprecated)MeshesMeshes to union or intersectMessageMessage extraction process failed!MetaMeta StackMeta StripMeta StripsMeta Strips SelectedMeta strip stack, last is currently edited meta stripMetaStripMetaballMetaballNewMetaball '%s' does not contain spline givenMetaball ElementMetaball ElementsMetaball data-block to define blobby surfacesMetaball data-blocksMetaball edit update behaviorMetaball elementsMetaball typeMetaball(s)MetaballsMetadataMetadata BackgroundMetadata InputMetadata TextMetalMetalRTMetalRT for ray tracing uses less memory for scenes which use curves extensively, and can give better performance in specific casesMetallicMetallic BSDFMetallic reflection with microfacet distribution, and metallic fresnelMetarig Sample written to text datablock {:s}Metarig written to text datablock {:s}MeterMetersMeters Per UnitMeters per secondMeters per second squaredMethodMethod QuadsMethod for calculating booleansMethod for computing the plane sizeMethod for controlling how the strip combines with other stripsMethod for direction of the offset along the cornerMethod for extending UV vertex selectionMethod for making user interface text render sharpMethod for reading the inputs timecodeMethod for rendering subsurface scatteringMethod for sampling inputMethod for sampling the high resolution flowMethod for setting materials on the new facesMethod for smoothing values between pixelsMethod for splitting the n-gons into trianglesMethod for splitting the quads into trianglesMethod generate map's X coordinate along the main curveMethod generate map's Y coordinate along the profile curveMethod how the child instance is chosen per elementMethod of anti-aliasing in 3d viewportMethod of anti-aliasing when rendering 3d viewportMethod of anti-aliasing when rendering final imageMethod of blending mask layersMethod of bridging multiple loopsMethod of calculating aerodynamic interactionMethod of calculating the alignment positionMethod of merging pasted keys and existingMethod of modifying geometryMethod of modifying the existing F-CurveMethod of projecting depthMethod to be used to sort channels in dopesheet viewMethod to calculate rotation angleMethod to choose the number of duplicatesMethod to control playback timeMethod to define the number of scattered instancesMethod to display/shade objects in the 3D ViewMethod to fit image and field of view angle inside the sensorMethod to interpret the offset parametersMethod to project 2D image on object with a 3D texture vectorMethod to scale the plane with the camera frameMethod to set the rotation origins for the segments of the brushMethod to space UV edge loopsMethod to use for assigning weightsMethod to use for scattering pointsMethod to use for splittingMethod to use for the displacementMethod to use for the tangentMethod used for arranging the duplicatesMethod used for combining Active Action's result with result of NLA stackMethod used for combining strip's result with accumulated resultMethod used for deleting Grease Pencil framesMethod used for deleting mesh dataMethod used for determining the scaling of the X and Z axes of the bonesMethod used for determining the scaling of the Y axis of the bones, on top of the shape and scaling of the curve itselfMethod used for displaying images on the screenMethod used for dissolving stroke pointsMethod used for evaluating value of F-Curve outside first and last keyframesMethod used for packing UV islandsMethod used for simplifying stroke pointsMethod used for smoothingMethod used to build the start and end geometryMethod used to convert the float to an integerMethod used to define the profile shapeMethod used to define which Group-name to useMethod used to describe the rotationMethod used to determine color of F-Curve in Graph EditorMethod used to determine control handlesMethod used to determine radius and placementMethod used to determine when to stop propagating pose to keyframesMethod used to map source edges to destination onesMethod used to map source faces to destination onesMethod used to map source faces' corners to destination onesMethod used to map source vertices to destination onesMethod used to match target and driven propertiesMethod used to reference pathsMethod used to store the dataMetricMicrofacet roughness of the surface (0.0 is a perfect mirror reflection, 1.0 is completely rough)MicrofiberMicroflake-based model of multiple scattering between normal-oriented fibersMicrometersMicrosecondsMicrosoft Store installationMicrowattsMid LevelMiddleMiddle Control PositionMiddle ControlsMiddle Mouse ActionMidlevelMidpointMidpoint SnapMidpointsMidtonesMidtones EndMidtones StartMieMight look better than Temperance, but also might have errors. A bone with one child has its tip placed at its child's root. Non-uniform scalings may get messed up though, so bewareMilesMiles per hourMilligramsMillimetersMillisecondsMilliwattsMinMin 2D AngleMin 2D LengthMin Air SpeedMin AngleMin CurvatureMin DistanceMin HeightMin LatitudeMin Light BouncesMin LongitudeMin MaxMin RateMin SamplesMin StepMin ThicknessMin Transparent BouncesMin VoxelMin XMin X:Min YMin Y:Min ZMin ZenithMin and max values are the same!Min/MaxMiniMini Axes BrightnessMini Axes SizeMini Axes TypeMinimalMinimal # solver steps/frameMinimal InfoMinimal Spring length * Ball SizeMinimal distance accepted between two featuresMinimal value of correlation between matched pattern and reference that is still treated as successful trackingMinimizeMinimize Stretch. Blend %.2fMinimumMinimum 2D angle for splitting chainsMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise thresholdMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold, for viewport rendersMinimum CurvatureMinimum DistanceMinimum ErrorMinimum Grid SpacingMinimum Height value for the central cylindrical lensMinimum IterationsMinimum Kinetic Energy PotentialMinimum LengthMinimum LifetimeMinimum Longitude value for the central cylindrical lensMinimum ModeMinimum Radial DistanceMinimum StretchMinimum Trapped Air PotentialMinimum TwistMinimum ValueMinimum VerticesMinimum VolumeMinimum Wave Crest PotentialMinimum XMinimum X index of the clipping bounding boxMinimum X value for the render regionMinimum X value to crop the imageMinimum YMinimum Y index of the clipping bounding boxMinimum Y value for the render regionMinimum Y value to crop the imageMinimum ZMinimum Z index of the clipping bounding boxMinimum allowed distance between the centers of two scattered instances. Increase value for a more locally even distribution.Minimum amount of fluid grid values (smoke density, fuel and heat) a cell can contain, before it is considered emptyMinimum amplitude value needed to influence the envelopeMinimum angle to displayMinimum angle to modify thicknessMinimum angles for IK LimitMinimum boundary of the grid (world space)Minimum boundary of volumeMinimum coordinate in X axis (grid index space)Minimum coordinate in Y axis (grid index space)Minimum coordinate in Z axis (grid index space)Minimum curvilinear 2D length for the selection of chainsMinimum density of a volume cell to contain a grid pointMinimum density of a voxel to contain a grid pointMinimum distance between cloth faces before collision response takes effectMinimum distance between collision objects before collision response takes effectMinimum distance between nodes for Auto-offsetting nodesMinimum distance between two guidesMinimum distance between two guides for new guide mapMinimum distance for the field's falloffMinimum distance from last point before selection continuesMinimum distance from last point before stroke continuesMinimum error during substepsMinimum for measuring thicknessMinimum for sliderMinimum intensity to trigger a glowMinimum iterations during substepsMinimum latitude (vertical angle) for the equirectangular lensMinimum light intensity for a light to contribute to the lightingMinimum longitude (horizontal angle) for the equirectangular lensMinimum mask value to consider the vertex valid to extract a face from the original meshMinimum number of light bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum number of occlusions for the generated strokesMinimum number of particles per cell (ensures that each cell has at least this amount of particles)Minimum number of pixels between each gridline in 2D ViewportsMinimum number of simulation steps to perform for one frameMinimum number of transparent bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum of VGroup A's and VGroup B's weightsMinimum output value of the mappingMinimum radial distance for the field's falloffMinimum radius when the minimum pressure is applied (also the minimum when tapering)Minimum root to tip angle (tip distance/root distance for long hair)Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Minimum speed in air (relative to maximum speed)Minimum temperature of the flames (higher value results in faster rising flames)Minimum thicknessMinimum thickness in the direction perpendicular to the main directionMinimum valueMinimum value for clippingMinimum value for target channel rangeMinimum value for the random selectionMinimum value for vertex weightMinimum value to consider a certain attribute a boundary when creating the face setsMinimum volume stretching factorMinimum volume, no matter how far away the object isMinkowskiMinkowski 1/2Minkowski 4Minkowski ExponentMinkowski distanceMinkowski exponentMinor RadiusMinor SegmentsMinorityMinutesMirrorMirror As Bone NameMirror AxisMirror BallMirror BoneMirror EditingMirror ModifierMirror ObjectMirror Of ControlMirror Rigify type and parameters of selected bones to the opposite side. Names should end in L/RMirror TransformMirror UMirror UDIMMirror VMirror VR SessionMirror Vertex GroupsMirror VerticesMirror WeightsMirror WidgetsMirror With ParentsMirror XMirror YMirror all control points without inverting the lattice deformMirror all vertex groups weightsMirror along the local X, Y and/or Z axes, over the object originMirror ball mapping for environment mapsMirror brush across the X axisMirror brush across the Y axisMirror brush across the Z axisMirror group is locked, abortingMirror selected items around one or more axesMirror the U texture coordinate around the flip offset pointMirror the V texture coordinate around the flip offset pointMirror the X axisMirror the Y axisMirror the Z axisMirror the bone selectionMirror the current shape key along the local X axisMirror the image repetition on the X directionMirror the image repetition on the Y directionMirror the left/right vertex groups when painting. The symmetry axis is determined by the symmetry settings.Mirror the movement of one handle onto the otherMirror the new shape key valuesMirror the texture coordinate around each tile centerMirror vertex group, flip weights and/or names, editing only selected vertices, flipping when both sides are selected otherwise copy from unselectedMirror vertex groups (e.g. .R->.L)Mirror weightsMirror%sMirrored UV offset on the U axisMirrored UV offset on the V axisMirrored parameters of {:d} bonesMirroring modifierMiscMiscellaneousMiss ColorMissing %s%s%s component(s) of euler rotation for ID='%s' and RNA-Path='%s'Missing 'window' in contextMissing Add-onsMissing Built-in Add-onsMissing DataMissing GeometryMissing MaterialsMissing Menu: %sMissing OpenColorIO ConfigurationMissing PanelMissing StencilMissing TextureMissing UV map for attaching curves on evaluated surfaceMissing UV map for attaching curves on original surfaceMissing UVsMissing bone nameMissing headerMissing libraryMissing node tool identifier ({})Missing operator identifierMissing outputMissing property for input socket "%s"Missing script filesMissing surface meshMissing%s%s%s%s detected!Missing: %sMissing: %s.%sMistMist PassMist settings for a World data-blockMitchMiter Cut AngleMiter OuterMiter Profile ShapeMiter ShapeMixMix (Legacy)Mix ColorMix FactorMix Factor to 1.0Mix LocationMix ModeMix NodeMix Node PositionMix RotationMix ScaleMix ShaderMix Stroke FactorMix VectorMix attribute values of neighboring elementsMix factorMix factor of the locations of the verticesMix modeMix source value into destination one, using given threshold as factorMix the scene's audio to a sound fileMix the weights of two vertex groupsMix two input colorsMix two shaders together. Typically used for material layeringMix values by a factorMixdown the sound to monoMixing BufferModalModal EventsModal KeymapModal OperatorsModal key-maps not supported for add-on key-configModeMode (Alt)Mode TypeMode defines the merge ruleMode for calculating rotation channel valuesMode for curve normal evaluationMode for fitting the image to the canvasMode for how the desired voxel size is specifiedMode for importing selected imagesMode of automatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Mode of color processingMode of filling curveMode of operation for projection paintingMode of the pitch shiftMode of tools taking input from interfaceMode to define lengthMode to display framesMode to draw boundary limitsMode to load image viewsMode to load movie viewsMode to use when creating strokesMode used to apply the textureMode used to mix with texture output colorModel all three physical processes in a volume, represented by their coefficientsModesModifiedModified DateModified EdgesModified the animation of {:d} armaturesModified: {}{}{}ModifierModifierBlocksModifierConstantModifierModeModifierSharpModifierSmoothModifierToModifierVoxelModifier "%s" is not in the object's modifier listModifier "%s" is not in the strip's modifier listModifier '%s' not in object '%s'Modifier '%s' was not copied to any objectsModifier GizmoModifier NameModifier OperationModifier PropertiesModifier TypeModifier UIDModifier affecting the geometry data of an objectModifier affecting/generating custom normalsModifier can only be added once to object '%s'Modifier cannot be applied to a mesh with shape keysModifier containing the node is disabledModifier could not be added (see console for details)Modifier could not be added to (%s : %s) (see console for details)Modifier disabledModifier for sequence stripModifier for values of F-CurveModifier has baked dataModifier is disabledModifier is disabled or returned error, skipping applyModifier is disabled, skipping applyModifier nameModifier node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserModifier number to assign toModifier number to removeModifier requires more than 3 input facesModifier requires original dataModifier requires original data, bad stack positionModifier stateModifier to cast to other shapesModifier transferring some data from a source meshModifier was not found in the stackModifiersModifiers affecting all the F-Curves in the referenced ActionModifiers affecting the geometric data of the objectModifiers affecting the shape of the F-CurveModifiers affecting this stripModifiers cannot be added to object '%s'Modifiers cannot be added to object: {:s}Modifiers cannot be applied in edit modeModifiers cannot be applied on override dataModifiers cannot be applied to multi-user dataModifies the entire mesh using elastic deformModifyModify ActiveModify Curve BendModify HiddenModify Mask StencilModify Node LabelsModify Pose AssetModify SharpnessModify either the primary or mask stencilModify fill and stroke colorsModify fill color onlyModify labels of all selected nodesModify of the weights of a vertex groupModify properties such as curve vertex radius, font size and bone envelopeModify stroke color onlyModify stroke hardnessModify the active face set instead of creating a new oneModify the base mesh to conform to the displaced meshModify the detail size of dyntopo interactivelyModify the direction of the surface normalsModify the direction of the surface normals using a weighting methodModify the intensity of the lighting captured by this probeModify the mesh voxel size interactively used in the voxel remesherModify the stroke geometry so that it corresponds to its main direction lineModify the stroke geometry so that it looks more 'polygonal'ModularModulates colors of streaks and ghosts for a spectral dispersion effectModuleModule DebugModule NameModule nameModule name of the add-on to disableModule name of the add-on to enableModule name of the add-on to expandModule name of the add-on to removeModules Installed ({:s}) from {!r} into {!r}Modulo ModeModulo that is periodic for both negative and positive operandsModulo which is the remainder of A / BMonoMonospaced FontMore advanced algorithm based on eye physiology, by Reinhard and DevlinMore than one collection is selectedMore than one item is selectedMore than one rendering engine is availableMore uneven result (varies with location), more similar to a real terrainMore...More/LessMorph into sphereMortarMortar SizeMortar SmoothMost basic thickness calculationMost compact representation, uses '+' as separator for sub-second frame numbers, with left and right truncation of the timecode as necessaryMotionMotion BlurMotion Blur PositionMotion Blur StepsMotion ModelMotion PathMotion Path Cache PointMotion Path PointsMotion Path SettingsMotion Path for this elementMotion Path settings for animation visualizationMotion Path settings for visualizationMotion PathsMotion StepsMotion ThresholdMotion TrackingMotion Tracking constraint to be converted not foundMotion Tracking object not foundMotion path frame extents invalid for %s (%d to %d)%sMotion path points will be baked into the camera space of the active camera. This means they will only look right when looking through that camera. Switching cameras using markers is not supported.Motion stepsMotion tracking toolsMotorMouseMouse Directional ConstraintMouse Drag ThresholdMouse EventMouse PositionMouse Position XMouse Position YMouse SelectMouse SensitivityMouse XMouse YMouse button used for selectionMouse cursor style to use during the modal operatorMouse locationMouse location in normalized coordinates, 0.0 to 1.0 is within the image boundsMouse location to select channelMouse location to select nearest entityMouse path values for operators that record such pathsMoveMove Current HandleMove DirectionMove Entire PointMove PointMove SegmentMove StripsMove TypeMove UVs according to mergeMove UVs on an axisMove a node to detach linksMove a point or its handlesMove active itemMove after collectionMove all selected elements in first places, preserving their relative order. Warning: This will affect unselected elements' indices as wellMove all slots of the action on the active object into newly created, separate actions. All users of those slots will be reassigned to the new actions. The current action won't be deleted but will be empty and might end up having zero usersMove along X axisMove along Y axisMove along controller's forward axisMove along navigation back axisMove along navigation down axisMove along navigation forward axisMove along navigation left axisMove along navigation right axisMove along navigation up axisMove along viewer's back axisMove along viewer's forward axisMove along viewer's left axisMove along viewer's right axisMove an entry in the list up or downMove an existing curve segmentMove and AttachMove area hereMove asset out of any catalogMove asset to catalogMove assets out of any catalogMove assets to catalogMove before collectionMove between collectionsMove boid rule down in the listMove boid rule up in the listMove boid state down in the listMove boid state up in the listMove bones to a collectionMove by UDIMMove by dynamic gridMove by pixelMove catalog {} into {}Move catalog {} to the top level of the treeMove constraint down in constraint stackMove constraint up in constraint stackMove current frame forward/backward by a given numberMove cursor in textMove cursor positionMove cursor to position typeMove curves so that the first point is exactly on the surface meshMove directionMove effect down in the stackMove effect up in the stackMove exporter up or down in the exporter listMove faster (walk or fly)Move forward a few units at onceMove frame to next or previous edit pointMove grid values through a velocity field using numerical integration. Supports multiple integration schemes for different accuracy and performance trade-offsMove handle of newly added point freelyMove handles after closing the splineMove inputs and outputs from in the modifier to a new node groupMove inside collection (Ctrl to link)Move inside collection (Ctrl to link, Shift to parent)Move instance object down in the listMove instance object up in the listMove is affected by snapping settingsMove layer in the list, layers further down the list will overwrite data from the layers higher upMove modifier down in the stackMove modifier up and down in the stackMove modifier up in the stackMove node backdropMove nodes and attach to frameMove object geometry to object originMove object origin to position of the 3D cursorMove objects to a collectionMove objects to a new collectionMove particle target down in the listMove particle target up in the listMove points out of the way, as if combing themMove selected area edgesMove selected files to the trash or recycle binMove selected itemsMove selected items outward in a spherical shape around geometric centerMove selected keyframes to an inbetween position relative to adjacent keysMove selected nodes to the center of the node editorMove selected objects out of local viewMove selected scene markers to the active Action as local 'pose' markersMove selected shape keys up/down in the listMove selected strips down a track if there's roomMove selected strips up a track if there's roomMove selected strokes to another layerMove selected time marker(s)Move selection to a new layerMove slower (walk or fly)Move start of strips to specified timeMove strips so transformed strips fitMove strokes slightly towards the camera to avoid clipping while preserve depth for the viewportMove texture slots up and downMove the 3D Cursor to the selected VR LandmarkMove the active Annotation layer up/down in the listMove the active Color up/down in the listMove the active Grease Pencil layer or GroupMove the active Selection Set up/down the list of setsMove the active bookmark up/down in the listMove the active dash segment up or downMove the active entry downMove the active entry upMove the active layer up/down in the listMove the active material up/down in the listMove the active time segment up or downMove the active vertex group up/down in the listMove the camera so selected objects are framedMove the clone source imageMove the closer handle of the adjacent vertexMove the current handle of the control point freelyMove the currently selected line(s) up/downMove the cursor while selectingMove the entire point using its handlesMove the handle along its current angleMove the instances towards the face centerMove the keyframes alongside the mediaMove the modifier within the list of modifiersMove the mouse to change the dyntopo detail size. LMB: confirm size, ESC/RMB: cancel, SHIFT: precision mode, CTRL: sample detail sizeMove the selected slots into a newly created actionMove the viewMove the view to frame the selected objectsMove the view to the current frameMove the view to the selection centerMove to CollectionMove to Collection RecursiveMove to FirstMove to LastMove to LayerMove to New Bone CollectionMove to New CollectionMove to New LayerMove to center of neighbors and match their velocityMove to next folderMove to parent directoryMove to parent node tree, remove from groupMove to previous folderMove top-level geometry instances in local or global spaceMove transformed strips to nearest free space to resolve overlapMove vertices on the X axisMove vertices on the Y axisMove vertices to the centroid of the duplicate cluster, otherwise the vertex closest to the centroid is used.Move {} above {}Move {} below {}Move {} into {}Move {} {} above {}Move {} {} below {}Move {} {} into {}Move/Join/Dock AreaMove/Split AreaMove/turn relative to the VR viewer or controllerMoved %i slot(s) into the action of the active objectMoved strip is already inside provided meta stripMoved strip is parent of provided meta stripMovementMoves any F-Curves for the `hide` property of selected armatures into the action of the object. This will only operate on the first layer and strip of the actionMoves capture points away from surfaces to prevent artifactsMovieMovie ClipMovie Clip EditorMovie Clip ProxyMovie Clip UserMovie Clip data-blocksMovie Clip to get tracking data fromMovie ClipsMovie DistortionMovie FileMovie FilesMovie FormatMovie ObjectsMovie Plane TracksMovie StripMovie Tracking DopesheetMovie Tracking MarkersMovie Tracking Plane Marker DataMovie Tracking Plane MarkersMovie TracksMovie clip displayed and edited in this spaceMovie clip not foundMovie clip that this strip usesMovie clip to use tracking data from isn't setMovie fileMovie stripMovie tracking camera dataMovie tracking dataMovie tracking marker dataMovie tracking object dataMovie tracking object to followMovie tracking object to follow (if empty, camera object is used)Movie tracking plane track dataMovie tracking reconstructed camera dataMovie tracking reconstruction dataMovie tracking settingsMovie tracking stabilization dataMovie tracking track dataMovie tracking track to followMovieClipMovieClipActive TrackMovieClipAnnotation SourceMovieClipBundleMovieClipClipMovieClipDope SheetMovieClipGraphMovieClipKeep OriginalMovieClipMarkerMovieClipMarkersMovieClipMaskMovieClipModeMovieClipPlane TrackMovieClipPowerMovieClipTrackMovieClipTrackingMovieClipViewMovieClip StripMovieClip data-block referencing an external movie fileMovieTracking '%s' cannot be removedMovies or image sequences do not support packingMoving HoldMoving Hold KeyframeMoving Hold Keyframe SelectedMoving things with a mouse drag confirms when releasing the buttonMsMovMsPanMsRotMsSmartZoomMsSubMovMsZoomMtex not found for this typeMulti FrameMulti InputMulti Input Sort IDMulti ModifierMulti ReactMulti camera system, adjust the cameras individuallyMulti constraint, stateful IK solverMulti-Layer EXRMulti-PaintMulti-ViewMulti-Word Fuzzy FilterMulti-Word Match SearchMulti-frame EditingMulti-scale hair scattering model by Huang et al. 2022, suitable for viewing both up close and from a distance, supports elliptical cross-sections and has more precise highlight in forward scattering directions.Multi-touch GesturesMulticam Select StripMulticam Source ChannelMultifractalMultiframeMultilayerMultipaint group is locked, abortingMultiple CachesMultiple EnginesMultiple FacesMultiple ImportanceMultiple Importance SampleMultiple Importance SamplingMultiple ScatteringMultiple SpringsMultiple StrokesMultiple ViewsMultiple add-ons with the same name found!Multiple file handlers can be used, drop to pick which to useMultiple image files, as a sequenceMultiple images cannot be saved to an identical path: "%s"Multiple importance sampling is used to combine direct light contributions from next-event estimation and forward path tracingMultiple scattering sky model (more accurate)Multiple strokes appear/disappear at onceMultiplication factor when using the fast or slow modifiersMultiplicative overrideMultiplied by Start/End for the total added point countMultiplierMultiplier for dicing rate of geometry outside of the camera view. The dicing rate of objects is gradually increased the further they are outside the camera view. Lower values provide higher quality reflections and shadows for off screen objects, while higher values use less memoryMultiplier for per object adaptive subdivision sizeMultiplier for per object adaptive subdivision size in the viewportMultiplier for scaling the selected field to color mapMultiplier for scaling the vectorsMultiplier for the distance between 3D View grid linesMultiplier for the height value to control the overall distance for bump mappingMultiplier for the strength of the new strokesMultiplier for the thickness of the new strokesMultiplier for wave influence of this brushMultiplier of diameter propertiesMultiplier of obstacle velocityMultiplier of source velocity passed to fluid (source velocity is non-zero only if object is moving)Multiplier used to control the magnitude of the velocity vectors for time effectsMultiplyMultiply Add ModeMultiply AlphaMultiply B-Bone Scale In channels by the local scale values of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply B-Bone Scale Out channels by the local scale values of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply ColorsMultiply DepthMultiply FactorMultiply Mass with SizeMultiply MatricesMultiply ModeMultiply ModifierMultiply NormalMultiply RMultiply StripMultiply VGroup A's weights by VGroup B's onesMultiply Vertex Group with EnvelopeMultiply WeightsMultiply alpha along with color channelsMultiply brush influence by velocity color ramp alphaMultiply brush intersection depth (displace, waves) by velocity ramp alphaMultiply color by alpha (recommended for Blender input)Multiply color channels from two videosMultiply component values togetherMultiply force by 1/distance²Multiply line length by particle speedMultiply mass by particle sizeMultiply normal vector with selectionMultiply position and outline by intensityMultiply recorded drawing speed by a factorMultiply source value to destination one, using given threshold as factorMultiply the B-Bone Ease In channel by the local Y scale value of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply the B-Bone Ease Out channel by the local Y scale value of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply the calculated weights with the existing values in the vertex groupMultiply the current scene frame by this factorMultiply the current speed of the strip with this number or remap current frame to this frameMultiply the filter size used by interpolationMultiply the final easing values by the Scale In/Out Y factorsMultiply the input image's RGBA channels by the alpha input valueMultiply the instance scale with a factor to calibrate the considered face areaMultiply the intensity of each pixelMultiply the original length by a factorMultiply the radius of the spline point by the taper radiusMultiply transformation matricesMultiply weights by envelope for all bones, instead of acting like Vertex Group based blending. The specified weights are still used, and only the listed bones are considered.Multiply with the speed factorMultiresMultires ModifierMultires data baking requires multi-resolution objectMultires modifier returned error, skipping applyMultiresolutionMultiresolution mesh modifierMultiscatter GGXMusgraveMusicMust be in vertex selection modeMust have an active bone to add IK constraint toMust have more control points than OrderMuteMute (un)selected stripsMute FootageMute channelMute expanded settings for the modifierMute footage and show black background insteadMute or un-mute selected stripsMute the speakerMute this modifierMute unselected rather than selected stripsMutedMuted StripsMux Packet SizeMux RateMux packet size (byte)Mux rate (bits/second)N-GonN-Sphere RadiusN-gon MethodN-gonsN-key opens a pie menu to toggle regionsNDOFNDOF Lock HorizonNDOF Motion DataNDOF View NavigateNDOF motion data for window manager eventsNGon FaceNGon Face-VertexNLANLA Evaluation EnabledNLA StripNLA Strip 'transitions' between adjacent stripsNLA Strip ControlsNLA Strip NameNLA Strip acts as a container for adjacent stripsNLA Strip is activeNLA Strip is played back in reverse order (only when timing is automatically determined)NLA Strip is selectedNLA Strip references some ActionNLA Strip representing a sound event for speakersNLA StripsNLA Strips on this NLA-trackNLA Strips that this strip acts as a container for (if it is of type Meta)NLA TrackNLA Track NamesNLA Track is activeNLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)NLA Track is lockedNLA Track is selectedNLA Track is the only one evaluated in this animation data-block, with all others mutedNLA TracksNLA Tracks (i.e. Animation Layers)NLA Tweak ModeNLA editor space dataNLA stack is evaluated when evaluating this blockNLA strip '%s' not found in track '%s'NLA-Strip F-CurvesNURBSNURBS Active U LinesNURBS Active V LinesNURBS U LinesNURBS V LinesNURBS order in the U direction. Higher values make each point influence a greater area, but have worse performance.NURBS order in the V direction. Higher values make each point influence a greater area, but have worse performance.NURBS weightNablaNameName (id) of the operator to invokeName AfterName CollisionName FilterName after object source with a suffixName collisions: Name filter using '*', '?' and '[abc]' unix style wildcardsName for new mesh object and materialName for new paint slot sourceName for new presetName for the new brush assetName for the new pose assetName from loaded imageName in use. The other data-block was renamed to ‘%s’Name of Action Group to assign setting(s) for this path toName of ID block to unpackName of Parent Bone for hook (if applicable), also recalculates and clears offsetName of PoseBone to use as targetName of Shape KeyName of UV mapName of Vertex Group which determines AnchorsName of Vertex Group which determines influence of modifier per pointName of Vertex color layerName of a file or directory within a file listName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and assign the selected bones to it. To assign to an existing collection, do not include this parameter and use collection_indexName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and move the selected bones to it. To move to an existing collection, do not include this parameter and use collection_indexName of color attributeName of modifier to redefineName of modifier to removeName of new attributeName of new color attributeName of new directoryName of new maskName of new mask layerName of newly created groupName of newly created lightgroupName of operator (translated) to call on action eventName of operator (translated) to call on input eventName of parent bone in case of a bone parenting relationName of parent bone. Only used when the parent object is an armature.Name of parent object in specified data-block to which parenting happensName of parent sub-object in specified data-block to which parenting happensName of single glTF animation to be exportedName of skin layerName of the AOVName of the AOV that this output writes toName of the Alembic attribute used for generating motion blur dataName of the AttributeName of the LightgroupName of the PaletteName of the UV map attribute to generateName of the Vertex Group which determines the influence of the modifier per pointName of the action mapName of the action map bindingName of the action map itemName of the active Shader AOVName of the attribute to retrieve the transform fromName of the bone collection to assign this bone to; empty to assign to the active bone collectionName of the bone collection to createName of the bone collection to unassign this bone from; empty to unassign from the active bone collectionName of the bone to retrieveName of the bone to unassign from the collection; empty to use the active boneName of the collection to selectName of the constraint to editName of the creator of the assetName of the custom transform orientationName of the dash segmentName of the data-block to use by the operatorName of the deviceName of the fileName of the grid for the X axis component of the velocity field if it was split into multiple gridsName of the grid for the Y axis component of the velocity field if it was split into multiple gridsName of the grid for the Z axis component of the velocity field if it was split into multiple gridsName of the haptic action to apply when executing this actionName of the key configurationName of the key mapName of the layerName of the materialName of the menuName of the modifierName of the modifier that contains the nodeName of the modifier to editName of the modifier to work onName of the new collectionName of the new custom orientationName of the new layerName of the new layer groupName of the newly added collectionName of the newly created boneName of the pie menuName of the preset, used to make the path nameName of the referenced bone collectionName of the rig type to generate a sample ofName of the shaderfx to editName of the slotName of the slot, for display in the user interface. This name combined with the slot's data-block type is unique within its ActionName of the socketName of the socket typeName of the source fileName of the strip modifier to editName of the themeName of the velocity field, or the base name if the velocity is split into multiple gridsName of the vertex color layer used for foamName of the vertex color layer used for the spray direction mapName of the workspace to append and activateName of this layer collection (same as its collection one)Name of vertex color to exportName of vertex group which determines surface emission rateName or Tag FilterName that can be displayed in the UI for this elementName that is mapped to the referenced data-blockName to use in scripted expressions/functions (no spaces or dots are allowed, and must start with a letter)Name used to save output from this surfaceName: {:s}Named AttributeNamed AttributesNamed GroupNamed Layer SelectionNamed Layer nodeNamesNamespaceNaming components for AO mapsNaming components for alpha mapsNaming components for base color mapsNaming components for bump mapsNaming components for displacement mapsNaming components for emission mapsNaming components for glossy mapsNaming components for metalness mapsNaming components for normal mapsNaming components for roughness mapsNaming components for specular mapsNaming components for transmission mapsNanometersNanowattsNarrow Band WidthNarrownessNaturalNatural Drawing SpeedNatural LogarithmNatural scroll directionNavigateNavigate GizmoNavigate Gizmo SizeNavigate into folders by clicking on them once instead of twiceNavigate the VR scene by grabbing with controllersNavigationNavigationBackNavigationController ForwardNavigationDownNavigationForwardNavigationLeftNavigationModeNavigationRightNavigationTurn LeftNavigationTurn RightNavigationUpNavigationViewer BackNavigationViewer ForwardNavigationViewer LeftNavigationViewer RightNavigation BarNavigation ControlsNavigation LocationNavigation ModeNavigation RotationNavigation ScaleNavigation/Tabs BackgroundNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofBackNdofDomNdofFitNdofFrontNdofIso1NdofIso2NdofMenuNdofMovNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNdofSaveView1NdofSaveView2NdofSaveView3NdofTCCWNdofTCWNdofView1NdofView2NdofView3Ndof←Ndof↑Ndof→Ndof↓NearNear PlaneNear ThicknessNear clipping distance of shadow cameraNear-field hair scattering model by Chiang et al. 2016, suitable for close-up looks, but is more noisy when viewing from a distance.NearestNearest Corner and Best Matching Face NormalNearest Corner and Best Matching NormalNearest Corner of Nearest FaceNearest EdgeNearest Edge InterpolatedNearest Edge VertexNearest FaceNearest Face EdgeNearest Face InterpolatedNearest Face VertexNearest NeighborNearest PixelNearest Surface PointNearest VertexNearest VerticesNeck PositionNeck start positionNeed at least 4 selected point tracks to create a planeNeededNeedleNeeds at least a pair of adjacent selected strips with a gap between themNegate VolumeNegate influence inside the volumeNegate the alignment axisNegate the effect of the clump vertex groupNegate the effect of the density vertex groupNegate the effect of the field vertex groupNegate the effect of the kink vertex groupNegate the effect of the length vertex groupNegate the effect of the rotation vertex groupNegate the effect of the roughness 1 vertex groupNegate the effect of the roughness 2 vertex groupNegate the effect of the roughness end vertex groupNegate the effect of the size vertex groupNegate the effect of the tangent vertex groupNegate the effect of the twist vertex groupNegate the effect of the velocity vertex groupNegationNegativeNegative AxisNegative FramesNegative Frames are slid or croppedNegative SidesNegative X axisNegative Y axisNegative Z axisNegative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6)Negative mesh smootheningNegative vertex index in vertex_indices_setNeighbor IndexNeighbor RejectionNeighbor ThresholdNeither of the nodes have outputsNestedNested node id of the nodeNesting a node group inside of itself is not allowedNetworkNetwork Connection LimitNetwork TimeoutNeutralNeutral displacement value that causes no displacement. Lower values cause the surface to move inwards, higher values push the surface outwardsNeverNever NoneNever change tabs when clicking an icon in an outlinerNever collapse the new merge nodesNewNew CatalogNew Curve Smoothing ModeNew Curves ToolsNew DataNew F-Curve Colors - XYZ to RGBNew FeaturesNew FileNew GroupNew Handles TypeNew IDNew ID's session uid to remap all selected IDs' users toNew ImageNew ItemNew Keyframe TypeNew LayerNew ObjectNew ObjectsNew PathNew PresetNew UV MapNew WindowNew bone name collides with an existing vertex group name, vertex group names are unchanged. (%s::%s)New displace is added cumulatively on top of existingNew effect takes less or more inputsNew implementation available since 2.8New keys will be BézierNew keys will be constantNew keys will be linearNew lines unsupported, call this operator multiple timesNew name for markerNew sampling value to be used for subsequent modifiersNew speed of retimed segmentNew stroke from selected points/strokesNew strokes are drawn below of all strokes in the layerNewly created vertex is being slidNewtonianNextNext CharacterNext Edge IndexNext FailedNext KeyframeNext LineNext MarkerNext NodeNext PageNext StripNext Vertex IndexNext WordNext blend type/operationNext element is hiddenNext or SelectionNext typed character will strike through previous, for special character inputNext-Event EstimationNlaStripNlaTrackNlaTrack '%s' cannot be removedNo 'Connections' found in file %rNo 'GlobalSettings' found in file %rNo 'Objects' found in file %rNo 'Relative To' object found, set one explicitly or make sure there is an active objectNo (unpinned) Properties Editor found to display texture inNo 3D viewport found to create image fromNo Action slot is assigned, so there is nothing to un-assignNo Actions in .blend fileNo Active ActionNo Active ContextNo AnimData blocks in tweak mode to exit fromNo AnimData blocks to enter tweak mode forNo Anti-AliasingNo Asset DraggingNo Asset IndexingNo AudioNo Bone ActiveNo ChangeNo Connect RegionsNo ConvergenceNo Curve SelectedNo CyclesNo Data-BlockNo Data-Block PackingNo DissolveNo Euler Rotation F-Curves to fix upNo Euler Rotations could be correctedNo Euler Rotations could be corrected, ensure each rotation has keys for all components, and that F-Curves for these are in consecutive XYZ order and selectedNo F-Curve to add keyframes toNo F-Modifiers available to be copiedNo F-Modifiers to pasteNo FlipNo Gimbal LockNo Grease Pencil dataNo Grease Pencil frame to draw onNo Grease Pencil frame to draw weight onNo Group Output or File Output nodes in sceneNo ID block and/or AnimData to delete keyframe fromNo IntersectionNo ItemsNo Items AvailableNo Keying Set ActiveNo Library OverridesNo LimitNo MaterialsNo MergeNo New ConstraintNo OffsetNo OutputNo Override Auto ResyncNo PropertiesNo RNA pointer available to retrieve values for keyframing fromNo RNA pointer available to retrieve values for this F-curveNo Recent FilesNo ReprojectNo Rigid Body World to add Rigid Body Constraint toNo Rigid Body World to exportNo Rigid Body World to removeNo TexturesNo UDIM tiles were createdNo UV data on canvasNo UV layer named "%s" found in the object "%s"No UV layersNo UV map found in the evaluated object "%s"No VideoNo action to delete keyframes from for ID = %sNo active AnimData block to use (select a data-block expander first or set the appropriate flags on an AnimData block)No active Curves ObjectNo active F-Curve to add a keyframe to. Select an editable F-Curve firstNo active Grease Pencil layerNo active Grease Pencil layer to paste intoNo active Keying SetNo active Keying Set path to removeNo active Keying Set to add empty path toNo active Keying Set to removeNo active Keying Set to remove a path fromNo active Keying Set to remove property fromNo active Keying Set to useNo active UV layer found in the object "%s"No active action to operate onNo active action to push downNo active and selected image texture node found in material "%s" (%d) for object "%s"No active assetNo active attributeNo active boneNo active bone collectionNo active bone setNo active bone to copy fromNo active bone with constraints for copyingNo active brushNo active cameraNo active camera in the sceneNo active camera setNo active collectionNo active color attribute to bake toNo active editable objectNo active element found!No active faceNo active frame to deleteNo active groupNo active image found in material slot (%d) for object "%s"No active image found, add a material or bake to an external fileNo active image found, add a material or bake without the Split Materials optionNo active itemNo active item to renameNo active keyframe on F-CurveNo active layerNo active layer to duplicateNo active line style in the current sceneNo active lineset and associated line style to manipulate the modifierNo active lineset to add a new line style toNo active markerNo active mesh objectNo active movie clipNo active node.No active objectNo active object foundNo active object to add constraint toNo active object, or active object isn't a Grease Pencil objectNo active object, unable to apply the Action before renderingNo active plane trackNo active pose bone to add a constraint toNo active strip!No active strip(s) to enter tweak mode onNo active trackNo active track to join toNo active track(s) to add strip to, select an existing track or add one before trying againNo active vertex groupNo active vertex group for painting, abortingNo active view found in scene "%s"No active window in context!No add-on module given!No additional selected meshes with equal vertex count to joinNo angle snappingNo animatable data-block, please report as bugNo animated armatures selectedNo animation data found to create asset fromNo animation data to convert on object: {!r}No animation track found at index %dNo annotation sourceNo armature animation was modifiedNo asset catalogsNo asset data-blocks from the current file selected (assets must be stored in the current file to be able to edit or clear them)No asset data-blocks selected/focusedNo asset found at path "%s"No asset in contextNo asset selectedNo attributes on objects with this materialNo available channel for the current frame.No bone collection named '%s'No bone collections have UI buttons assigned - please check the Bone Collections UI sub-panelNo bones selected, nothing to assign to bone collectionNo bones selected, nothing to unassign from bone collectionNo border area selectedNo brush selectedNo bundle signature foundNo camera foundNo camera found in scene "%s"No camera found in scene "%s" (used in compositing of scene "%s")No changes to be savedNo channels to add keyframes toNo channels to operate onNo child layers to mergeNo clipboard scene to paste Video Sequencer data fromNo closure signature foundNo collection selectedNo collision settings availableNo color overlayNo compatible GPUs found for CyclesNo compatible images are on the clipboardNo compressionNo constraints for copyingNo control point selectedNo control points are selectedNo cullingNo curve data in inputNo curves data to joinNo custom HDRIs configuredNo custom MatCaps configuredNo custom Studio Lights configuredNo custom {:s} configuredNo data in the internal clipboard to pasteNo data to pasteNo data, boolean mask of active voxelsNo data-block selected or activeNo data-block selected that is marked as assetNo data-block selected that supports asset operations - select at least one Brush, Collection, Node Group, Object, Pose Action, Scene, or WorldNo data-blocks to create assets for found (or do not support use as assets)No device - there will be no audio outputNo displayNo distance attenuationNo driver to copy variables fromNo driver variables in the internal clipboard to pasteNo drivers deletedNo edge rings foundNo edge selectedNo edges selectedNo editable Grease Pencil layerNo editable asset library to save intoNo editable objects to convertNo exportNo face regions selectedNo face selectedNo faces filledNo faces found in the object "%s"No file chosenNo file handlers availableNo file path for "%s"No filename givenNo filepath givenNo files selectedNo files selected to be openedNo flippingNo folder selectedNo frames rendered, skipped to not overwriteNo frames selected in the Grease Pencil objectNo frames to bakeNo free inputs for node {}No fullscreen areas were foundNo glTF AnimationNo hair connected (cannot connect hair if particle system modifier is disabled)No image empty selectedNo images availableNo images convertedNo images found to reload in this node treeNo images have been changedNo input grid found that can determine the topologyNo installable packages markedNo installed packages markedNo installed packages to updateNo interpolationNo interpolation (sample closest texel)No interpolation between keyframesNo interpolation, use nearest neighbor pixelNo interpolation, value of A gets held until B is encounteredNo intersections foundNo inverse correction is set, so there is nothing to clearNo issues detectedNo itemsNo items are selectedNo joints selectedNo keyframed poses to propagate toNo keyframes copied to the internal clipboardNo keyframes removed from %d object(s)No keyframes removed from {} strip(s)No keyframes to focus onNo keyframes to slide betweenNo keys have been inserted and no errors have been reported.No keys or strips selectedNo layer foundNo layers to addNo limiting applied. Fastest but may produce artifacts in high-order schemesNo markers are selectedNo matching face regions foundNo matching images foundNo material to removedNo menu items foundNo mesh data to joinNo mesh in active objectNo mesh objectNo meshes with vertex groups foundNo missing filesNo more keyframes to jump to in this directionNo more markers to jump to in this directionNo more than 16 local viewsNo name matches between selected objects and shape keysNo name setNo named attributes usedNo new files have been packedNo new override operation created, operation already existsNo new override property created, property already existsNo node tree was found in the current node editor.No nodes selected.No object found to operate onNo object selectedNo object selected, using cursorNo object to apply orientation onNo object, or not exclusively in pose modeNo objects found to bake fromNo objects selectedNo objects selected to copyNo objects to pasteNo objects with bound-box selectedNo open Graph Editor window foundNo operator in contextNo optionsNo orphaned data-blocks to purgeNo other bones are selectedNo other objects are selectedNo other objects selectedNo other selected objects have wire or boundary edges to use for projectionNo output nodeNo packed fileNo packed files to unpackNo parent directory givenNo permissions specifiedNo point cloud data to joinNo point was selectedNo points were selectedNo pose to copyNo prefiltering, use when guiding passes are noise-freeNo preview available to removeNo projection when behind the faceNo projection when in front of the faceNo reference available {!r}, update info in '_rna_manual_reference.py' or callback to bpy.utils.manual_map()No region view3d availableNo repositories availableNo results foundNo results match the search filterNo rolling shutter effect usedNo scene assets.No selected F-Curves to add keyframes toNo selected F-Curves to paste intoNo selected assetNo selected bones to copy toNo selected data-blocks to copyNo selected editable objects to operate onNo selected facesNo selected frames foundNo selected keys, pasting over preview rangeNo selected keys, pasting over scene rangeNo selected object is activeNo selected object to copy fromNo selected pose assetNo selected vertexNo sequencer scene with video strips to renderNo shape correctionNo single next item foundNo slots in this Action.No source mesh objects selectedNo strips selectedNo strips to pasteNo subtitles (text strips) to exportNo suitable context info for active keying setNo suitable selected bones to copy toNo supported objects were selectedNo target bones addedNo target object to transfer the mode toNo text or file specified in node, nothing to compileNo texture size limitNo texture user foundNo textures in contextNo usable tracks selectedNo user repositoriesNo valid action to addNo valid cage objectNo valid data to read!No valid driver data to create copy ofNo valid existing linked ID given to relocateNo valid formats foundNo valid image format selectedNo valid node(s) in selectionNo valid root vertex found (you need one per mesh island you want to skin)No valid selected objectsNo valid subdivisions found to rebuild a lower levelNo valid subdivisions found to rebuild lower levelsNo valid target meshNo vertex group among the selected verticesNo vertex group dataNo vertex groups assigned to meshNo vertex groups foundNo vertex groups to operate onNo vertex selectedNo vertices were boundNo visible tags.No weights/vertex groups on objectNo weights/vertex groups on object(s)No {:s} modifiers foundNo-OpNodeNode BackdropNode Color SpecialsNode EditorNode Editor OverlaysNode EditorsNode FormatNode GroupNode GroupsNode IDNode IdentifierNode InputsNode Instance HashNode LabelNode LinksNode NameNode OutlineNode OutputNode OutputsNode Preview ResolutionNode SelectedNode SocketNode Tool IdentifierNode TreeNode Tree InterfaceNode Tree Interface ItemNode Tree Interface SocketNode Tree Interface SpecialsNode Tree PathNode Tree Sub-TypeNode Tree type (deprecated, bl_idname is the actual node tree type identifier)Node TreesNode TypeNode UnsupportedNode WidthNode WranglerNode Wrangler (Menu)Node editor space dataNode group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserNode group data-blocksNode group has different typeNode group must be a geometry node treeNode group must have a Color output socketNode group must have a geometry outputNode group must have a group output nodeNode group must have an output socketNode group that controls what this modifier doesNode group to editNode group's Mask input should be of type ColorNode group's first output must be a color outputNode group's first output must be a geometryNode group's geometry input must be the firstNode group's main Image input should be of type ColorNode groups do not support automatic previewsNode has no attribute {:s}Node header color tagNode in a node treeNode must be run as toolNode only works for curves objectsNode owning this socketNode selection stateNode shader to useNode socket data typeNode tree '%s' has undefined type %sNode tree '%s' is not a compositing node group.Node tree being displayed and editedNode tree consisting of linked nodes used for compositingNode tree consisting of linked nodes used for geometriesNode tree consisting of linked nodes used for materials (and other shading data-blocks)Node tree consisting of linked nodes used for shading, textures and compositingNode tree consisting of linked nodes used for texturesNode tree for node based lightsNode tree for node based materialsNode tree for node based worldsNode tree for node-based shadersNode tree for node-based texturesNode tree type %s undefinedNode tree type to display and editNode tree was not found in the active node editor.Node typeNode type %s undefinedNode {} deletedNode(s)NodeGroupNodeTreeANodeTreeAbsoluteNodeTreeAddNodeTreeArccosineNodeTreeArcsineNodeTreeArctan2NodeTreeArctangentNodeTreeArrowNodeTreeBNodeTreeBottomNodeTreeBoxNodeTreeCeilNodeTreeCeilingNodeTreeClosureNodeTreeCoat TintNodeTreeColorNodeTreeColor BurnNodeTreeColor DodgeNodeTreeCompareNodeTreeComparisonNodeTreeConstantNodeTreeConversionNodeTreeCosineNodeTreeCrossNodeTreeCross ProductNodeTreeCurrentNodeTreeDarkenNodeTreeDifferenceNodeTreeDistanceNodeTreeDivideNodeTreeDivide CeilingNodeTreeDivide FloorNodeTreeDivide RoundNodeTreeDot ProductNodeTreeDraw StyleNodeTreeExponentNodeTreeFaceforwardNodeTreeFloorNodeTreeFloored ModuloNodeTreeFor Each ElementNodeTreeFractionNodeTreeFrameNodeTreeFunctionsNodeTreeGreater ThanNodeTreeGreatest Common DivisorNodeTreeHueNodeTreeHyperbolic CosineNodeTreeHyperbolic SineNodeTreeHyperbolic TangentNodeTreeIntersectNodeTreeInverse Square RootNodeTreeJoin GeometryNodeTreeKeyNodeTreeLeast Common MultipleNodeTreeLengthNodeTreeLess ThanNodeTreeLightenNodeTreeLinear LightNodeTreeLogarithmNodeTreeMaximumNodeTreeMedianNodeTreeMinimumNodeTreeMissing Data-BlockNodeTreeMixNodeTreeModeNodeTreeModuloNodeTreeMultiplyNodeTreeMultiply AddNodeTreeNegateNodeTreeNewNodeTreeNextNodeTreeNormalizeNodeTreeOperationNodeTreeOverlayNodeTreePing-PongNodeTreePingpongNodeTreePlanarNodeTreePowerNodeTreePrevNodeTreeProjectNodeTreeReflectNodeTreeRefractNodeTreeRepeatNodeTreeRotationsNodeTreeRoundNodeTreeRoundingNodeTreeRounding ModeNodeTreeSaturationNodeTreeScaleNodeTreeScreenNodeTreeSheen TintNodeTreeSignNodeTreeSimulationNodeTreeSineNodeTreeSmooth MaximumNodeTreeSmooth MinimumNodeTreeSnapNodeTreeSoft LightNodeTreeSpecular TintNodeTreeSquare RootNodeTreeSubtractNodeTreeTangentNodeTreeTintNodeTreeTo DegreesNodeTreeTo RadiansNodeTreeTopNodeTreeTrigonometricNodeTreeTruncateNodeTreeTruncated ModuloNodeTreeUnionNodeTreeUnknownNodeTreeValueNodeTreeWrapNodesNodes ModifierNodes Modifier BakeNodes Modifier PanelNodes Modifier WarningNoiseNoise AmountNoise BasisNoise Basis 2Noise DepthNoise DistortionNoise F-ModifierNoise IntensityNoise OffsetNoise ScaleNoise SeedNoise SizeNoise TextureNoise ThresholdNoise TypeNoise algorithm - Blender original: Smooth interpolated noiseNoise algorithm - Cell Noise: Square cell tessellationNoise algorithm - Improved Perlin: Smooth interpolated noiseNoise algorithm - Original Perlin: Smooth interpolated noiseNoise algorithm - Voronoi Crackle: Voronoi tessellation with sharp edgesNoise algorithm - Voronoi F1-F2Noise algorithm - Voronoi F1: Returns distance to the closest feature pointNoise algorithm - Voronoi F2: Returns distance to the 2nd closest feature pointNoise algorithm - Voronoi F3: Returns distance to the 3rd closest feature pointNoise algorithm - Voronoi F4: Returns distance to the 4th closest feature pointNoise basis for the distortionNoise basis used for turbulenceNoise effect modifierNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samplesNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples, for viewport rendersNon ContiguousNon boolean value found: {:s}[ ].{:s}Non-AssetsNon-ColorNon-Empty object '%s' cannot duplicate collection '%s' anymore in Blender 2.80 and later, removed instancingNon-Keyboard ShortcutNon-ShaderNon-UniformNon-ZeroNon-instance curves are ignoredNon-linear editor for arranging and mixing scenes, video, audio, and effectsNon-negative value of A, abs(A)Non-physical, unitless lighting. Useful when exposure controls are not availableNoneNone (Legacy)None for Enum/BooleanNone of the bone collections is marked 'solo'None of the objects are compatible with a conversion to "%s"None of the selected bones were assigned to this collectionNone of the selected channels is an Action SlotNone of the selected data-blocks supports previewsNone, full renderNonlinear AnimationNoodle CurvingNorNormalNormal BiasNormal DomainNormal EditNormal Edit ModifierNormal FalloffNormal FieldNormal MapNormal OffsetNormal Quantization BitsNormal RadiusNormal Screen SizeNormal SelectionNormal SizeNormal SmoothNormal SpaceNormal VectorNormal WeightNormal direction of the surface mesh at the attachment pointNormal direction vector. • LMB click and drag on the sphere to set the direction of the normal. • Holding Ctrl while dragging snaps to 45 degree rotation incrementsNormal keyframe, e.g. for key posesNormal map uses DirectX convention, with Y axis in the green channel pointing downNormal map uses OpenGL convention, with Y axis in the green channel pointing upNormal pass used by denoiserNormal to SurfaceNormal vector used to copy, add or multiplyNormal-TangentNormal/Tangent QuantizationNormalEditNormalizationNormalizeNormalize ANormalize KernelNormalize WeightsNormalize active vertex's weightsNormalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize intensity by light area, for consistent total light output regardless of size and shapeNormalize light intensities while tracking (slower)Normalize output Distance to 0.0 to 1.0 rangeNormalize outputs to 0.0 to 1.0 rangeNormalize the X coordinate of the Segment Coordinates output to a [0, 1] interval and offset the Y coordinate into a [0, infinity) interval. When checked, the textures are stretched to fit into each angular segment. When not checked, the parts of the textures that don't fit into each angular segment are croppedNormalize the colors, increasing the contrastNormalize the resulting weights (otherwise they are only clamped within 0.0 to 1.0 range)Normalize the weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize weights of active vertex (if affected groups are unlocked)Normalize weights of all target bonesNormalize weights of the active vertex groupNormalize weights of the active vertex group, so that the highest ones are now 1.0NormalizedNormalized SineNormalized coordinates with half pixel offsetsNormalized quaternion rotationNormalizes the kernel such that it integrates to oneNormally always 1, but can be used as an extra control to alter the brightness curveNormalsNormals 'track' (point to) the target objectNormals OnlyNorthNorth-EastNorth-WestNorwegian (Bokmål) - Norsk bokmålNotNot AndNot EqualNot Equal ToNot SetNot SupportedNot a compositor node treeNot a geometry node treeNot a geometry or compositor node treeNot a libraryNot a modal keymapNot a non-modal keymapNot a shader node treeNot a shader or geometry node treeNot a shader, geometry, or compositor node treeNot a texture node treeNot a valid selection for extrudeNot all armature objects have an action and slot assignedNot an editable nameNot assigned to any bone collection.Not available for Microsoft Store installationsNot deleting keyframe for locked F-Curve '%s', object '%s'Not deleting keyframe for locked F-Curve '%s', scene '%s'Not deleting keyframe for locked F-Curve for NLA Strip influence on %s - %s '%s'Not enough available video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Not enough content to clamp strip(s)Not enough free memoryNot enough vertices for vertex-parentNot filtering any lines based on illumination regionNot implementedNot implemented for MasksNot inside node groupNot running with '--enable-event-simulate' enabledNot supported in dynamic topology modeNot supported in dynamic topology sculptingNot supported in dyntopoNot supported in multiresolution modeNot supported in sculpt modeNot yet definedNot yet functionalNot yet implementedNot yet specified. When this slot is first assigned to a data-block, this will be set to the type of that data-blockNoteNote that fully compliant glTF 2.0 engine/viewer will use it as multiplicative factor for base color.Note/Layer to add annotation strokes toNote:Note: this combined rig is deprecated.NotesNothingNothing indicatedNothing selectedNothing selected to keyNothing to bakeNothing to deleteNothing to eraseNothing to operate on: {:s}[ ].{:s}Nothing to show yet...Nothing under cursorNowNowhere for Grease Pencil data to goNukeNuke distortion modelNullNull actionNull cloth objectNum StepsNumberNumber FieldNumber Widget ColorsNumber of B-Bone segmentsNumber of Blur SamplesNumber of Blur Samples (zero, disable blur)Number of CutsNumber of FacesNumber of FramesNumber of KeysNumber of PiecesNumber of PointsNumber of ProjectorsNumber of VerticesNumber of additional samples to take between frames to improve quality of fast moving effector objectsNumber of additional samples to take between frames to improve quality of fast moving flowsNumber of angular segments for tiling. A non-integer value results in an irregular segmentNumber of blades in aperture for polygonal bokeh (at least 3)Number of channels in pixels bufferNumber of channels in the tile pixels bufferNumber of children per parentNumber of children per parent for renderingNumber of computed points in the U direction between every pair of control pointsNumber of concentric rings used to fill the round faceNumber of constraint solver iterations made per simulation step (higher values are more accurate but slower)Number of control points in a newly added curveNumber of control points in the curveNumber of curves added by the Add brushNumber of custom normals is not number of loops (%f / %d)Number of custom normals is not number of vertices (%f / %d)Number of cycle repeatsNumber of deselected elements in the repetitive sequenceNumber of dimensions of the grid data typeNumber of dimensions to output noise forNumber of duplicates to makeNumber of edges or points in the faceNumber of elements that will be groupedNumber of extensions with available updateNumber of extra spline control points attached to the end controlNumber of extra spline control points attached to the start controlNumber of faces that contain the vertexNumber of faces which share an edge with the faceNumber of frames after each GP keyframe before the modifier has any effectNumber of frames at start of strip to fade in influenceNumber of frames between cached framesNumber of frames between generated interpolated framesNumber of frames between paths shown (not for 'On Keyframes' Onion-skinning method)Number of frames between randomization stepsNumber of frames cachedNumber of frames for Blending In/Out is automatically determined from overlapping stripsNumber of frames from end frame for influence to fade outNumber of frames from start frame for influence to take effectNumber of frames in which the wave damps out after it diesNumber of frames of the sequence to useNumber of frames or seconds to jump forward or backwardNumber of frames that path animation should takeNumber of frames to cycle through. Not affected by SpeedNumber of frames to hold each valueNumber of frames to ignore from the end of the underlying source. The source content is trimmed, and future frames are turned into holdsNumber of frames to ignore from the start of the underlying source. The source content is trimmed, and previous frames are turned into holdsNumber of frames to offsetNumber of frames to offset original keyframe number or frame to fixNumber of frames to show after the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to show before the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to skip forward while baking each frameNumber of frames to skip forward while rendering/playing back each frameNumber of frequencies usedNumber of graphsNumber of grid columnsNumber of grid lines to display in perspective viewNumber of grid units in UV space that make one UV UnitNumber of hair segmentsNumber of horizontal pixels in the rendered imageNumber of images of a movie to useNumber of input samples to average together to smooth the brush strokeNumber of installed extensions which are blockedNumber of itemsNumber of iterations to apply the filterNumber of iterations to run the SLIM solver forNumber of iterations to run, 0 is unlimited when run interactivelyNumber of iterations to smooth the meshNumber of iterations when "Minimum Stretch" method is usedNumber of levels of nested instances to realize for each top-level instanceNumber of limb segmentsNumber of lines to scrollNumber of loops used by this faceNumber of mirrored regions around a central axisNumber of motion blur samplesNumber of octaves (i.e., the amount of detail of the Perlin noise)Number of octaves (i.e., the amount of detail of the spatial noise)Number of pixels for blurring rim (set to 0 to disable)Number of pixels for blurring shadow (set to 0 to disable)Number of pixels per inch or Blender UnitNumber of pixels to before the cursor is considered to have moved (used for cycling selected items on successive clicks)Number of pixels to crop from the bottomNumber of pixels to crop from the left sideNumber of pixels to crop from the right sideNumber of pixels to crop from the topNumber of pixels to drag before a drag event is triggered for keyboard and other non mouse/tablet input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for mouse/trackpad input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for tablet input (otherwise click events are detected)Number of pixels to expand or contract fill areaNumber of points in one rotation of the spiralNumber of points on each of the circlesNumber of points on the circleNumber of points on the circle at the top and bottomNumber of points on the profile circle. Also defines the round cap resolutionNumber of points to consider stroke as looseNumber of points to sample per unit volumeNumber of points to select from the backNumber of points to select from the endNumber of points to select from the frontNumber of points to select from the startNumber of projectors to useNumber of ray directions to evaluate when bakingNumber of rays to trace per shader evaluationNumber of rounds in a sketchy multiple touchNumber of rounds in contour strokesNumber of sample points on the curveNumber of samplesNumber of samples along the x axis of the volumeNumber of samples along the y axis of the volumeNumber of samples along the z axis of the volumeNumber of samples per pixel for renderingNumber of samples per pixel taken, divided by the maximum number of samples. To analyze adaptive samplingNumber of samples to compute volumetric shadowingNumber of samples to render for each pixelNumber of samples to render in the viewport, unlimited if 0Number of samples to test per faceNumber of samples used by the audio mixing bufferNumber of samples, unlimited if 0Number of seconds between each run of the GL texture garbage collectorNumber of seconds between each run of the GL vertex buffer object garbage collectorNumber of segments for round edges/vertsNumber of segments for the main ring of the torusNumber of segments for the minor ring of the torusNumber of segments of the inverse kinematics chain that will deform the meshNumber of selected elements in the repetitive sequenceNumber of semitones to shift the pitch.Number of shader compilation threads or subprocesses, clamped at the max threads supported by the CPU (requires restarting Blender for changes to take effect). A higher number increases the RAM usage while reducing compilation time. A value of 0 will use automatic configuration. (OpenGL only)Number of sides in hole required to fill (zero fills all holes)Number of simplify steps (large values reduce fill accuracy)Number of simulation steps taken per frame (higher values are more accurate but slower)Number of smoothing iterations per brush stepNumber of spaces to display tabs withNumber of spline control points in the middleNumber of steps between 0 and 1Number of steps in the revolutionNumber of steps to break transformation into for face nearest snappingNumber of steps to compute volumetric effects. Higher step count increase VRAM usage and quality.Number of steps to divide the full displacement into. Fields, including normal and position, are re-evaluated before each step.Number of subdivisionsNumber of subdivisions between grid linesNumber of subdivisions for the dot grid displayed in the backgroundNumber of subdivisions for which displacements are storedNumber of subdivisions of bone (for B-Bones only)Number of subdivisions on top of the basic icosahedronNumber of subdivisions per segmentNumber of subdivisions that must be performed before extracting vertices' positions and normalsNumber of subdivisions to perform in the 3D viewportNumber of subdivisions to perform when renderingNumber of subdivisions to use in sculpt modeNumber of subdivisions to use in the viewportNumber of subdivisions used in Cardinal curve intersection (power of 2)Number of supersampling anti-aliasing samples per pixel for final renderNumber of surfels to spawn in one local unit distance (higher values improve quality)Number of texture used by the cascaded shadow mapNumber of the position that this tile coversNumber of times per frame object data are sampledNumber of times per frame transformations are sampledNumber of times reduce the geometry (unsubdivide only)Number of times that the filter is going to be appliedNumber of times the keys are loopedNumber of times the light is reinjected inside light grids, 0 disable indirect diffuse lightNumber of times the spiral makes a full rotationNumber of times this data-block is referencedNumber of times to apply simplifyNumber of times to apply smooth (high numbers can reduce FPS)Number of times to apply smooth (high numbers can reduce fps)Number of times to apply the screw operationNumber of times to blur the colors (higher blurs more)Number of times to dilate or erode the active voxelsNumber of times to redrawNumber of times to repeat the action rangeNumber of times to smooth newly created strokesNumber of times to smooth the meshNumber of times to subdivide newly created strokes, for less jagged strokesNumber of times to un-subdivideNumber of trail particlesNumber of turns around parent along the strandNumber of undo steps available (smaller values conserve memory)Number of usersNumber of vertical pixels in the rendered imageNumber of vertices for the X side of the shapeNumber of vertices for the Y side of the shapeNumber of vertices for the Z side of the shapeNumber of vertices in the X directionNumber of vertices in the Y directionNumber of vertices on the circleNumber of vertices on the lineNumber of voxels in the X axisNumber of voxels in the X direction of the tile, or 1 if the field is evaluated on a voxelNumber of voxels in the Y axisNumber of voxels in the Y direction of the tile, or 1 if the field is evaluated on a voxelNumber of voxels in the Z axisNumber of voxels in the Z direction of the tile, or 1 if the field is evaluated on a voxelNumber specific to this Slot, unique within the Action. This is used, for example, on a ActionKeyframeStrip to look up the ActionChannelbag for this SlotNumber to increase or decrease character code withNumbers of dirtree levels to show simultaneouslyNumeric IDNumeric ID (read only!)Numeric Input ArrowsNumeric input evaluationNumerical IssueNumerical integration method for advectionOBJ Export: Cannot create mtl file for '%s'OBJ Export: Cannot open file '%s'OBJ Export: No information to writeOBJ Export: Unable to find collection '%s'OBJ Import: Cannot open file '%s'OFFOKONOPEN_EXROSOS KeyOS LoopOS-KeyOSL query failed to open %sOSL script compilation failed, see console for errorsOSL shader compilation succeededOSL support disabled in this buildObjectObjectBoidObjectChargeObjectCurveGuideObjectDragObjectFieldObjectFluidFieldObjectForceObjectHarmonicObjectKeep OriginalObjectLennard-JonesObjectMagnetObjectNewObjectTextureFieldObjectTurbulenceObjectVortexObjectWindObject "%s" has a non-invertible transformation matrix, not applying transformObject "%s" is not a meshObject "%s" is not a mesh or cannot be converted to a mesh (Curve, Text, Surface or Metaball)Object "%s" is not enabled for renderingObject "%s" is not in view layerObject "%s" not found in evaluated scene, it may be hiddenObject %s has no pose, unable to apply the Action before renderingObject %s lost dataObject %s not in view layer %sObject '%s' already has a Rigid Body ConstraintObject '%s' already in collection '%s'Object '%s' cannot be hidden because it is not in View Layer '%s'!Object '%s' cannot be selected because it is not in View Layer '%s'!Object '%s' could not create internal data for finding nearest pointObject '%s' does not support %s modifiersObject '%s' does not support shapesObject '%s' has no evaluated Curve or Grease Pencil dataObject '%s' has no evaluated Grease Pencil or Curves dataObject '%s' has no evaluated curves dataObject '%s' has no evaluated mesh dataObject '%s' has no evaluated mesh or curves dataObject '%s' not in collection '%s'Object (Attach Curves to Surface)Object (Keep Transform Without Inverse)Object (Keep Transform)Object (Without Inverse)Object 1Object 2Object ActionObject AlignedObject AnimationObject BaseObject CenterObject ChildrenObject CollisionsObject ColorObject Constraint PropertiesObject ConstraintsObject ContentsObject DataObject Data AnimationObject Data PropertiesObject DisplayObject Evaluation StateObject ExtrasObject FontObject FromObject GizmosObject GroupsObject IndexObject InfoObject InstancesObject Light LinkingObject Line ArtObject Line Art settingsObject LocationObject ModeObject ModifiersObject NameObject Node SocketObject Node Socket InterfaceObject OffsetObject OperationObject Origin SizeObject OriginsObject PathObject PathsObject PivotObject PropertiesObject RotationObject ScaleObject ScrewObject SelectedObject Shader EffectsObject SolverObject Solver ConstraintObject SpaceObject State FilterObject ToObject TransformObject TypesObject VelocityObject XObject YObject ZObject as CameraObject base selection stateObject boundary display typeObject cast shadows in the 3D viewportObject children will use relative transform, like deformObject colorObject color and alpha, used when the Object Color mode is enabledObject comes from a background setObject comes from a instancerObject could not be duplicatedObject dataObject data-block defining an object in a sceneObject data-blocksObject defining offsetObject details, including empty wire, cameras and other visual guidesObject display settings for 3D viewportObject does not have geometry dataObject file format (.obj)Object for Custom SpaceObject for pole rotationObject geometry is updatedObject has negative scale, sculpting may be unpredictableObject has negative scale, unwrap will operate on a non-flipped version of the meshObject has no Rigid Body Constraint to removeObject has no Rigid Body settings to removeObject has no poseObject has no vertex groupsObject has non-uniform scale, sculpting may be unpredictableObject has non-uniform scale, unwrap will operate on a non-scaled version of the meshObject interaction modeObject is a local library overrideObject is directly controlled by animation systemObject is directly controlled by simulation resultsObject is not a curve or a textObject is not a meshObject is not an armatureObject is not in frontObject is scaled by the curve radiusObject is shown in frontObject is used for camera trackingObject must be in object modeObject name to place (uses the active object when this and 'session_uid' are unset)Object not foundObject of a collection with its collection related settingsObject pathObject providing the instance geometry used for scatteringObject settingsObject shading is updatedObject should be of mesh typeObject socket of a nodeObject space normal mappingObject space normal mapping, compatible with Blender render bakingObject space vector displacement mappingObject that defines custom display shape for this boneObject that has the particle systemObject this base links toObject to avoidObject to calculate vertices distances fromObject to define the screw axisObject to determine center locationObject to determine center of rotationObject to mirror over. Leave empty and name a bone to always mirror over that bone of the active armatureObject to set the texture coordinatesObject to take the location and rotation to which translation and rotation deltas from the VR headset will be applied toObject to transfer data fromObject to transform fromObject to transform toObject to use as cage instead of calculating the cage from the active object with cage extrusionObject to use as cage, instead of calculating the cage from the active object with cage extrusionObject to use as mirrorObject to use as projector transformObject to use as the input geometryObject to use for mapping with Object texture coordinatesObject to use for texture mappingObject to which matrices are made relativeObject transformation is updatedObject type "%s" does not have editable dataObject type does not support automatic previewsObject type does not support vertex groupsObject type is not supportedObject type mismatch, Alembic object path pointed to Camera when importing, but not any moreObject type mismatch, Alembic object path pointed to Curves when importing, but not anymore.Object type mismatch, Alembic object path pointed to NURBS when importing, but not any moreObject type mismatch, Alembic object path pointed to Points when importing, but not any moreObject type mismatch, Alembic object path pointed to PolyMesh when importing, but not any moreObject type mismatch, Alembic object path pointed to SubD when importing, but not any moreObject type mismatch, Alembic object path pointed to XForm when importing, but not any moreObject type mismatch, Alembic object path points to CameraObject type mismatch, Alembic object path points to Curves.Object type mismatch, Alembic object path points to NURBSObject type mismatch, Alembic object path points to Points.Object type mismatch, Alembic object path points to PolyMeshObject type mismatch, Alembic object path points to SubDObject type mismatch, Alembic object path points to XFormObject type of source object is not supportedObject used as build starting positionObject used as centerObject used as distance referenceObject used for camera tracking cannot be deletedObject used for reference pointObject used for the gradient directionObject used for the hair tie instanceObject used to define depth in camera space by projecting onto surface of this objectObject used to define the displacement spaceObject visibility to camera raysObject visibility to diffuse raysObject visibility to glossy raysObject visibility to shadow raysObject visibility to transmission raysObject visibility to volume scattering raysObject was not yet evaluatedObject which defines the wave centerObject whose Z axis defines orientation of gravityObject will follow the heading and banking of the curveObject will stay locked to a single point somewhere along the length of the curve regardless of timeObject {!r} already has a particle systemObject {!r} already has {!r} F-Curve(s). Remove these before trying againObject's bounding box in object-space coordinates, all values are -1.0 when not availableObject(s)Object-space distance to offset the SDF surfaceObject: {:s}, Mesh: '{:s}' has no UVsObject: {:s}, Mesh: '{:s}' has {:d} loops (for {:d} faces), expected {:d}ObjectsObjects & CollectionsObjects Selection CountObjects can be individually updated, at the cost of slower render timeObjects do not have the same number of verticesObjects have no data to transformObjects in collection only contribute indirectly (through shadows and reflections) in the view layerObjects in collection only contribute indirectly (through shadows and reflections) in the view layer • Ctrl to isolate collection • Shift to set inside collectionsObjects included in active Keying SetObjects linked to %sObjects moved to %sObjects of the collection with their parent-collection-specific settingsObjects share texture space, map all objects into a single UV mapObjects that are directly in this collectionObjects that are in this collection and its child collectionsObstacleObstacle DistanceObstacle Level SetObstacle ThresholdOccludeOcclude EraserOcclude GeometryOcclude objects with the environment color as they are further awayOcclusionOcclusion DistanceOcclusion OnlyOceanOcean ModifierOcean is CachedOctagonalOctahedralOctavesOctree DepthOddOdd checker tilesOffOff-AxisOff-axis frustums converging in a planeOfficialOfficially supportedOffscreen Dicing ScaleOffscreen ScaleOffsetOffset (Legacy)Offset AmountOffset AngleOffset Corner in FaceOffset DirectionOffset DistanceOffset Edge LoopOffset EvenOffset FactorOffset FrequencyOffset MatrixOffset MethodOffset ObjectOffset PlanesOffset Point in CurveOffset RelativeOffset ScaleOffset StartOffset Towards Custom CameraOffset UOffset ValidOffset VectorOffset XOffset YOffset a control point index within its curveOffset a signed distance field surface by a world-space distance. Dilates (positive) or erodes (negative) while maintaining the signed distance propertyOffset along the normal when drawing on surfacesOffset an imageOffset angle of the arcOffset clamp based on geometry scaleOffset edge loop slideOffset every N rowsOffset for the shutter's time interval, allows to change the motion blur trailsOffset from object's centerOffset from the end of the strip in framesOffset from the ground planeOffset from the origin to use when instancingOffset from the position corresponding to the time frameOffset from the start of the strip in framesOffset from the starting pointOffset in floating-point units, 1.0 is the width and height of the imageOffset in the random number table for child particles, to get a different randomized resultOffset in the random number table, to get a different randomized resultOffset indices of the first point of each curveOffset into each stroke before the beginning of the dashed segment generationOffset keyframesOffset layers by the same factorOffset material index of generated facesOffset material index of generated rim facesOffset materials by the same factorOffset of duplicates, -1 to 1 (inner to outer)Offset of each clump in a random directionOffset of floor from object originOffset of footage first frame relative to its file name (affects only how footage is loading, does not change data associated with a clip)Offset of nodes from the cursor when addedOffset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot pointOffset of the boundary origin in relation to the brush radiusOffset of the curves to round the tipOffset of the pose origin in relation to the brush radiusOffset of the rimOffset of the shadowOffset of track from the parenting pointOffset per CurveOffset planes from each other. If disabled, multiple planes will be created at the same locationOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affect triangles that are affected by the geometry offsetOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to lightOffset sampling of the irradiance grid in the surface normal direction to reduce light bleedingOffset sampling of the irradiance grid in the viewing direction to reduce light bleedingOffset starting pointOffset strokes by the same factor based on stroke draw orderOffset strokes from fillOffset strokes towards selected camera instead of the active cameraOffset the copies randomlyOffset the entire chain relative to the root jointOffset the entire stroke instead of selected points onlyOffset the instances on face corners into their respective faceOffset the instances randomlyOffset the noise along the strokesOffset the number of the frame to use in the animationOffset the origin and orientation of the deformationOffset the revolution along its axisOffset the roll along the original curve to retain shapeOffset the stroke from the surfaceOffset the thickness from the centerOffset to add to the current scene frame. Can also be negativeOffset to apply to animation during import, in framesOffset to apply to animation timestamps, in framesOffset to the data of the stripOffset used to draw edit mesh in front of other geometryOffset value to add to stroke UVsOffset vectorOffset vertices based on a textureOffset will be an absolute point in space instead of relative to the targetOffset with Target TransformOffset/Power/Slope (ASC-CDL)Offset:Offset: %.3fOffsetsOggOgg TheoraOilOldOld ActionOld Action's session uid to replaceOld IDOld ID '%s' is linked from a library, indirect usages of this data-block will not be remappedOld ID's session uid to remap data fromOld Object Face AreaOld mapping value in framesOmitting Sparse Accessor if Data is EmptyOmitting Sparse Accessor if data is emptyOmnidirectional point LightOmnidirectional point light sourceOnOn CageOn ClickOn Current FrameOn LandOn PressOn Selected KeyframesOn Selected MarkersOn Selected OnlyOn SurfaceOn image sequence strips, it returns a strip for each imageOne FaceOne LevelOne of the nodes has no outputsOne of the three points on the circle. The point order determines the circle's directionOne or more F-Curves are not visible due to filter settingsOne or more objects used as prototypes in 'Instance on Points' nodes either do not have 'As Instance' enabled in their 'Object Info' nodes, or the prototype is the base geometry input itself. Both cases prevent valid point instancer export. If it's the former, enable 'As Instance' to avoid incorrect self-referencing.One unique graphical definitionOneDriveOnion OpacityOnion SkinOnion SkinningOnion SkinsOnline AccessOnline ExtensionsOnline access required to check for updates.Online access required to install or update.Online access required to install or update. Enable online access in System preferencesOnline access required to install or update. Launch Blender without --offline-modeOnline access required to install updates.Online directory of free and open source extensionsOnly 90 degree rotations are allowedOnly Activate if SelectedOnly ActiveOnly Active F-CurveOnly Active Keying SetOnly AssetsOnly Axis AlignedOnly BoostOnly Bézier curves are supportedOnly Bézier splines can be addedOnly ChannelOnly CurvesOnly Deform BonesOnly Edges & FacesOnly EndpointsOnly FacesOnly FillsOnly FirstOnly Insert AvailableOnly Insert NeededOnly Inside OuterOnly LocalOnly LocationsOnly Loose EdgesOnly Neighbor GeometryOnly RimOnly SecondsOnly Select UnselectedOnly SelectedOnly Selected BonesOnly Selected ChannelsOnly Selected KeyframesOnly Selected Keyframes HandlesOnly Show ErrorsOnly Show SelectedOnly Show Selected F-Curve KeyframesOnly Show Slot of Active ObjectOnly SmoothOnly StrokesOnly UnusedOnly Use AlphaOnly X-axis transforms are affectedOnly Y-axis transforms are affectedOnly Z-axis transforms are affectedOnly a main Image and Mask inputs are supported, the rest are unsupported and will return zeroOnly a single character supportedOnly activate when mouse is not over a node (useful for tweak gesture)Only active layerOnly add F-Modifier to active F-CurveOnly add a F-Modifier of the specified type to the active stripOnly add sharp edges instead of clearing existing tags firstOnly add the rim to the original dataOnly affect selected elementsOnly affect vertices that are not occluded by other faces (slower performance)Only allow given density value in emitter area and will not add upOnly allow selectable objects to influence raycast resultOnly allow single value inputs rather than field. Deprecated. Will be remove in 5.0.Only apply the selected bones (with propagation to children)Only armature objects are supportedOnly assets from this current file can be moved between catalogsOnly available in point selection modeOnly available with angular bending springs.Only bake keyframes in a certain frame rangeOnly bake selected light probe volumesOnly bake the active light probe volumeOnly bevel edges with sharp enough angles between facesOnly boolean input sockets are supportedOnly boolean, int, float and enum properties supportedOnly boolean, int, float, and enum properties supportedOnly calculate intensityOnly clear motion paths of selected bonesOnly clear motion paths of selected objectsOnly consider strips on the same channel as the active oneOnly consider the object itself when computing AOOnly cut selected geometryOnly cut the front most geometryOnly deform vertices within this distance from the center of the effect (leave as 0 for infinite.)Only deforming modifiers can be applied to shapesOnly delete selected keyframesOnly delete selected light probes' baked lighting dataOnly delete the active light probe's baked lighting dataOnly directories can be chosen for the current operation.Only display and take into account the outer verticesOnly display every nth frameOnly display the image when it is aligned with the view axisOnly dissolve angles below this (planar only)Only edges of the inner mask that lie inside the outer mask will be considered. Otherwise, all edges of the inner mask will be consideredOnly edit the active layer of the objectOnly empty objects support collection instancesOnly export deform bones and their parentsOnly export selected objects. Unselected parents of selected objects are exported as empty transformOnly features further than margin pixels from the image edges are consideredOnly flip the custom loop normals of the selected elementsOnly generate intersection lines for this collectionOnly hold last frameOnly in MultiframeOnly include F-Curves and drivers that are disabled or have errorsOnly include Layer in this View Layer render output (leave blank to include always)Only include channels relating to selected objects and dataOnly include rows that correspond to selected elementsOnly increase alpha value if paint alpha is higher than existingOnly insert keyframes where they're needed in the relevant F-CurvesOnly integer inputs can be used as dynamic precision: "{}"Only integer inputs can be used as dynamic width: "{}"Only key selected bones (Pose baking only)Only keyboard shortcuts can be edited that way, please use User Preferences otherwiseOnly keyframes of selected F-Curves are visible and editableOnly last region can be 4-splitOnly link data, instead of appending itOnly linked IDs can be packedOnly list current directory's content, with no recursionOnly merge along the edgesOnly merge mesh vertices along existing edges. This method can be much fasterOnly mirror rigify parameters to selected bones which have the same rigify type as the active boneOnly modify strokes during the specified frame rangeOnly on the end closest to the first keyframeOnly on the end closest to the next keyframeOnly one * is supported in the patternOnly one Effect of this type is allowedOnly one modifier of this type is allowedOnly operate on the active boneOnly paint onto the faces directly under the brush (slower)Only paint selected stroke pointsOnly paint selected stroke points between other strokesOnly paint selected strokesOnly paste F-Modifiers on active F-CurveOnly paste F-Modifiers on active stripOnly paste the stored pose on to selected bones in the current poseOnly raycast against the object itselfOnly read color ramp alphaOnly record binding data for vertices matching the vertex group at the time of bindOnly refresh the active repositoryOnly render shadows and reflections on this object, for compositing renders into real footage. Objects with this setting are considered to already exist in the footage, objects without it are synthetic objects being composited into it.Only render the active layer. Only affects rendering from the interface, ignored for rendering from command line.Only replace destination elements where data is above given threshold (exact behavior depends on data type)Only replace destination elements where data is below given threshold (exact behavior depends on data type)Only sculpt selected stroke pointsOnly sculpt selected stroke points between other strokesOnly sculpt selected strokesOnly select remaining triangles that were not mergedOnly selected edgesOnly selected keyframesOnly selecting lines from illuminated regionsOnly selecting lines from shaded regionsOnly show add-onsOnly show and edit handles of selected keyframesOnly show brushes applicable for the currently active tool in the asset shelf. Stored in the Preferences, which may have to be saved manually if Auto-Save Preferences is disabledOnly show enabled add-ons. Un-check to see all installed add-ons.Only show extensions from this repositoryOnly show items matching this name (use '*' as wildcard)Only show the active shape key at full valueOnly show the slot of the active Object. Otherwise show all the Action's SlotsOnly show themesOnly supported for "TEMPORARY" type regions (pop-ups)Only supported in multiresolution modeOnly supported in object modeOnly sync the active length for the active stripOnly sync the active repositoryOnly the first output is considered while the rest are ignoredOnly the positive differences of the envelope amplitudes are summarized to produce the outputOnly transfer active data layerOnly transform object locations, without affecting rotation or scalingOnly unused (Fake User only) actions get consideredOnly upgrade the active repositoryOnly use brush objects from this collectionOnly use case sensitive matches of search stringOnly use complete matches of search stringOnly use given geometry for fluidOnly use the collection to produce occlusionOnly use the first and last parts of the stroke for snappingOnly use the object data to produce occlusionOnly used for baking. Step=1 creates a key on every frame, step=2 bakes on 2s, etcOnly view transform and look can be edited for these settingsOnly visible to camera and reflectionsOnly visible/selected bonesOnly window region can be 4-splitOnly write deforming bones (and non-deforming ones when they have deforming children)Only write out translation channels for the root boneOpacityOpacity (alpha) of the cameras' frustum volumeOpacity (alpha) of the convergence planeOpacity (alpha) of the darkened overlay in Camera viewOpacity FactorOpacity StrengthOpacity for edit verticesOpacity for the dashed lines in wiresOpacity of UV overlaysOpacity of clone image displayOpacity of edges in UV overlaysOpacity of faces in UV overlaysOpacity of the UV Stretch overlayOpacity of the attribute that is currently visualizedOpacity of the cage overlay in curves sculpt modeOpacity of the darkened overlay outside the render regionOpacity of the displayed edges (1.0 for opaque)Opacity of the imageOpacity of the pointsOpacity of the texture paint mode stencil mask overlayOpacity of the weight paint mode overlayOpacity to use for bone selectionOpacity: %3fOpacity: %sOpenOpen AllOpen ArrowOpen BordersOpen FolderOpen Folders on Single ClickOpen LoopOpen RecentOpen Shading LanguageOpen a Blender fileOpen a command prompt hereOpen a directory browser, hold Shift to open the file, Alt to browse containing directoryOpen a directory when selecting itOpen a file browser, hold Shift to open the file, Alt to browse containing directoryOpen a new text data-blockOpen a path in a file browserOpen a popup to set the debug levelOpen a predefined asset shelf in a popupOpen a predefined menuOpen a predefined panelOpen a predefined pie menuOpen a preset website in the web browserOpen a style module fileOpen a view for use with virtual reality headsets, or close it if already openedOpen a website in the web browserOpen a window to manage unused dataOpen a window with information about BlenderOpen all object entries and close all othersOpen an automatically saved file to recover itOpen an image file browser, hold Shift to open the file, Alt to browse containing directoryOpen blend files with this Blender versionOpen extensions preferencesOpen imageOpen imagesOpen menu buttons and pull-downs automatically when the mouse is hoveringOpen new directoryOpen on Mouse OverOpen online reference docs in a web browserOpen source frame playerOpen the blend file that contains the active assetOpen the default fileOpen the fileOpen the folderOpen the last closed file ("quit.blend")Open the operator search popupOpen the popup tool-bar or brush asset popup When holding 'Space' for the tool-bar popup: • Pressing the a tool shortcut switches to it immediately. • Dragging the cursor over a tool and releasing activates it (like a pie menu). For Play use 'Shift-Space'Open the splash screen with release infoOpen the temporary editor in a maximized screenOpen the temporary editor in a new windowOpen up the tree and adjust the view so that the active object is shown centeredOpen windowOpen windowsOpenEXROpenEXR (.exr)OpenEXR MultiLayer (.exr)OpenGLOpenGL or DirectXOpenVDBOpenVDB (.vdb)OpenVDB FileOpenVDB error: {}OpenVDB file format (.vdb)OpenVDB volumeOpenXR component pathOpenXR component pathsOpenXR interaction profile pathOpenXR user pathOpenXR user pathsOpening radius of the flare at the tip of the braidOperand TypeOperating System SettingsOperating system key pressedOperating system key pressed, -1 for any stateOperationOperation ModeOperation cannot be performed in edit modeOperation is not allowed in edit modeOperation requires an active boneOperation requires an active keying setOperation that is going to be applied to the meshOperation to perform on the selected file or pathOperationsOperations for splitting and mergingOperatorOperator(De)select AllOperator(De)select All FilesOperator(De)select All MarkersOperator(De)select All StrokesOperator(De)select FirstOperator(De)select LastOperator(De)select all MarkersOperator3D Markers to MeshOperatorAbout BlenderOperatorAcceptOperatorActionOperatorActivate Brush AssetOperatorActivate KeyconfigOperatorActivate Same Type NextOperatorActivate Same Type Next/PrevOperatorActivate Same Type PreviousOperatorActivate VR LandmarkOperatorActivate Viewer NodeOperatorActive CameraOperatorActive Grease Pencil GroupOperatorActive Grease Pencil LayerOperatorAddOperatorAdd (with Targets)...OperatorAdd AOVOperatorAdd Above SelectedOperatorAdd Action StripOperatorAdd ActiveOperatorAdd All to Keying SetOperatorAdd Alpha Transparency ModifierOperatorAdd ArmatureOperatorAdd Asset LibraryOperatorAdd Asset TagOperatorAdd AttributeOperatorAdd Auto-Execution PathOperatorAdd Basic human (metarig)OperatorAdd Basic quadruped (metarig)OperatorAdd Bird (metarig)OperatorAdd Boid RuleOperatorAdd Boid StateOperatorAdd BoneOperatorAdd Bone CollectionOperatorAdd Bone Collection ReferenceOperatorAdd Bone ConstraintOperatorAdd Bones to Selection SetOperatorAdd BookmarkOperatorAdd BrushOperatorAdd BézierOperatorAdd Bézier CircleOperatorAdd CameraOperatorAdd Camera Background ImageOperatorAdd Camera PresetOperatorAdd Camera and VR Landmark from SessionOperatorAdd CanvasOperatorAdd Cat (metarig)OperatorAdd CircleOperatorAdd Closure ZoneOperatorAdd Cloth PresetOperatorAdd CollectionOperatorAdd Collection InstanceOperatorAdd ColorOperatorAdd Color AttributeOperatorAdd Color Ramp StopOperatorAdd ConeOperatorAdd ConstraintOperatorAdd Constraint (with Targets)OperatorAdd Cryptomatte SocketOperatorAdd CubeOperatorAdd Curve Point and SlideOperatorAdd Custom Keymap ConfigurationOperatorAdd Custom Normals DataOperatorAdd CylinderOperatorAdd DriverOperatorAdd Driver VariableOperatorAdd Driver...OperatorAdd Drivers for SelectedOperatorAdd DuplicateOperatorAdd Edge Marks to Keying SetOperatorAdd EffectOperatorAdd Effect StripOperatorAdd EffectorOperatorAdd EmptyOperatorAdd Empty CurvesOperatorAdd Empty GroupOperatorAdd Empty Image/Drop Image to EmptyOperatorAdd Empty Keying SetOperatorAdd Empty Keying Set PathOperatorAdd EntryOperatorAdd ExporterOperatorAdd Extension RepositoryOperatorAdd External Feature SetOperatorAdd F-Curve ModifierOperatorAdd F-ModifierOperatorAdd Face Marks to Keying SetOperatorAdd FadesOperatorAdd Fake UserOperatorAdd Feather VertexOperatorAdd Feather Vertex and SlideOperatorAdd Fluid PresetOperatorAdd For Each Geometry Element ZoneOperatorAdd Freestyle ModuleOperatorAdd Freeze FrameOperatorAdd Freeze Frame And SlideOperatorAdd From ThemeOperatorAdd Grease PencilOperatorAdd Grease Pencil Brush PresetOperatorAdd Grease Pencil MaterialOperatorAdd Grease Pencil Material PresetOperatorAdd GridOperatorAdd Group Input NodeOperatorAdd Hair Dynamics PresetOperatorAdd Horse (metarig)OperatorAdd Human (metarig)OperatorAdd IK to BoneOperatorAdd Ico SphereOperatorAdd ImageOperatorAdd Image StripOperatorAdd Image as NodeOperatorAdd Import NodeOperatorAdd Integrator PresetOperatorAdd ItemOperatorAdd Key Map ItemOperatorAdd Lattice DeformerOperatorAdd LightOperatorAdd Light ProbeOperatorAdd LightgroupOperatorAdd Line Color ModifierOperatorAdd Line SetOperatorAdd Line Thickness ModifierOperatorAdd MarkerOperatorAdd Marker and MoveOperatorAdd Marker and SlideOperatorAdd Marker at ClickOperatorAdd Mask LayerOperatorAdd Mask NodeOperatorAdd Mask StripOperatorAdd MaterialOperatorAdd Material SlotOperatorAdd Material VariantOperatorAdd Meta-StripsOperatorAdd MetaballOperatorAdd Metarig SampleOperatorAdd ModifierOperatorAdd MonkeyOperatorAdd Movie StripOperatorAdd MovieClip StripOperatorAdd New Annotation LayerOperatorAdd New CacheOperatorAdd New GroupOperatorAdd New LayerOperatorAdd New Layer GroupOperatorAdd New Mask LayerOperatorAdd New Paint CurveOperatorAdd New Paint Curve PointOperatorAdd New PaletteOperatorAdd NodeOperatorAdd Node CollectionOperatorAdd Node Color PresetOperatorAdd Node GroupOperatorAdd Node Group AssetOperatorAdd Node ObjectOperatorAdd Nurbs CircleOperatorAdd Nurbs CurveOperatorAdd ObjectOperatorAdd Object ConstraintOperatorAdd Object Data InstanceOperatorAdd OverrideOperatorAdd OverridesOperatorAdd Paint SlotOperatorAdd Particle System SlotOperatorAdd PassiveOperatorAdd PathOperatorAdd Performance PresetOperatorAdd PlaneOperatorAdd Point CloudOperatorAdd Primitive ObjectOperatorAdd Principled Texture SetupOperatorAdd PropertyOperatorAdd Python Script DirectoryOperatorAdd Random CurvesOperatorAdd Raytracing PresetOperatorAdd Render PresetOperatorAdd Render SlotOperatorAdd Render ViewOperatorAdd Repeat ZoneOperatorAdd Repository...OperatorAdd RerouteOperatorAdd ReroutesOperatorAdd Retiming KeyOperatorAdd Rigid BodiesOperatorAdd Rigid BodyOperatorAdd Rigid Body ConstraintOperatorAdd Rigid Body WorldOperatorAdd Row FilterOperatorAdd Safe Area PresetOperatorAdd Sampling PresetOperatorAdd Scene AssetOperatorAdd Scene StripOperatorAdd SegmentOperatorAdd Selected BonesOperatorAdd Selected Bones to CollectionOperatorAdd Selected Bones to New CollectionOperatorAdd Selected to Active Object's CollectionOperatorAdd Shape KeyOperatorAdd Shark (metarig)OperatorAdd Simple UVsOperatorAdd Simulation ZoneOperatorAdd Single OverrideOperatorAdd Single to Keying SetOperatorAdd Skin DataOperatorAdd Sound ClipOperatorAdd Sound StripOperatorAdd SpeakerOperatorAdd Speed TransitionOperatorAdd Speed Transition And SlideOperatorAdd SquareOperatorAdd Stabilization Rotation TracksOperatorAdd Stabilization TracksOperatorAdd StandardOperatorAdd Strip ModifierOperatorAdd Strip with a new SceneOperatorAdd Stroke Geometry ModifierOperatorAdd Surface CircleOperatorAdd Surface CurveOperatorAdd Surface CylinderOperatorAdd Surface PatchOperatorAdd Surface SlotOperatorAdd Surface SphereOperatorAdd Surface TorusOperatorAdd TargetOperatorAdd Target BoneOperatorAdd TextOperatorAdd Text BoxOperatorAdd Text Editor PresetOperatorAdd Texture SetupOperatorAdd ThemeOperatorAdd TileOperatorAdd Time MarkerOperatorAdd TorusOperatorAdd TrackOperatorAdd Track Above SelectedOperatorAdd Track Color PresetOperatorAdd Tracking ObjectOperatorAdd Tracking Settings PresetOperatorAdd TracksOperatorAdd TransitionOperatorAdd UV MapOperatorAdd UV SphereOperatorAdd UVsOperatorAdd Used LightgroupsOperatorAdd VR LandmarkOperatorAdd VR Landmark from CameraOperatorAdd VR Landmark from SessionOperatorAdd VertexOperatorAdd Vertex GroupOperatorAdd Vertex and SlideOperatorAdd View LayerOperatorAdd Viewport Sampling PresetOperatorAdd VolumeOperatorAdd White Balance PresetOperatorAdd Wolf (metarig)OperatorAdd WorkspaceOperatorAdd ZoneOperatorAdd a new Variant SlotOperatorAdd layerOperatorAdd sampleOperatorAdd to CollectionOperatorAdd to Keying SetOperatorAdd to Quick FavoritesOperatorAdd to linking collectionOperatorAdd-on EnabledOperatorAdd/Remove UI RowsOperatorAdjust Area Light SizeOperatorAdjust Area Light X SizeOperatorAdjust Area Light Y SizeOperatorAdjust Empty Display SizeOperatorAdjust ExtrusionOperatorAdjust Focal LengthOperatorAdjust Focus DistanceOperatorAdjust Last Operation...OperatorAdjust Light PowerOperatorAdjust Light RadiusOperatorAdjust OffsetOperatorAdjust Pose AssetOperatorAdjust Spot Light Beam AngleOperatorAdjust Spot Light BlendOperatorAdjust Sun Light AngleOperatorAdjustment LayerOperatorAffineOperatorAfterOperatorAfter Current FrameOperatorAlembic (.abc)OperatorAlembic Import FinishedOperatorAlignOperatorAlign Active Camera to SelectedOperatorAlign Active Camera to ViewOperatorAlign BonesOperatorAlign Camera to ViewOperatorAlign NodesOperatorAlign ObjectsOperatorAlign RotationOperatorAlign to Transform OrientationOperatorAllOperatorAll TransformsOperatorAllow Online AccessOperatorAlpha OverOperatorAlpha UnderOperatorAnimate PathOperatorAnimated Transforms to DeltasOperatorAnimation StepOperatorAnnotateOperatorAnnotate EraserOperatorAnnotate LineOperatorAnnotate PolygonOperatorAnnotation Add NewOperatorAnnotation DrawOperatorAnnotation UnlinkOperatorAppendOperatorAppend and Activate WorkspaceOperatorAppend...OperatorApplyOperatorApply (Active Keyframe)OperatorApply AllOperatorApply Camera ImageOperatorApply ConstraintOperatorApply Default SettingsOperatorApply ModifierOperatorApply Modifier as Shape KeyOperatorApply Object TransformOperatorApply Parent InverseOperatorApply PoseOperatorApply Pose AssetOperatorApply Pose FlippedOperatorApply Pose as Rest PoseOperatorApply ScaleOperatorApply Selected as Rest PoseOperatorApply Solution ScaleOperatorApply TransformationOperatorApply Visual TransformOperatorApply Visual Transform to PoseOperatorApply as Shape KeyOperatorApply to BasisOperatorApply to Basis KeyOperatorArcOperatorArea OptionsOperatorArmatureOperatorArrangeOperatorArrange/Align IslandsOperatorArrowsOperatorAssignOperatorAssign ActionOperatorAssign Asset CatalogOperatorAssign Attribute NameOperatorAssign Automatic from BonesOperatorAssign Custom Property Values as DefaultOperatorAssign Grid NameOperatorAssign Layer NameOperatorAssign MaterialOperatorAssign Material SlotOperatorAssign New Geometry Node GroupOperatorAssign Selected BonesOperatorAssign Shortcut...OperatorAssign To VariantOperatorAssign Value as DefaultOperatorAssign as OriginalOperatorAssign from Bone EnvelopesOperatorAssign to Active GroupOperatorAssign to CollectionOperatorAssign to HookOperatorAssign to New CollectionOperatorAssign to New GroupOperatorAssign to Vertex GroupOperatorAt CenterOperatorAt CursorOperatorAttach NodesOperatorAutoOperatorAuto Animate PathOperatorAuto Save...OperatorAuto-Name Front/BackOperatorAuto-Name Left/RightOperatorAuto-Name Top/BottomOperatorAuto-Name by AxisOperatorAutocompleteOperatorAutomatically Pack ResourcesOperatorAvailableOperatorAverageOperatorAverage Islands ScaleOperatorAverage NormalsOperatorAverage TracksOperatorBackOperatorBack to PreviousOperatorBack to Previous ScreenOperatorBackdrop MoveOperatorBackdrop Zoom InOperatorBackdrop Zoom OutOperatorBackground Image FitOperatorBackground Image MoveOperatorBackground Image ZoomOperatorBackground...OperatorBackimage SampleOperatorBackward in HistoryOperatorBackwardsOperatorBakeOperatorBake (Disk Cache mandatory)OperatorBake ActionOperatorBake Action...OperatorBake AllOperatorBake All DynamicsOperatorBake All Light Probe VolumesOperatorBake All PhysicsOperatorBake ChannelsOperatorBake DataOperatorBake Geometry NodeOperatorBake GuidesOperatorBake Image SequenceOperatorBake KeyframesOperatorBake Light CacheOperatorBake Line ArtOperatorBake MeshOperatorBake NoiseOperatorBake Object Transform to Grease PencilOperatorBake Object Transform to Grease Pencil...OperatorBake OceanOperatorBake ParticlesOperatorBake PhysicsOperatorBake SimulationOperatorBake from CacheOperatorBake to KeyframesOperatorBaking All - ESC to pauseOperatorBaking Data - ESC to pauseOperatorBaking Guides - ESC to pauseOperatorBaking Mesh - ESC to pauseOperatorBaking Noise - ESC to pauseOperatorBaking Particles - ESC to pauseOperatorBatch ChangeOperatorBatch RenameOperatorBatch Rename...OperatorBatch-Clear PreviewsOperatorBatch-Clear Previews...OperatorBatch-Generate PreviewsOperatorBatch-Generate Previews...OperatorBeautify FacesOperatorBeforeOperatorBefore Current FrameOperatorBendOperatorBetween Selected MarkersOperatorBevelOperatorBevel EdgesOperatorBevel VerticesOperatorBind Camera to MarkersOperatorBisectOperatorBladeOperatorBlankOperatorBlendOperatorBlend OffsetOperatorBlend Offset KeyframesOperatorBlend PoseOperatorBlend Pose AssetOperatorBlend Pose FlippedOperatorBlend Pose with Rest PoseOperatorBlend from ShapeOperatorBlend to Default ValueOperatorBlend to EaseOperatorBlend to Ease KeyframesOperatorBlend to NeighborOperatorBlender StoreOperatorBlender WebsiteOperatorBlurOperatorBoldOperatorBone EnvelopeOperatorBone SizeOperatorBone operationOperatorBonesOperatorBorder Offset ViewOperatorBothOperatorBoth NeighborsOperatorBoth SidesOperatorBottomOperatorBoxOperatorBox AddOperatorBox BladeOperatorBox Face SetOperatorBox HideOperatorBox MaskOperatorBox SelectOperatorBox Select (Axis Range)OperatorBox Select (Include Handles)OperatorBox Select PinnedOperatorBox ShowOperatorBox TrimOperatorBreakdownOperatorBreakdownerOperatorBridge Edge LoopsOperatorBridge FacesOperatorBrightness/ContrastOperatorBrowse ImageOperatorBrushOperatorBrush EditOperatorBuild ProxyOperatorBuild Proxy / TimecodeOperatorButterworth SmoothOperatorBy AttributeOperatorBy DistanceOperatorBy Edge Bevel WeightOperatorBy Edge CreasesOperatorBy Face Set BoundariesOperatorBy Loose PartsOperatorBy MaterialsOperatorBy NormalsOperatorBy Sharp EdgesOperatorBy Stroke TypeOperatorBy UV SeamsOperatorBézierOperatorCalculateOperatorCalculate Bone PathsOperatorCalculate MassOperatorCalculate Motion PathsOperatorCalculate Object Motion PathsOperatorCalculate Simulation to FrameOperatorCalculate to FrameOperatorCalculate...OperatorCall Asset Shelf PopoverOperatorCall MenuOperatorCall PanelOperatorCall Pie MenuOperatorCameraOperatorCamera Fit Frame to SelectedOperatorCamera Lens ScaleOperatorCancel AnimationOperatorCancel File OperationOperatorCancel Render ViewOperatorCapture Screenshot PreviewOperatorCenter Current FrameOperatorCenter Cursor and Frame AllOperatorCenter Last StrokeOperatorCenter NodesOperatorCenter View to CursorOperatorCenter View to MouseOperatorChange ActiveOperatorChange Armature's Active Bone CollectionOperatorChange CharacterOperatorChange Collision ShapeOperatorChange Data/FilesOperatorChange Effect TypeOperatorChange FactorOperatorChange FrameOperatorChange Keying Set...OperatorChange Path/FilesOperatorChange SceneOperatorChange Scene...OperatorChange ShapeOperatorChange Shortcut...OperatorChange SpacingOperatorChange Visible Data SourceOperatorChange the Lock On Shape KeysOperatorChange the Lock On Vertex GroupsOperatorChecker DeselectOperatorChildOperatorCircleOperatorCircle SelectOperatorCircle Select (Deselect)OperatorCircle Select (Extend)OperatorCircle •OperatorCleanOperatorClean ChannelsOperatorClean KeyframesOperatorClean Loose PointsOperatorClean Loose Points...OperatorClean TracksOperatorClean Up Operator PresetsOperatorClean Up Space DataOperatorClean Vertex Group WeightsOperatorClean up I18n Work RepositoryOperatorClean up Work RepositoryOperatorCleanupOperatorCleanup BookmarksOperatorClearOperatorClear Active GroupOperatorClear AllOperatorClear All Marked PackagesOperatorClear All Restrict RenderOperatorClear AnimationOperatorClear Animation DataOperatorClear AssetOperatorClear Asset (Set Fake User)OperatorClear Baked Line ArtOperatorClear Bone PathsOperatorClear Button StringOperatorClear Custom Normals DataOperatorClear Data-Block PreviewsOperatorClear Data-Block Previews...OperatorClear DriversOperatorClear EditedOperatorClear FK ActionOperatorClear FadeOperatorClear FadesOperatorClear Fake UserOperatorClear Feather WeightOperatorClear FilterOperatorClear Freestyle EdgeOperatorClear Freestyle FaceOperatorClear Ghost CurvesOperatorClear HoldoutOperatorClear IK ActionOperatorClear Indirect OnlyOperatorClear InverseOperatorClear KeyOperatorClear Keyframe (Buttons)OperatorClear KeyframesOperatorClear Keyframes...OperatorClear LabelOperatorClear Library OverrideOperatorClear LineOperatorClear LocationOperatorClear Marked PackageOperatorClear MaskOperatorClear Motion PathsOperatorClear Object ConstraintsOperatorClear Object ModifiersOperatorClear Object PathsOperatorClear OriginOperatorClear Overridden DataOperatorClear ParentOperatorClear Parent Inverse TransformOperatorClear Pose ConstraintsOperatorClear Pose LocationOperatorClear Pose RotationOperatorClear Pose ScaleOperatorClear Pose TransformsOperatorClear Preview RangeOperatorClear Recent Files ListOperatorClear Recent ItemsOperatorClear Render RegionOperatorClear Render SlotOperatorClear Restrict ViewOperatorClear RollOperatorClear RotationOperatorClear ScaleOperatorClear Sculpt Mask DataOperatorClear SeamOperatorClear Shape KeyOperatorClear Shape KeysOperatorClear SharpOperatorClear Sharp from VerticesOperatorClear Single AssetOperatorClear Single KeyframesOperatorClear Skin DataOperatorClear SolutionOperatorClear StatusOperatorClear Strip OffsetOperatorClear Strip TransformOperatorClear ThemeOperatorClear TiltOperatorClear TrackOperatorClear Track PathOperatorClear Useless ActionsOperatorClear User TransformsOperatorClear ViewerOperatorClear Viewer RegionOperatorClickOperatorClick-Insert KeyframesOperatorClipOperatorClip...OperatorClipping RegionOperatorClipping Region...OperatorCloneOperatorCloseOperatorClose AreaOperatorClose WindowOperatorCloth FilterOperatorCollapseOperatorCollapse ChannelsOperatorCollapse Edges & FacesOperatorCollapse and Hide Unused SocketsOperatorCollection InstanceOperatorCollection Instance...OperatorCollection Line ArtOperatorColorOperatorColor FilterOperatorColor MixOperatorColumn on Current FrameOperatorColumns on Selected KeysOperatorColumns on Selected MarkersOperatorCombOperatorConeOperatorConnectOperatorConnect AllOperatorConnect HairOperatorConnect Rigid BodiesOperatorConnect StripsOperatorConnect Vertex PairsOperatorConnect Vertex PathOperatorConnect to OutputOperatorConsole AutocompleteOperatorConsole BannerOperatorConsole ExecuteOperatorConsole LanguageOperatorConstraint TargetOperatorConstraint operationOperatorConstraint to F-CurveOperatorContext Array CycleOperatorContext Collection Boolean SetOperatorContext Enum CycleOperatorContext Enum MenuOperatorContext Enum PieOperatorContext Int CycleOperatorContext MenuOperatorContext Modal MouseOperatorContext Scale FloatOperatorContext Scale IntOperatorContext SetOperatorContext Set BooleanOperatorContext Set EnumOperatorContext Set FloatOperatorContext Set StringOperatorContext Set ValueOperatorContext ToggleOperatorContext Toggle ValuesOperatorContinueOperatorContinue OfflineOperatorControl Point RowOperatorConvert AttributeOperatorConvert Color AttributeOperatorConvert Curve TypeOperatorConvert Curves to Particle SystemOperatorConvert Image Empty to Mesh PlaneOperatorConvert Particle System to CurvesOperatorConvert Particles to MeshOperatorConvert Rotation ModesOperatorConvert ToOperatorConvert TypeOperatorConvert VolumeOperatorConvert WhitespaceOperatorConvert to CurvesOperatorConvert to MeshOperatorConvert to Mesh PlaneOperatorConvert to Particle SystemOperatorConvex HullOperatorCopyOperatorCopy ActiveOperatorCopy Active to Selected ObjectsOperatorCopy All Drivers to SelectedOperatorCopy All Layers to SelectedOperatorCopy All Materials to SelectedOperatorCopy All to SelectedOperatorCopy All to Selected ObjectsOperatorCopy ColorOperatorCopy Colors to SelectedOperatorCopy Constraint To SelectedOperatorCopy Constraints to Selected BonesOperatorCopy Constraints to Selected ObjectsOperatorCopy Data PathOperatorCopy DriverOperatorCopy Driver VariablesOperatorCopy Driver to SelectedOperatorCopy Drivers to SelectedOperatorCopy EffectOperatorCopy F-ModifiersOperatorCopy Full Data PathOperatorCopy Global TransformOperatorCopy ImageOperatorCopy KeyframesOperatorCopy LabelOperatorCopy Layer to SelectedOperatorCopy Line SetOperatorCopy Markers to SceneOperatorCopy MaterialOperatorCopy Material to SelectedOperatorCopy Materials to Selected ObjectOperatorCopy Mirrored UV CoordsOperatorCopy ModifierOperatorCopy Modifier to SelectedOperatorCopy Modifiers to Selected ObjectsOperatorCopy ObjectsOperatorCopy Only ParametersOperatorCopy Option To Selected RigsOperatorCopy Particle Instance ObjectOperatorCopy Particle SystemsOperatorCopy PoseOperatorCopy Pose as AssetOperatorCopy Previous SettingsOperatorCopy Python CommandOperatorCopy Relative TransformOperatorCopy Reports to ClipboardOperatorCopy Rigid Body SettingsOperatorCopy Rigify Parameters to SelectedOperatorCopy Selection Set(s)OperatorCopy SettingsOperatorCopy Settings to DefaultsOperatorCopy Single to SelectedOperatorCopy SplinesOperatorCopy StrokesOperatorCopy Studio Light SettingsOperatorCopy TextOperatorCopy Texture Slot SettingsOperatorCopy Track SettingsOperatorCopy TracksOperatorCopy Type & ParametersOperatorCopy UV MapsOperatorCopy UVsOperatorCopy VectorOperatorCopy Vertex Group to SelectedOperatorCopy as New DriverOperatorCopy as ScriptOperatorCopy from ActiveOperatorCopy from Active TrackOperatorCopy from ObjectsOperatorCopy to Asset LibraryOperatorCopy to ClipboardOperatorCopy to Clipboard (as Script)OperatorCopy to SelectedOperatorCopy to Selected StripsOperatorCopy to Selected Strips...OperatorCopyright ©OperatorCorner AngleOperatorCorrective Smooth BindOperatorCreate Face SetOperatorCreate Freestyle Stroke MaterialOperatorCreate Ghost CurvesOperatorCreate MaskOperatorCreate New CollectionOperatorCreate New DirectoryOperatorCreate OrientationOperatorCreate Plane TrackOperatorCreate Pose Asset...OperatorCreate Selection SetOperatorCreate and Add Bones to Selection SetOperatorCreditsOperatorCrossfadeOperatorCrossfade SoundsOperatorCubeOperatorCube ProjectionOperatorCurrent Cache to BakeOperatorCursorOperatorCursor To Center ViewOperatorCursor Value to SelectionOperatorCursor to ActiveOperatorCursor to GridOperatorCursor to OriginOperatorCursor to PixelsOperatorCursor to SelectedOperatorCursor to SelectionOperatorCursor to VR LandmarkOperatorCursor to World OriginOperatorCurveOperatorCurve PenOperatorCurve Sculpt Mode ToggleOperatorCurveMap toolsOperatorCurves PenOperatorCustom Camera UpdateOperatorCustom NormalOperatorCustom...OperatorCutOperatorCut LinksOperatorCut TextOperatorCycle Render SlotOperatorCycle Space ContextOperatorCycle Space Type SetOperatorCycle WorkspaceOperatorCylinderOperatorCylinder ProjectionOperatorDOF Distance (Pick)OperatorData Stack DropOperatorDeactivate Viewer NodeOperatorDebug Channel ListOperatorDebug MenuOperatorDecimate (Allowed Change)OperatorDecimate (Ratio)OperatorDecimate CurveOperatorDecimate GeometryOperatorDecimate KeyframesOperatorDecrease ContrastOperatorDecrease KerningOperatorDecrease NumberOperatorDegenerate DissolveOperatorDegree °OperatorDeinterlace MoviesOperatorDeleteOperatorDelete Active FrameOperatorDelete Active Frame(s)OperatorDelete Active Keyframe (Active Layer)OperatorDelete Active Keyframe (All Layers)OperatorDelete Active Keyframes (All Layers)OperatorDelete AllOperatorDelete All BakesOperatorDelete All GroupsOperatorDelete All Physics BakesOperatorDelete All SetsOperatorDelete All Unlocked GroupsOperatorDelete AssetOperatorDelete Asset CatalogOperatorDelete BakeOperatorDelete Bone CollectionOperatorDelete BookmarkOperatorDelete Breakdown FramesOperatorDelete Brush AssetOperatorDelete Cached SimulationOperatorDelete ChannelsOperatorDelete Color Ramp StopOperatorDelete ConstraintOperatorDelete Current CacheOperatorDelete CurveOperatorDelete Data-BlockOperatorDelete DriverOperatorDelete Driver VariableOperatorDelete DriversOperatorDelete Drivers for SelectedOperatorDelete Duplicate FramesOperatorDelete Edge LoopOperatorDelete EdgesOperatorDelete EditOperatorDelete F-Curve ModifierOperatorDelete FacesOperatorDelete FrameOperatorDelete Generated KeysOperatorDelete Geometry Node BakeOperatorDelete GlobalOperatorDelete Grease Pencil GroupOperatorDelete Grease Pencil LayerOperatorDelete GroupOperatorDelete HierarchyOperatorDelete Higher LevelsOperatorDelete Invalid DriversOperatorDelete KeyframeOperatorDelete Keyframe (Buttons)OperatorDelete KeyframesOperatorDelete Keyframes...OperatorDelete Keying-Set KeyframeOperatorDelete Keying-Set Keyframe (by name)OperatorDelete KnotOperatorDelete LibraryOperatorDelete Light CacheOperatorDelete LooseOperatorDelete MarkerOperatorDelete MarkersOperatorDelete Next WordOperatorDelete Node Interface ItemOperatorDelete OrientationOperatorDelete Other WorkspacesOperatorDelete Overridden Data HierarchyOperatorDelete Palette ColorOperatorDelete Physics BakeOperatorDelete PointOperatorDelete Pose AssetOperatorDelete Previous WordOperatorDelete ProxyOperatorDelete ReportsOperatorDelete Retiming KeysOperatorDelete SceneOperatorDelete Scene(s)OperatorDelete ScreenOperatorDelete SegmentOperatorDelete Selected Bone(s)OperatorDelete Selected FilesOperatorDelete Selection SetOperatorDelete Shape KeyOperatorDelete Single DriverOperatorDelete Single KeyframeOperatorDelete Strip & DataOperatorDelete StripsOperatorDelete TextOperatorDelete TrackOperatorDelete TracksOperatorDelete Unused NodesOperatorDelete VerticesOperatorDelete WeightOperatorDelete WorkspaceOperatorDelete with Copy and ReconnectOperatorDelete with ReconnectOperatorDenoise AnimationOperatorDensityOperatorDensity ModeOperatorDeselectOperatorDeselect (List)OperatorDeselect AllOperatorDeselect Bone CollectionOperatorDeselect BonesOperatorDeselect Material SlotOperatorDeselect ObjectOperatorDeselect ObjectsOperatorDeselect Pose BonesOperatorDeselect Selection SetOperatorDeselect Vertex GroupOperatorDetachOperatorDetach LinksOperatorDetach NodesOperatorDetach OutputsOperatorDetach and MoveOperatorDetail Flood FillOperatorDetect FeaturesOperatorDeveloper CommunityOperatorDeveloper DocumentationOperatorDirty Vertex ColorsOperatorDisable Add-onOperatorDisable Channel SettingOperatorDisable CollectionOperatorDisable Collection in RenderOperatorDisable MarkersOperatorDisable and Keep TransformOperatorDisable extensionOperatorDisable from View LayerOperatorDisable in RenderOperatorDisable in ViewportsOperatorDisable theme extensionOperatorDisconnect AllOperatorDisconnect HairOperatorDisconnect StripsOperatorDiscontinuity (Euler) FilterOperatorDisplay VariantOperatorDissolveOperatorDissolve BonesOperatorDissolve EdgesOperatorDissolve FacesOperatorDissolve Selected Bone(s)OperatorDissolve SelectionOperatorDissolve VerticesOperatorDistribute Stops EvenlyOperatorDistribute Stops from LeftOperatorDo Not Replace LinksOperatorDocumentationOperatorDolly ViewOperatorDolly View...OperatorDonateOperatorDonate to BlenderOperatorDragOperatorDrag and DropOperatorDrawOperatorDraw CurveOperatorDraw CurvesOperatorDraw Face SetsOperatorDrop Active Shape KeyOperatorDrop CollectionOperatorDrop ColorOperatorDrop Extension URLOperatorDrop Geometry Node Group on ObjectOperatorDrop Material in Material slotsOperatorDrop Material on ObjectOperatorDrop NameOperatorDrop Named Material on ObjectOperatorDrop Object to SceneOperatorDrop SceneOperatorDrop WorldOperatorDrop to Clear Parent (hold Alt to not keep transforms)OperatorDrop to Import FileOperatorDrop to Set Parent (hold Alt to not keep transforms)OperatorDuplicateOperatorDuplicate Active Frame(s)OperatorDuplicate Active Keyframe (Active Layer)OperatorDuplicate Active Keyframe (All Layers)OperatorDuplicate Area into New WindowOperatorDuplicate Asset...OperatorDuplicate CollectionOperatorDuplicate Color AttributeOperatorDuplicate ConstraintOperatorDuplicate CurrentOperatorDuplicate CurveOperatorDuplicate Empty KeyframesOperatorDuplicate ItemOperatorDuplicate KeyframesOperatorDuplicate LayerOperatorDuplicate Layer to New ObjectOperatorDuplicate LineOperatorDuplicate LinkedOperatorDuplicate Linked CollectionOperatorDuplicate MarkerOperatorDuplicate Marker to SceneOperatorDuplicate Marker to Scene...OperatorDuplicate MaskOperatorDuplicate Metaball ElementsOperatorDuplicate NodesOperatorDuplicate ObjectsOperatorDuplicate Particle SystemOperatorDuplicate Selected Bone(s)OperatorDuplicate Shape KeyOperatorDuplicate StripsOperatorDuplicate StrokesOperatorDuplicate Time MarkerOperatorDuplicate Vertex GroupOperatorDynamic Paint BakeOperatorDynamic TopologyOperatorDynamic Topology ToggleOperatorEaseOperatorEase KeyframesOperatorEasing ModeOperatorEasing TypeOperatorEdgeOperatorEdge Bevel WeightOperatorEdge CreaseOperatorEdge LoopsOperatorEdge Ring SelectOperatorEdge RingsOperatorEdge SlideOperatorEdge SplitOperatorEdit Directory PathOperatorEdit DriverOperatorEdit Driver...OperatorEdit Dyntopo Detail SizeOperatorEdit ExternallyOperatorEdit Face SetOperatorEdit GroupOperatorEdit MetadataOperatorEdit Metadata...OperatorEdit Minimum DistanceOperatorEdit ModeOperatorEdit Preview Image...OperatorEdit PropertyOperatorEdit Property ValueOperatorEdit SourceOperatorEdit TextOperatorEdit ValueOperatorEdit Voxel SizeOperatorEditBone operationOperatorEmptyOperatorEmpty HairOperatorEmpty ImageOperatorEnable Add-onOperatorEnable Channel SettingOperatorEnable CollectionOperatorEnable Collection in RenderOperatorEnable MarkersOperatorEnable Repository from DropOperatorEnable in RenderOperatorEnable in View LayerOperatorEnable in ViewportsOperatorEnable theme extensionOperatorEncode Mesh Widget to PythonOperatorEncode MetarigOperatorEncode Metarig SampleOperatorEncode Metarig to PythonOperatorEncode Sample to PythonOperatorEndpointsOperatorEnhance DetailsOperatorEnter Tweak ModeOperatorEnter/Exit GroupOperatorEqualize HandlesOperatorEraseOperatorErase DisplacementOperatorEuler Discontinuity FilterOperatorEuro €OperatorExecute FileOperatorExecute File WindowOperatorExecute a Python PresetOperatorExit GroupOperatorExit Tweak ModeOperatorExpandOperatorExpand Active Face SetOperatorExpand ChannelsOperatorExpand Face Set by TopologyOperatorExpand Mask by NormalsOperatorExpand Mask by TopologyOperatorExpand/Collapse AllOperatorExpand/Collapse Header MenusOperatorExplode RefreshOperatorExportOperatorExport AlembicOperatorExport AllOperatorExport All CollectionsOperatorExport BVHOperatorExport FBXOperatorExport Key Configuration...OperatorExport Keying Set...OperatorExport PLYOperatorExport PO...OperatorExport STLOperatorExport SubtitlesOperatorExport USDOperatorExport UV LayoutOperatorExport Wavefront OBJOperatorExport glTF 2.0OperatorExport to FileOperatorExport to PDFOperatorExport to SVGOperatorExport...OperatorExt Package Install MarkedOperatorExt Package UninstallOperatorExt Package Uninstall MarkedOperatorExt Repo SyncOperatorExtendOperatorExtend ChildOperatorExtend ParentOperatorExtend VerticesOperatorExternal File OperationOperatorExtract Face SetOperatorExtract PaletteOperatorExtract Palette from ImageOperatorExtrapolation ModeOperatorExtrudeOperatorExtrude Along NormalsOperatorExtrude ContextOperatorExtrude Curve and MoveOperatorExtrude EdgesOperatorExtrude FacesOperatorExtrude Faces Along NormalsOperatorExtrude ForkedOperatorExtrude IndividualOperatorExtrude Individual FacesOperatorExtrude Individual Faces and MoveOperatorExtrude Individual and MoveOperatorExtrude ManifoldOperatorExtrude Manifold Along NormalsOperatorExtrude Only EdgesOperatorExtrude Only Edges and MoveOperatorExtrude Only VerticesOperatorExtrude Only Vertices and MoveOperatorExtrude RegionOperatorExtrude Region and MoveOperatorExtrude Region and Shrink/FattenOperatorExtrude RepeatOperatorExtrude Stroke PointsOperatorExtrude VerticesOperatorExtrude and Move on Individual NormalsOperatorExtrude and Move on NormalsOperatorExtrude at Cursor MoveOperatorExtrude to CursorOperatorExtrude to Cursor or AddOperatorEyedropperOperatorEyedropper BoneOperatorEyedropper ColorbandOperatorEyedropper Colorband (Points)OperatorEyedropper Data-BlockOperatorEyedropper DepthOperatorEyedropper DriverOperatorFBX (.fbx)OperatorFBX (.fbx) (Legacy)OperatorFK2IKOperatorFK2IK ActionOperatorFK2IK PoseOperatorFaceOperatorFace AreaOperatorFace Normals StrengthOperatorFace RegionsOperatorFace Select HideOperatorFace Set Box GestureOperatorFace Set ExtractOperatorFace Set Lasso GestureOperatorFace Set Line GestureOperatorFace Set from Edit Mode SelectionOperatorFace Set from MaskedOperatorFace Set from VisibleOperatorFace Sets VisibilityOperatorFace at Cursor MoveOperatorFaces by SidesOperatorFadeOperatorFair PositionsOperatorFair TangencyOperatorFake UserOperatorFallback Tool Pie MenuOperatorFast PreviewOperatorFeather Reset AnimationOperatorFile Selector DropOperatorFillOperatorFill Between JointsOperatorFill HolesOperatorFill MaskOperatorFill Range by SelectionOperatorFill TileOperatorFilterOperatorFilter ChannelsOperatorFilter ClothOperatorFilter ColorOperatorFilter MeshOperatorFilter TracksOperatorFilter TypeOperatorFindOperatorFind & Replace...OperatorFind & Set SelectionOperatorFind Missing FilesOperatorFind Missing Files...OperatorFind NextOperatorFind NodeOperatorFind Node...OperatorFind...OperatorFirstOperatorFitOperatorFit Backdrop to Available SpaceOperatorFit ColumnOperatorFit Preview in WindowOperatorFix to Scene CameraOperatorFlatOperatorFlat FacesOperatorFlatten HandlesOperatorFlipOperatorFlip (Distortion Free)OperatorFlip (Topology)OperatorFlip Color RampOperatorFlip HorizontallyOperatorFlip ImageOperatorFlip MatCapOperatorFlip NamesOperatorFlip NormalsOperatorFlip Quad TessellationOperatorFlip QuaternionsOperatorFlip RegionOperatorFlip VerticallyOperatorFloorOperatorFlorin ƒOperatorFlush EditsOperatorFly NavigationOperatorFocus ModeOperatorFollow Active QuadsOperatorFollow Active Quads...OperatorForce FieldOperatorForce Unlock Active RepositoryOperatorForce Unlock Repository...OperatorForwardOperatorForward in HistoryOperatorForwardsOperatorFrame AllOperatorFrame All FitOperatorFrame BackwardsOperatorFrame Camera BoundsOperatorFrame Channel Under CursorOperatorFrame ForwardsOperatorFrame OffsetOperatorFrame Preview RangeOperatorFrame Scene RangeOperatorFrame Scene/Preview RangeOperatorFrame SelectedOperatorFrame Selected (Quad View)OperatorFrame Selected ChannelsOperatorFreeOperatorFree AllOperatorFree DataOperatorFree GuidesOperatorFree MeshOperatorFree NoiseOperatorFree ParticlesOperatorFrom Active Node's LabelOperatorFrom Linked Node's LabelOperatorFrom Linked Output's NameOperatorFurOperatorGamma CrossfadeOperatorGaussian BlurOperatorGaussian SmoothOperatorGeneralOperatorGenerate PreviewOperatorGenerate Preview from ObjectOperatorGenerate RigOperatorGerman Eszett ßOperatorGet Frame RangeOperatorGet InvolvedOperatorGizmoOperatorGizmo SelectOperatorGizmo TweakOperatorGizmoGroupOperatorGlowOperatorGo to Current FrameOperatorGo to ParentOperatorGrabOperatorGrab CloneOperatorGrab UVsOperatorGradientOperatorGradient (Linear)OperatorGradient (Radial)OperatorGravityOperatorGrease Pencil Arc ShapeOperatorGrease Pencil Box EraseOperatorGrease Pencil Box ShapeOperatorGrease Pencil Circle ShapeOperatorGrease Pencil Curve ShapeOperatorGrease Pencil DrawOperatorGrease Pencil Erase LassoOperatorGrease Pencil EyedropperOperatorGrease Pencil FillOperatorGrease Pencil Group Color TagOperatorGrease Pencil InterpolationOperatorGrease Pencil Layer operationOperatorGrease Pencil Line ShapeOperatorGrease Pencil Node operationOperatorGrease Pencil Paint VertexOperatorGrease Pencil Paint WeightOperatorGrease Pencil PenOperatorGrease Pencil Polyline ShapeOperatorGrease Pencil SculptOperatorGrease Pencil TrimOperatorGrease Pencil as PDFOperatorGrease Pencil as SVGOperatorGridOperatorGrid FillOperatorGroup ChannelsOperatorGroup Channels...OperatorGroup InsertOperatorGrow Face SetOperatorGrow MaskOperatorGrow SelectionOperatorGrow VisibilityOperatorGuillemet «OperatorGuillemet »OperatorHandle Area Action ZonesOperatorHandle TypeOperatorHandle dropped .blend fileOperatorHideOperatorHide Active Face SetOperatorHide Active LayerOperatorHide All InsideOperatorHide CollectionOperatorHide CurvesOperatorHide Inactive LayersOperatorHide Inside CollectionOperatorHide Layer(s)OperatorHide MaskedOperatorHide MaterialsOperatorHide ObjectsOperatorHide One LevelOperatorHide Other CollectionsOperatorHide OthersOperatorHide SelectedOperatorHide Selected CurvesOperatorHide TracksOperatorHide Tracks ClearOperatorHide UnselectedOperatorHide Unselected CurvesOperatorHide/ShowOperatorHide/Show AllOperatorHide/Show LassoOperatorHide/Show LineOperatorHide/Show MaskedOperatorHide/Show PolylineOperatorHighlight FileOperatorHistory AppendOperatorHistory CycleOperatorHook to New ObjectOperatorHook to Selected ObjectOperatorHook to Selected Object BoneOperatorHorizontal SplitOperatorHue/Saturation/ValueOperatorI18n Add-on ExportOperatorI18n Add-on ImportOperatorI18n Load SettingsOperatorI18n Save SettingsOperatorIK2FKOperatorIK2FK ActionOperatorIK2FK PoseOperatorIco SphereOperatorImage AspectOperatorImage Edit ExternallyOperatorImage PaintOperatorImage SequenceOperatorImage from ViewOperatorImage/Sequence...OperatorImport AlembicOperatorImport BVHOperatorImport Blender {:d}.{:d} PreferencesOperatorImport FBXOperatorImport Image SequenceOperatorImport Images as PlanesOperatorImport Key Configuration...OperatorImport OpenVDB VolumeOperatorImport OpenVDB...OperatorImport PLYOperatorImport PO...OperatorImport STLOperatorImport SVGOperatorImport SVG as Grease PencilOperatorImport USDOperatorImport Wavefront OBJOperatorImport glTF 2.0OperatorImport...OperatorInclude Selected ObjectsOperatorIncrease ContrastOperatorIncrease KerningOperatorIncrease NumberOperatorIncrement Number in FilenameOperatorIndentOperatorIndent or AutocompleteOperatorInflateOperatorInit Face SetsOperatorInit I18n Update Select LanguagesOperatorInit I18n Update SettingsOperatorInit MaskOperatorInit SettingsOperatorInput Attribute ToggleOperatorInsertOperatorInsert Blank FrameOperatorInsert Blank Keyframe (Active Layer)OperatorInsert Blank Keyframe (All Layers)OperatorInsert GapsOperatorInsert Into GroupOperatorInsert KeyOperatorInsert KeyframeOperatorInsert Keyframe (Buttons)OperatorInsert Keyframe (by name)OperatorInsert Keyframe MenuOperatorInsert Keyframe with Keying Set...OperatorInsert KeyframesOperatorInsert Line BreakOperatorInsert OffsetOperatorInsert Shape KeyOperatorInsert Single KeyframeOperatorInsert TextOperatorInsert UnicodeOperatorInsert node group itemOperatorInset FacesOperatorInstallOperatorInstall Add-onOperatorInstall Application Template...OperatorInstall Available UpdatesOperatorInstall ExtensionOperatorInstall Feature Set from File...OperatorInstall LightOperatorInstall MarkedOperatorInstall Template from File...OperatorInstall Theme...OperatorInstall from DiskOperatorInstall from Disk...OperatorInstall...OperatorInstance CollectionOperatorInstance to SceneOperatorInteractive Light Track to CursorOperatorInteractive MirrorOperatorInterior FacesOperatorInterpolateOperatorInterpolate SequenceOperatorInterpolation ModeOperatorIntersect (Boolean)OperatorIntersect (Knife)OperatorInvalid Variable NameOperatorInverseOperatorInvertOperatorInvert Alpha ChannelOperatorInvert Blue ChannelOperatorInvert ChannelsOperatorInvert Green ChannelOperatorInvert Image ColorsOperatorInvert LocksOperatorInvert MaskOperatorInvert PinsOperatorInvert Red ChannelOperatorInvert SelectionOperatorInvert Vertex GroupOperatorInvert VisibilityOperatorInvert VisibleOperatorInvert WeightOperatorInverted Exclamation Mark ¡OperatorInverted Question Mark ¿OperatorIsolateOperatorIsolate CollectionOperatorIsolate LayersOperatorIsolate MaterialOperatorItalicOperatorJoinOperatorJoin AreaOperatorJoin FillsOperatorJoin Group InputsOperatorJoin NodesOperatorJoin Nodes in FrameOperatorJoin Palette SwatchesOperatorJoin SelectionOperatorJoin TracksOperatorJoin as ShapesOperatorJoin in Named FrameOperatorJoin in New FrameOperatorJumpOperatorJump Time by DeltaOperatorJump To...OperatorJump to Action SlotOperatorJump to EndpointOperatorJump to File at PointOperatorJump to FrameOperatorJump to KeyframeOperatorJump to KeyframesOperatorJump to MarkerOperatorJump to Next MarkerOperatorJump to Next StripOperatorJump to Next Strip (Center)OperatorJump to Previous MarkerOperatorJump to Previous StripOperatorJump to Previous Strip (Center)OperatorJump to SelectedOperatorJump to StripOperatorJump to TargetOperatorKeyframe TypeOperatorKeying Set Add SelectedOperatorKeying Set Remove SelectedOperatorKeys to SamplesOperatorKnifeOperatorKnife ProjectOperatorKnife Topology ToolOperatorLaplacian Deform BindOperatorLaplacian Smooth VerticesOperatorLasso AddOperatorLasso Face SetOperatorLasso HideOperatorLasso MaskOperatorLasso SelectOperatorLasso Select UVOperatorLasso ShowOperatorLasso TrimOperatorLastOperatorLast SessionOperatorLatticeOperatorLattice Deform SelectedOperatorLazy ConnectOperatorLearn MoreOperatorLeftOperatorLeft NeighborOperatorLengthOperatorLessOperatorLevelsOperatorLicenseOperatorLightmap PackOperatorLightmap Pack...OperatorLimit Number of Weights per VertexOperatorLimit TotalOperatorLimit Total Vertex GroupsOperatorLimited DissolveOperatorLineOperatorLine BeginOperatorLine BreakOperatorLine EndOperatorLine Face SetOperatorLine HideOperatorLine MaskOperatorLine NumberOperatorLine ProjectOperatorLine ShowOperatorLine TrimOperatorLinkOperatorLink Active Node to SelectedOperatorLink Blockers to EmitterOperatorLink CollectionOperatorLink Drag Operation TestOperatorLink Empty to TrackOperatorLink NodesOperatorLink Objects to SceneOperatorLink Objects to Scene...OperatorLink Receivers to EmitterOperatorLink ViewerOperatorLink to CollectionOperatorLink to SceneOperatorLink to ViewerOperatorLink to Viewer NodeOperatorLink...OperatorLink/Transfer DataOperatorLinkedOperatorLinked DuplicateOperatorLinked Flat FacesOperatorLinked fromOperatorLinked toOperatorLinks CutOperatorList FilterOperatorLoadOperatorLoad Custom PreviewOperatorLoad Factory Blender PreferencesOperatorLoad Factory Blender SettingsOperatorLoad Factory PreferencesOperatorLoad Factory SettingsOperatorLoad Factory {:s} SettingsOperatorLoad Persistent From...OperatorLoad PreferencesOperatorLoad Preview ImageOperatorLocal ViewOperatorLocalized DataOperatorLocationOperatorLock AllOperatorLock All LayersOperatorLock All MaterialsOperatorLock All Repositories (Testing)OperatorLock Invert AllOperatorLock Only SelectedOperatorLock Only UnselectedOperatorLock SelectedOperatorLock StripsOperatorLock TracksOperatorLock UnselectedOperatorLock Unselected MaterialsOperatorLock UnusedOperatorLock Unused MaterialsOperatorLoop CutOperatorLoop Cut and SlideOperatorLoop SelectOperatorLoose GeometryOperatorMakeOperatorMake BasisOperatorMake Collection ActiveOperatorMake Edge/FaceOperatorMake GroupOperatorMake Instance FaceOperatorMake Instances RealOperatorMake InternalOperatorMake Library OverrideOperatorMake LinkOperatorMake LinksOperatorMake LocalOperatorMake Markers LocalOperatorMake MetaOperatorMake Meta StripOperatorMake Panel ToggleOperatorMake ParentOperatorMake Parent without InverseOperatorMake Parent without Inverse (Keep Transform)OperatorMake Paths AbsoluteOperatorMake Paths RelativeOperatorMake Planar FacesOperatorMake RegularOperatorMake SegmentOperatorMake Shape Key the Basis KeyOperatorMake Single UserOperatorMake TrackOperatorMake Vertex ParentOperatorMake and Replace LinksOperatorManage Unused DataOperatorManage Unused Data...OperatorManualOperatorMark AllOperatorMark All PackagesOperatorMark Freestyle EdgeOperatorMark Freestyle FaceOperatorMark PackageOperatorMark SeamOperatorMark SharpOperatorMark Sharp from VerticesOperatorMark as AssetOperatorMark as Single AssetOperatorMarker Box SelectOperatorMaskOperatorMask Box GestureOperatorMask ExtractOperatorMask FilterOperatorMask Flood FillOperatorMask From BoundaryOperatorMask From CavityOperatorMask Lasso GestureOperatorMask Line GestureOperatorMask Polyline GestureOperatorMask SliceOperatorMask Slice and Fill HolesOperatorMask Slice to New ObjectOperatorMask by ColorOperatorMask from CavityOperatorMask from Face Sets BoundaryOperatorMask from Mesh BoundaryOperatorMask with Layer AboveOperatorMask with Layer Above/BelowOperatorMask with Layer BelowOperatorMask...OperatorMatch KeyframeOperatorMatch Movie LengthOperatorMatch PreviousOperatorMatch SlopeOperatorMatch Texture SpaceOperatorMaterialsOperatorMaximize AreaOperatorMeasureOperatorMediumOperatorMemory StatisticsOperatorMenu Search...OperatorMergeOperatorMerge AllOperatorMerge AnimationOperatorMerge DownOperatorMerge GroupOperatorMerge ImagesOperatorMerge NodesOperatorMerge NormalsOperatorMerge UVs by DistanceOperatorMerge by DistanceOperatorMesh Deform BindOperatorMesh FilterOperatorMesh Plane...OperatorMinimize StretchOperatorMirrorOperatorMirror KeysOperatorMirror Rigify ParametersOperatorMirror Shape KeyOperatorMirror Type & ParametersOperatorMirror Vertex GroupOperatorMirror Vertex Group (Topology)OperatorMirror XOperatorMirror YOperatorMirroredOperatorMix NodesOperatorMixdownOperatorModeOperatorModifier operationOperatorModify LabelsOperatorModify Pose AssetOperatorMonkeyOperatorMoreOperatorMore...OperatorMotion Capture (.bvh)OperatorMouse Click on ChannelsOperatorMouse Click on NLA TracksOperatorMoveOperatorMove Active Modifier to IndexOperatorMove Active Strip Modifier to IndexOperatorMove After BasisOperatorMove Annotation LayerOperatorMove Area EdgesOperatorMove Between UI RowsOperatorMove Bone CollectionOperatorMove BookmarkOperatorMove ChannelsOperatorMove Constraint DownOperatorMove Constraint UpOperatorMove Constraint to IndexOperatorMove CursorOperatorMove Dash SegmentOperatorMove DownOperatorMove Down Boid RuleOperatorMove Down Boid StateOperatorMove Down EffectOperatorMove Down Instance ObjectOperatorMove Down ModifierOperatorMove Down TargetOperatorMove Effect to IndexOperatorMove EntryOperatorMove ExporterOperatorMove Freestyle ModuleOperatorMove ItemOperatorMove LayerOperatorMove Line SetOperatorMove Line(s) DownOperatorMove Line(s) UpOperatorMove LinesOperatorMove MarkerOperatorMove MaterialOperatorMove ModifierOperatorMove OriginOperatorMove Palette ColorOperatorMove SegmentOperatorMove SelectOperatorMove Selection Set in ListOperatorMove Shape KeyOperatorMove Slots to new ActionOperatorMove Strip ModifierOperatorMove Strips DownOperatorMove Strips UpOperatorMove Texture SlotOperatorMove Texture SpaceOperatorMove Time MarkerOperatorMove UpOperatorMove Up Boid RuleOperatorMove Up Boid StateOperatorMove Up EffectOperatorMove Up Instance ObjectOperatorMove Up ModifierOperatorMove Up TargetOperatorMove Vertex GroupOperatorMove and AttachOperatorMove layerOperatorMove on AxisOperatorMove to Bone CollectionOperatorMove to BottomOperatorMove to CollectionOperatorMove to LastOperatorMove to LayerOperatorMove to Line BeginOperatorMove to Line EndOperatorMove to Next WordOperatorMove to NodesOperatorMove to Previous WordOperatorMove to TopOperatorMove/Extend from Current FrameOperatorMovie...OperatorMulti Select Edge LoopsOperatorMulti Select Edge RingsOperatorMulticam SelectorOperatorMultiple ImagesOperatorMultiplication ×OperatorMultiplyOperatorMultires Apply BaseOperatorMultires Displacement EraserOperatorMultires Displacement SmearOperatorMultires Pack ExternalOperatorMultires ReshapeOperatorMultires Save ExternalOperatorMultires SubdivideOperatorMuteOperatorMute ChannelsOperatorMute LinksOperatorMute StripsOperatorMute Unselected StripsOperatorNDOF Orbit ViewOperatorNDOF Orbit View with ZoomOperatorNDOF Pan ViewOperatorNDOF Pan/ZoomOperatorNDOF Transform ViewOperatorNewOperatorNew ActionOperatorNew Asset CatalogOperatorNew Bone CollectionOperatorNew Camera from VR LandmarkOperatorNew CollectionOperatorNew CombinedOperatorNew Compositing Node GroupOperatorNew Compositor Sequencer Node GroupOperatorNew Edge/Face from VerticesOperatorNew Face from EdgesOperatorNew FolderOperatorNew Geometry Node GroupOperatorNew Geometry Node ModifierOperatorNew Geometry Node Tool GroupOperatorNew ImageOperatorNew Image from Plane MarkerOperatorNew ItemOperatorNew LayerOperatorNew Light Linking CollectionOperatorNew Line StyleOperatorNew Main WindowOperatorNew MaskOperatorNew MaterialOperatorNew Node TreeOperatorNew Palette ColorOperatorNew Panel ToggleOperatorNew Particle SettingsOperatorNew Particle TargetOperatorNew SceneOperatorNew ScreenOperatorNew Selection SetOperatorNew Sequencer SceneOperatorNew SlotOperatorNew TextOperatorNew TextureOperatorNew WindowOperatorNew WorkspaceOperatorNew WorldOperatorNew from ObjectsOperatorNew from Objects FlippedOperatorNext ActiveOperatorNext BlockOperatorNext CharacterOperatorNext FolderOperatorNext LineOperatorNext WordOperatorNext WorkspaceOperatorNo Collections to InstanceOperatorNode OptionsOperatorNode PreviewOperatorNode input modifyOperatorNon ManifoldOperatorNoneOperatorNormalizeOperatorNormalize ActiveOperatorNormalize AllOperatorNormalize All Vertex GroupsOperatorNormalize Vertex GroupOperatorNormalize WeightsOperatorNormals Vector ToolsOperatorNurbs CircleOperatorNurbs CurveOperatorNurbs CylinderOperatorNurbs SphereOperatorNurbs SurfaceOperatorNurbs TorusOperatorObjectOperatorObject & DataOperatorObject & Data & MaterialsOperatorObject AnimationOperatorObject Data AnimationOperatorObject Line ArtOperatorObject Mode MenuOperatorObsolete MarkedOperatorOffset Edge LoopOperatorOffset Edge Loop CutOperatorOffset Edge SlideOperatorOn Selected KeyframesOperatorOn Selected MarkersOperatorOne ObjectOperatorOne Object Per LineOperatorOnline ManualOperatorOnline Python ReferenceOperatorOnly FillsOperatorOnly StrokesOperatorOpacityOperatorOpenOperatorOpen Blend FileOperatorOpen Cache FileOperatorOpen Cached RenderOperatorOpen ClipOperatorOpen Drivers EditorOperatorOpen File ExternallyOperatorOpen File LocationOperatorOpen FontOperatorOpen ImageOperatorOpen ImagesOperatorOpen Location ExternallyOperatorOpen Preferences...OperatorOpen Preset WebsiteOperatorOpen SoundOperatorOpen Sound MonoOperatorOpen Style Module FileOperatorOpen TextOperatorOpen...OperatorOpen/CloseOperatorOperator Cheat SheetOperatorOperator Enum PieOperatorOperator PresetOperatorOperator Search...OperatorOrbit OppositeOperatorOriginOperatorOutlineOperatorOutliner Animation Data OperationOperatorOutliner Constraint OperationOperatorOutliner Data OperationOperatorOutliner Edit Mode ToggleOperatorOutliner ID Data CopyOperatorOutliner ID Data OperationOperatorOutliner ID Data PasteOperatorOutliner ID Data RemapOperatorOutliner Library OperationOperatorOutliner Library Override OperationOperatorOutliner Library Override Troubleshoot OperationOperatorOutliner Modifier OperationOperatorOutliner Object OperationOperatorOutliner Pose Mode ToggleOperatorOutliner Scene OperationOperatorOutliner Set ActionOperatorOverridden Data HierarchyOperatorPackOperatorPack Geometry Node BakeOperatorPack ImageOperatorPack IslandsOperatorPack Linked LibrariesOperatorPack ResourcesOperatorPack SoundOperatorPaintOperatorPan ViewOperatorPan View DirectionOperatorPanel ToggleOperatorParentOperatorParent DirectoryOperatorParent Node TreeOperatorParticle Edit ToggleOperatorParticle SystemOperatorPasteOperatorPaste Data-BlocksOperatorPaste DriverOperatorPaste Driver VariablesOperatorPaste F-ModifiersOperatorPaste FileOperatorPaste FlippedOperatorPaste Global TransformOperatorPaste ImageOperatorPaste KeyframesOperatorPaste Line SetOperatorPaste MaterialOperatorPaste ObjectsOperatorPaste PoseOperatorPaste Pose FlippedOperatorPaste Selection Set(s)OperatorPaste SplinesOperatorPaste StrokesOperatorPaste TextOperatorPaste Texture Slot SettingsOperatorPaste TracksOperatorPaste UVsOperatorPaste VectorOperatorPaste Weight to SelectedOperatorPaste X-Flipped PoseOperatorPaste and BakeOperatorPaste as New AssetOperatorPaste by LayerOperatorPaste from ClipboardOperatorPaste to Selected KeysOperatorPathOperatorPath/FilesOperatorPause BakeOperatorPenOperatorPer Face SetOperatorPer Loose PartOperatorPer Mille ‰OperatorPer VertexOperatorPerspective/OrthographicOperatorPick Shortest PathOperatorPinOperatorPin Scene to WorkspaceOperatorPinchOperatorPinch UVsOperatorPivot to Active VertexOperatorPivot to Mask BorderOperatorPivot to OriginOperatorPivot to Surface Under CursorOperatorPivot to UnmaskedOperatorPlace CursorOperatorPlace Object Under MouseOperatorPlain AxesOperatorPlaneOperatorPlay AnimationOperatorPlay Rendered AnimationOperatorPoint CloudOperatorPoint Normals to TargetOperatorPoint to Target...OperatorPointsOperatorPoke FacesOperatorPoles by CountOperatorPolyOperatorPoly BuildOperatorPoly Build Delete at CursorOperatorPoly Build Dissolve at CursorOperatorPoly Build Face at CursorOperatorPoly Build Split at CursorOperatorPoly Build Transform at CursorOperatorPolylineOperatorPolyline AddOperatorPolyline Face SetOperatorPolyline HideOperatorPolyline MaskOperatorPolyline ShowOperatorPolyline TrimOperatorPose BreakdownerOperatorPoseChannel operationOperatorPound £OperatorPreferences...OperatorPrefetchOperatorPrefetch FramesOperatorPress ButtonOperatorPrevious ActiveOperatorPrevious BlockOperatorPrevious CharacterOperatorPrevious FolderOperatorPrevious LineOperatorPrevious WordOperatorPrevious WorkspaceOperatorProject ApplyOperatorProject EditOperatorProject ImageOperatorProject Line GestureOperatorProject from ViewOperatorProject from View (Bounds)OperatorPropagate PoseOperatorPropagate to ShapesOperatorProtect ChannelsOperatorPuffOperatorPurgeOperatorPurge AllOperatorPurge Unused Data...OperatorPushOperatorPush Down ActionOperatorPush Pose from BreakdownOperatorPush PullOperatorPush Pull KeyframesOperatorPush/PullOperatorPython API ReferenceOperatorQuad View ResizeOperatorQuadriFlow RemeshOperatorQuantizeOperatorQuantize Vertex WeightsOperatorQuick EditOperatorQuick ExplodeOperatorQuick FurOperatorQuick LiquidOperatorQuick SmokeOperatorQuitOperatorQuit BlenderOperatorRadial ControlOperatorRadiusOperatorRandomOperatorRandomizeOperatorRandomize ColorsOperatorRandomize Face Sets ColorsOperatorRandomize TransformOperatorRandomize VerticesOperatorRe-Generate RigOperatorRe-Key Points of Selected ShapesOperatorRe-Key Shape PointsOperatorRe-Time Shape KeysOperatorRead View LayersOperatorReassign InputsOperatorRebuildOperatorRebuild BVHOperatorRebuild Lower SubdivisionsOperatorRebuild Proxy and Timecode IndicesOperatorRecalculate HandlesOperatorRecalculate InsideOperatorRecalculate NormalsOperatorRecalculate OutsideOperatorRecalculate RollOperatorRecenter HookOperatorRecover Auto SaveOperatorRecover Last SessionOperatorRedefine Equalizer GraphsOperatorRedoOperatorRedo Catalog EditsOperatorRedo LastOperatorRedraw TimerOperatorReference...OperatorRefine MarkersOperatorRefreshOperatorRefresh AllOperatorRefresh ArchiveOperatorRefresh Asset LibraryOperatorRefresh Data-Block PreviewsOperatorRefresh DriversOperatorRefresh File ListOperatorRefresh I18n Data...OperatorRefresh Instance ObjectsOperatorRefresh LocalOperatorRefresh RemoteOperatorRefresh SequencerOperatorRefresh action listOperatorRegionOperatorRegion AlphaOperatorRegisterOperatorRegister File AssociationOperatorRegistered Trademark ®OperatorRegularOperatorRekeyOperatorRelaxOperatorRelax Face SetsOperatorRelax Pose to BreakdownOperatorRelax UVsOperatorRelease NotesOperatorReloadOperatorReload ClipOperatorReload History FileOperatorReload ImageOperatorReload ImagesOperatorReload LibraryOperatorReload ScriptsOperatorReload Start-Up FileOperatorReload StripsOperatorReload Strips and Adjust LengthOperatorReload TranslationOperatorRelocateOperatorRelocate LibraryOperatorRelocate Linked IDOperatorRemeshOperatorRemoveOperatorRemove AOVOperatorRemove Active GroupOperatorRemove Active Keying SetOperatorRemove Active Keying Set PathOperatorRemove Add-onOperatorRemove All GroupsOperatorRemove All MaterialsOperatorRemove All Particle SystemsOperatorRemove AnimationOperatorRemove Annotation LayerOperatorRemove Asset LibraryOperatorRemove Asset TagOperatorRemove AttributeOperatorRemove Auto-Execution PathOperatorRemove Boid RuleOperatorRemove Boid StateOperatorRemove Bone CollectionOperatorRemove Bone Collection ReferenceOperatorRemove Bone from Bone CollectionOperatorRemove Bones from Selection SetOperatorRemove BrushOperatorRemove Camera Background ImageOperatorRemove CanvasOperatorRemove CollectionOperatorRemove Color AttributeOperatorRemove Cryptomatte SocketOperatorRemove Dash SegmentOperatorRemove DoublesOperatorRemove DriverOperatorRemove Empty Animation DataOperatorRemove ExporterOperatorRemove Extension RepositoryOperatorRemove External Feature SetOperatorRemove File AssociationOperatorRemove Fill GuidesOperatorRemove Freestyle ModuleOperatorRemove From Light Linking CollectionOperatorRemove GapsOperatorRemove Gaps (All)OperatorRemove Grease Pencil EffectOperatorRemove HookOperatorRemove IKOperatorRemove ItemOperatorRemove Key ConfigOperatorRemove Key Map ItemOperatorRemove Keymap ConfigurationOperatorRemove LayerOperatorRemove Layer GroupOperatorRemove LightgroupOperatorRemove Line SetOperatorRemove Mask LayerOperatorRemove Material SlotOperatorRemove MetaOperatorRemove Meta-StripsOperatorRemove ModifierOperatorRemove OverrideOperatorRemove OverridesOperatorRemove Paint Curve PointOperatorRemove Particle Instance ObjectOperatorRemove Particle System SlotOperatorRemove Particle TargetOperatorRemove PreviewOperatorRemove PropertyOperatorRemove Python Script DirectoryOperatorRemove Render SlotOperatorRemove Render ViewOperatorRemove RepositoryOperatorRemove Repository & FilesOperatorRemove Rigid BodiesOperatorRemove Rigid BodyOperatorRemove Rigid Body ConstraintOperatorRemove Rigid Body WorldOperatorRemove Row FilterOperatorRemove SegmentOperatorRemove Selected BonesOperatorRemove Selected Bones from All SetsOperatorRemove Selected EntryOperatorRemove Selected ItemsOperatorRemove Selected from Active CollectionOperatorRemove Selected from Bone collectionsOperatorRemove Shape KeyOperatorRemove ShortcutOperatorRemove Single OverrideOperatorRemove Stabilization Rotation TrackOperatorRemove Stabilization TrackOperatorRemove Strip ModifierOperatorRemove Surface SlotOperatorRemove TargetOperatorRemove Text BoxOperatorRemove ThemeOperatorRemove TileOperatorRemove Tracking ObjectOperatorRemove UV MapOperatorRemove UnusedOperatorRemove Unused Bone CollectionsOperatorRemove Unused CollectionsOperatorRemove Unused LightgroupsOperatorRemove Unused Material SlotsOperatorRemove Unused SlotsOperatorRemove VR LandmarkOperatorRemove Vertex GroupOperatorRemove View LayerOperatorRemove from Active GroupOperatorRemove from AllOperatorRemove from All CollectionsOperatorRemove from All GroupsOperatorRemove from CollectionOperatorRemove from FrameOperatorRemove from Keying SetOperatorRemove from Local ViewOperatorRemove from Quick FavoritesOperatorRemove from Vertex GroupOperatorRenameOperatorRename Action SlotOperatorRename Active Bone...OperatorRename Active Item...OperatorRename Active Object...OperatorRename Annotation LayerOperatorRename Armature Bone CollectionOperatorRename BoneOperatorRename Bone CollectionOperatorRename ChannelOperatorRename Data-BlockOperatorRename Edit BoneOperatorRename File or DirectoryOperatorRename Grease Pencil DrawingOperatorRename Grease Pencil LayerOperatorRename Grease Pencil Layer GroupOperatorRename MarkerOperatorRename ModifierOperatorRename NLA TrackOperatorRename ObjectOperatorRename Pose BoneOperatorRename Vertex GroupOperatorRename View ItemOperatorRename View LayerOperatorRename shape keyOperatorRename...OperatorRenderOperatorRender Active ObjectOperatorRender AnimationOperatorRender Audio...OperatorRender Changed LayerOperatorRender ImageOperatorRender PlayblastOperatorRender Playblast on KeyframesOperatorRender RegionOperatorRender Region...OperatorRender Sequence PreviewOperatorRender Sequencer AnimationOperatorRender Sequencer ImageOperatorRender Slot Cycle NextOperatorRender Slot Cycle PreviousOperatorRender Still PreviewOperatorRender Viewport PreviewOperatorReorderOperatorReorder Armature Bone CollectionsOperatorReorder ColumnsOperatorReorder F-Curve ModifierOperatorReorder Grease Pencil Layer MaskOperatorReorder LayerOperatorReorder LayersOperatorReorder Mesh SpatiallyOperatorReorder to BackOperatorReorder to FrontOperatorRepeat HistoryOperatorRepeat History...OperatorRepeat LastOperatorReplaceOperatorReplace & Set SelectionOperatorReplace ActionOperatorReplace AllOperatorReplace ImageOperatorReplace KeyframeOperatorReplace KeyframesOperatorReplace LinksOperatorReplace Single KeyframeOperatorReplace with new ActionOperatorReplace...OperatorReplay OperatorsOperatorReport Missing FilesOperatorReport a BugOperatorRepositoryOperatorReproject StrokesOperatorReproject Strokes...OperatorResetOperatorReset All to Default ValuesOperatorReset BackdropOperatorReset Color RampOperatorReset Curve ProfileOperatorReset DistanceOperatorReset Feather AnimationOperatorReset HookOperatorReset KerningOperatorReset Library OverrideOperatorReset NodeOperatorReset NodesOperatorReset Nodes in FrameOperatorReset Original LengthOperatorReset Overridden DataOperatorReset ProfileOperatorReset RecentOperatorReset RetimingOperatorReset SettingsOperatorReset Single to Default ValueOperatorReset To OriginalOperatorReset TransformOperatorReset UVsOperatorReset UnkeyedOperatorReset VectorsOperatorReset Vertex ColorOperatorReset ViewOperatorReset to Default ThemeOperatorReset to Default ValueOperatorResizeOperatorResize ColumnOperatorResize ImageOperatorResize NodeOperatorResolve ConflictOperatorRestoreOperatorRestore AreasOperatorRestore Key Map ItemOperatorRestore Key Map(s)OperatorRestore Operator DefaultsOperatorRestore Previous ActionOperatorRestrict Render UnselectedOperatorResumeOperatorResync Overridden Data HierarchyOperatorResync Overridden Data Hierarchy EnforceOperatorRetime StripsOperatorRetimingOperatorRevealOperatorReveal CurvesOperatorReveal Faces/VerticesOperatorReveal HiddenOperatorReveal SelectedOperatorReverse ColorsOperatorReverse UVsOperatorRevertOperatorRevert Brush AssetOperatorRevert to AssetOperatorRevert to Saved PreferencesOperatorRevive Disabled F-CurvesOperatorRightOperatorRight NeighborOperatorRigify Add Color SetOperatorRigify Add Color Set from ThemeOperatorRigify Add Standard Color SetsOperatorRigify Apply user defined active/select colorsOperatorRigify Encode MetarigOperatorRigify Encode Metarig SampleOperatorRigify Encode WidgetOperatorRigify Generate RigOperatorRigify Get active/select colors from current themeOperatorRigify Remove All Color SetsOperatorRigify Remove Color SetOperatorRigify Upgrade Metarig LayersOperatorRigify Upgrade Metarig TypesOperatorRipOperatorRip EdgeOperatorRip RegionOperatorRip VerticesOperatorRip Vertices and ExtendOperatorRip Vertices and FillOperatorRollOperatorRoll LeftOperatorRoll RightOperatorRootsOperatorRotateOperatorRotate 180°OperatorRotate 90° ClockwiseOperatorRotate 90° Counter-ClockwiseOperatorRotate ColorsOperatorRotate Edge CCWOperatorRotate Edge CWOperatorRotate Image OrthogonalOperatorRotate NormalsOperatorRotate Selected EdgeOperatorRotate UVsOperatorRotate ViewOperatorRotate...OperatorRotationOperatorRotation - Pole toggleOperatorRuler AddOperatorRuler RemoveOperatorRun Python FileOperatorRun ScriptOperatorSTL (.stl)OperatorSVG as Grease PencilOperatorSampleOperatorSample ColorOperatorSample Detail SizeOperatorSample GroupOperatorSample LineOperatorSample Vertex GroupOperatorSample WeightOperatorSamples to KeysOperatorSaveOperatorSave All ImagesOperatorSave All ModifiedOperatorSave AsOperatorSave As Asset...OperatorSave As ImageOperatorSave As...OperatorSave Asset CatalogsOperatorSave Blender FileOperatorSave Brush AssetOperatorSave Changes to AssetOperatorSave Copy...OperatorSave Custom Studio LightOperatorSave ImageOperatorSave IncrementalOperatorSave New PreferencesOperatorSave Persistent To...OperatorSave PreferencesOperatorSave ScreenshotOperatorSave Screenshot (Editor)OperatorSave Screenshot (Editor)...OperatorSave Screenshot...OperatorSave SequenceOperatorSave Startup FileOperatorSave System Info...OperatorSave ThemeOperatorSave Viewer ImageOperatorSave a Copy...OperatorSave as Brush AssetOperatorSave as Shape KeyOperatorSave as Studio lightOperatorScalable Vector Graphics (.svg)OperatorScaleOperatorScale AverageOperatorScale Average KeyframesOperatorScale B-BoneOperatorScale BBoneOperatorScale CageOperatorScale Envelope DistanceOperatorScale FeatherOperatorScale RadiusOperatorScale Region SizeOperatorScale Sculpt/Paint Brush SizeOperatorScale Texture SpaceOperatorScale To FitOperatorScale from NeighborOperatorScale to FillOperatorScene Camera to VR LandmarkOperatorScene Line ArtOperatorScrewOperatorScript Node UpdateOperatorScrollOperatorScroll DownOperatorScroll LeftOperatorScroll PageOperatorScroll RightOperatorScroll UpOperatorScrollback AppendOperatorScrollbarOperatorScroller ActivateOperatorSculptOperatorSculpt ModeOperatorSeams from IslandsOperatorSearch MenuOperatorSearch OperatorOperatorSearch Single MenuOperatorSearch...OperatorSelectOperatorSelect (Linked Handle)OperatorSelect (Linked Time)OperatorSelect (List)OperatorSelect (Side of Frame)OperatorSelect (Unconnected)OperatorSelect Active CameraOperatorSelect AllOperatorSelect All by TypeOperatorSelect AlternateOperatorSelect AxisOperatorSelect BonesOperatorSelect Bones of Bone CollectionOperatorSelect Boundary LoopOperatorSelect BoxOperatorSelect By Pole CountOperatorSelect By Stroke TypeOperatorSelect CameraOperatorSelect ChannelOperatorSelect Channel KeyframesOperatorSelect CircleOperatorSelect ConnectedOperatorSelect Constraint TargetOperatorSelect Control Point RowOperatorSelect DirectoryOperatorSelect EndsOperatorSelect ExtendOperatorSelect Extend (List)OperatorSelect Faces by SidesOperatorSelect FillOperatorSelect Frame ChildrenOperatorSelect GroupedOperatorSelect Grouped...OperatorSelect GrowOperatorSelect HandleOperatorSelect HandlesOperatorSelect HierarchyOperatorSelect HookOperatorSelect Interior FacesOperatorSelect KeyOperatorSelect Key / HandlesOperatorSelect KeyframesOperatorSelect LassoOperatorSelect Left/RightOperatorSelect LessOperatorSelect Light Linking BlockersOperatorSelect Light Linking ReceiversOperatorSelect LineOperatorSelect LinkedOperatorSelect Linked AllOperatorSelect Linked Flat FacesOperatorSelect Linked FromOperatorSelect Linked PickOperatorSelect Linked ToOperatorSelect Linked VerticesOperatorSelect Linked Vertices PickOperatorSelect LoopOperatorSelect Loop Inner-RegionOperatorSelect Loose GeometryOperatorSelect Markers Before/After Current FrameOperatorSelect MaterialOperatorSelect Material SlotOperatorSelect MenuOperatorSelect MirrorOperatorSelect ModeOperatorSelect MoreOperatorSelect NextOperatorSelect Next ElementOperatorSelect Non-ManifoldOperatorSelect ObjectOperatorSelect Object HierarchyOperatorSelect ObjectsOperatorSelect Objects in CollectionOperatorSelect OrientationOperatorSelect OverlapOperatorSelect Paint Curve PointOperatorSelect Parent BoneOperatorSelect Parent FrameOperatorSelect Parent or ChildrenOperatorSelect PatternOperatorSelect Pattern...OperatorSelect Pick LinkedOperatorSelect PinnedOperatorSelect Pose BonesOperatorSelect PreviousOperatorSelect Previous ElementOperatorSelect RandomOperatorSelect ReportOperatorSelect RootsOperatorSelect Same CollectionOperatorSelect Selection SetOperatorSelect Sharp EdgesOperatorSelect Shortest PathOperatorSelect SideOperatorSelect Side of FrameOperatorSelect SimilarOperatorSelect Similar RegionsOperatorSelect SplitOperatorSelect Stabilization Rotation TracksOperatorSelect Stabilization TracksOperatorSelect TextOperatorSelect TileOperatorSelect Time MarkerOperatorSelect TipsOperatorSelect ToggleOperatorSelect Toggle (List)OperatorSelect UngroupedOperatorSelect Vertex GroupOperatorSelect View ItemOperatorSelect WordOperatorSelect by AttributeOperatorSelect by TypeOperatorSelected ObjectsOperatorSelected PinnedOperatorSelected to Adjacent UnselectedOperatorSelected to CursorOperatorSelected to Cursor (Offset)OperatorSelected to PixelsOperatorSelectionOperatorSelection PaintOperatorSelection to ActiveOperatorSelection to Current FrameOperatorSelection to CursorOperatorSelection to Cursor (Keep Offset)OperatorSelection to Cursor ValueOperatorSelection to GridOperatorSelection to Nearest FrameOperatorSelection to Nearest MarkerOperatorSelection to Nearest SecondOperatorSeparateOperatorSeparate BonesOperatorSeparate FillsOperatorSeparate ImagesOperatorSeparate SlotsOperatorSequence SlideOperatorSequencer Swap DataOperatorSequencer View Zoom RatioOperatorSequencer operationOperatorSet 2D CursorOperatorSet 3D CursorOperatorSet Active CameraOperatorSet Active ClipOperatorSet Active GroupOperatorSet Active Keying SetOperatorSet Active LayerOperatorSet Active MaterialOperatorSet Active ModifierOperatorSet Active Object as CameraOperatorSet Active Shape KeyOperatorSet Active Strip ModifierOperatorSet Active Vertex GroupOperatorSet AttributeOperatorSet AxisOperatorSet Blend File Working Color SpaceOperatorSet CapsOperatorSet CaseOperatorSet Clip ModeOperatorSet Color AttributeOperatorSet Color TagOperatorSet Corner TypeOperatorSet CursorOperatorSet Cursor to OffsetOperatorSet Curve CapsOperatorSet Curve RadiusOperatorSet Curve ResolutionOperatorSet Curve TypeOperatorSet Curves PointOperatorSet Curves Surface ObjectOperatorSet Cyclical StateOperatorSet Default Group Node WidthOperatorSet End FrameOperatorSet Extension TagsOperatorSet F-Curve ExtrapolationOperatorSet FloorOperatorSet Frame (Strip Preview)OperatorSet Frame Range to StripsOperatorSet Geometry RandomizationOperatorSet Goal WeightOperatorSet Handle TypeOperatorSet HoldoutOperatorSet Indirect OnlyOperatorSet InverseOperatorSet Keyframe AOperatorSet Keyframe BOperatorSet Keyframe Easing TypeOperatorSet Keyframe Handle TypeOperatorSet Keyframe InterpolationOperatorSet Keyframe TypeOperatorSet Library IDOperatorSet Normals from FacesOperatorSet Object ModeOperatorSet Object Mode with Sub-modeOperatorSet Offset from CursorOperatorSet Offset from ObjectOperatorSet OriginOperatorSet Overlay RegionOperatorSet Persistent BaseOperatorSet Pivot PositionOperatorSet PlaneOperatorSet Preview RangeOperatorSet Preview Range to SelectedOperatorSet Preview Range to StripsOperatorSet Range to StripsOperatorSet Render ColorOperatorSet Render RegionOperatorSet Render SizeOperatorSet ResolutionOperatorSet Restrict ViewOperatorSet RollOperatorSet Rotation ModeOperatorSet ScaleOperatorSet Scene FramesOperatorSet ScreenOperatorSet Select ModeOperatorSet Selected Strip ProxiesOperatorSet SelectionOperatorSet Sharpness by AngleOperatorSet Solution ScaleOperatorSet Solver KeyframeOperatorSet SpeedOperatorSet Spline TypeOperatorSet Start FrameOperatorSet Start PointOperatorSet Stereo 3DOperatorSet Stroke TypeOperatorSet StyleOperatorSet ThemeOperatorSet Tool by Brush TypeOperatorSet Tool by IndexOperatorSet Tool by NameOperatorSet Uniform OpacityOperatorSet Uniform ThicknessOperatorSet User RegionOperatorSet Vertex ColorsOperatorSet Viewport BackgroundOperatorSet WallOperatorSet WeightOperatorSet X AxisOperatorSet Y AxisOperatorSet actionOperatorSet active actionOperatorSet as Active MaterialOperatorSet as BackgroundOperatorSet from FacesOperatorSettings from ActiveOperatorSetupOperatorSetup Tracking SceneOperatorShade Auto SmoothOperatorShade FlatOperatorShade SmoothOperatorShade Smooth by AngleOperatorShader UpdateOperatorShape CutOperatorShape PropagateOperatorSharp EdgesOperatorSharp VerticesOperatorSharpenOperatorSharpen MaskOperatorShearOperatorShear KeyframesOperatorShear KeysOperatorShortest PathOperatorShowOperatorShow ActiveOperatorShow AllOperatorShow All InsideOperatorShow All LayersOperatorShow All MaterialsOperatorShow CollectionOperatorShow Drivers EditorOperatorShow Hidden ObjectsOperatorShow Hidden StripsOperatorShow HierarchyOperatorShow Info LogOperatorShow Inside CollectionOperatorShow Object HierarchyOperatorShow One LevelOperatorShow Package ClearOperatorShow Package SetOperatorShow Retiming KeysOperatorShow SettingsOperatorShow TracksOperatorShow/Hide One LevelOperatorShow/Hide Render ViewOperatorShrink Face SetOperatorShrink MaskOperatorShrink VisibilityOperatorShrink/FattenOperatorShutter Curve PresetOperatorSide of ActiveOperatorSide of FrameOperatorSimplifyOperatorSimplify StrokeOperatorSingle ArrowOperatorSingle BoneOperatorSingle-User ActionOperatorSingle-User WorldOperatorSkin Armature CreateOperatorSkin Mark/Clear LooseOperatorSkin Radii EqualizeOperatorSkin ResizeOperatorSkin Root MarkOperatorSlideOperatorSlide MarkerOperatorSlide Paint Curve PointOperatorSlide Plane MarkerOperatorSlide PointOperatorSlide Spline CurvatureOperatorSlide VerticesOperatorSlipOperatorSlip Strip ContentsOperatorSlip StripsOperatorSmall CapsOperatorSmart UV ProjectOperatorSmart UV Project...OperatorSmearOperatorSmoothOperatorSmooth (Gaussian)OperatorSmooth (Legacy)OperatorSmooth Curve RadiusOperatorSmooth Curve TiltOperatorSmooth Curve WeightOperatorSmooth EdgesOperatorSmooth FacesOperatorSmooth KeysOperatorSmooth LaplacianOperatorSmooth MaskOperatorSmooth Normals VectorsOperatorSmooth PointsOperatorSmooth ScrollOperatorSmooth StrokeOperatorSmooth VectorsOperatorSmooth Vertex ColorsOperatorSmooth Vertex GroupOperatorSmooth Vertex WeightsOperatorSmooth VerticesOperatorSmooth Vertices (Laplacian)OperatorSmooth ViewOperatorSmooth View 2DOperatorSnapOperatorSnap CursorOperatorSnap Cursor Value to SelectedOperatorSnap Cursor to ActiveOperatorSnap Cursor to GridOperatorSnap Cursor to SelectedOperatorSnap Cursor to Selected PointsOperatorSnap Cursor to World OriginOperatorSnap Curves to SurfaceOperatorSnap KeysOperatorSnap SelectionOperatorSnap Selection to ActiveOperatorSnap Selection to CursorOperatorSnap Selection to GridOperatorSnap StripsOperatorSnap Strips to the Current FrameOperatorSnap to Deformed SurfaceOperatorSnap to Nearest SurfaceOperatorSnap to SymmetryOperatorSolidifyOperatorSolidify FacesOperatorSolutionOperatorSolve CameraOperatorSolve Camera MotionOperatorSolve Object MotionOperatorSort ElementsOperatorSort Mesh ElementsOperatorSort PaletteOperatorSort Vertex GroupsOperatorSort by Bone HierarchyOperatorSort by NameOperatorSort from ColumnOperatorSoundOperatorSound CrossfadeOperatorSound to SamplesOperatorSound...OperatorSpeakerOperatorSpeed ControlOperatorSphereOperatorSphere ProjectionOperatorSpinOperatorSplash ScreenOperatorSplitOperatorSplit AreaOperatorSplit Concave FacesOperatorSplit MulticamOperatorSplit Non-Planar FacesOperatorSplit NormalsOperatorSplit StripsOperatorSplit at Cursor MoveOperatorSplit strokeOperatorSquareOperatorStabilization Rotation TracksOperatorStabilization TracksOperatorStanford PLY (.ply)OperatorStart Editing Stashed ActionOperatorStart Tweaking Strip Actions (Full Stack)OperatorStart Tweaking Strip Actions (Lower Stack)OperatorStash ActionOperatorStatisticsOperatorStencil Brush ControlOperatorStitchOperatorStop Editing Stashed ActionOperatorStop Tweaking Strip ActionsOperatorStore undo snapshot for asset catalog editsOperatorStretchOperatorStretch To FillOperatorStrip Transform Set FitOperatorStrokeOperatorStroke Curves SculptOperatorStroke ModeOperatorStrokesOperatorStrokes Paint Mode ToggleOperatorStrokes Sculpt Mode ToggleOperatorStrokes Vertex Mode ToggleOperatorStrokes Weight Mode ToggleOperatorStrongOperatorSubdivideOperatorSubdivide Edge-RingOperatorSubdivide StrokeOperatorSubdivide and SmoothOperatorSubdivision SetOperatorSubtractOperatorSuperscript ²OperatorSuperscript ³OperatorSuperscript ¹OperatorSupportOperatorSurface Deform BindOperatorSurface SmoothOperatorSwapOperatorSwap AreasOperatorSwap ColorsOperatorSwap DataOperatorSwap Empty GroupOperatorSwap InputsOperatorSwap LinksOperatorSwap NodeOperatorSwap Node Group AssetOperatorSwap StripOperatorSwap StripsOperatorSwap ZoneOperatorSwitch DirectionOperatorSwitch to poleOperatorSwitch to rotationOperatorSymmetrizeOperatorSync Action LengthOperatorSync SocketsOperatorTaperOperatorTemporary Brush Toggle TypeOperatorTest Inlining Shader NodesOperatorTest Key Configuration for ConflictsOperatorTextOperatorText Auto CompleteOperatorTexture GradientOperatorTexture Paint ModeOperatorTiltOperatorTime OffsetOperatorTime Offset KeyframesOperatorTipsOperatorTo 3D ObjectOperatorTo All OutputsOperatorTo Last Keyframe (Make Cyclic)OperatorTo Linked OutputsOperatorTo Loose OutputsOperatorTo LowercaseOperatorTo Next KeyframeOperatorTo SphereOperatorTo UppercaseOperatorToggle BoldOperatorToggle CaseOperatorToggle Channel EditabilityOperatorToggle Channel SettingOperatorToggle CommentsOperatorToggle CyclicOperatorToggle Dope SheetOperatorToggle Fake UserOperatorToggle Force FieldOperatorToggle Graph EditorOperatorToggle Hidden Node SocketsOperatorToggle Hide Dot FilesOperatorToggle ItalicOperatorToggle Library Override EditableOperatorToggle Local ViewOperatorToggle Lock SelectionOperatorToggle Maximize AreaOperatorToggle MetaOperatorToggle Meta StripOperatorToggle MutingOperatorToggle Node MuteOperatorToggle Node OptionsOperatorToggle Node PreviewOperatorToggle Object SelectionOperatorToggle Output LayerOperatorToggle OverwriteOperatorToggle PinOperatorToggle Pin IDOperatorToggle Pose ModeOperatorToggle Quad ViewOperatorToggle RegionOperatorToggle SelectedOperatorToggle SelectionOperatorToggle Sequencer/PreviewOperatorToggle Shading TypeOperatorToggle Small CapsOperatorToggle StyleOperatorToggle System ConsoleOperatorToggle Type ActiveOperatorToggle UnderlineOperatorToggle VR SessionOperatorToggle Viewer NodeOperatorToggle VisibilityOperatorToggle Window FullscreenOperatorToggle X-RayOperatorToolOperatorToolbarOperatorToolbar PromptOperatorTopOperatorTorusOperatorTrace Image to Grease PencilOperatorTrack MarkersOperatorTrack OrderingOperatorTrack PathOperatorTrack Settings as DefaultOperatorTrackballOperatorTransfer FK anim to IKOperatorTransfer IK anim to FKOperatorTransfer Mesh DataOperatorTransfer Mesh Data LayoutOperatorTransfer ModeOperatorTransfer Sculpt ModeOperatorTransfer Shape KeyOperatorTransfer UV MapsOperatorTransfer WeightsOperatorTransformOperatorTransform Gizmo SetOperatorTransform at Cursor MoveOperatorTransform from GizmoOperatorTransform propertiesOperatorTransforms to DeltasOperatorTransitionOperatorTriangles to QuadsOperatorTriangulate FacesOperatorTrimOperatorTrim Box GestureOperatorTrim Lasso GestureOperatorTrim Line GestureOperatorTrim Polyline GestureOperatorTroubleshootOperatorTweakOperatorTwistOperatorTypeOperatorUSD Import FinishedOperatorUV RipOperatorUV Rip MoveOperatorUV Select ModeOperatorUV SphereOperatorUn-SubdivideOperatorUn-solo AllOperatorUnMeta StripOperatorUnassign SlotOperatorUnconnected SocketsOperatorUnderlineOperatorUndoOperatorUndo Catalog EditsOperatorUndo HistoryOperatorUndo PushOperatorUndo and RedoOperatorUngroupOperatorUngroup ChannelsOperatorUngrouped VerticesOperatorUnhide AllOperatorUnify LengthOperatorUnindentOperatorUninstallOperatorUninstall MarkedOperatorUninstall Studio LightOperatorUniversal Scene Description (.usd*)OperatorUnlinkOperatorUnlink ActionOperatorUnlink CollectionOperatorUnlink Data-BlockOperatorUnlink ObjectOperatorUnlink Panel ToggleOperatorUnlink actionOperatorUnlink materialOperatorUnlink textureOperatorUnlink worldOperatorUnlock AllOperatorUnlock All MaterialsOperatorUnlock All Repositories (Testing)OperatorUnlock SelectedOperatorUnlock StripsOperatorUnlock TracksOperatorUnlock UnselectedOperatorUnmark AllOperatorUnmute ChannelsOperatorUnmute Deselected StripsOperatorUnmute StripsOperatorUnpackOperatorUnpack Geometry Node BakeOperatorUnpack ImageOperatorUnpack ItemOperatorUnpack Linked LibrariesOperatorUnpack ResourcesOperatorUnpack SoundOperatorUnpinOperatorUnprotect ChannelsOperatorUnregisterOperatorUnset PropertyOperatorUnsubdivideOperatorUnwrapOperatorUnwrap Angle BasedOperatorUnwrap ConformalOperatorUnwrap Minimum StretchOperatorUpdateOperatorUpdate All Motion PathsOperatorUpdate All Object PathsOperatorUpdate All PathsOperatorUpdate All to FrameOperatorUpdate Animated Transform ConstraintsOperatorUpdate AnimationOperatorUpdate Animation CacheOperatorUpdate Armature Motion PathsOperatorUpdate Blender RepositoryOperatorUpdate Bone PathsOperatorUpdate Custom VR LandmarkOperatorUpdate HighlightOperatorUpdate I18n Add-onOperatorUpdate I18n Blender RepositoryOperatorUpdate I18n StatisticsOperatorUpdate I18n Work RepositoryOperatorUpdate Image from Plane MarkerOperatorUpdate Object PathsOperatorUpdate PathOperatorUpdate Range from SceneOperatorUpdate Reports DisplayOperatorUpdate Scene Frame RangeOperatorUpdate Work RepositoryOperatorUpdate from ObjectsOperatorUpdate from Objects FlippedOperatorUpgrade Face RigOperatorUpgrade MetarigOperatorUse Alpha Over NodesOperatorUse Depth Combine NodesOperatorUse NodesOperatorUser CommunitiesOperatorValidate .blend stringsOperatorValidate Collection ReferencesOperatorVersion Bone Hide PropertyOperatorVertexOperatorVertex Color from WeightOperatorVertex ConnectOperatorVertex Connect PathOperatorVertex CreaseOperatorVertex Group LevelsOperatorVertex PaintOperatorVertex Paint Brightness/ContrastOperatorVertex Paint Hue/Saturation/ValueOperatorVertex Paint InvertOperatorVertex Paint LevelsOperatorVertex Paint ModeOperatorVertex Paint Set ColorOperatorVertex Select HideOperatorVertex SlideOperatorVertical SplitOperatorView All in Graph EditorOperatorView AnimationOperatorView AxisOperatorView CameraOperatorView CenterOperatorView DetailsOperatorView DocumentationOperatorView DropOperatorView Edge PanOperatorView FilterOperatorView In Graph EditorOperatorView Lock CenterOperatorView Lock ClearOperatorView Lock to ActiveOperatorView ManualOperatorView Navigation (Walk/Fly)OperatorView Online ManualOperatorView OrbitOperatorView Perspective/OrthographicOperatorView RenderOperatorView RollOperatorView ScrollOperatorView SelectedOperatorView Single in Graph EditorOperatorView ZoomOperatorView Zoom RatioOperatorView in Graph EditorOperatorViewer RegionOperatorViewport RenderOperatorVisibility FilterOperatorVisit Extensions PlatformOperatorVisit WebsiteOperatorVisual Geometry to ObjectsOperatorVoxel RemeshOperatorWalk NavigationOperatorWalk SelectOperatorWalk Select/Deselect FileOperatorWallOperatorWarpOperatorWavefront (.obj)OperatorWeakOperatorWeightOperatorWeight GradientOperatorWeight PaintOperatorWeight Paint ModeOperatorWeight Paint Sample GroupOperatorWeight Paint Sample WeightOperatorWeight Paint Toggle DirectionOperatorWeight SetOperatorWeight from BonesOperatorWeldOperatorWeld Edges into FacesOperatorWhat's NewOperatorWipeOperatorWireframeOperatorWordOperatorWorkspace Reorder to BackOperatorWorkspace Reorder to FrontOperatorX AxisOperatorXR Navigation FlyOperatorXR Navigation GrabOperatorXR Navigation ResetOperatorXR Navigation Swap HandsOperatorXR Navigation TeleportOperatorY AxisOperatorYen ¥OperatorZoom 1:1OperatorZoom 2D ViewOperatorZoom Camera 1:1OperatorZoom InOperatorZoom OutOperatorZoom Region...OperatorZoom ViewOperatorZoom to BorderOperatorZoom to FitOperatorglTF 2.0 (.glb/.gltf)OperatorglTF Material OutputOperator '%s' does not have register enabled, incorrect invoke functionOperator '%s' does not have undo enabled, incorrect invoke functionOperator '%s' not found!Operator File List ElementOperator Icon BackgroundOperator Icon ForegroundOperator ModeOperator Mouse PathOperator NameOperator OptionsOperator PresetsOperator PropertiesOperator Stroke ElementOperator cannot redoOperator execution modeOperator has been activated using a click-drag eventOperator is already registeredOperator is frozen, changes to its settings won't take effect until you unfreeze itOperator missing srnaOperator name (in Python as string)Operator not found: bpy.ops.{:s}Operator redo '%s' does not have register enabled, incorrect invoke functionOperator redo '%s': wrong contextOperator registryOperator that allows file handlers to receive file dropsOperator that can handle export for files with the extensions given in bl_file_extensionsOperator that can handle import for files with the extensions given in bl_file_extensionsOperator to call when activating an item with asset reference propertiesOperator to call when dragging an item with asset reference propertiesOperatorsOpposite of the inputOptiXOptiX Module DebugOptical CenterOptical center of lensOptical center of lens in pixelsOptimal DisplayOptimize Animation SizeOptimize AnimationsOptimize Shape KeysOptimize all kernels. Fastest rendering, may result in extra background CPU usageOptimize only intersection kernels. Faster rendering, negligible extra background CPU usageOptimized access to shape keys point data, when using foreach_get/foreach_set accessors. Warning: Does not support legacy Curve shape keys.Optimizing shaders ({} remaining)OptionOption Widget ColorsOption for curve-deform: Use the mesh bounds to clamp the deformationOption for curve-deform: make deformed child stretch along entire pathOption for paths and curve-deform: apply the curve radius to objects following it and to deformed objectsOptional ArgumentOptional LabelOptional backwards compatibility for non-standard render engines. Applies to lightsOptional custom node labelOptional factor for modulating the component which is transmitted into the hair, reflected off the backside of the hair and then transmitted out of the hair. This component is oriented approximately around the incoming direction, and picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional factor for modulating the first light bounce off the hair surface. The color of this component is always white. Keep this 1.0 for physical correctnessOptional factor for modulating the transmission component. Picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional identifier of the node to operate onOptional path defining the location to put the new catalog underOptional region type keymap is associated withOptional space type keymap is associated withOptional tile labelOptional up vector that is typically a surface normalOptional. If specified, this name will be used for the newly generated rig, widget collection and script. Otherwise, a name is generated based on the name of the metarig object by replacing 'metarig' with 'rig', 'META' with 'RIG', or prefixing with 'RIG-'. When updating an already generated rig its name is never changedOptionally override the context with a moduleOptionsOptions are disabled until the file is savedOptions for this asset shelf typeOptions for this blendfile import operationOptions for this operator typeOptions:OpusOrOrbitOrbit & PanOrbit Around SelectionOrbit AxisOrbit CenterOrbit DownOrbit LeftOrbit MethodOrbit RightOrbit SensitivityOrbit UpOrbit and zoom the view using the 3D mouseOrbit method in the viewportOrbit the viewOrbit the view around to the leftOrbit the view around to the rightOrbit the view downOrbit the view upOrbit the view using the 3D mouseOrderOrder UOrder VOrder of islandsOrient a rotation along the given directionOrient an Euler rotation along the given directionOrient to the current transform settingOrient to the viewportOrient with NormalsOrient y-axis toOrientationOrientation AxisOrientation BoneOrientation SlotOrientation WeightOrientation of the axis to limit the filter displacementOrientation of the axis to limit the filter forceOrients a vector A to point away from a surface B as defined by its normal C. Returns (dot(B, C) < 0) ? A : -AOrig FPSOrig HeightOrig WidthOriginOrigin OffsetOrigin of image for transformationOrigin of the scaling for each element. If multiple elements are connected, their center is averagedOrigin offset distanceOrigin to 3D CursorOrigin to Center of Mass (Surface)Origin to Center of Mass (Volume)Origin to GeometryOriginalOriginal BaseOriginal CoordsOriginal IDOriginal IK solverOriginal LengthOriginal ModeOriginal NormalOriginal PerlinOriginal PlaneOriginal bounding boxOriginal frame range: {:d}-{:d} ({:d})Original frames per secondOriginal image heightOriginal image widthOriginal length of the boneOriginal scene dependency graph is built forOriginal surface mesh is emptyOriginal surface missing UV map: "{}"Original transform of the bone in armature space, defined in edit modeOriginal undeformed location used to calculate the strength of the deform effect (edit/animate the Deformed Location instead)Original vertex count mismatch: %u to %uOriginal view layer dependency graph is built forOriginsOrigins (All)Orphan Orphan library objects added to the current scene to avoid lossOrthographicOrthographic Camera scale (similar to zoom)Orthographic ScaleOrthographic camera scale (similar to zoom)OtherOther InterpolationOther StripsOther geometry types, like curve, meta-ball, etc. (converted to meshes)Other object has no shape keyOther strips affected by the active one (sharing some time, and below or effect-assigned)Other than adding glue constraints to the control, the rig acts as a one segment basic deform chainOther user path, for bimanual actions. E.g. "/user/hand/right"OthersOuncesOutOut Of Memory ErrorOut XOut ZOut of memoryOut of memory on allocating cloth objectOut of memory on allocating trianglesOut of memory on allocating verticesOuterOuter Cone AngleOuter Cone VolumeOuter CornersOuter CreaseOuter MaskOuter MiterOuter PointsOuter RadiusOuter ThicknessOuter face thicknessOuter shape to use for toolsOutflowOutflow Level SetOutlineOutline ColorOutline MaterialOutline ModifierOutline SelectedOutline WidthOutline color of active pose bonesOutline color of selected pose bonesOutline of Strokes modifier from camera viewOutline requires an active cameraOutlinerOutliner SyncOutliner space dataOutputOutput AOutput AttributesOutput BOutput FilepathOutput ItemOutput ItemsOutput NameOutput NodeOutput PathOutput PathsOutput PropertiesOutput QualityOutput ToggleOutput Vertex GroupsOutput Vertex groupOutput White PointOutput a blocky surface with no smoothingOutput a color value chosen with the color picker widgetOutput a manifold mesh even if the base mesh is non-manifold, where edges have 3 or more connecting faces. This method is slower.Output a mesh corresponding to the volume of the original meshOutput a randomized valueOutput a selection of a Grease Pencil layerOutput a selection of edges by following paths across mesh edgesOutput a single collectionOutput a single materialOutput a single objectOutput a smooth surface with no sharp-features detectionOutput a solidified version of a mesh by simple extrusionOutput a surface that reproduces sharp edges and corners from the input meshOutput color space settingsOutput curves following paths across mesh edgesOutput data from inside of a node groupOutput data from the simulation zoneOutput each child of the collection as a separate instance, sorted alphabeticallyOutput faces with smooth shading rather than flat shadedOutput file containerOutput format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web applications due to the smaller file size. Alternatively they can be omitted if they are not neededOutput format. Binary is most efficient, but JSON may be easier to edit laterOutput grid with evaluated field valuesOutput image in AVIF formatOutput image in Cineon formatOutput image in DPX formatOutput image in JPEG 2000 formatOutput image in JPEG formatOutput image in OpenEXR formatOutput image in PNG formatOutput image in Radiance HDR formatOutput image in SGI IRIS formatOutput image in TIFF formatOutput image in Targa formatOutput image in WebP formatOutput image in bitmap formatOutput image in multilayer OpenEXR formatOutput image in uncompressed Targa formatOutput image resolutionOutput light color information to the scene's WorldOutput light information to a light objectOutput list with evaluated field valuesOutput node must not be in zoneOutput normals for bump mapping - disabling can speed up performance if it's not neededOutput sockets cannot be multi-inputOutput string characters that cannot be typed directly with the keyboardOutput surface material information for use in renderingOutput the bone pose relative to the armature object transformOutput the entire object as single instance. This allows instancing non-geometry object typesOutput the geometry relative to the collection offsetOutput the geometry relative to the input object transform, and the location, rotation and scale relative to the world originOutput the handle positions relative to the corresponding control point instead of in the local space of the geometryOutput the input spline's evaluated points, based on the resolution attribute for NURBS and Bézier splines. Poly splines are unchangedOutput the normal and rotation values that have been output before the node started taking smooth normals into accountOutput the number of characters in the given stringOutputsOutputs:OutsetOutset rather than insetOutsideOutside Annotated AreaOutside PaddingOutside SurfaceOutside distance in UI units from the edge of the region at which to stop panningOutside of miter is arcOutside of miter is sharpOutside of miter is squared-off patchOutwards VelocityOverOver ImageOver which part of the tree items to apply the operationOver-blurOverall denoising quality when using OpenImageDenoiseOverall distance factor for the deformationOverall factor for the deformationOverall minimum intensity of the mist effectOverall radius of the braidsOverall radius of the curlsOverall sensitivity of the 3D Mouse for rotationOverall sensitivity of the 3D Mouse for translationOverall texture scaleOverall texture scale. The scale is a factor of the bounding box of the face divided by the Scale valueOverblurOverflowOverhangOverhang MaxOverhang MinOverlapOverlap ModeOverlap ThresholdOverlapping Edge TypesOverlapping Edges As ContourOverlapping curves with the same winding direction are filled as a unionOverlapping islands stick togetherOverlapping timeOverlayOverlay LockOverlay ModeOverlay OffsetOverlay SettingsOverlay Smooth WiresOverlay TypeOverlay a foreground image onto a background imageOverlay blending factor of rasterized maskOverlay color on every other rowOverlay display methodOverlay existing with new keysOverlay mode of rasterized maskOverlaysOverridableOverriddenOverridden SelectedOverridden data-blocks names are not editableOverrideOverride Background ImageOverride CollectionOverride ConstraintOverride CreaseOverride FrameOverride Insert Keyframes Default - VisualOverride Insert Keyframes Default- Only NeededOverride IterationsOverride LayersOverride LocationOverride ModifierOverride Node FormatOverride NormalsOverride OperationsOverride Overlap Shuffle BehaviorOverride OverlayOverride PropertiesOverride Scene SettingsOverride Solver IterationsOverride TrackOverride TransformOverride all values stored for inactive voxels as wellOverride default setting to insert keyframes based on 'visual transforms'Override default setting to only insert keyframes where they're needed in the relevant F-CurvesOverride number of render samples for this view layer, 0 will use the scene settingOverride object and collection intersection priority valueOverride operation cannot be removedOverride property cannot be removedOverride the given "location" array by recalculating object space positions from the provided "mouse_event" positionsOverride the number of solver iterations for this constraintOverride the radius of the spline point with the taper radiusOverride the scene's active cameraOverride the simulation frame range from the sceneOverride world in this view layerOverrides for some of the active brush's settingsOverscanOverscan SizeOvershootOvershoot DisabledOvershoot disabledOverview of scene graph and all available data-blocksOverwriteOverwrite %sOverwrite AllOverwrite Current ActionOverwrite Entire RangeOverwrite Existing:Overwrite MaterialOverwrite ModeOverwrite PreviousOverwrite RangeOverwrite Startup FileOverwrite Template Startup FileOverwrite TexturesOverwrite Widget MeshesOverwrite all elements' dataOverwrite characters when typing rather than inserting themOverwrite existing bake data?Overwrite existing filesOverwrite existing files when exporting texturesOverwrite existing files while renderingOverwrite existing material with the same nameOverwrite existing proxy files when buildingOverwrite file with an older Blender version?Overwrite file with current OpenColorIO configuration?Overwrite is not checked for %s, skippingOverwrite keys in pasted rangeOverwrite keys in pasted range, using the range of all copied keysOverwrite previously created orientation with same nameOwnerOwner SpaceOzoneP1P2PBR ExtensionsPC2PCMPIC/FLIP Ratio. A value of 1.0 will result in a completely FLIP based simulation. Use a lower value for simulations which should produce smaller splashes.PIZPLY Export: Cannot open file '%s'PLY Export: Unable to find collection '%s'PLY Importer: %s: %sPLY Importer: failed importing, no verticesPLY Importer: failed importing, unknown errorPNGPNG (.png)PNG Image (.png)PO Blender File PathPO Work File PathPOT File PathPPM BasePPM FactorPackPack BitsPack ExternalPack ImagesPack IslandsPack QualityPack UV IslandsPack UV Islands FieldPack all faces in the meshPack all images into .blend filePack all used external files into this .blendPack all used external files into this .blend filePack an image as embedded data into the .blend filePack baked data from disk into the .blend filePack displacements from an external filePack each face's UVs into the UV boundsPack islands to active UDIM image tile or UDIM grid tile where 2D cursor is locatedPack islands to closest UDIMPack islands to custom regionPack only selected facesPack the baked data into the .blend filePack the sound into the current blend filePack toPack to starting bounding box of islandsPack {}Package IDPackage ID not setPackedPacked %d file(s)Packed FilePacked File, click to unpackPacked FilesPacked MultiLayer files cannot be paintedPacked MultiLayer files cannot be painted: %sPacked data-blocks cannot be renamedPacked library data-block, click to unpack and make localPacked library image cannot be saved: "%s" from "%s"Packed to memory image "%s"Packing UVs...Pad*Pad+Pad-Pad.Pad/Pad0Pad1Pad2Pad3Pad4Pad5Pad6Pad7Pad8Pad9PadEnterPagePaintPaint AlphaPaint ColorPaint Color RampPaint CurvePaint CurvesPaint Curves data-blocksPaint DebugPaint Grease Pencil StrokesPaint MaskPaint ModePaint SourcePaint SurfacePaint Surface ListPaint WetnessPaint a color on stroke pointsPaint a stroke in the active color attribute layerPaint a stroke in the current vertex group's weightsPaint a stroke into the imagePaint across the weights of all selected bones, maintaining their relative influencePaint alphaPaint images in 2DPaint most on faces pointing towards the viewPaint most on faces pointing towards the view according to this anglePaint slot iconPaint surface listPaint the material with a color attributePaint using the active material base colorPaint weight in active vertex groupPaint wetness, visible in wetmap (some effects only affect wet paint)Paint with a gradientPaint with a single colorPaintCurvePaintCurveNewPaintmap LayerPaintmapsPaired OutputPalettePaletteNewPalette '%s' does not contain color givenPalette ColorPalette SplinesPalette createdPalette data-blocksPalette. Use Left Click to sample more colorsPalettesPalm Rotation AxisPanPan / Zoom Camera ViewPan AnglePan DownPan LeftPan RightPan SensitivityPan UpPan ViewPan and rotate the view with the 3D mousePan the viewPan the view downPan the view in a given directionPan the view to the leftPan the view to the rightPan the view upPan the view when the mouse is held at an edgePan the view with the 3D mousePan/zoom the camera view instead of leaving the camera view when orbitingPanelPanel "%s" not foundPanel BackgroundPanel HeaderPanel IdentifierPanel OutlinePanel RoundnessPanel TextPanel TitlePanel Title FontPanel TogglePanel already has a togglePanel containing UI elementsPanel descriptionPanel from which to add sockets to the added group input/output nodePanel is closed by default on new nodesPanel is selected in the interfacePanel namePanel that contains the itemPanel/Menu Shadow StrengthPanel/Menu Shadow WidthPanelsPanningPanorama TypePanoramicPaperParadeParagraphParallaxParallax RadiusParallax-Aware VMMParallelParallel NormalsParallel cameras with no convergenceParallel linesParallelogramParameter EditorParameter from 0 to 1 along the flareParametersParameters and Settings for the FilebrowserParameters defining how a MovieClip data-block is used by another data-blockParameters defining how an Image data-block is used by another data-blockParameters defining the image duration, offset and related settingsParameters defining the render slotParameters defining which frame of the movie clip is displayedParameters defining which layer, pass and frame of the image is displayedParameters for IK solverParameters for custom (OSL-based) camerasParameters for the iTaSC IK solverParametricParametric position along the length of the curve that Objects 'following' it should be at (position is evaluated by dividing by the 'Path Length' value)ParentParent Archive LibraryParent BoneParent IndexParent InverseParent Inverse MatrixParent Inverse TransformParent Layer GroupParent Object for hook, also recalculates and clears offsetParent ParticlesParent PathParent TagsParent TypeParent VertexParent VerticesParent WindowParent bone (in same Armature)Parent bone collection. Note that accessing this requires a scan of all the bone collections to find the parent.Parent edit bone (in same Armature)Parent index in context pathParent is not part of the interfaceParent newly created objects to the original instancerParent objectParent of this pose boneParent relative transformation matrix. Warning: Only takes into account object parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent boneParent selected objects to the selected verticesParent this node is attached toParent to undistorted position of 2D trackParent:Parenting settings for masking elementParenting:ParentsParse error in %sPart by Mesh IslandsPart of the geometry to display data fromPart of the mesh that is going to be simulated when the stroke is activePartialPartial overlay on top of the sequencer with a frame offsetParticleParticle (narrow) band width (higher value results in thicker band and more particles)Particle AmountParticle BrushParticle EditParticle Hair KeyParticle InfoParticle InstanceParticle Instance Object WeightParticle KeyParticle Life MaximumParticle LocationParticle OffsetParticle PropertiesParticle RadiusParticle RenderingParticle SettingsParticle Settings Texture SlotParticle SpecialsParticle SystemParticle System NumberParticle System that this modifier controlsParticle SystemsParticle TargetParticle ToolParticle UVParticle Update RadiusParticle VelocityParticle countParticle data-blocksParticle editing brushParticle effectors affect themselvesParticle in a particle systemParticle instance object nameParticle key for hair particle systemParticle number factor (higher value results in more particles)Particle orientation axis (does not affect Explode modifier's results)Particle physics typeParticle radius factor (higher value results in larger (meshed) particles). Needs to be adjusted after changing the mesh scale.Particle radius factor. Increase this value if the simulation appears to leak volume, decrease it if the simulation seems to gain volume.Particle rotations are affected by collisions and effectorsParticle scaleParticle select and display modeParticle settings, reusable by multiple particle systemsParticle size in simulation cellsParticle system can be edited in particle modeParticle system has been edited in particle modeParticle system has multiple point cachesParticle system in an objectParticle system instancing modifierParticle system nameParticle system settingsParticle system simulation modifierParticle systems emitted from the objectParticle target nameParticle typeParticleInstanceParticleInstance ModifierParticleSettingsParticleSettingsAxisParticleSettingsBraidParticleSettingsChildrenParticleSettingsCircleParticleSettingsCrossParticleSettingsCurlParticleSettingsEmissionParticleSettingsKinkParticleSettingsNewParticleSettingsNoneParticleSettingsNothingParticleSettingsParentsParticleSettingsParticle DisplayParticleSettingsPointParticleSettingsPowerParticleSettingsRadialParticleSettingsRenderedParticleSettingsRollParticleSettingsRotationParticleSettingsRoughnessParticleSettingsSpiralParticleSettingsWaveParticleSystemParticleSystem ModifierParticlesParticles MaximumParticles SettingsParticles and InstancingParticles die when they collide with a deflector objectParticles generated by the particle systemParticles in BoundaryParticles part of the object should be visible in the renderParticles were created by a fluid simulationParticles/FacePartingParting FactorParting MaximumParting MinimumParting not available with virtual parentsPassPass FilterPass IndexPass ThroughPass Through on Strip HandlesPass containing shadows and light which is to be multiplied into backdropPass in multilayer imagePass waves through mesh edgesPassepartoutPassepartout AlphaPassesPasses Not SupportedPasses to include in the active baking passPasses used by the denoiser to distinguish noise from shader and geometry detailPassivePassthroughPassthrough not availablePastePaste Grease Pencil points or strokes from the internal clipboard to the active layerPaste MethodPaste NormalPaste by LayerPaste contents from filePaste copies of the strokes stored on the internal clipboardPaste data-blocks from the internal clipboardPaste driver: no driver to pastePaste expected 3 numbers, formatted: '[n, n, n]'Paste expected 4 numbers, formatted: '[n, n, n, n]'Paste keyframes from mirrored bones if they existPaste keyframes from the internal clipboard for the selected channels, starting on the current framePaste keys ending at current framePaste keys from original timePaste keys relative to the Y-Position of the cursorPaste keys relative to the current frame when copyingPaste keys relative to the value of the curve under the cursorPaste keys starting at current framePaste keys with a value offsetPaste keys with the first key matching the key left of the cursorPaste keys with the last key matching the key right of the cursorPaste keys with the same value as they were copiedPaste new image from the clipboardPaste nodes from the internal clipboard to the active node treePaste normal from the internal clipboardPaste objects from the internal clipboardPaste on BackPaste onto all frames between the first and last selected key, creating new keyframes if necessaryPaste onto frames that have a selected key, potentially creating new keys on those framesPaste onto the current values only, only manipulating the animation data if auto-keying is enabledPaste selected UV verticesPaste splines from the internal clipboardPaste strips from the internal clipboardPaste text from clipboardPaste text selected elsewhere rather than copied (X11/Wayland only)Paste the Asset that was previously copied using Copy As AssetPaste the driver in the internal clipboard to the highlighted buttonPaste the internal clipboard content to the active line setPaste the material settings and nodesPaste the stored pose flipped on to current posePaste the stored pose on to the current posePaste the texture settings and nodesPaste time offset of keysPaste to ActivePaste tracks from the internal clipboardPasted %d assetsPasted %d bones, and skipped %d unselected bonesPasted all %d bonesPasted only %d of the %d copied bonesPasted only %d of the %d copied bones, and skipped %d unselected bonesPastes the matrix from the clipboard to the currently active pose bone or object. Uses world-space matricesPatchPathPath '%s' cannot be made absolutePath '%s' cannot be made absolute for %s '%s'Path '%s' cannot be made relative for %s '%s'Path '%s' not found (no known owner data-block)Path '%s' not found, from linked data-block '%s' (from library '%s')Path '%s' not found, from local data-block '%s'Path AfterPath AnimationPath BeforePath ComparePath ConstraintPath DurationPath EndPath GuidingPath Keyframe AfterPath Keyframe BeforePath LengthPath MaskPath ModePath OutputPath RelativePath SeparatorPath StartPath StepsPath conflict: %d caches set to path %sPath edit modePath from the data-block to the currently edited node treePath interpolation at this pointPath is already animatedPath is being editedPath is empty, cannot savePath of ID that is used to generate an image for the controlPath of an object inside of an Alembic archivePath of property to be set with the depthPath of property to select between the primary and secondary data pathsPath of property used to rotate the texture displayPath of property used to set the color of the controlPath of property used to set the fill color of the controlPath of property used to set the zoom level for the controlPath point is selected for editingPath relative to the directory currently displayed in the File Browser (includes the file name)Path selection requires two matching elements to be selectedPath timing is in absolute framesPath to a CSV filePath to a OBJ filePath to a OpenVDB filePath to a PLY filePath to a STL filePath to a custom animation/frame sequence playerPath to a directory with .blend files to use as an asset libraryPath to a folder to store external baked imagesPath to a setting for use in a Keying SetPath to a text filePath to an alternative start-up filePath to an image editorPath to asset library does not exist:Path to data that is viewedPath to external displacements filePath to filePath to gltfpackPath to gltfpack binaryPath to image filePath to install legacy add-on packages toPath to interface fontPath to interface monospaced FontPath to property settingPath to the .blend filePath to the archivePath to the data that is displayedPath to the data that is displayed in the spreadsheetPath to the directory where imported textures will be copiedPath to the libraryPath to the library .blend filePath to the object in the Alembic archive used to lookup geometric dataPath to the object in the Alembic archive used to lookup the transform matrixPath to the pot template filePath to the relevant po file in Blender's source repositoryPath to the relevant po file in the work repositoryPath to the saved settings filePath to the shader defining the custom cameraPath too long, cannot savePath: {!r}Path: {:s}PathsPaths ComparePaths RangePaths TypePaths of the objects inside the Alembic archivePaths:PatternPattern Area:Pattern Bounding BoxPattern CornersPattern MatchPattern ModePattern SizePattern area bounding box in normalized coordinatesPattern to use for inside of mitersPattern to use for outside of mitersPattern used to connect objectsPatternsPausePause BakePause PreviewPause all viewport preview rendersPawPeak sharpening for 'JONSWAP' and 'TMA' modelsPeanuts (Not Shelled)Peanuts (Shelled)Pen FlipPen pressure makes texture influence smallerPen tilt from backward (-1.0) to forward (+1.0)Pen tilt from left (-1.0) to right (+1.0)PentagonalPer CurvePer DimensionPer Vertex DisplacementPer component factorPer render layer number of samples override scene samplesPer-pixel number of samplesPer-vertex skin data for use with the Skin modifierPercentPercentagePercentage FactorPercentage along each curve to blend deformation from the rootPercentage of amount used for the viewportPercentage of how much the strip's colors affect other stripsPercentage of input strip lengthPercentage of maximum speedPercentage of particles to display in 3D viewPercentage of render size to add as overscan to the internal render buffersPercentage of the input strip lengthPercentage scale for render resolutionPercentage value defining target position along length of curvePerceptualPerceptually LosslessPerceptually uniform values, matching the color pickerPerform RIS sampling to guided based on the product of the incoming light distribution and the BSDFPerform a comparison operation on the two given inputsPerform a logical operation on the given boolean inputsPerform a matrix multiplication on two input matricesPerform a single slice of the domain objectPerform bitwise operations on 32-bit integersPerform both chroma keying (to remove the backdrop) and despill (to correct color cast from the backdrop)Perform chromatic adaption from a different white pointPerform denoising on GPU devices configured in the system tab in the user preferences. This is significantly faster than on CPU, but requires additional GPU memory. When large scenes need more GPU memory, this option can be disabledPerform external operation on a file or folderPerform fuzzy/multi-word matching. Warning: May be slowPerform level adjustments on each color channel of an imagePerform math operationsPerform operations separately for each geometry element (e.g. vertices, edges, etc.)Perform the current execute action for the file under the cursor (e.g. open the file)Perform various math operations on the given integer inputsPerform vector math operationPerformancePerformance PresetsPeriodPeriod of WavePeriod of the noisePerlin Noise 1DPerlin Noise 2DPermanent deformPermanently allow execution of scriptsPermanently delete brush asset blend file. This cannot be undone.Permanently delete brush. This cannot be undone.Permanently delete pose asset blend file? This cannot be undone.Permanently hidden collections:PermeabilityPermissionsPersian - ﯽﺳﺭﺎﻓPersistentPersistent DataPersistent Data PathPersistent IDPersistent IdentifierPersistent UIDPersistent data associated with a spreadsheet columnPersistent data associated with a tablePersistent data for the tables shown in this spreadsheet editorPersistent identifier for inter-frame matching of objects with motion blurPersonal access token, may be required by some repositoriesPerspectivePerspective Camera focal length value in millimetersPerspective MatrixPerspective camera focal lengthPgDownPgUpPhasePhase MultiplePhase OffsetPhase Shift of WavePhase function for the scattered lightPhase of the sinus displacementPhiPhysic simulation for clothPhysical ConductorPhysical PropertiesPhysical light sourcesPhysical model for simulating bending forcesPhysically-based glTF lighting units (cd, lx, nt)Physically-based, easy-to-use shader for rendering hair and furPhysically-based, easy-to-use shader for rendering surface materials, based on the OpenPBR modelPhysicsPhysics PropertiesPhysics TypePhysics simulation for fluids, like water, oil and smokePickPick InstancePick Instance is on, but there is no instances to pick from. Falling back to use input as instance.Pick RandomPick a property to use as a driver targetPick objects from collection randomlyPicked bone does not belong to the already chosen armaturePicking a bone failedPicometersPicturesPie MenuPie Menu ColorsPie Menu on DragPie MenusPie menu button held longer than this will dismiss menu on release (in 1/100ths of sec)Pie menu size in pixelsPie menus will use the initial mouse position as center for this amount of time (in 1/100ths of sec)PinPin (vertex target position) spring stiffnessPin BoundariesPin GizmoPin Goal StrengthPin GroupPin IDPin MaterialPin MethodPin ModePin ScenePin Simulation BoundaryPin StiffnessPin Vertex GroupPin at ParameterPin each curve at a certain point for the operationPin in Graph EditorPin the mode to the brushPin to LastPinchPinch UVsPing PongPingpong ModePinnedPinned armature is not active in the 3D viewportPinned islands are locked in placePinned islands will translate onlyPinned islands won't rescalePinned islands won't rotatePinned vertices can be selected in Vertex Mode onlyPipelinePistonPitchPitch factor for Doppler effect calculationPivotPivot AxisPivot ConstraintPivot ControlPivot OffsetPivot PointPivot XPivot YPivot around active objectPivot around bounding box center of selected object(s)Pivot around each object's own originPivot around each selected island's own median pointPivot around the 2D cursorPivot around the 3D cursorPivot around the median point of selected objectsPivot center for rotation/scalingPivot in terms of the stroke point parameter u (0 <= u <= 1)Pivot location is at the active object positionPivot location is at the selected object positionPivot location is between the constrained rigid bodiesPivot of scaling and rotation operationsPixelPixel ArtPixel AspectPixel Aspect RatioPixel Aspect XPixel Aspect YPixel CoordinatesPixel DensityPixel Density PresetsPixel FilterPixel SizePixel aspect ratioPixel filter typePixel filter widthPixel sizePixel size for viewport renderingPixel size scaled by scene percentagePixelatePixelate EffectPixelate effectPixelate imagePixelsPixels are considered in the blur area if the average difference between their determinator and the determinator of the center pixel is less than this thresholdPixels are considered part of the edges if more than 10% of the neighbouring pixels have matte values that differ from the pixel's matte value by this tolerancePixels are despeckled only if the number of pixels in their neighborhood that are different exceed this ratio threshold relative to the total number of neighbors. Neighbors are considered different if they exceed the color threshold inputPixels are despeckled only if their color difference from the average color of their neighbors exceeds this thresholdPixels moved by mouse per axis when drawing strokePixels per Blender UnitPixels per InchPixels whose luminance values higher than this maximum are not keyedPixels whose luminance values lower than this minimum are keyedPixels/CentimeterPixels/InchPixels/MeterPixels/{:s}Place MarkerPlace Next Stroke VertexPlace cursorPlace markers across the whole framePlace markers only inside areas outlined with the Annotation toolPlace markers only outside areas outlined with the Annotation toolPlace new marker at specified locationPlace new marker at the desired (clicked) positionPlace the Mix node at the same height as the lowest nodePlace the Mix node between the two nodesPlace the cursor on the midpoint of selected keyframesPlace the cursor value on the average value of selected keyframesPlace the cursor without 'jumping' to the new location (when lock-to-cursor is used)Place vertices at the surface that would be produced with infinite levels of subdivision (smoothest possible shape)PlaceholderPlaceholdersPlacementPlacement for detected featuresPlainPlain AxesPlain chainingPlanarPlanar ProbePlanePlane AlphaPlane AnglePlane AxisPlane NormalPlane OffsetPlane Offset PressurePlane PointPlane TrackPlane Track DeformPlane Track Image SpecialsPlane TracksPlane TrimPlane for projected strokePlane to be used for orientationPlane track '%s' is not found in the tracking object %sPlane track is selectedPlane warp transformation using explicit corner valuesPlasterPlasticPlasticityPlayPlay AudioPlay Every FramePlay InPlay ModePlay animationPlay at normal speed regardless of scene FPSPlay audio from Sequence Editor while scrubbingPlay back of audio from Sequence Editor, otherwise mute audioPlay back rendered frames/movies using an external playerPlay in ReversePlay this filePlaybackPlayback ControlsPlayback Frame Rate (FPS)Playback OnlyPlayback ScalePlayback panning of the sound (only for Mono sources)Playback pitch of the soundPlayback volume of the soundPlayerPlayheadPlayhead OffsetPlease Create a Variant FirstPlease disable/enable 'action filter' to refresh the listPlease edit the preferences of the UI Translate add-onPlease enable Online Access from the System settings.Please file a bug report.Please select at least one imagePlease select only 1 frame to resetPlease select two stripsPluralSharpPointPoint 1Point 2Point 3Point 4Point CachePoint Cache ListPoint CachesPoint CloudPoint Cloud from Mesh objectsPoint Cloud: {} pointsPoint CloudsPoint CountPoint Curve IndexPoint DensityPoint Group IDPoint IndexPoint Index in CurvePoint InfoPoint LightPoint TrackPoint UpPoint cache for physics simulationsPoint cache must be bakedPoint cloud component containing only point dataPoint cloud data-blockPoint cloud data-blocksPoint cloud object does not support this set origin operationPoint cloud or mesh to merge points ofPoint clouds only support a single material; selection input cannot be a fieldPoint coordinatesPoint in a point cloudPoint in a shape keyPoint in a shape key for Bézier curvesPoint in a shape key for curvesPoint in the lattice gridPoint is not found in given splinePoint of CurvePoint of a curve used for a curve mappingPoint of a path used to define a profilePoint on source that will snap to targetPoint select modePoint selectedPoint selected custom normals to specified TargetPoint to rotate aroundPoint toward target by taking the shortest rotation pathPoint toward the target along the track axis, while locking the other axisPoint towards a target by performing the smallest rotation necessaryPoint-sample a color bandPoint:PointCloudPointCloudNewPointerPointer from path image_id is not an IDPointinessPointsPoints (Unsupported)Points UPoints VPoints defining featherPoints grid, currently unsupported by volume objectsPoints in U direction (cannot be changed when there are shape keys)Points in V direction (cannot be changed when there are shape keys)Points in W direction (cannot be changed when there are shape keys)Points of CurvePoints of the latticePoints per CurvePoints that are converted to vertices in a meshPoints to CurvesPoints to SDF GridPoints to VerticesPoints to VolumePoints to compute the convex hull ofPoints to generate curves fromPoints to instance onPoints to modify the positions ofPoints to set the radius ofPoints which are converted to a volumePoints whose volume is converted to a signed distance field gridPoints:%sPoints:%s/%sPoisson DiskPoisson ratio for elastic deformation. Higher values preserve volume more, but also lead to more bulging.Poke CenterPoke OffsetPoke face center calculationPolar 0 is XPolar 0 is YPolar ZXPolar ZYPolePole AnglePole CountPole Merge Angle StartPole Merge End AnglePole Merge Start AnglePole Sub-TargetPole TargetPole axis for rotationPole rotation offsetPolish - PolskiPolyPoly Build Face at CursorPoly Build Split at CursorPoly Build Transform at CursorPoly Data TypesPolygonPolygon AreaPolygon CenterPolygon NormalPolygon NormalsPolygon in a Mesh data-blockPolygonalizationPolygonizationPolygonization resolution in renderingPolygonization resolution in the 3D viewportPolygonsPolygons of the meshPolylinePolynomialPolynomial OrderPolystyrenePop-up a search for a menu in current contextPop-up a search over all available operators in current contextPop-up a search over all menus in the current contextPortalPortal DepthPortion of items to select randomlyPortuguese (Brazil) - Português brasileiroPortuguese (Portugal) - Português europeuPosPosePose Asset copied, use Paste As New Asset in any Asset Browser to pastePose BonePose Bone ColorPose BonesPose Head PositionPose IK SegmentsPose LibraryPose Library based on the asset system.Pose Location OffsetPose MarkersPose MatrixPose ModePose NamePose OptionsPose Origin OffsetPose PositionPose Rotation OffsetPose SpacePose Tail PositionPose assets can only be modified from Pose ModePose lib is only for armatures in pose modePoseBone ConstraintsPositionPosition 1Position 2Position FactorPosition FieldPosition ModePosition QuantizationPosition Quantization BitsPosition XPosition along pathPosition and OutlinePosition of bundle reconstructed from this trackPosition of mask stencil in viewportPosition of retiming key in timelinePosition of stencil in viewportPosition of the end control point of the curvePosition of the end handle used to define the shape of the curve. In Offset mode, relative to End pointPosition of the first control pointPosition of the first vertexPosition of the item in its parent panelPosition of the last control pointPosition of the middle control pointPosition of the middle control, disabled if zeroPosition of the mouse used for "Surface" and "Active Vertex" modePosition of the root point of a curvePosition of the second control pointPosition of the slicePosition of the start control point of the curvePosition of the start handle used to define the shape of the curve. In Offset mode, relative to Start pointPosition of the tip point of a curvePosition of the torso control and pivot pointPosition of the wave along the Bands Direction. This can be used as an input for more control over the distortionPosition the scene camera at the selected landmarkPosition to jump toPosition, Outline, and IntensityPosition:PositionalPositional TrackingPositivePositive AxisPositive SidesPositive X axisPositive Y axisPositive Z axisPositive mesh smootheningPossible data loss when saving this file! %s modifier is deprecated (Object: %s)Post ProcessingPost Substep ProcessPost-ProcessingPosterizePostpone running until tool operator run (when used with a tool)PostprocessPotential RadiusPoundsPowerPower ModePrecisionPrecision ModePrecision angle used for rotation increments in 2D editorsPrecision angle used for rotation increments in 3D editorsPrecision modePrecision of convergence in case of reiterationPrecision of stroke sampling. Low values mean a more precise result, and zero disables samplingPrecision of the fast GI ray marchingPrecision of the screen space ray-tracingPredefined inertial transitions, useful for motion graphics (from least to most "dramatic")Predefined node colorPredefined track colorPredefined tracking camera intrinsicsPredefined tracking settingsPredictPredict target movementPreethamPreetham 1999 (Legacy)Prefer DEF parentingPrefer sliding along edges to even widthsPrefer sliding along edges to having even widthsPreferencesPreferences3D ViewPreferencesAccessibilityPreferencesAdd CurvePreferencesAdd MeshPreferencesAllPreferencesAnimationPreferencesBakePreferencesCameraPreferencesColorfulPreferencesCompositingPreferencesCorePreferencesDarkPreferencesDevelopmentPreferencesExtensionPreferencesFeedbackPreferencesGame EnginePreferencesGeometry NodesPreferencesGrease PencilPreferencesHigh ContrastPreferencesImport-ExportPreferencesInspired ByPreferencesLegacy (Other)PreferencesLegacy (User)PreferencesLightPreferencesLightingPreferencesMaterialPreferencesMeshPreferencesModelingPreferencesNodePreferencesObjectPreferencesPaintPreferencesPhysicsPreferencesPipelinePreferencesPrintPreferencesRenderPreferencesRiggingPreferencesScenePreferencesSculptPreferencesSequencerPreferencesSystemPreferencesText EditorPreferencesTrackingPreferencesTranslatePreferencesUVPreferencesUser InterfacePreferences Display TypePreferences NavigationPreferences have changedPreferences related to viewing dataPreferences savedPreferences that work only for appsPreferred device to select during detection (requires restarting Blender for changes to take effect)Prefers to connect background componentsPrefers to connect foreground componentsPrefers to connect the color that occurs least frequently in the local neighborhood of the current positionPrefers to connect the color that occurs most frequently in the local neighborhood of the current positionPrefetch FramesPrefetch frames from disk for faster playback/trackingPrefetching...PrefilterPrefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoisePrefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing timePrefilter noisy guiding passes before denoising image. Improves quality when guiding passes are noisy using extra processing time.PrefixPremultipliedPremultiply AlphaPrepare Extra AnimationsPrepare Unused TexturesPrepare scene for compositing 3D objects into this footagePrepassPreprocessPreselected mode when using this brushPreservePreserve AttributesPreserve ColorsPreserve DetailsPreserve LengthPreserve Mesh BoundaryPreserve PitchPreserve PreviousPreserve Previous MaskPreserve SeamsPreserve SharpPreserve UTF-8 encoded characters when writing USD prim and property names (requires software utilizing USD 24.03 or greater when opening the resulting files)Preserve Vocal FormantsPreserve VolumePreserve contour lines while filteringPreserve corners that have sharper angle than this thresholdPreserve each curve's length during deformationPreserve file paths of textures from already imported USD files. Export remaining textures to a 'textures' folder next to the USD filePreserve island alignmentPreserve island orderPreserve seams along beveled edgesPreserve sharp edges along beveled edgesPreserve the length of the curves on a segment basisPreserve the previous mask and add or subtract the new one generated by the colorsPreserve the previous state of the target dataPreserve the world transform throughout parentingPreserve volume when rotations are usedPreserves the existing geometry along the cut planePresetPreset NamePreset configs for external animation playersPreset viewpoint to usePresetsPressPress 'Enter' to sample outside of a Blender windowPress + and -, or scroll wheel to set blendingPress ReleasePress a keyPress causes immediate activation, preventing click being passed to the toolPresses active buttonPressurePressure Jitter MappingPressure MaskingPressure RandomnessPressure ScalePressure Size MappingPressure Strength MappingPressure Vertex GroupPressure field of the fluid domainPrevent changes to settings to re-run the operator, handy to change several things at once with heavy geometryPrevent changes to viewer elevationPrevent changes to viewer locationPrevent changes to viewer rotationPrevent changes to viewer scalePrevent changes to viewer up orientationPrevent feather from self-intersectionsPrevent flipping UV's, flipping may lower distortion depending on the position of pinsPrevent marker editingPrevent vertices from going through the mirror during transformPrevents flipping UVsPrevents the user from modifying that override operation (NOT USED)PreviewPreview BackgroundPreview During TransformPreview Overlay SettingsPreview OverlaysPreview QualityPreview RangePreview Range End FramePreview Range Start FramePreview ResolutionPreview ShapePreview SizePreview SnappingPreview WorldPreview ZoomPreview all channels less than or equal to this value. 0 shows every channel, and negative values climb that many meta-strip levels if applicable, showing every channel there.Preview image and iconPreview image and icon of this data-block (always None if not supported for this type of data)Preview materials using predefined environment lightsPreview shape used by the node previewsPreview the final scene using the active render enginePreview the scrape planes in the cursor during the strokePreview this filePreviewsPreviews clear process failed for file '{:s}'!Previews generation process failed for file '{:s}'!PreviousPrevious Angular VelocityPrevious CharacterPrevious Edge IndexPrevious FailedPrevious KeyframePrevious LinePrevious NodePrevious PagePrevious Particle LocationPrevious Particle VelocityPrevious RotationPrevious WordPrevious blend type/operationPrevious framePrevious or SelectionPrewittPrimaryPrimary AxisPrimary Bone AxisPrimary ColorPrimary Control LayersPrimary Data PathPrimary Rotation AxisPrimary color of checkerboard pattern indicating transparent areasPrimary path of property to be set by the radial controlPrimary rotation axis:PrimitivePrimitive BooleanPrimitive FloatPrimitive IntPrimitivesPrimvar '%s' (interpolation %s, type %s) cannot be converted to BlenderPrincipal PointPrincipledPrincipled BSDFPrincipled Hair BSDFPrincipled VolumePrincipled shaderPrintPrint Performance to ConsolePrint a message when the terminal initializesPrint memory statistics to the consolePrint this filePrioritize Active ColorPrioritize consistency for dynamic pitch changesPrioritize high-quality pitch processingPrioritize speed over audio qualityPriorityProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 ProxyProRes 4444ProRes 4444 XQProRes ProfileProbabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). Zero disables the test and never ignores lightsProbabilityProbability density per color channel of an out-scattering event occurring per unit distanceProbability density per color channel that light is absorbed per unit distance traveled in the mediumProbeProbe clip end, beyond which objects will not appear in reflectionsProbe clip start, below which objects will not appear in reflectionsProblem baking object "%s"Problem saving baked map in "%s"Problem saving the bake map internally for object "%s"Procedural - color texture based on trigonometric functionsProcedural - create a cloud-like fractal noise textureProcedural - create a fractal noise textureProcedural - create a ramp textureProcedural - create cell-like patterns based on Worley noiseProcedural - highly flexible fractal noise textureProcedural - marble-like noise texture with wave generated bandsProcedural - noise texture distorted by two noise algorithmsProcedural - random noise, gives a different result every time, for every frame, for every pixelProcedural - wave generated bands or rings, with optional noiseProcedural color blending textureProcedural distorted noise textureProcedural musgrave textureProcedural noise textureProcedural voronoi textureProcess bone propertiesProcess data propertiesProcess drip effect (drip wet paint to gravity direction)Process shrink effect (shrink paint areas)Process spread effect (spread wet paint around surface)Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips existProcess the render result through the compositing pipeline, if a compositing node group is assigned to the sceneProduce a blending factor depending on the angle between the surface normal and the view direction using Fresnel equations. Typically used for mixing reflections at grazing anglesProduce a blending factor depending on the angle between the surface normal and the view direction. Typically used for layering shaders with the Mix Shader nodeProduce a blueprint using circular, elliptic, and square contour strokesProduce a matte that isolates foreground content by comparing it with a reference background imageProduces fewer poles and a better topology flowProfileProfile CurveProfile FactorProfile GeometryProfile InputProfile ModeProfile ObjectProfile Path editor used to build a profile pathProfile PointProfile ResolutionProfile ShapeProfile TypeProfile control pointsProgramProgramming error: missing clear transform function or keying set nameProgressProgress BarProgress Bar Widget ColorsProgressionProjectProject A onto BProject AxisProject DistanceProject Individual ElementsProject LimitProject ModeProject Onto SelectedProject OppositeProject PointProject a point using a matrix, using location, rotation, scale, and perspective divideProject an edited render from the active camera back onto the objectProject contour lines using a light source objectProject edited image back onto the objectProject in both specified and opposite directionsProject onto the surfaceProject strokes to plane locked to XProject strokes to plane locked to YProject strokes to plane locked to ZProject the UV map coordinates from the negative Z axis of another objectProject the UV vertices of the mesh as seen in current 3D viewProject the UV vertices of the mesh over the curved surface of a sphereProject the UV vertices of the mesh over the curved wall of a cylinderProject the UV vertices of the mesh over the six faces of a cubeProject the extracted mesh into the original sculptProject the geometry onto a plane defined by a lineProject the shape onto another objectProject the strokes only onto selected objectsProject to SculptProjectedProjected (2D)Projected Edge InterpolatedProjected Face InterpolatedProjected XProjected YProjected from ViewProjectionProjection BlendProjection MatrixProjection ModeProjection TypeProjection XProjection from an orthographic photo of a mirror ballProjection of the input imageProjection onto a virtual cylinder from its center, similar as a rotating panoramic cameraProjection unwraps the selected faces of mesh objectsProjectorsProjects the mesh to preserve the volume and details of the original meshPromptPrompt for confirmationProp:PropagatePropagate ScalePropagate To ControlsPropagate TwistPropagate every info, error, and warning message upstreamPropagate instance attributes to the point domain rather than the curve domain. This property exists for compatibility with 5.0 and earlier.Propagate only error and warning messages upstreamPropagate only error messages upstreamPropagate pose to all keyframes between current frame and 'Frame' propertyPropagate pose to all keyframes from current frame until no more are foundPropagate pose to all keyframes occurring on frames with Scene Markers after the current framePropagate pose to all selected keyframesPropagate pose to first keyframe following the current frame onlyPropagate pose to the last keyframe only (i.e. making action cyclic)Propagate scale from main controls throughout the chainPropagate twist from main controls throughout the chainPropagate:Propagation StepsPropertiesProperties SpaceProperties acting as inputs for this driverProperties and SidebarsProperties associated with the configured exporterProperties from override data cannot be editedProperties of image and texture painting modeProperties of paint modeProperties of particle editing modeProperties of the UDIM tileProperties of vertex and weight paint modeProperties space dataProperties to set when the operator is calledPropertyProperty '%s.%s' not foundProperty DefinitionProperty EditProperty EditorsProperty Icon BackgroundProperty Icon ForegroundProperty NameProperty WeightsProperty added to Keying Set: '%s'Property cannot be both boolean and floatProperty data_path editProperty from path '%s' has length %d instead of %dProperty from path '%s' is not a floatProperty has been dynamically created at runtimeProperty is a filename, filepath or directory outputProperty is a path which supports the "//" prefix, signifying the location as relative to the ".blend" file's directoryProperty is a path which supports the "{variable_name}" variable expression syntax, which substitutes the value of the referenced variable in place of the expressionProperty is animatable through RNAProperty is editable from linked instances (changes not saved)Property is editable through RNAProperty is not editableProperty is not editable: %sProperty is optionally registered as part of type registrationProperty is overridable through RNAProperty is registered as part of type registrationProperty must be a none, distance, factor, percentage, angle, or pixelProperty must be an integer or a floatProperty name (as a string)Property name editProperty named '%s' not foundProperty removed from keying setProperty that stores arbitrary, user defined propertiesProperty type does not match input socket "(%s)"Property value not in enumerationProportion of original image source pixel lines to sampleProportional EditingProportional Editing ActionsProportional Editing F-CurvesProportional Editing FalloffProportional Editing ObjectsProportional Editing using connected geometry onlyProportional Editing using screen space locationsProportional SizeProportional edit modeProportional editing in F-Curve editorProportional editing in action editorProportional editing mask modeProportional editing object modeProtectProtect color from further editing and/or frame changesProtect layer from further editing and/or frame changesProtect the shape key from accidental sculpting and editingProtect tree node from editingProtected from overridePrototypesProvide a True/False value that can be connected to other nodes in the treeProvide a custom group ID for each layer and all layers with the same ID will be merged into oneProvide a rotation value that can be connected to other nodes in the treeProvide a selection based on the handle types of Bézier control pointsProvide a selection for an arbitrary number of endpoints in each splineProvide a selection of faces that use the specified materialProvide a string value that can be connected to other nodes in the treeProvide a vector value that can be connected to other nodes in the treeProvide an integer value that can be connected to other nodes in the treeProvide information about motion tracking points, such as x and y valuesProvide separate location, rotation and scaleProxies have been removed from Blender (%d proxies were automatically converted to library overrides, %d proxies could not be converted and were cleared). Consider re-saving any library .blend file with the newest Blender versionProximityProximity DistanceProximity GeometryProximity ModeProximity falloff is applied inside the volumeProximity falloff typeProxyProxy Custom DirectoryProxy Custom FileProxy DirectoryProxy Render SizeProxy SettingsProxy SetupProxy SizeProxy is not enabled for %s, skippingProxy lost from object %s lib %sProxy lost from object %s lib Proxy parameters for a movie clipProxy parameters for a sequence stripProxy/TimecodePrune GridPuff ModePuff VolumePullPull points towards the midpoint of the brushPulldownPulldown Widget ColorsPulls loose edges togetherPulls the cloth to the cursor's start positionPulse Code Modulation (RAW)PunchyPunctual LightsPure RandomPurge Unused Data from This FilePushPush OutPush PosePush action down on to the NLA stack as a new stripPush action down onto the top of the NLA stack as a new stripPush an undo step after each use of the gizmoPush secondary particles that left the domain back into the domainPush the shadow terminator towards the light to hide artifacts on low poly geometryPush/PullPush/Pull selected itemsPush/Pull: %.4f%s %sPush/Pull: %s%s %sPut in BackgroundPut new objects on the active collectionPut pasted objects in the active collectionPut the contents of a meta-strip back in the sequencerPxr24 (lossy)PythonPython API ReferencePython ConsolePython ScriptingPython Scripts DirectoriesPython Scripts DirectoryPython TooltipsPython add-ons to be loaded automaticallyPython consoleLanguagePython disabled in this buildPython evaluation failed: Python evaluation failed: {:s}Python expression to be evaluated as the initial node settingPython restricted for securityPython script to define a style modulePython value for unsupported custom property typesPython: {}Python: {}.{}QuadQuad Corner TypeQuad MethodQuad SplitQuad ViewQuad View RegionsQuad-buffer not supported by the systemQuad-buffer window successfully createdQuadraticQuadratic BézierQuadratic DragQuadratic SphereQuadratic easingQuadriFlow Remesh the Selected MeshQuadriFlow: Remeshing canceledQuadriFlow: Remeshing completedQuadriFlow: Remeshing failedQuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent directionQuadrilateralQualityQuality StepsQuality for image formats that support lossy compressionQuality of JPEG exportQuality of anisotropic filteringQuality of image exportQuality of proxies to buildQuality of the packing. Higher values will be slower but waste less spaceQuality of the pitch shiftingQuality of the simulation in steps per frame (higher is better quality but slower)Quality options for the raytracing pipelineQuantitative InvisibilityQuantity of soot in the fluidQuantization bits for color values (0 = no quantization)Quantization bits for generic values like weights or joints (0 = no quantization)Quantization bits for normal values (0 = no quantization)Quantization bits for position values (0 = no quantization)Quantization bits for texture coordinate values (0 = no quantization)Quantize PositionQuarterQuartic easingQuaternionQuaternion (WXYZ)Quaternion AttributeQuaternion Attribute ValueQuaternion RotationQuaternion data type, affects rotationQuaternion rotationQuaternion rotation (affects NLA blending)Quaternion to RotationQuery to insert into the search boxQueue SizeQuick EffectsQuick FavoritesQuick SetupQuickTimeQuickTime AnimationQuickly set up Line Art for the active collectionQuickly set up Line Art for the active objectQuickly set up Line Art for the entire sceneQuintic easingQuit BlenderRR/D PhotoreceptorRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBRGB (Red, Green, Blue) color spaceRGB CurvesRGB Limit ChannelRGB ParadeRGB channels in transparent pixels are multiplied by the alpha channelRGB channels in transparent pixels are unaffected by the alpha channelRGB color spaceRGB curves modifier for sequence stripRGB to BWRGB to XYZRGB valuesRGBARGBA color 32-bit floating-point valuesRGBA color in sRGB color spaceRGBA color in scene linear color spaceRGBA color socket of a nodeRGBA color with 32-bit floating-point valuesRGBA color with 8-bit positive integer valuesRK4RLERMBRNA Array IndexRNA PathRNA Path (from ID-block) to property usedRNA Path to property affected by F-CurveRNA collections of IDs only, the reference to the item also uses the ID pointer itself, not only its nameRNA path leading to that property, from owning IDRNA property definitionRNA type used for pointers to any possible dataRNA wrapped booleanRNA wrapped floatRNA wrapped intRNA wrapped stringRVRadialRadial DistortionRadial Falloff PowerRadial RoughnessRadial Symmetry CountRadial TilingRadial distortion model which fits common camerasRadial falloff power (real gravitational falloff = 2)Radial field toward the center of objectRadial tangent around the X, Y or Z axisRadially distorts the image to create a barrel or a Pincushion distortionRadiance HDR (.hdr)RadiansRadians: {}Radio ButtonsRadio Widget ColorsRadiusRadius (Parent)Radius - Length of the vectorRadius 1Radius 2Radius BottomRadius FalloffRadius HeadRadius InterpolationRadius MaxRadius MinRadius OffsetRadius ScaleRadius ScalingRadius TopRadius X:Radius Y:Radius change to apply to current strokesRadius for bevelingRadius from the origin to the center of the cross sectionsRadius in grid sample to search valid grid samples to copy into invalid grid samplesRadius in which the duplicate curves are offset from the guidesRadius of boids personal space in air (% of particle size)Radius of boids personal space on land (% of particle size)Radius of children around parentRadius of curve control pointsRadius of eraser 'brush'Radius of glow effectRadius of head of bone (for Envelope deform only)Radius of kernel used for soften and sharpen in pixelsRadius of limiting sphereRadius of newly added curves when it is not interpolated from other curvesRadius of tail of bone (for Envelope deform only)Radius of the bevel geometry, not including extrusionRadius of the bottom circle of the coneRadius of the brush in pixelsRadius of the inner circle; can be larger than outer radiusRadius of the outer circle; can be smaller than inner radiusRadius of the rollsRadius of the skinRadius of the sphere or cylinderRadius of the top circle of the coneRadius of the torus's cross sectionRadius of the virtual cylinderRadius that will be painted solidRadius to applyRadius to compute position update for each particle (higher values are slower but particles move less chaotic)Radius to compute potential for each cell (higher values are slower but create smoother potential grids)Radius to select neighbors for blendingRadius to use when the maximum pressure is applied (or when a tablet isn't used)Radius used for calculating area normal on initial click, in percentage of brush radiusRadius:Raise the target's scale to the specified powerRakeRampRandomRandom AngleRandom BackboneRandom Bending StiffnessRandom CenterRandom Child SizeRandom ColorRandom CurveRandom DampingRandom End FactorRandom FrictionRandom LengthRandom MaskRandom Noise OffsetRandom OffsetRandom OrderRandom OrientationRandom Per IslandRandom PhaseRandom PositionRandom RadiusRandom RotationRandom RoughnessRandom SeedRandom Seed for the operationRandom SettingsRandom SizeRandom Start FactorRandom ValueRandom WalkRandom Walk (Skin)Random brush settingsRandom factor for auto-generated UV rotationRandom factor to modify original hueRandom factor to modify original saturationRandom factor to modify original valueRandom falloffRandom id for this instance, typically for randomized shadingRandom offset of noise texture for each curveRandom offset to the rotation angle per curveRandom per Face SetRandom per Loose PartRandom per VertexRandom rotations resulting in uniformly distributed directions. Rotation around the Z axis is fully random.Random sampling pattern used by the integratorRandom seedRandom seed for the operationRandom seed to use with the solver. Different seeds will cause the remesher to come up with different quad layouts on the meshRandom stiffness of hairsRandom variation of dampingRandom variation of frictionRandom variation of the amplitudeRandom variation of the orientationRandom variation to the size of the child particlesRandom vector for each curveRandomizeRandomize AmplitudeRandomize AxisRandomize ColorRandomize FlippingRandomize LocationRandomize OffsetRandomize PhaseRandomize RotationRandomize ScaleRandomize Scale AxesRandomize SeedRandomize SizeRandomize TransformsRandomize delta transform values instead of regular transformRandomize every number of framesRandomize existing selection or create new random selectionRandomize instance transforms in their individual local spaceRandomize objects location, rotation, and scaleRandomize on keyframes onlyRandomize order of selected elementsRandomize particle orientationRandomize position along pathRandomize rotation around pathRandomize rotation around the chosen orientation axisRandomize stroke offsetRandomize the UV island's location, rotation, and scaleRandomize the faces or edges during buildRandomize the location valuesRandomize the order of geometry elements (e.g. vertices or edges) after some operations where there are no guarantees about the order. This avoids accidentally depending on something that may change in the futureRandomize the rotation valueRandomize the rotation valuesRandomize the scale valuesRandomize the transformation of instancesRandomize transforms between all copiesRandomize transforms between all scattered instancesRandomize vertex positionsRandomize verticesRandomizes existing selection or create new random selectionRandomly select UVW control pointsRandomly select metaball elementsRandomly select some control pointsRandomly select verticesRandomnessRandomness factor for particle samplingRandomness factor for pressure in new strokesRandomness factor strength in new strokesRandomness of the backbone stretchingRandomness of the centerRandomness of the radiusRangeRange MaxRange MinRange SelectRange highlighting for flags is not available!RateRate control: buffer size (kb)Rate control: max rate (kbit/s)Rate control: min rate (kbit/s)RatioRatio between the brush radius and the radius that is going to be used to sample the area centerRatio between the brush radius and the radius that is going to be used to sample the color to blend in wet paintRatio between the brush radius and the radius that is going to be used to sample the normalRatio between the min and max fly speedRatio between the min and max turn speedRatio of brick's row height relative to the texture scaleRatio of brick's width relative to the texture scaleRatio of front-facing surface hits under which a grid sample will not be considered for lightingRatio of front-facing surface hits under which a grid sample will reuse neighbors grid sample lightingRatio of samples in a cycle that the brush is enabledRatio of spherized normal to original normalRatio of triangles to reduce to (collapse only)RawRaw (Deprecated)Raw CacheRaw Cache SizeRaw ImagesRaw data (bytes, exact content of the embedded file)Raw file format (.raw)Raw input pressure value that is interpreted as 100% by BlenderRay CountRay DepthRay DirectionRay LengthRay Line WidthRay Portal BSDFRay RadiusRay VisibilityRay direction to use for projection (if brush object is located in that direction it's painted)RaycastRayleighRayleigh phase function, mostly used for particles smaller than the wavelength of light, such as scattering of sunlight in earth's atmosphereRaysRaytrace Max RoughnessRaytrace TransmissionRaytrace against the depth buffer. Fallback to light probes for invalid rays.Raytraced TransmissionRaytracingRaytracing PresetsRe-Use Local DataRe-attach curves to a deformed surface using the existing attachment information. This only works when the topology of the surface mesh has not changedRe-sample the stroke with segments of the specified lengthRe-sampled Importance SamplingReact OnReact multiple timesReaction SpeedReactorReactor Target ObjectReactor Target Particle SystemReadRead DataRead OnlyRead USD Primvars as mesh attributesRead about what's new in this version of BlenderRead all render layers of all used scenesRead all the current scene's view layers from cache, as neededRead cache from an external locationRead library: '%s', '%s', parent '%s'Read mesh UV coordinatesRead mesh color attributesRead only area of this faceRead packed library: '%s', parent '%s'Read volume data attributes from volume gridsRead-Only VectorRead-only IntegerRead-only external reference to a linked data-block and its library fileRead-only flag that indicates there is at least one bone collection marked as 'solo'Read-only indications of supported operationsRead-only indications of which brush operations are supported by the current sculpt toolRead-only repository provided by the systemReading render result: dimensions don't match, expected %dx%dReading render result: expected channel "%s.%s" not foundReading render result: expected channel "%s.%s" or "%s" not foundReads attachment information regarding a surface meshReads information about each curveReads information about each curve's root pointReads information about each curve's tip pointReads information each point's previous curve segmentReal part of the conductor's refractive index, often called nRealize AllRealize InstancesRealize all levels of nested instances for a top-level instances. Overrides the value of the Depth inputRealize to Point DomainRealized curves data has too many elements.Realized data in input geometry is ignoredRealized geometry is not used when pick instances is trueRealized grease pencil has too many layers.Realized mesh has too many elements.Realized point cloud has too many points.RealtimeRealtime UpdatesReapply and update the preset, removing changesRearrange geometry elements, changing their indicesRearrange selected animation channelsRearrange some faces to try to get less degenerated geometryReassign the inputs for the effect stripRebuild SubdivisionsRebuild a lower subdivision level of the current base meshRebuild all selected proxies and timecode indicesRebuild all selected proxies and timecode indices in the backgroundRebuild the selected local overrides from their linked references, as well as their hierarchies of dependenciesRebuild the selected local overrides from their linked references, as well as their hierarchies of dependencies, enforcing these hierarchies to match the linked data (i.e. ignoring existing overrides on data-blocks pointer properties)Rebuilds all possible subdivisions levels to generate a lower resolution base meshRec RunRec.1886Rec.2020Rec.2100-HLGRec.2100-HLG 1000 nits peak display with reference white at 100 nitsRec.2100-PQRec.2100-PQ 10000 nits peak display with reference white at 100 nitsRecalculate all visible motion paths for objects and posesRecalculate and clear offset transformationRecalculate animation data on selected points for frames selected in the dopesheetRecalculate handle lengthRecalculate motion paths for selected objectsRecalculate paths for bones that already have themRecalculate the direction of selected handlesRecalculate the sculpt BVH to improve performanceRecastReceive Shadow CausticsReceive approximate caustics from refractive materials in shadows on this object. Lights, caster and receiver objects must have shadow caustics options set to enable thisReceiver CollectionRecentRecent FilesRecent FoldersRecent Items SpecialsRecent SearchesRecenterRecenter TimeoutRecommended for fast encodingRecommended if you have lots of time and want the best compression efficiencyRecompute ID User Count On SaveRecompute all ID user-counts before saving to a blend-file. Allows to work around invalid user-count handling in code that may lead to loss of data due to wrongly detected unused data-blocksRecompute binding dynamically on top of other deformers (slower and more memory consuming)ReconstructedReconstructed CamerasReconstructionRecord RunRecord Run No GapsRecoverRecreate fileRectangleRecurseRecursionRecursion detected in video sequencer. Strip %s at frame %d will not be renderedRecursion detected, cannot use this stripRecursionsRecursive DeleteRecursive closure is not allowedRecursive closures are not supportedRecursively check for indirectly unused data-blocks, ensuring that no orphaned data-blocks remain after executionRecursively duplicate the collection, all its children and objects, with linked object dataRecursively duplicate the collection, all its children, objects and object dataRedRed ChannelRed Green BlueRed channelRed component of the color fieldRed-CyanRed:Redefine equalizer graphsRedistribute Curve PointsRedistribute the copied change in volume equally between the three axes of the ownerRedistributes existing control points evenly along each curveRedoRedo previous actionRedo the last undone edit to the asset catalogsReduce Mix Factor by 0.01Reduce Mix Factor by 0.1Reduce MotionReduce UV stretching by relaxing anglesReduce brush thickness by this factor when stroke is perpendicular to 'Angle' directionReduce detail in an image by making individual pixels more prominent, for a blocky or mosaic-like appearanceReduce exported file size by removing duplicate keyframesReduce extra velocity that can build up when objects collide (lowers simulation stability a little so use only when necessary)Reduce number of colors in an image, converting smooth gradients into sharp transitionsReduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too lowReduce shear within islandsReduce the geometry densityReduce the noise on a mesh surface with minimal changes to its shapeReduce the strength of the brush where it overlaps symmetrical daubsReduces the final face count by simplifying geometry where detail is not neededReduces the final face count by simplifying geometry where detail is not needed, generating triangles. A value greater than 0 disables Fix Poles.Reduction factor for each level of secondary mouth loopsReferenceReference DimensionReference DistanceReference ExistingReference Gamut CompressionReference IDReference KeyReference PointReference PositionReference SetReference Sphere SizeReference SpheresReference ValueReference curve object for arrayReference distance at which volume is 100%Reference from a RigifyParameters field to a bone collection.Reference location to align toReference number of frames before frames get held (use to get hold for '1-3' vs '5-7' holding patterns)Reference object to define the accumulated transformReference point to anchor stabilization (other frames will be adjusted relative to this frame's position)Reference position before deformationRefineRefine Focal LengthRefine MethodRefine Principal PointRefine RadialRefine TangentialRefine focal length during camera solvingRefine principal point during camera solvingRefine radial coefficients of distortion model during camera solvingRefine selected markers positions by running the tracker from track's reference to current frameRefine tangential coefficients of distortion model during camera solvingRefine:RefitReflect A around the normal B. B does not need to be normalized.ReflectionReflection Trace OptionsReflection and transmission shaders optimized for hair renderingReflection for materials such as cloth. Typically mixed with other shaders (such as a Diffuse Shader) and is not particularly useful on its ownReflection with microfacet distribution, used for materials such as metal or mirrorsReflectiveReflective CausticsRefraction BSDFRefraction DepthRefractiveRefractive CausticsRefreshRefresh DriversRefresh data in the Explode modifierRefresh extension & legacy add-ons, reloading modules & meta-data (similar to restarting)Refresh list of actionsRefresh list of instance objects and their weightsRefresh the file listRefresh the list of extensions for all the remote repositoriesRefresh the list of extensions for the active repositoryRefresh the sequencer editorRegion DataRegion HeightRegion Maximum XRegion Maximum YRegion Minimum XRegion Minimum YRegion OverlapRegion Position XRegion Position YRegion ToggleRegion Toggle PieRegion TypeRegion WidthRegion coordinates of samplingRegion could not be drawn!Region floats on screen, does not use any fixed alignmentRegion heightRegion in a subdivided screen areaRegion is split horizontally and verticallyRegion not found in space typeRegion specific data (the type depends on the region type)Region widthRegionsRegions Visibility ToggleRegions for quick access to assetsRegions this area is subdivided inRegisterRegister ParentRegister for All UsersRegister the control as a switchable parent candidateRegisteredRegistered OptionallyRegistered key configurationsRegistering asset shelf class: '%s' has been registered before, unregistering previousRegistering asset shelf class: '%s' is too long, maximum length is %dRegistering file handler class: '%s' is too long, maximum length is %dRegistering id property class: '%s' is too long, maximum length is %dRegistering node class: '%s' is too long, maximum length is %dRegistering node class: '%s', bl_idname '%s' could not be unregisteredRegistering node class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering node class: '%s', bl_idname '%s' is a builtin nodeRegistering node socket class: '%s' is too long, maximum length is %dRegistering node tree class: '%s' is too long, maximum length is %dRegistering node tree class: '%s', bl_idname '%s' could not be unregisteredRegistering node tree class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering panel class:Registration not possible from Microsoft Store installationsRegrowRegrow hair for each frameRegularRegular Expression FindRegular Expression ReplaceRegular Widget ColorsRegular key pressed as a modifierReiterationRelation Line PositionRelationsRelationshipRelationship LinesRelativeRelative Asset IdentifierRelative DetailRelative EdgeRelative FaceRelative FrameRelative KeyRelative MirrorRelative ObjectRelative OffsetRelative Offset DisplacementRelative ParentingRelative PathRelative PathsRelative SpaceRelative StartRelative ToRelative To PixelRelative amount of virtual parentsRelative force of the hookRelative mix weight of neighboring elementsRelative number of faces compared to the current meshRelative offset of particles to use for instancing, to avoid overlap of multiple instancesRelative shape positions to the new shape methodRelative size of area to be darkenedRelative time of key over hair lengthRelative translation of area to be darkenedRelative width of each angular segment. May be used to scale textures to fit into each segmentRelax Face SetsRelax MethodRelax PoseRelax TopologyRelax UVsRelax meshReleaseRelease ConfirmsRelease NotesRelease TimeRelink ConstraintsReloadReload ImagesReload Start-Up file to restore settingsReload active text data-block from its fileReload active text file?Reload all data from this libraryReload clipReload current image from diskReload file with execution of Python scripts enabledReload from diskReload from disk (ignore local changes)Reload preferences from the last saved stateReload scriptsReload strips in the sequencerReload the given libraryReload the saved fileReloaded {:d} image(s)Reloads history and bookmarksRelocateRelocate a linked ID, i.e. select another ID to link, and remap its local usages to that newly linked data-block). Currently only designed as an internal operator, not directly exposed to the userRelocate the given library to one or several othersRelocate the library under cursorRemainderRemaining vertices which separate edge pairs are preserved if their edge angle exceeds this threshold.RemapRemap Data IDRemap RelativeRemap UsersRemap a value from a range to a target rangeRemap relative paths when saving to a different directoryRemember Export SettingsRemember the last used scene for the current workspace and switch to it whenever this workspace is activated againRemember the last used scene for the workspace and switch to it whenever this workspace is activated againRemeshRemesh ModeRemesh ModifierRemeshing with QuadriFlow...Remote URL to the extension repository, the file-system may be referenced using the file URI scheme: "file://"RemoveRemove Active AOVRemove Active LightgroupRemove Add-on: {!r}?Remove Armature ObjectRemove Armature object if possible. If Armature has multiple root bones, object will not be removedRemove Crypto LayerRemove CustomRemove Cycles F-Modifier if not needed anymoreRemove DisconnectedRemove DuplicatesRemove Extension RepositoryRemove F-Modifiers from F-Curve to add keyframesRemove FilesRemove GapsRemove Grease Pencil layer group in the active objectRemove InputsRemove Layer MaskRemove Loose PointsRemove Named AttributeRemove OutputsRemove Outside RangeRemove PackRemove Paint Curve PointRemove RepositoryRemove Repository & FilesRemove Rigid Body Constraint from ObjectRemove Rigid Body settings from ObjectRemove Rigid Body simulation world from the current sceneRemove Selected BonesRemove Selection Set bones from current selectionRemove Target ParticlesRemove Target ShearRemove ThresholdRemove UV mapRemove WeightsRemove a Selection Set from this ArmatureRemove a background image from the cameraRemove a custom keymap configuration from the preset listRemove a custom theme from the preset listRemove a effect from the active Grease Pencil objectRemove a hook from the active objectRemove a modifier from the active objectRemove a modifier from the stripRemove a path to a .blend file, so the Asset Browser will not attempt to show it anymoreRemove a piece of stroke at the beginning and the end of stroke backboneRemove a portion of the mesh on one side of a lineRemove a row filter from the rulesRemove a usage of a data-block, clearing the assignmentRemove active Annotation layerRemove active Path from active keying setRemove active color from paletteRemove active itemRemove all IK Constraints from selected bonesRemove all Selection Sets from this ArmatureRemove all attributes that match the pattern which is allowed to contain a single wildcard (*)Remove all back faces to speed up calculation, this will create edges in different occlusion levels than when disabledRemove all bone collections that have neither bones nor children. This is done recursively, so bone collections that only have unused children are also removedRemove all constraints from keyed object/bones. To get a correct bake with this setting Visual Keying should be enabledRemove all files in:Remove all keyframe animation for selected objectsRemove all keyframe animation for selected stripsRemove all links to selected nodes, and try to connect neighbor nodes togetherRemove all materialsRemove all particle system within the active objectRemove all selected keyframesRemove all shape keysRemove all the strokes that were created from the fill tool as guidesRemove all unlocked vertex groupsRemove all unused Light GroupsRemove all vertex groupsRemove an asset catalog from the asset library (contained assets will not be affected and show up as unassigned)Remove an existing keyword tag from the active assetRemove an extension repositoryRemove an item from the index switchRemove an override layer from the archiveRemove an override operationRemove animation from selected objects?Remove animation from selected strips?Remove any keyframe that is a duplicate of the previous oneRemove attribute from geometryRemove breakdown frames generated by interpolating between two Grease Pencil framesRemove channels of the selection from the pose assetRemove color attribute from geometryRemove colors from a blue or green screen, by reducing one RGB channel compared to the othersRemove constraint from constraint stackRemove current UI-active property from current keying setRemove curves whose root points are too closeRemove duplicate items in the historyRemove elements on cancelRemove existing add-ons with the same IDRemove existing template with the same IDRemove existing theme file if existsRemove exporter from the exporter listRemove exporter?Remove extension files when removing the repositoryRemove external feature set (rigs, metarigs, ui templates)Remove fields from video moviesRemove from all groupsRemove from selectionRemove from the current modeRemove from the selectionRemove gap at current frame to first strip at the right, independent of selection or locked state of stripsRemove geometry behind the planeRemove geometry in front of the planeRemove key configRemove key map itemRemove keyframes on current frame for selected objects and bonesRemove keyframes on current frame for selected stripsRemove layer from a Cryptomatte nodeRemove lens distortion from footage, using motion tracking camera lens settingsRemove loose edgesRemove loose facesRemove loose pointsRemove loose verticesRemove mask layerRemove mask shape keyframe for active mask layer at the current frameRemove nodes and reconnect nodes as if deletion was mutedRemove nodes connected to the inputRemove object for trackingRemove object from all scenesRemove object or material from matte, by picking a color from the Pick outputRemove on CancelRemove original facesRemove original geometryRemove outdated operator properties from presets that may cause problemsRemove particle systems on the target objectsRemove path to exclude from auto-executionRemove selected F-Curves from their current groupsRemove selected bones from Selection SetRemove selected bones from the active bone collectionRemove selected bones from the armatureRemove selected control points or curvesRemove selected elements of a geometryRemove selected items (blue-gray rows) from active Keying SetRemove selected items from the interfaceRemove selected nodesRemove selected objects from Rigid Body simulationRemove selected objects from a collectionRemove selected objects from all collectionsRemove selected particles close enough to othersRemove selected pointsRemove selected track from rotation stabilizationRemove selected track from translation stabilizationRemove shape key from the objectRemove shear from the target transformation before combiningRemove sparseness from a volume grid by making the active tiles into voxelsRemove the active Grease Pencil layerRemove the active bone collectionRemove the active keying setRemove the active line set from the list of line setsRemove the active object from this collectionRemove the active segment from the dash modifierRemove the active segment from the time modifierRemove the color from underneath this stroke by using it as a maskRemove the current render slotRemove the custom normals layer, if it existsRemove the driver(s) for the connected property(s) represented by the highlighted buttonRemove the item automatically when it is unlinkedRemove the modifier from the list of modifiersRemove the object from an object collection that contains the active objectRemove the one attribute with the given nameRemove the parent-child relationship between selected bones and their parentsRemove the preview of this data-blockRemove the repository file-system lockRemove the selected bones from all Selection SetsRemove the selected entry from the listRemove the selected instance objectRemove the selected material slotRemove the selected particle systemRemove the selected particle targetRemove the selected render viewRemove the selected surface slotRemove the selected vertices from active or all vertex group(s)Remove the selected view layerRemove the style module from the stackRemove the target from the constraintRemove the text boxRemove this animation data containerRemove this installation's associations with .blend filesRemove this object or collection from the light linking collectionRemove this row from the bone collection reference listRemove unused material slotsRemove unused settings for invisible editorsRemove vertex group assignments which are not requiredRemove vertices from groups that have zero weight after invertingRemove vertices which weight is below or equal to this limitRemove vertices with weight below threshold from vgroupRemove, keeping local files.Remove, local files not found.Removed %d double particle(s)Removed %d materialsRemoved %d slotsRemoved %d vertexRemoved %d verticesRemoved amount of editors: %dRemoved constraint: %sRemoved effect: %sRemoved modifier: %sRemoved {:d} empty and/or fake-user only ActionsRemoved {:d} of {:d} bone collectionsRemoved: %d vertices, %d edges, %d facesRemoves a tile from the imageRemoves fade animation from selected stripsRemoves keys outside the given range, leaving only the newly bakedRemoving the bundle from the geometry can be beneficial to avoid unnecessary data copiesRenameRename Active ItemRename MarkerRename Selected Time MarkerRename UV MapsRename active render UV map to "st" to match USD conventionsRename animation channel under mouseRename file or file directoryRename first selected time markerRename multiple items at onceRename the active elementRename the active item in the data-set viewRename the active item, rather than the one the mouse is overRename {:d} {:s}Renamed attribute '%s' to '%s' in object '%s' on layer '%s' on frame %d!Renamed {:d} of {:d} {:s}RenderRender Ambient Occlusion in this LayerRender AmountRender Anti-AliasingRender AsRender BouncesRender CacheRender Cache PathRender DataRender Display TypeRender EngineRender Grease Pencil on this layerRender InRender InstancerRender Keyframes OnlyRender LayerRender LayerAOVRender LayerAmbient OcclusionRender LayerCombinedRender LayerCryptoAssetRender LayerCryptoMaterialRender LayerCryptoObjectRender LayerDataRender LayerDiffuse ColorRender LayerDiffuse LightRender LayerEmissionRender LayerEnvironmentRender LayerGeneralRender LayerLightRender LayerMistRender LayerNormalRender LayerPositionRender LayerRender PassRender LayerShader AOVRender LayerShadowRender LayerSpecular ColorRender LayerSpecular LightRender LayerTransparentRender LayerVolume LightRender LayersRender LevelsRender Liquid ObjectsRender MethodRender OpacityRender OutputRender Output DirectoryRender PassRender Pass to show in the viewportRender PassesRender PreviewRender PropertiesRender RegionRender ResolutionRender Resolution URender Resolution VRender ResultRender Result and Viewer Nodes cannot be packedRender SamplesRender Single LayerRender SizeRender Sky in this LayerRender SlotRender SlotsRender Smoke ObjectsRender Solid faces in this LayerRender StepsRender Strands in this LayerRender Texture LimitRender TimeRender URender UndistortedRender ViewRender ViewsRender a simulation field while mapping its voxels values to the colors of a ramp or using a predefined color codeRender a subset of the specified max samples. Typically used for distributed rendering across multiple devicesRender a user-defined render region, within the frame sizeRender active sceneRender active sequencer sceneRender alternate eyes (also known as page flip, quad buffer support in the graphic card is required)Render and display faces smooth, using interpolated vertex normalsRender and display faces uniform, using face normalsRender at 12.5% resolutionRender at 25% resolutionRender at 50% resolutionRender at full resolutionRender cryptomatte asset pass, for isolating groups of objects with the same parentRender cryptomatte material pass, for isolating materials in compositingRender cryptomatte object pass, for isolating objects in compositingRender current scene, when input node's layer has been changedRender curves as circular 3D geometry, for accurate results when viewing closelyRender curves as circular 3D geometry, with linear interpolation between control points, for fast renderingRender curves as flat ribbons with rounded normals, for fast renderingRender error (%s) cannot save: '%s'Render every pixel rotating the camera around the middle of the interocular distanceRender files from the animation range of this sceneRender frames ahead of current frame in the background for faster playbackRender height has to be 480 pixels for DV-NTSC!Render height has to be 576 pixels for DV-PAL!Render high resolution images in tiles of this size, to reduce memory usage. Tiles are cached to disk while rendering to save memoryRender lights and light probes of the sceneRender missing images/movies with a solid magenta colorRender motion blur in this Layer, if enabled in the sceneRender multiple transparent layers (may introduce transparency sorting problems)Render multiple transparent layers (may introduce transparency sorting problems) (Deprecated: use 'use_tranparency_overlap')Render objects as a holdout or matte, creating a hole in the image with zero alpha, to fill out in compositing with real footage or another renderRender only those frames where selected objects have a key in their animation data. Only used when rendering animationRender parent particlesRender pass indexRender pass to show in the 3D ViewportRender passes in the Viewport compositor are only supported in EEVEERender polygon transparent, depending on alpha channel of the textureRender preview using undistorted proxyRender settingsRender size too large for GPU, use CPU compositor insteadRender slot nameRender slots of the imageRender specular highlightsRender stylized strokes in this LayerRender surface without transparencyRender text for optimal horizontal placementRender the collectionRender the sequencer scene instead of the active sceneRender the stamp info text in the rendered imageRender the viewport for the animation range of this sceneRender the viewport for the animation range of this scene, but only render keyframes of selected objectsRender this effect at 12.5% render resolutionRender this effect at 25% render resolutionRender this effect at 50% render resolutionRender this effect at 6.25% render resolutionRender transmissive surfaces as transparent, for compositing glass over another backgroundRender using the sequencer's OpenGL displayRender view '%s' could not be removed from scene '%s'Render view nameRender viewpoint for 3D stereo and multiview renderingRender views for left and right eyes as two differently filtered colors in a single image (anaglyph glasses are required)Render views for left and right eyes interlaced in a single image (3D-ready monitor is required)Render views for left and right eyes one above anotherRender views for left and right eyes side-by-sideRender volumes in this LayerRender width has to be 720 pixels for DV!RenderViewRenderable ObjectsRenderedRendered ChildrenRendering sequence...Rendering settings for a Scene data-blockRendering viewport...Rendering...RendersRenders Freestyle output to a separate pass instead of overlaying it on the Combined passReorderReorder InputsReorder OutputsReorder indices must be validReorder indices must not have duplicatesReorder mesh faces and vertices based on their spatial position for better BVH building and sculpting performance.Reorder the active Grease Pencil mask layer up/down in the listReorder workspace to be first in the listReorder workspace to be last in the listRepeatRepeat CallRepeat ImageRepeat InputRepeat ItemRepeat ItemsRepeat MirroredRepeat MotionRepeat OutputRepeat Output Node IDRepeat XRepeat YRepeat ZoneRepeat keyframe range as-isRepeat keyframe range, but with offset based on gradient between start and end valuesRepeat last actionRepeat the frames, reversing the playback direction every other cycleRepeat the start frame before, and the end frame after the frame rangeRepeat the values of the modified F-CurveRepeat with OffsetRepeatedly flip the image horizontally and verticallyRepetition multiplier in the X directionRepetition multiplier in the Y directionRepetitions of the generated surface in XRepetitions of the generated surface in YReplaceReplace ActionReplace AllReplace AlphaReplace ColorReplace ExistingReplace Free handles with Align, and all Align with Free handlesReplace Grease Pencil EffectsReplace LengthReplace MaterialReplace ModifiersReplace OriginalReplace RadiusReplace SelectionReplace StringReplace TextReplace Text object FontsReplace VGroup A's weights by VGroup B's onesReplace a given string segment with anotherReplace active node with an empty groupReplace all keysReplace all occurrencesReplace assigned Animation DataReplace assigned Collection InstanceReplace assigned CollectionsReplace assigned MaterialsReplace assigned Object DataReplace brush color by velocity color rampReplace component valuesReplace current image by another one from diskReplace effect strip with another that takes the same number of inputsReplace existing F-Modifiers, instead of just appending to the end of the existing listReplace existing driver variables, instead of just appending to the end of the existing listReplace flat planes in footage by another image, detected by plane tracks from motion trackingReplace global illumination with ambient occlusion after a specified number of bouncesReplace inactive tiles with inactive nodes. Faster than tolerance-based pruning, useful for cases like narrow-band SDF grids with only inside or outside background values.Replace modifiers in destinationReplace socket connections with the new linksReplace stroke backbone geometry by a Bézier curve approximation of the original backbone geometryReplace text in the nameReplace text with specified text and set as selectedReplace text with the specified textReplace the active linked ID (and its dependencies if any) by another one, from the same or a different libraryReplace the color of stroke points that already have a color appliedReplace the incoming geometry with the selected input geometryReplace the input image's alpha channel by the alpha input valueReplace the original radiusReplace the original rotation with copiedReplace the original transformation with copiedReplace the original transformation with the action channelsReplace the original transformation with the transform from the attributeReplace the parent with a different bone after all bones are created. Using simply CTRL, DEF or MCH will replace the prefix insteadReplace the selected nodes with the specified typeReplace the stroke opacity instead of modulating each pointReplace the stroke thicknessReplace this areaReplace value of reference by overriding oneReplace vertex coordinates with cached valuesReplace vertex groups of selected objects by vertex groups of active objectReplace withReplace with SelectionReplacement ActionReplayReplay selected reportsRepo DirectoryRepo IndexReportReport a bug with pre-filled version informationReport all missing external filesReportsReports time per pixel in milliseconds. Supported only on CPU render devicesReposition PivotReposition the sculpt transform pivot to the boundary of the expand active areaRepositoriesRepositoryRepository "{:s}": {:s}{:s}Repository Alert:Repository URLRepository managed by the user, stored in user directoriesRepository not setRepository requires an access tokenRepository: {:s}Representation of alpha in the image file, to convert to and from when saving and loading the imageRepresentation of alpha information in the RGBA pixelsRepresents the "Orthographic Scale" of an orthographic camera. If the camera is positioned at the light's location with this scale, it will represent the coverage of the shadow "camera".Reproject attributes onto the new meshReproject the selected strokes from the current viewpoint as if they had been newly drawn (e.g. to fix problems from accidental 3D cursor movement or accidental viewport changes, or for matching deforming geometry)Reproject the strokes on to the scene geometry, as if drawn using 'Surface' placementReproject the strokes to end up on the same plane, as if drawn from the current viewpoint using 'Cursor' Stroke PlacementReproject the strokes using the X-Y planeReproject the strokes using the X-Z planeReproject the strokes using the Y-Z planeReproject the strokes using the orientation of 3D cursorReprojection ErrorRepulsion FactorRepulsion is a factor of stiffnessRequire matching all intersection masks instead of just oneRequire matching all material masks instead of just oneRequire the points the internal springs connect to have opposite normal directionsRequiredRequired render size ({}px) is larger than reported texture size limit ({}px).Requires AMD GPU with RDNA architectureRequires Access TokenRequires Apple Silicon with macOS %s or newerRequires Intel GPU with Xe-HPG architectureRequires Intel GPU with Xe-HPG architecture andRequires NVIDIA GPU with compute capability %sRequires at least three verticesRequires selected vertices or active vertex groupReread assets and asset catalogs from the asset library on diskRerouteReroute Auto LabelsResampleResample CountResample CurveResample LengthResample ModeResample ScaleResample the input curve before meshingReserve placeholder frames for missing frames of the image sequenceResetReset Backdrop Image ZoomReset ChildrenReset Color RampReset CurveReset NodesReset NormalReset Pose Bones Between ActionsReset Shape Keys Between ActionsReset TransformReset UV projectionReset UV transformation to default valuesReset VR navigation deltas relative to session base poseReset ValuesReset ViewReset color tagReset curves and black/white pointReset feather weights on all selected points animation valuesReset image transformation to default valueReset limiting distance for Limit Distance ConstraintReset location deltasReset location, rotation, and scaling of selected bones to their default valuesReset locations of selected bones to their default valuesReset normals to initial onesReset operator defaultsReset original length of bone for Stretch To ConstraintReset pose bone transforms to keyframed stateReset pose bones between each action exported. This is needed when some bones are not keyed on some animationsReset recent filesReset rotation deltasReset rotations of selected bones to their default valuesReset scale deltasReset scaling of selected bones to their default valuesReset scaling of selected stripsReset shape keys between each action exported. This is needed when some SK channels are not keyed on some animationsReset strip retimingReset strip transform locationReset strip transform location, scale and rotationReset strip transform rotationReset strip transform scaleReset the copy of the mesh that is being sculpted onReset the feather weight to zeroReset the horizontal view to the current scene frame range, taking the preview range into account if it is activeReset the internal clipboard and/or normal of selected elementReset the selected local override to its linked reference valuesReset the selected local overrides to their linked references valuesReset the stencil transformation to the defaultReset the transform corrections applied to the parenting relationship, does not remove parenting itselfReset the transforms of each individual child instanceReset the transforms of every child instance in the output. Only used when Separate Children is enabledReset the viewReset the weights of all shape keys to 0 or to the closest value respecting the limitsReset the zoom and position of the background imageReset this property's value to its default valueReset to default values all elements of the arrayReset to the default theme colorsReset to the default theme if this theme is activeReset vertex color for all or selected strokesReset viewable area to show full keyframe rangeReset viewable area to show full strips rangeReset viewable area to show selected keyframe rangeReset viewable area to show selected keyframes rangeReset viewable area to show selected strips rangeReset viewable area to show the channel under the cursorReset viewable area to show the selected channelsResets the timing for absolute shape keysReshapeReshape F-Curve values, e.g. change amplitude of movementsReshape can work only with higher levels of subdivisionsResistance of object to movementResizeResize Quad View areasResize QuadrantsResize RegionResize a nodeResize a spreadsheet columnResize a spreadsheet column to the width of the dataResize editors by dragging from the edgesResize lattice to fit selected deformable objectsResize the imageResize the objects to keep bounding box under this value. Value 0 disables clampingResize to a maximum of 1024 pixelsResize to a maximum of 2048 pixelsResize to a maximum of 256 pixelsResize to a maximum of 4096 pixelsResize to a maximum of 512 pixelsResize view so you can see all nodesResize view so you can see selected nodesResolutionResolution DivisionsResolution LimitResolution ModeResolution Preview UResolution ScaleResolution UResolution VResolution ViewportResolution XResolution YResolution ZResolution does not matchResolution is not selected for %s, skippingResolution must be greater than 1Resolution must be positiveResolution of the generated strokesResolution of the generated surface for rendering and bakingResolution of the octree; higher values give finer detailsResolution percentage of shadow mapsResolution percentage of volume objects in viewportResolution used for Shader node previews (should be changed for performance convenience)Resolution used for the fluid domain. Value corresponds to the longest domain side (resolution for other domain sides is calculated automatically).Resolution when baked to a textureResolutionsRest & RangesRest DensityRest LengthRest PoseRest PositionRest Shape KeyRest SourceRest length of the harmonic forceRestart from start frame when Cycle Length is reachedRestitutionRestore AreasRestore Curve Segment LengthRestore FrameRestore Handle SelectionRestore Packed Linked Data to Their Original LocationsRestore all keymaps to defaultRestore all packed linked data-blocks to their original locationsRestore handle selection after tweakingRestore key map itemRestore key map(s)Restore the frame when animation was initializedRestores the length of each curve segment using a previous state after deformationRestrictRestrict Frame RangeRestrict RenderRestrict SelectRestrict ViewRestrict Visible PointsRestrict editing of strokes and keyframes in this layerRestrict maximum and minimum values of F-CurveRestrict modifier to only act after its 'start' frameRestrict modifier to only act before its 'end' frameRestrict movement along each axis within given rangesRestrict movements to lie along a curve by remapping location along curve's longest axisRestrict movements to surface of target meshRestrict movements to within a certain distance of a target (at the time of constraint evaluation only)Restrict objects visible for this probe (Deprecated)Restrict painting to vertices in the groupRestrict renderabilityRestrict rigid body rotation to one axisRestrict rigid body translation and rotation to one axisRestrict rigid body translation to one axisRestrict rotation along each axis within given rangesRestrict scaling along each axis with given rangesRestrict selection in the 3D View • Shift to set childrenRestrict selection in the viewportRestrict selection to objects using the same mode as the active object, to prevent accidental mode switch when selectingRestrict some optimization to keep named nodes and meshes attached to named nodes so that named nodes can be transformed externallyRestrict the rig list to a specific custom feature setRestrict translation and rotation to specified axesRestrict translation and rotation to specified axes with springsRestrict visibility in the 3D ViewRestrict visibility in the 3D View • Shift to set childrenRestrict visibility in the viewportRestriction TogglesRestrictionsResultResult of cloth solver iterationResult of joining generated geometries from each iterationResult of rendering, including all layers and passesResumableResume regular speedResyncResync EnforceRetain Overall ShapeRetimeRetimingRetiming KeyRetiming Key Selection StatusRetiming KeysRetiming end frames and move to start of animation to keep loopRetiming key must be selectedRetopologyRetopology OffsetRetrieve a UV map from the geometry, or the default fallback if none is specifiedRetrieve a bundle item by path.Retrieve a color attribute, or the default fallback if none is specifiedRetrieve a point index within a curveRetrieve a stable random identifier value from the "id" attribute on the point domain, or the index if the attribute does not existRetrieve a unit length vector indicating the direction pointing away from the geometry at each elementRetrieve a value from a listRetrieve a vector indicating the location of each elementRetrieve an integer value indicating the position of each element in the list, starting at zeroRetrieve attributes attached to objects or geometryRetrieve corners in the same face as anotherRetrieve corners that make up a faceRetrieve data from a point on a curve at a certain distance from its startRetrieve data of other elements in the context's geometryRetrieve face corners connected to edgesRetrieve face corners connected to verticesRetrieve geometric information about the current shading pointRetrieve geometry instances from a collectionRetrieve hair curve informationRetrieve how far along each spline a control point isRetrieve information about a volume gridRetrieve information about an imageRetrieve information about points in a point cloudRetrieve information about separate connected regions in a meshRetrieve information about the camera and how it relates to the current shading point's positionRetrieve information about the object instanceRetrieve information from a camera objectRetrieve information from an objectRetrieve information of armature bonesRetrieve multiple types of texture coordinates. Typically used as inputs for texture nodesRetrieve the angle at each control point used to twist the curve's normal around its tangentRetrieve the current time in the scene's animation in units of seconds or framesRetrieve the curve a control point is part ofRetrieve the data of a specified attributeRetrieve the data of the particle that spawned the object instance, for example to give variation to multiple instances of an objectRetrieve the direction of curves at each control pointRetrieve the edges connected to each vertexRetrieve the edges of an object as it appears to Cycles. Note: as meshes are triangulated before being processed by Cycles, topology will always appear triangulatedRetrieve the edges on both sides of a face cornerRetrieve the face each face corner is part ofRetrieve the full transformation of each instance in the geometryRetrieve the index of the material used for each element in the geometry's list of materialsRetrieve the integer coordinates of the voxel that the field is evaluated onRetrieve the length of all splines added togetherRetrieve the number of elements in a geometry for each attribute domainRetrieve the number of evaluated points that will be generated for every control point on curvesRetrieve the number of faces that use each edge as one of their sidesRetrieve the object that contains the geometry nodes modifier currently being executedRetrieve the position of each Bézier control point's handlesRetrieve the position of the mouse cursorRetrieve the quaternion components representing a rotationRetrieve the radius at each point on curve or point cloud geometryRetrieve the rotation of each instance in the geometryRetrieve the scale of each instance in the geometryRetrieve the scene's active cameraRetrieve the total length of each spline, as a distance or as a number of pointsRetrieve the type of incoming ray for which the shader is being executed. Typically used for non-physically-based tricksRetrieve the vertex each face corner is attached toRetrieve the view direction and location of the 3D viewportRetrieve topology information relating to each edge of a meshRetrieve topology information relating to each face of a meshRetrieve topology information relating to each vertex of a meshRetrieve transform from target geometry attribute dataRetrieve values from a field on a different domain besides the domain from the contextRetrieve values from specific geometry elementsRetrieve values from the specified volume gridRetrieve volume grid values at specific voxelsRetrieve whether all triangles in a face are on the same plane, i.e. whether they have the same normalRetrieve whether each edge is marked for smooth or split normalsRetrieve whether each face is marked for smooth or sharp normalsRetrieve whether each spline endpoint connects to the beginningRetrieve whether the nodes are being evaluated for the viewport rather than the final renderReturnReturn the sign of A, sign(A)Return to Previous ModeReturn to previous modeReturn whether this is a layered Action. At this point all actions are layered through versioning and this function will always return trueReturn whether this is a legacy Action. Legacy Actions have no layers or slots. Since Blender 4.4 actions are automatically updated to layered actions. This will only return true on empty actionsReturns a selection of boundary edgesReturns a selection of edges that make up a seam in the provided UV data. A seam is defined as a discontinuity of the data between connected face cornersReturns a selection of loose edgesReturns a selection of manifold edgesReturns a uniformly distributed random rotationReturns a value where only one bit from A and B is setReturns a value where the bits of A and B are both setReturns a value where the bits of either A or B are setReturns information about an imageReturns information about the active strip of the modifierReturns the angle between the two flanking edges of a face corner inside the faceReturns the coordinates of the pixels of an imageReturns the length of an edgeReturns the opposite bit value of A, in decimal it is equivalent of A = -A - 1Returns the position and speed of the marker at the current scene frame relative to the position of the first non-disabled marker in the trackReturns the position and speed of the marker at the current scene frame relative to the position of the marker at the current scene frame plus the user given relative frameReturns the position and speed of the marker at the current scene frame relative to the zero origin of the tracking spaceReturns the position and speed of the marker at the given absolute frameReturns the sign of AReusable Local IDReuse neighbor pixels' raysReveal all bones hidden in Edit ModeReveal all bones hidden in Pose ModeReveal all hidden UV verticesReveal all hidden metaball elementsReveal all hidden vertices, edges and facesReveal all render objects by setting the hide render flagReveal hidden control pointsReveal hidden faces and verticesReveal temporarily hidden mask layersReveal temporarily hidden objectsReverseReverse CurveReverse FramesReverse MouseReverse PathReverse SortingReverse TransferReverse current order of selected elementsReverse cycle historyReverse frame orderReverse orderReverse the direction of the selected curvesReverse the order of shown itemsReverse the order of the vertices and edges of selected faces, flipping their normal directionReverse the sorting effectReverse the transformation between this object and its targetReverse the vertical movement of the mouseReversedReverses the direction of rotation inputRevertRevert back to the original screen layout, before fullscreen area overlayRevert nodes back to the default state, but keep connectionsRevert the active brush settings to the default values from the asset libraryRevert to 1st order integration when clamping would be applied. More conservative than clampingRevert to Saved PreferencesRevert to the Saved FileRevolve edgesRh SimpleRidgeRidge & ValleyRidged MultifractalRidges and ValleysRig NameRig UI ScriptRig that owns this object and may delete or overwrite it upon re-generationRig typeRig type for this boneRiggingRightRight EyeRight HandleRight Handle FieldRight Handle OffsetRight Handle SelectedRight Handle TypeRight KeyRight Mouse Select ActionRight NeighborRight OrthographicRight PerspectiveRight click on buttons to add them to this menuRight eye should see left image and vice versaRight handle selection statusRight mouse always tweaksRight mouse uses the selection toolRight singular vectorsRight-bottom corner of search area in normalized coordinates relative to marker positionRightward frame offset of the left handle from the start of the strip contentRigid BodyRigid Body ConstraintRigid Body Constraint TypeRigid Body ObjectRigid Body SettingsRigid Body ShapeRigid Body TypeRigid Body WorldRigid Body World has no associated physics data to exportRigid Body actively participates to the simulationRigid body deforms during simulationRigidbodyRigidbody world was not properly initialized, need to step the simulation firstRigifyRigify Active CollectionRigify Active TypeRigify Animation ToolsRigify Color Sets SpecialsRigify Dev ToolsRigify Meta-RigsRigify Owner RigRigify Rig NameRigify Target RigRigify Target Rig UIRigify TypeRimRim ColorRim CreaseRim EffectRim Material OffsetRim Vertex GroupRim effectRingsRings DirectionRings along X axisRings along Y axisRings along Z axisRings along spherical distanceRings must be at least 3RipRip failedRip is not compatible with vertex sticky selectionRip is only compatible with sync-select with vertex/edge selectionRip polygons and move the resultRip selected vertices or a selected regionRoation of the area to be darkenedRole of object in Rigid Body SimulationsRollRoll AngleRoll Angle SourceRoll DepthRoll DirectionRoll Hair CurvesRoll InRoll LeftRoll LengthRoll OutRoll RadiusRoll RightRoll TaperRoll offset for the end of the B-Bone, adjusts twistRoll offset for the start of the B-Bone, adjusts twistRoll the viewRoll the view around to the leftRoll the view around to the rightRoll the view using an angle valueRoll: %.2fRoll: %sRolling ShutterRolling Shutter DurationRolls up hair curves starting from their tipsRomanian - RomânRootRoot DiameterRoot DirectionRoot IndexRoot NodesRoot PositionRoot PositionsRoot PrimRoot SelectionRoot Texture CoordinatesRoot Translation OnlyRoot falloffRoot of collections hierarchy of this view layer, its 'collection' pointer property is the same as the scene's master collectionRoot path of all files listed in ``files`` collectionRoot presetRotateRotate 180 degrees clockwiseRotate 270 degrees clockwiseRotate 90 degrees clockwiseRotate ByRotate EulerRotate Hair CurvesRotate InstancesRotate RotationRotate SourceRotate UV coordinates inside facesRotate VectorRotate a point using X axisRotate a point using XYZ orderRotate a point using Y axisRotate a point using Z axisRotate a point using axis angleRotate a vector around a pivot point (center)Rotate around a different pointRotate around an axis by an angleRotate around image centerRotate around local X, then ZRotate around local Z, then XRotate around the X, Y, and Z axesRotate around the Z axis of the modifier spaceRotate around the local X axisRotate around the local Y axisRotate around the local Z axisRotate around the specified ('locked') axis to point towards a targetRotate copies based on the array shapeRotate custom normal of selected itemsRotate face corner color attribute inside facesRotate geometry instances in local or global spaceRotate image by specified angleRotate initial selection giving better shapeRotate instance according to vertex normalRotate instances based on the shape of the incoming geometryRotate instances based on the shape of the surface geometryRotate is affected by the snapping settingsRotate islands for best fitRotate islands to be aligned horizontallyRotate islands to be aligned verticallyRotate islands to improve layoutRotate non-uniform parent scaling to align with the child, applying parent X scale to child X axis, and so forthRotate points around the midpoint of the brushRotate relative to the current orientationRotate selected edge or adjoining facesRotate selected itemsRotate the copies randomlyRotate the imageRotate the input rotation in global spaceRotate the input rotation in its local spaceRotate the input rotation in the local space of the objectRotate the instances randomlyRotate the surface tangentRotate the viewRotate/TwistRotated cameras, looking at the same point at the convergence distanceRotated to a minimal rectangle, either vertical or horizontalRotates each hair curve around an axisRotates the bit values of A by the specified Shift amount. Positive values rotate left, negative values rotate right.Rotates the direction of anisotropy, with 1.0 going full circleRotationRotation & ScaleRotation AngleRotation AxisRotation FieldRotation IncrementRotation InfluenceRotation MatrixRotation MethodRotation Mix ModeRotation ModeRotation Node SocketRotation Node Socket InterfaceRotation OriginsRotation PathRotation Precision IncrementRotation RangeRotation Track SpecialsRotation TracksRotation UnitsRotation WRotation XRotation YRotation ZRotation accumulated for each copyRotation amount per pixel to control how fast the viewport orbitsRotation and ScaleRotation angleRotation angle around the Z-Axis to apply the rotation deltas from the VR headset toRotation around center or objectRotation around pathRotation around the chosen orientation axisRotation axis (default: tangent at root)Rotation conversionRotation errorRotation for each stepRotation for the background image (ortho view only)Rotation for the newly added objectRotation in EulersRotation in QuaternionsRotation in quaternions (keep normalized)Rotation is not supported in the Dope Sheet EditorRotation mode. Only affects the way rotation is displayed, rotation itself is unaffected.Rotation of blades in apertureRotation of sun around zenithRotation of the action's corresponding controller aim in world spaceRotation of the effectRotation of the instancesRotation of the studiolight around the Z-AxisRotation offset to apply to base pose when determining viewer rotationRotation onlyRotation or scaling pivot pointRotation present on original shot, will be compensated (e.g. for deliberate tilting)Rotation range on which pivoting should occurRotation step for numerical pad keys (2 4 6 8)Rotation to Axis AngleRotation to DeltasRotation to EulerRotation to QuaternionRotation value in geometry attributeRotation value socket of a nodeRotation values can only be displayed with the text overlay in the 3D viewRotation/Scaling PivotRotation: %.2f%s %sRotation: %s %s %sRotational DifferenceRotationsRoughRough FactorRoughnessRoughness 1Roughness 2Roughness CurveRoughness EndRoughness EndpointRoughness ThresholdRoughness of the materialRoughness of the sheen layer. Low and high roughness values produce fuzzy or dusty appearance, respectivelyRoughness-basedRoughnessURoughnessVRoundRound A to the largest integer multiple of B less than or equal ARound A to the nearest integer. Round upward if the fraction part is 0.5Round ModeRound UVs to pixels while editingRound cap (half-circle)Round corners by generating circular arcs on each control pointRound off concave internal corners in a signed distance field. Only affects areas with negative principal curvature, creating smoother transitions between surfacesRound open perimeter shapeRound presetRound the float down to the next smallest integerRound the float to the closest integer in the direction of zero (floor if positive; ceiling if negative)Round the float up or down to the nearest integerRound the float up to the next largest integerRound to PixelsRound to pixel centersRound to pixel cornersRoundedRounded RibbonsRoundnessRoundness of children around parentRoundness of the brush tipRoundness of the corners of panels and sub-panelsRoundness of the segment coordinates systemsRoundsRowRow FiltersRow HeightRow InterleavedRows:RubberRule EvaluationRule FuzzinessRule used to determine which regions are inside or outsideRulerRules are gone through top to bottom (only the first rule which effect is above fuzziness threshold is evaluated)Run As UserRun Python fileRun Python while editingRun ScriptRun a node link-drag operation for testingRun active scriptRun as Background JobRun as specific userRun in Geometry Nodes EditorRun this script after generation to apply user-specific changesRun this text as a Python script on loadingRunge-Kutta 3Runge-Kutta 4Running in Offline ModeRuntimeRuntime DataRuntime optionsRuntime state information about the VR sessionRussian - РусскийSSDFSDF GridSDF Grid BooleanSDF Grid FilletSDF Grid LaplacianSDF Grid MeanSDF Grid Mean CurvatureSDF Grid MedianSDF Grid OffsetSDLSSMAA ThresholdSMAA Threshold RenderSMAA Threshold ViewportSMPTE (Compact)SMPTE (Full)SMPTE timecode showing minutes, seconds, and frames only - hours are also shown if necessary, but not by defaultSPH Fluid SettingsSPH SolverSSAA SamplesSSAO SettingsSSE42STL (.stl)STL Export: Cannot open file '%s'STL Export: Unable to find collection '%s'STL Import: Cannot open file '%s'STL Import: Failed to import mesh from file '%s'STL Import: Failed to read file '%s'SVG as CurvesSVG has gradients, Grease Pencil color will be approximatedSafe AreasSafe area for general elementsSafe area for general elements in a different aspect ratioSafe area for text and graphicsSafe area for text and graphics in a different aspect ratioSafe areas used in 3D view and the sequencerSame ChannelSame ObjectSame as frame_end, except that any value can be set, including ones that create an invalid stateSame as frame_start, except that any value can be set, including ones that create an invalid stateSame bone selected...Same collections as the active boneSame color as the active boneSame input/output direction of socketsSampleSample Attachment UVSample BiasSample CountSample CurveSample Even LengthsSample FormatSample GridSample Grid IndexSample Group IDSample IndexSample LengthSample LineSample MergedSample ModeSample NearestSample Nearest SurfaceSample PositionSample RadiusSample RateSample SizeSample Straight EdgesSample SubsetSample Subset LengthSample Subset OffsetSample UVSample UV SurfaceSample a bone from the 3D View or the Outliner to store in a propertySample a color bandSample a color from the Blender Window and create Grease Pencil materialSample a color from the Blender window to store in a propertySample a data-block from the 3D View to store in a propertySample a line and show it in Scope panelsSample accuracy, important for animation data (the lower the value, the more accurate)Sample an image file as a textureSample an image file as an environment texture. Typically used to light the scene with the background nodeSample color for %sSample depth from the 3D viewSample dyntopo detailSample each spline by evenly distributing the specified number of pointsSample each spline by splitting it into segments with the specified lengthSample edges with even lengthsSample edges with vector handlesSample every pixel of the imageSample formatSample lengths based on the total length of all curves, rather than using a length inside each selected curveSample mesh voxel sizeSample multiple lights more efficiently based on estimated contribution at every shading pointSample pixel values under the cursorSample point for F-CurveSample rate in samples/sSample rate of the audio in HzSample the mesh detail on clicked pointSample the output display colorSample the specified number of points along each splineSample the surface UV map at the attachment pointSample to start denoising the preview atSample values from an image textureSampled PointsSampled animation dataSampled colors along lineSamplesSamples TransformSamples per FrameSamplingSampling AnimationsSampling Interpolation FallbackSampling MethodSampling PatternSampling PresetsSampling RateSampling SubstepsSampling color for paletteSampling method to use for volumesSampling strategy for emissive surfacesSaturate the imageSaturationSaturation JitterSaturation ModeSaturation levelSaturation of icons in the interfaceSaturation, Value, HueSaturation:SaveSave %u modified image(s)Save & LoadSave As RenderSave As...Save BackupsSave CopySave External...Save ModeSave PNGs as PNGs, JPEGs as JPEGs, WebPs as WebPs. For other formats, use PNGSave PreferencesSave PromptSave VersionsSave a BVH motion capture file from an armatureSave a copy of the active brush asset into the default asset library, and make it the active brushSave a copy of the actual working state but does not make saved file activeSave a custom theme in the preset listSave a sequence of imagesSave active text data-blockSave active text file with optionsSave all modified imagesSave an image packed in the .blend file to diskSave as RenderSave cache files to disk (.blend file must be saved first)Save changes before closing?Save custom studio light from the studio light editor settingsSave displacements to an external fileSave image with render color management. For display image formats like PNG, apply view and display transform. For intermediate image formats like OpenEXR, use the default render output color spaceSave images as JPEGs. (Images that need alpha are saved as PNGs though.) Be aware of a possible loss in qualitySave images as WebPs as main image (no fallback)Save luminance-chrominance-chrominance channels instead of RGB colorsSave on ExitSave preferences on exit when modified (unless factory settings have been loaded)Save render cache to EXR files (useful for heavy compositing, Note: affects indirectly rendered scenes)Save the baking map in an external fileSave the baking map in an internal image data-blockSave the current Blender fileSave the current Blender file with a numerically incremented name that does not overwrite any existing filesSave the current file in the desired locationSave the current file in the desired location but do not make the saved file activeSave the current viewer node to an image fileSave the image with another name and/or settingsSave the image with current name and settingsSave the rendered image to the output path (used only when animation is disabled)Save the scene to a PLY fileSave the scene to a Wavefront OBJ fileSave the scene to an STL fileSave this data-block even if it has no usersSave this output layerSave to disk (ignore outside changes)Save translations' settings in a persistent JSON fileSaved "%s"Saved %sSaved as "%s"Saved copy as "%s"Saved image "%s"Saved incremental as "%s"Saved packed file to: %sSaved text "%s"SavingSaving failedSaving it with this Blender (%s) may cause loss of data.Saving it with this OpenColorIO configuration may cause loss of data.Saving preferences failedSawScalable Vector Graphic (.svg)Scalable Vector Graphics (SVG) 1.1 formatScalarScaleScale (resize) selected itemsScale AxesScale BasisScale EasingScale ElementsScale EvenScale FPSScale FactorScale Factor for TextureScale Image to New SizeScale InScale InfluenceScale InstancesScale MatrixScale Mix ModeScale ModeScale OffsetScale OutScale RandomnessScale StiffnessScale Stroke ThicknessScale ThicknessScale U and V independentlyScale UV coordinates to bounds after unwrappingScale UniformScale XScale X: %s Y: %s Z: %s%s %sScale X: %s Y: %s%s %sScale YScale ZScale a float context valueScale accumulated for each copyScale all data (Some importers do not support scaled armatures!)Scale all the image's UDIM tilesScale along CurveScale along X axisScale along Y axisScale an int context valueScale based on pixels per Blender UnitScale based on pixels per inchScale by Face AreaScale by Face Area MultiplierScale by Face SizeScale down the text to fit inside the text boxesScale each curve uniformly to reach the target lengthScale elements by the same factor in every directionScale elements in a single directionScale factor applied on the automatically derived resample lengthScale factor determining the 'speed' of the functionScale factor determining the maximum/minimum valuesScale factor for adjusting the height of keyframesScale factor for bone shapesScale factor of the subsurface scattering radiusScale factors for the end of the B-Bone, adjusts thickness (for tapering effects)Scale factors for the start of the B-Bone, adjusts thickness (for tapering effects)Scale fit methodScale for the intensity of imported lightsScale for the newly added objectScale geometry instances in local or global spaceScale groups of connected edges and facesScale individual edges or neighboring edge islandsScale individual faces or neighboring face islandsScale instance based on face sizeScale is 0Scale is affected by snapping settingsScale islands of a UV map and move them so they fill the UV space as much as possibleScale islands to fill unit squareScale meshScale of distortion noiseScale of noise (higher value results in larger vortices)Scale of noise texture along each curveScale of object solution in camera spaceScale of small capitalsScale of the X and Z axes are adjusted to preserve the volume of the bonesScale of the X and Z axes is the inverse of the Y-ScaleScale of the base noise octaveScale of the brush tip in the X axisScale of the displacement effectScale of the final strokesScale of the hair tie instanceScale of the instancesScale of the instances on each local axisScale of the layerScale of the noise texture by root positionScale of the profile at each pointScale of the shadowScale of the spatial noiseScale of the textureScale onlyScale selected areaScale selected bendy bones display sizeScale selected key values by their combined averageScale selected vertices' skin radiiScale stiffness instead of radiusScale the BVH by this valueScale the Z input when not using a z-buffer, controls maximum blur designated by the color white or input value 1Scale the background imageScale the bones to fit the entire length of the curveScale the contribution of direct lightingScale the contribution of indirect lightingScale the copies randomlyScale the copies randomly per axisScale the custom object by the bone lengthScale the distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Scale the face instance objectsScale the frame-rate from the BVH to the current scenes, otherwise each BVH frame maps directly to a Blender frameScale the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScale the instances based on the face area of the incoming geometryScale the instances down randomlyScale the instances down randomly per axisScale the instances on each local axisScale the instances randomlyScale the instances randomly per axisScale the mouse movement by this value before applying the deltaScale the noise frequencyScale the offset by surrounding geometryScale the offset matrix (use to apply screen-space offset)Scale the offset to give more even thicknessScale the scene objects by the USD stage's meters per unit value. This scaling is applied in addition to the value specified in the Scale optionScale the stroke thickness when transforming strokesScale the texture to fit the length of each strokeScale the values of the modified F-CurveScale to Bone LengthScale to BoundsScale to Camera FrameScale to DeltasScale to Face SizesScale to FillScale to FitScale to fit or fill the camera frameScale to respect zoom (otherwise zoom independent display size)Scale to use when converting between Blender units and dimensions. When working at microscopic or astronomical scale, a small or large unit scale respectively can be used to avoid numerical precision problemsScale trackball orbit sensitivityScale vectors with their magnitudesScale, translate and rotate an imageScale/TranslateScale: %s : %s : %s%s %sScale: %s : %s%s %sScale: %s%s %sScaleB X: %s Y: %s Z: %s%s %sScaleB: %s : %s : %s%s %sScaleB: %s%s %sScaleX: %sScaledScales the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScales the intensity of the noiseScales the mesh as a soft body using the origin of the object as scaleScales the power of the light exponentially, multiplying the intensity by 2^exposureScalingScaling (in time) of the noiseScaling factor applied on top of scene scale for adjustments to the VR view. When possible, prefer modifying the scene scale insteadScaling factor for actionScaling factor that is applied along the X axisScaling factor that is applied along the Y axisScaling for noise inputScaling of the objectScan add-on directories for new modulesScanline "exposure" time for the rolling shutter effectScatterScatter CoefficientsScatter light as it passes through the volume, often used to add fog to a sceneScatter on InstancesScatter on SurfaceScatter referenced geometry on a surface meshScattering modelScattering radius per color channel (RGB), multiplied with ScaleSceneSceneCopy SettingsSceneFull CopySceneLinked CopySceneNewSceneObject IndexSceneSpaceSceneTypeScene '%s' had an invalid root collection, which has not been readScene '%s' is linked, instantiation of objects is disabledScene '%s' is the last local one, cannot be removedScene CameraScene CollectionScene CollectionsScene DisplayScene DurationScene Frame RangeScene GraphScene GravityScene HydraScene Hydra render engine settingsScene InstancingScene LightsScene Node SocketScene Node Socket InterfaceScene ObjectsScene OperationScene OptionsScene OriginScene PropertiesScene Render ViewScene SetupScene SizeScene StatisticsScene StripScene Strip DisplayScene Strip RangeScene Strip...Scene TimeScene UnitScene WorldScene assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserScene at its evaluated stateScene data-block, consisting in objects and defining time and render related settingsScene data-blocksScene display settings for 3D viewportScene frame rate set to %.4g (converted from %.4g)Scene from which to select the active camera (render scene if undefined)Scene has no animation data or active actionScene has no cameraScene has no camera, unable to render preview of %s without it.Scene keying setsScene linear values in the working color spaceScene meters per unit to 0.001Scene meters per unit to 0.01Scene meters per unit to 0.0254Scene meters per unit to 0.3048Scene meters per unit to 0.9144Scene meters per unit to 1.0Scene meters per unit to 1000.0Scene mode uses full bake mode:Scene not foundScene root collection that owns all the objects and other collections instantiated in the sceneScene sizeScene socket of a nodeScene that this strip usesScene to render, current scene if not specifiedScene will be rendered using 11 anti-aliasing samplesScene will be rendered using 16 anti-aliasing samplesScene will be rendered using 32 anti-aliasing samplesScene will be rendered using 5 anti-aliasing samplesScene will be rendered using 8 anti-aliasing samplesScene will be rendered using a single pass anti-aliasing method (FXAA)Scene will be rendering without any anti-aliasingScene(s)ScenesScenes without a camera do not support previewsScheme = Catmull-Clark, when possible. Reverts to exporting the subdivided mesh for the Simple subdivision typeScheme = None. Export base mesh without subdivisionScheme = None. Export subdivided meshScope Region BackgroundScopesScopes for statistical view of a movie clipScopes for statistical view of an imageScopes to visualize image statisticsScopes to visualize movie clip statisticsScrambling DistanceScrambling Distance viewportScreenScreenNewScreenPrecisionScreenScreenScreen Grab SizeScreen ModeScreen SpaceScreen TracingScreen coordinates of samplingScreen data-block, defining the layout of areas in a windowScreen data-blocksScreen layouts of a workspaceScreen size for normals in the 3D viewScreen space angle snappingScreen-TraceScreen-Trace PrecisionScreen-Trace ThicknessScreensScreenshotScreenshot cannot be smaller than %i pixels on a sideScrewScrew ModifierScrew axisScriptScript DirectoriesScript FilesScript NodeScript SourceScript directory not foundScripted ExpressionScriptingScroll BarScroll DirectionScroll Widget ColorsScroll and zoom for a 2D regionScroll direction (Wayland only)Scroll down one pageScroll page up or downScroll the selected files into viewScroll the view downScroll the view leftScroll the view rightScroll the view upScroll up one pageScroll view by mouse click and dragScroll view so current frame would be centeredScrollbackScrubbingScrubbing & Markers Region SettingsScrubbing / MarkersSculptSculpt All IslandsSculpt Base MeshSculpt CapabilitiesSculpt CurvesSculpt Curves CageSculpt Face Sets OpacitySculpt Grease PencilSculpt Grease Pencil StrokesSculpt LevelsSculpt Mask OpacitySculpt ModeSculpt Mode OverlaysSculpt Overlay ColorSculpt PlaneSculpt Set PivotSculpt Show Face SetsSculpt Show MaskSculpt Texture PaintSculpt a stroke into the geometrySculpt curves using a brushSculpt on a persistent layer of the meshSculpt strokes in the active Grease Pencil objectSculpt/Paint Overlay ColorSculptingSeamSeam MarginSeam edge for UV unwrappingSeamsSearchSearch Add-onsSearch Area:Search DistanceSearch ExtensionsSearch MatchSearch MaxSearch MinSearch SizeSearch again from the start of the file when reaching the endSearch by Key-BindingSearch by NameSearch for a node by name and focus and select itSearch for files of this typeSearch for items in this folderSearch for markers that are affine-deformed (t, r, k, and skew) between framesSearch for markers that are perspectively deformed (homography) between framesSearch for markers that are translated and rotated between framesSearch for markers that are translated and scaled between framesSearch for markers that are translated between framesSearch for markers that are translated, rotated, and scaled between framesSearch in all text data-blocks, instead of only the active oneSearch string is sensitive to uppercase and lowercase lettersSearch subdirs for any associated images (WARNING: may be slow)Search term for filtering in the UISecondSecond BasisSecond Handle TypeSecond Rigid Body Object to be constrainedSecond StepSecond coefficient of fourth order Brown-Conrady radial distortionSecond coefficient of second order Brown-Conrady tangential distortionSecond coefficient of second order Nuke distortionSecond coefficient of second order division distortionSecond coefficient of tangential Nuke distortionSecond coefficient of third order polynomial radial distortionSecond color used for effectSecond cubic spline control point between min/max speedsSecond input for the effect stripSecond keyframe used for reconstruction initializationSecond point of the screenshot in screenspaceSecond selected mesh object required to copy shape fromSecond vertex group nameSecondarySecondary AxisSecondary Bone AxisSecondary ColorSecondary Control LayersSecondary Data PathSecondary Influence FalloffSecondary ReflectionSecondary TextureSecondary color of checkerboard pattern indicating transparent areasSecondary path of property to be set by the radial controlSecondsSeconds around cursor that we zoom aroundSeconds to run the test for (override iterations)SecretSection to activate in the PreferencesSee '%s' in the external editorSee '%s' in the text editorSee Modifiers panel belowSee OperatorList.txt text blockSeedSeed for random if usedSeed for random number generation (if negative, time is used as a seed instead)Seed for random-based operationsSeed for the noise generationSeed for the random number generatorSeed of the noiseSeed of the random generatorSeed used by the random number generator to generate random pointsSeed value for integrator to get different noise patternsSeed value for randomizationSeed value for the random generatorSeek based on timestamps read from movie stream, giving the best match between scene and movie timesSegmentSegment CoordinatesSegment DirectionSegment IDSegment InfluenceSegment LengthSegment RotationSegment WidthSegment between both keyframesSegment coordinates for texture mapping within each angular segmentSegmentsSegments for curved edgeSegments must be at least 3Segments sampled from control pointsSegments with an image distance smaller than this will be chained togetherSelectSelect & TweakSelect 2 sound stripsSelect 2D or 3D curve typeSelect Aligned Single HandleSelect AllSelect All TogglesSelect All by TraitSelect AnchorSelect AreaSelect BackgroundSelect BiasSelect BiggerSelect ChannelSelect ChildSelect ChildrenSelect Children OnlySelect CollectionSelect ColorSelect Control PointSelect CurvesSelect End Line IndexSelect Faces connected to existing selectionSelect GroupedSelect HandleSelect HandlesSelect HierarchySelect Imported ObjectsSelect LayerSelect Left HandleSelect LinkedSelect List ItemSelect List Item (Double click to rename)Select LocationSelect LoopsSelect ModeSelect More/LessSelect MouseSelect OuterSelect ParentSelect PassSelect PatternSelect PointSelect Right HandleSelect RingSelect SearchSelect Selection SetSelect SimilarSelect SlotSelect SplitSelect TextSelect UV verticesSelect UV vertices using box selectionSelect UV vertices using circle selectionSelect UVs in specified tileSelect UVs that are at the same location and share a mesh vertexSelect UVs that share a mesh vertex, whether or not they are at the same locationSelect UVs using lasso selectionSelect Vertices connected to existing selectionSelect ViewSelect a bone on the generated rig which will drive this actionSelect a bookmarked directorySelect a camera to bind to a marker on this frameSelect a chain of linked strips nearest to the mouse pointerSelect a feature edge if both of its adjacent faces are markedSelect a feature edge if either of its adjacent faces is markedSelect a loop of connected UV verticesSelect a loop of connected edgesSelect a mirror axis (X, Y)Select a mirror axis (X, Y, Z)Select a new path for this library, and reload all its dataSelect a node to assign a shortcutSelect a paint curve pointSelect a point or its handlesSelect a randomly distributed set of hair or pointsSelect a range from active elementSelect a row of control points including active one. Successive use on the same point switches between U/V directionsSelect a strip (last selected becomes the "active strip")Select affected vertices on meshSelect all UV faces which overlap each otherSelect all UV vertices linked to the active UV mapSelect all UV vertices linked under the mouseSelect all animation channels within the specified regionSelect all between clicked and active itemsSelect all bones linked by connected parent/child relationships from the current selectionSelect all bones linked by parent/child connections to the current selectionSelect all bones that have the same parent as currently selected bonesSelect all charactersSelect all children of currently selected bonesSelect all control points linked to already selected onesSelect all control points linked to the current selectionSelect all curve points linked to already selected onesSelect all curves in a fillSelect all data in the mesh on a single axisSelect all disabled tracksSelect all elementsSelect all estimated tracksSelect all if True, else deselect allSelect all keyframed tracksSelect all keyframes of channel under mouseSelect all keyframes on the specified frame(s)Select all keyframes that occur on the same frame as the one under the mouseSelect all keyframes within the specified regionSelect all keys linked to already selected onesSelect all locked tracksSelect all non-manifold vertices or edgesSelect all objects in collectionSelect all objects which block light from this emitterSelect all objects which receive light from this emitterSelect all paths between the source/destination elementsSelect all pinned UV verticesSelect all points in curves with any point selectionSelect all points in the curve under the cursorSelect all sharp enough edgesSelect all strips adjacent to the current selectionSelect all strips grouped by various propertiesSelect all strips on same side of the current frame as the mouse cursorSelect all stroke pointsSelect all stroke points between other strokesSelect all strokes with similar characteristicsSelect all textSelect all the keyframes in the channel under the mouseSelect all the keyframes in the curveSelect all the textSelect all the vertices assigned to the active vertex groupSelect all time markers using box selectionSelect all tracked tracksSelect all tracks from specified groupSelect all tracks which failed to be reconstructedSelect all tracks with same color as active trackSelect all vertices connected to the current selectionSelect all visible bones grouped by similar propertiesSelect all visible objects grouped by various propertiesSelect all visible objects that are linkedSelect all visible objects that are of a typeSelect alternated points in strokes with already selected pointsSelect an edge ringSelect an edge ring of connected UV verticesSelect an even number of loops to bridge pairsSelect an existing NLA Track or an empty action line firstSelect an object or pose boneSelect and activate item(s)Select and slide paint curve pointSelect and use mesh itemSelect anti-silhouette linesSelect at least one mesh objectSelect at least two edge loopsSelect bigger regions instead of smaller onesSelect bones in active Bone CollectionSelect bones linked by connected parent/child relationships under the mouse cursorSelect bones that are parents of the currently selected bonesSelect bones used as targets for the currently selected bonesSelect border edges (open mesh edges)Select boundary edges around the selected facesSelect bySelect by Face StrengthSelect by active material slotSelect connected parent/child objectsSelect contour or silhouetteSelect contours (outer silhouettes of each object)Select control points at the boundary of each selection regionSelect control points following already selected ones along the curvesSelect control points preceding already selected ones along the curvesSelect crease edges (those between two faces making an angle smaller than the Crease Angle)Select created objects at the end of the importSelect curve points using box selectionSelect curve points using circle selectionSelect curve points using lasso selectionSelect curves which are close to curves that are selected alreadySelect data type of attributeSelect direct children of currently selected bonesSelect domain object of the smoke simulationSelect edge marks (edges annotated by Freestyle edge marks)Select edges at material boundariesSelect edges or face pairs for edge loops to rotate aboutSelect either 1 or 3 vertices to parent toSelect either hair or pointsSelect elementSelect elements based on the active boolean attributeSelect end points of curvesSelect end points of strokesSelect everything beginning with the last selectionSelect everything except lines from specified collectionSelect external contours (outer silhouettes of occluding and occluded objects)Select face loop under the cursorSelect faces where all edges have more than 2 face usersSelect feature edges based on a collection of objectsSelect feature edges based on edge typesSelect feature edges based on visibilitySelect feature edges belonging to some object in the groupSelect feature edges by face marksSelect feature edges by image border (less memory consumption)Select feature edges not belonging to any object in the groupSelect feature edges not satisfying the given edge type conditionsSelect feature edges not satisfying the given face mark conditionsSelect feature edges satisfying all edge type conditionsSelect feature edges satisfying at least one of edge type conditionsSelect feature edges satisfying the given edge type conditionsSelect feature edges satisfying the given face mark conditionsSelect feature edges within a range of quantitative invisibility (QI) valuesSelect feature lines that comes from lit or shaded regions. Will not affect cast shadow and light contour since they are at the border.Select frame containing the selected nodesSelect from Chiang or Huang modelSelect from multiple inputs by nameSelect gizmo handles on the sides of the selected stripSelect graph curvesSelect handles next to the active stripSelect hidden feature edgesSelect how to constrain the object to the target surfaceSelect how vertices are constrained to the target surfaceSelect if the repository is in a user managed or system provided directorySelect immediate parent/children of selected bonesSelect intersecting with the current frameSelect items using box selectionSelect items using circle selectionSelect items using lasso selectionSelect keyframe points using circle selectionSelect keyframe points using lasso selectionSelect keyframes beside already selected onesSelect keyframes by clicking on themSelect keyframes occurring in the same F-Curves as selected onesSelect keyframes to the left or the right of the current frameSelect keys linked to boundary selected keys of each particleSelect line type for strokesSelect linked facesSelect linked faces by angleSelect linked faces under the cursorSelect linked verticesSelect linked vertices under the cursorSelect loops of connected edges from each selected edgeSelect loose geometry based on the selection modeSelect markers on and left/right of the current frameSelect markers using box selectionSelect markers using circle selectionSelect markers using lasso selectionSelect members of the selected frameSelect mesh items at mirrored locationsSelect mirrored lattice pointsSelect more UV vertices connected to initial selectionSelect more spline points connected to initial selectionSelect more strips adjacent to the current selectionSelect more vertices, edges or faces connected to initial selectionSelect movie or image stripsSelect movie tracking channelSelect nearest particle from mouse pointerSelect new active mesh element and use its locationSelect new objectsSelect node and link it to a viewer nodeSelect nodes linked from the selected onesSelect nodes linked to the selected onesSelect nodes using lasso selectionSelect nodes with similar propertiesSelect object in the same collectionSelect object relative to the active object's position in the hierarchySelect objects in collectionSelect objects matching a naming patternSelect objects recursively from active elementSelect one of the vertex groups available under current mouse positionSelect one or more stripsSelect only entirely selected facesSelect only pointsSelect or deselect all NLA-StripsSelect or deselect all filesSelect or deselect all stripsSelect or deselect random visible objectsSelect orientation after its creationSelect other strips or handles at the same time, or all retiming keys after the current in retiming modeSelect pasted objectsSelect region of faces inside of a selected loop of edgesSelect reports by indexSelect revealed objectsSelect ridges and valleys (boundary lines between convex and concave areas of surface)Select rings of connected edges from each selected edgeSelect roots of all visible particlesSelect shortest path between two bonesSelect shortest path between two selectionsSelect shortest path between two vertices/edges/facesSelect silhouettes (edges at the boundary of visible and hidden faces)Select similar UVs by property typesSelect similar bones by property typesSelect similar curve points by property typeSelect similar face regions to the current selectionSelect similar metaballs by property typesSelect similar vertices, edges or faces by property typesSelect spline pointsSelect strip handleSelect strips individually whether or not they are connectedSelect strips on the nominated side of the selected stripsSelect strips relative to the current frameSelect strips to the left or the right of the current frameSelect strips using box selectionSelect strips using circle selectionSelect strips using lasso selectionSelect style used to draw strokesSelect style used to fill strokesSelect suggestive contours (almost silhouette/contour edges)Select text by lineSelect text while moving cursorSelect the Freestyle control modeSelect the active cameraSelect the asset library and the contained catalogs to display in the asset shelfSelect the axis to compare each vertex onSelect the bones from this Selection SetSelect the cameraSelect the closest axis when placing objects (surface overrides)Select the currently highlighted gizmoSelect the file format to be used for caching noise dataSelect the file format to be used for caching particle dataSelect the file format to be used for caching surface dataSelect the file format to be used for caching volumetric dataSelect the file relative to the blend fileSelect the input type for the hair tie geometry.Select the input type for the surface geometry.Select the layers to convertSelect the mapping typeSelect the mirror objects of the selected object e.g. "L.sword" and "R.sword"Select the new inset facesSelect the next element (using selection order)Select the node under the cursorSelect the parents of currently selected bonesSelect the previous element (using selection order)Select the property panel to be shownSelect the shader's color parametrizationSelect the shape of blueprint contour strokesSelect the shape of both ends of strokesSelect the sort key to determine the stacking order of chainsSelect the sort orderSelect the source of rest positionsSelect the strips and their handlesSelect the tablet API to use for pressure sensitivity (may require restarting Blender for changes to take effect)Select the tracing method used to find scene-ray intersectionsSelect the way how feature edges are jointed to form chainsSelect the way how the sort key is computed for each chainSelect those bones connected to the initial selectionSelect those bones that are used in this poseSelect time marker(s)Select tips of all visible particlesSelect to the left of the current frameSelect to the right of the current frameSelect tracking markersSelect tracks by groupSelect tracks which are used for rotation stabilizationSelect tracks which are used for translation stabilizationSelect transformation orientationSelect two edge loops or a single closed edge loop from which two edge loops can be calculatedSelect two mesh objectsSelect type of gradient used to fill strokesSelect type of shrinkwrap algorithm for target positionSelect type of subdivision algorithmSelect unclean tracksSelect vertex loop under the cursorSelect vertices at poles by the number of connected edges. In edge and face mode the geometry connected to the vertices is selectedSelect vertices directly linked to already selected onesSelect vertices or faces by the number of face sidesSelect vertices without a groupSelect visible feature edgesSelect which point is the beginning of the curveSelect with Mouse ButtonSelect word at cursor positionSelect word under cursorSelect/Deselect all Grease Pencil strokes using current materialSelect/Deselect all strokes or fillsSelect/Deselect element in this directionSelect/Deselect files by walking through themSelectability & VisibilitySelectableSelectable OnlySelectedSelected & ContentSelected Action MapSelected Action-Clip StripSelected BindingSelected BoldSelected ChannelSelected Channels at CursorSelected Edge TotalSelected Face TotalSelected FacesSelected FileSelected HighlightSelected ID '%s' is a %s, cannot be used to relocate existing linked ID '%s' which is a %sSelected ID '%s' seems to be the same as the relocated ID '%s', use 'Reload' operation insteadSelected ItalicSelected ItemSelected Item forces the orbit center to only take the currently selected objects into account.Selected ItemsSelected KeysSelected LandmarkSelected Line BackgroundSelected Line Text ColorSelected MarkerSelected Meta Strip (for grouping related strips)Selected Node GroupSelected ObjectSelected ObjectsSelected Objects OnlySelected Objects and DataSelected Objects, Data and MaterialsSelected OnlySelected PointsSelected Pose BonesSelected Small CapsSelected Sound Strip (for timing speaker sounds)Selected StripsSelected StudioLightSelected TextSelected Transition StripSelected UV ElementSelected UV vertices that are within a radius of each other are welded togetherSelected UnderlineSelected Vertex TotalSelected asset %s could not be located inside the asset librarySelected asset %s is not an ActionSelected asset is contained in a file managed by the asset system, manual edits should be avoidedSelected asset is contained in the current fileSelected bones from %sSelected data-blocks are already assets (or do not support use as assets)Selected edge count in editmodeSelected edges/faces requiredSelected face count in editmodeSelected faces requiredSelected loops must have equal edge countsSelected meshes must have equal numbers of verticesSelected nodes are not of the same type as {}Selected nodes can't be joinedSelected objects' names must use .L or .R suffixSelected path is outside of the selected asset librarySelected to ActiveSelected vertex count in editmodeSelected/UnselectedSelecting lines from lit regions, and make the combination of contour, light contour and shadow lines into enclosed shapesSelecting the camera is only supported in object modeSelectionSelection DomainSelection End CharacterSelection End LineSelection MaskSelection ModeSelection Mode must be PointsSelection OnlySelection OpacitySelection SetSelection Set IndexSelection SetsSelection Sets SpecialsSelection ToolSelection TypeSelection action to executeSelection by CollectionSelection by Edge TypesSelection by Face MarksSelection by Image BorderSelection by VisibilitySelection is not a boneSelection is not a bone. Armature needs to be in Pose Mode or Edit Mode to pick in the 3D ViewportSelection lags behind mouse and follows a smoother pathSelection not supported in object modeSelection of IK solver for IK chainSelection of active channel to clicked channelSelection of edges that are not connected to a faceSelection of edges that are part of the boundary of a mesh surfaceSelection of edges that connect two faces of a mesh surfaceSelection of edges that signify a discontinuity of the input vectorsSelection of elements with normals matching a target direction. (The normal is evaluated on the same domain as this selection output)Selection of elements within a sphereSelection of instances to randomizeSelection of points that should be displacedSelection on the iteration domainSelection pair not foundSelection state of the curve pointSelection state of the path pointSelection state of the slotSelection statusSelection status of the Aligned Single handleSelection status of the control pointSelection status of the control point. (Deprecated: use Select Control Point instead)Selection status of the left handleSelection status of the right handleSelection to Current FrameSelection to Cursor ValueSelection to Nearest FrameSelection to Nearest MarkerSelection to Nearest SecondSelective Damped Least SquareSelects how the end handle of the B-Bone is computedSelects how the start handle of the B-Bone is computedSelects how the vertices are mapped to B-Bone segments based on their positionSelects random points from the current strokes selectionSelects the boundary adjustment algorithmSelects the used algorithmSelects the used thickness algorithmSelf CollisionSelf CollisionsSelf EffectSelf FrictionSelf HitSelf IntersectSelf IntersectionSelf Intersection CheckSelf Minimum DistanceSelf ObjectSelf OverlapSelf intersect selected facesSelf-contained rigid body simulation environment and settingsSelfcollision Vertex GroupSemantic interpretation of the propertySemi-LagrangianSemitonesSend BackwardSend to BackSensitivitySensorSensor FitSensor HeightSensor NoiseSensor WidthSensor is being scanned from top to bottomSeparableSeparateSeparate BundleSeparate Bundle ItemSeparate ChildrenSeparate ColorSeparate ComponentsSeparate CylindricalSeparate GeometrySeparate IK ToeSeparate MatrixSeparate ModeSeparate Sequence ImagesSeparate SphericalSeparate TransformSeparate UnitsSeparate XYZSeparate all geometry from intersectionsSeparate by layerSeparate by materialSeparate out the strips held by the selected meta-stripsSeparate projections by islands isolated by seamsSeparate selected geometrySeparate selected geometry into a new meshSeparate selected geometry into a new objectSeparate selected geometry into a new point cloudSeparate selected nodes from the node groupSeparate selected points from connected unselected points into a new objectSeparate the selected geometry into a new Grease Pencil objectSeparate the selected strokes from current fillSeparated %s into %i new actionsSeparated bonesSepiaSequenceSequenceAddSequenceAdjustmentSequenceAdjustment LayerSequenceAlpha OverSequenceAlpha UnderSequenceAudioSequenceBoxSequenceBrightness/ContrastSequenceClipSequenceClockSequenceColorSequenceColor BalanceSequenceColor MixSequenceCompositorSequenceCrossfadeSequenceCurvesSequenceDirectionSequenceDoubleSequenceEchoSequenceEqualizerSequenceGamma CrossfadeSequenceGaussian BlurSequenceGlowSequenceHold SplitSequenceHue CorrectSequenceImageSequenceInSequenceIrisSequenceMaskSequenceMetaSequenceMovieSequenceMulticamSequenceMulticam SelectorSequenceMultiplySequenceNoneSequenceOutSequencePer StripSequencePitchSequenceProjectSequenceProxy StorageSequenceSceneSequenceSingleSequenceSoundSequenceSound EqualizerSequenceSpeedSequenceSplitSequenceSubtractSequenceTextSequenceTone MapSequenceTonemapSequenceTransition TypeSequenceTypeSequenceWhite BalanceSequenceWipeSequence EditorSequence SlideSequence Slide: %s%sSequence Strip NameSequence editing data for a Scene data-blockSequence editor space dataSequence playback modeSequence strip applying an effect on the images created by other stripsSequence strip creating a gaussian blurSequence strip creating a glow effectSequence strip creating a wipe transitionSequence strip creating an image filled with a single colorSequence strip creating textSequence strip data for a single frameSequence strip defining a sound to be played over a period of timeSequence strip to control the speed of other stripsSequence strip to group other strips as a single sequence stripSequence strip to load a videoSequence strip to load a video from a maskSequence strip to load a video from the clip editorSequence strip to load one or more imagesSequence strip to perform filter adjustments to layers belowSequence strip to perform multicam editingSequence strip using the rendered image of a sceneSequencerSequencer & PreviewSequencer Color Space SettingsSequencer Compositor NodesSequencer EditorsSequencer OverlaysSequencer PreviewSequencer Preview ShadingSequencer SceneSequencer SnappingSequencer Strip InfoSequencer StripsSequencer Tool SettingsSequencer effect typeSequencer scene not editableSequencer's active stripSerbian (Cyrillic) - СрпскиSerbian (Latin) - Srpski latinicaSession StateSession UIDSession UID of the collection to link toSession UID of the collection to move toSession UID of the data-block to use by the operatorSession UID of the directly linked collection containing the selected object, to make an override fromSession UID of the geometry node group being droppedSession UUIDSession UUID of the object to place (uses the active object when this and 'name' are unset)SetSet "Fake User" for appended items (except objects and collections)Set 2D cursor locationSet 2D cursor to center view locationSet ActionSet Active Action Slot IndexSet All glTF Animation Starting at 0Set AlphaSet Color TagSet Current ThemeSet Curve NormalSet Curve RadiusSet Curve TiltSet Debug ValueSet Default iconSet Face SetSet Face StrengthSet Fake UserSet FallbackSet Frame RangeSet Geometry BundleSet Geometry NameSet Grease Pencil ColorSet Grease Pencil DepthSet Grease Pencil SoftnessSet Grid BackgroundSet Grid TransformSet Hair Curve ProfileSet Handle PositionsSet Handle TypeSet IDSet Instance TransformSet Inverse PendingSet MaterialSet Material BlendSet Material IndexSet Mesh NormalSet Minkowski variable to 0.5Set Minkowski variable to 4Set Mix Factor to 0.0Set Mix Factor to 1.0Set NameSet Origin not supported for %s object(s)Set Origin not supported for Empty object(s)Set Parent ToSet PivotSet Point RadiusSet PositionSet Preview Range based on extents of selected KeyframesSet Preview Range based on extents of selected stripsSet Preview Range based on range of selected keyframesSet Scene Frame RateSet Selected Strip ProxiesSet SelectionSet Shade SmoothSet SizeSet Snap BaseSet Spline CyclicSet Spline ResolutionSet Spline TypeSet Stereo 3DSet UVW control points a uniform distance apartSet VR viewer location to controller raycast hit locationSet ValueSet View TransformSet a color tag for the selected collectionsSet a color tag for the selected stripsSet a context array value (useful for cycling the active mesh edit mode)Set a context valueSet a context value (useful for cycling active material, shape keys, groups, etc.)Set a context value to an ID data-blockSet a custom Constant Rate Factor (CRF).Set a fixed number of frames for all build animationsSet a manual percentage to buildSet a maximum number of B-framesSet a new active keying setSet a new name or prefix/suffix the existing oneSet a new selectionSet active action set-up index to {}.Set active color to all selected verticesSet active marker as origin by moving camera (or its parent if present) in 3D spaceSet active materialSet all glTF animation starting at 0.0s. Can be useful for looping animationsSet all stroke points to same opacitySet all stroke points to same thicknessSet all vertex normals by corner angleSet all vertex normals by face areaSet alpha of selected color stopSet amount of opacity for exported UV layoutSet and use 3D cursorSet annotation VisibilitySet appropriate view transform based on media color spaceSet as active vertex groupSet as default roundedSet audio channels to 4 channelsSet audio channels to 5.1 surround soundSet audio channels to 7.1 surround soundSet audio channels to monoSet audio channels to stereoSet audio mixing buffer size to 1024 samplesSet audio mixing buffer size to 16384 samplesSet audio mixing buffer size to 2048 samplesSet audio mixing buffer size to 256 samplesSet audio mixing buffer size to 32768 samplesSet audio mixing buffer size to 4096 samplesSet audio mixing buffer size to 512 samplesSet audio mixing buffer size to 8192 samplesSet audio sample format to 16-bit signed integerSet audio sample format to 24-bit signed integerSet audio sample format to 32-bit floatSet audio sample format to 32-bit signed integerSet audio sample format to 64-bit floatSet audio sample format to 8-bit unsigned integerSet audio sampling rate to 192000 samples per secondSet audio sampling rate to 44100 samples per secondSet audio sampling rate to 48000 samples per secondSet audio sampling rate to 96000 samples per secondSet black point or white point for curvesSet boolean values for a collection of itemsSet camera view to active viewSet collection to only contribute indirectly (through shadows and reflections) in the view layerSet color VisibilitySet color and opacity attributes on Grease Pencil geometrySet color completely opaque instead of reusing existing alphaSet color interpolationSet color mode to use for interpolationSet color of selected color stopSet current movie clip as a camera background in 3D Viewport (works only when a 3D Viewport is visible)Set cursor positionSet cursor position in textSet cursor position to the offset used for collection instancesSet cursor selectionSet default color attribute used for renderingSet distance between each planeSet easing type for the F-Curve segments starting from the selected keyframesSet edge sharpness based on the angle between neighboring facesSet effect expansion in the user interfaceSet extrapolation mode for selected F-CurvesSet face strength on all facesSet face strength on new and affected faces onlySet face strength on new and modified faces onlySet face strength on new faces onlySet fake user on appended IDsSet floor planeSet font caseSet font styleSet frame rate of the current scene to the frame rate of the movieSet hook center to cursor positionSet how compositing is executedSet if this library override data-block can be editedSet image for texture painting directlySet interpolation between color stopsSet interpolation mode for the F-Curve segments starting from the selected keyframesSet inverse correction for Child Of constraintSet inverse correction for Object Solver constraintSet keyframe used by solverSet mask VisibilitySet mask to the level specified by the 'value' propertySet mask to the level specified by the inverted 'value' propertySet mesh seams according to island setup in the UV editorSet metaball as negative oneSet modifier expanded in the user interfaceSet negative texture RGB and intensity values to zero, for some uses like displacement this option can be disabled to get the full rangeSet new 3D cursor position and use itSet object solution scale using distance between two selected tracksSet of properties that are affectedSet offset used for collection instances based on cursor positionSet offset used for collection instances based on the active object positionSet origin to median point of selected bundlesSet particle size in simulation cells or use nearest cellSet per-point radius which is used for bevel taperingSet plane based on 3 selected bundles by moving camera (or its parent if present) in 3D spaceSet position of selected color stopSet render size and aspect from active stripSet resolution of selected curvesSet scale of scene by scaling camera (or its parent if present)Set scaling for the texture's X, Y and Z sizesSet scene's start and end frame to match clip's start frame and lengthSet sculpt face set values for facesSet selected vertices as not looseSet selection of the edited geometry, for tool executionSet shading to flatSet shading to smoothSet shutter curveSet softbody goal weight for selected pointsSet softness attribute on Grease Pencil geometrySet some size property (e.g. brush size) with mouse wheelSet speed of retimed segmentSet start and end frame from sceneSet text selectionSet the Grease Pencil depth order to useSet the USD Stage meters per unit to the chosen measurement, or a custom valueSet the UV map as active for renderingSet the accessibility description for the exported stage's default primSet the accessibility label for the exported stage's default primSet the active Grease Pencil layerSet the active bone as the parent of the selected bonesSet the active object as the active camera for this view or sceneSet the active operator to its default valuesSet the active scene and time based on the current scene stripSet the active vertex groupSet the background value used for inactive voxels and tilesSet the boundaries for viewer operations (Not implemented)Set the boundaries of the border render and enable border renderSet the boundaries of the border used for offset viewSet the boundaries of the render region and enable render regionSet the boundaries of the user regionSet the bundle of a geometrySet the clip interaction modeSet the color and opacity for the points of the strokeSet the color and opacity for the stroke fillsSet the console selectionSet the corner type of the selected pointsSet the current frame as the preview or scene end frameSet the current frame as the preview or scene start frameSet the current frame to the average frame value of selected keyframesSet the current language for this consoleSet the current transform gizmoSet the cursor location, drag to transformSet the custom normals from the selected faces onesSet the direction of a scene axis by rotating the camera (or its parent if present). This assumes that the selected track lies on a real axis connecting it to the originSet the display size of point cloud pointsSet the distance between the eyes - the stereo plane distance / 30 should be fineSet the evaluation mode for curve normalsSet the fallback tool instead of the primarySet the fallback tool instead of the primary toolSet the file path relative to the blend file, when possibleSet the frame range to the selected strips start and endSet the handle type for Bézier curvesSet the handle type for bezier curvesSet the handle type for the control points of a Bézier curveSet the id attribute on the input geometry, mainly used internally for randomizingSet the image's frame range to match the video's durationSet the influence of this constraint to zero while trying to maintain the object's transformation. Other active constraints can still influence the final transformationSet the location of each pointSet the location of the 3D cursorSet the map as active for cloningSet the map as active for display and editingSet the mask layer from the UV map buttonsSet the mask's parentingSet the material index for each selected geometry elementSet the material on new faces based on the order of the material slot lists. If a material does not exist on the modifier object, the face will use the same material slot or the first if the object does not have enough slots.Set the name of a geometry for easier debuggingSet the object's origin, by either moving the data, or set to center of data, or use 3D cursorSet the object's parentingSet the object's parenting without setting the inverse parent correctionSet the output mesh normals to smoothSet the positions for the handles of Bézier curvesSet the preview range insteadSet the radius of the curve at each control pointSet the rotation representation used by selected bonesSet the scene frame-rate to that of the BVH file (note that this nullifies the 'Scale FPS' option, as the scale will be 1:1)Set the selected stroke material as the active materialSet the sharpness of mesh edges based on the angle between the neighboring facesSet the space type or cycle subtypeSet the stroke type (stroke, fill, or both) of the selected strokesSet the surface mesh into its rest position before attachmentSet the tilt angle at each curve control pointSet the tool by index (for key-maps)Set the tool by name (for key-maps)Set the transform for the grid from index space into object space.Set the transformation matrix of every instanceSet the value of all tagsSet the vertex group weights based on the distance to another target objectSet the view axis where each mouse direction always maps to the same axisSet the view axis where each mouse direction maps to an axis relative to the current orientationSet the view clipping regionSet the weight of selected keysSet the weight of the Draw tool to the weight of the vertex under the mouse cursorSet the weights of the groups matching the attached armature's selected bones, using the distance between the vertices and the bonesSet the weights of vertices in a group from a target object's distanceSet the width based on the parent group node in the current contextSet the zoom ratio (based on clip size)Set this pose Action as active Action on the active ObjectSet this property's current value as the new defaultSet tip radius to zeroSet to 0 to use estimate from input imageSet to true if the cache is split into separate filesSet to true to request recalculation of the inverse matrixSet tree node visibilitySet type of active splineSet type of handle for selected keyframesSet type of handles for selected control pointsSet type of keyframe for the selected keyframesSet type of selected curvesSet up proxies manuallySet value of facesSet values of selected keyframes to the cursor value (Y/Horizontal component)Set values of the active attribute for selected elementsSet wall planeSet weights to a fixed number of stepsSet zoom ratio of the viewSet {} as activeSet/Get strength of face (used in Weighted Normal modifier)Set/clear selected UV vertices as anchored between multiple unwrap operationsSets a Subdivision Surface level (1 to 5)Sets how many unique objects can be distinguished per pixelSets the areas outside of the crop region to be transparent instead of actually cropping the size of the imageSets the layer as active for display and editingSets the layer as active for renderingSets the object interaction modeSets the pivot position to the active vertex positionSets the pivot position to the average position of the unmasked verticesSets the pivot position to the center of the border of the maskSets the pivot position to the surface under the cursorSets the pivot to the origin of the sculptSets the radius attribute of hair curves according to a profile shapeSets the rotation origin automatically using the topology and shape of the mesh as a guideSets the sculpt transform pivot positionSetting Preferences > System > Shader Compilation Method to Subprocess might improve compilation time.SettingsSettings are inside the Particles tabSettings are inside the Physics tabSettings for Grease Pencil brushSettings for Grease Pencil interpolation toolsSettings for boid physicsSettings for display of overlaysSettings for display of overlays in the 3D viewportSettings for display of overlays in the Movie Clip editorSettings for display of overlays in the Node EditorSettings for display of overlays in the UV/Image editorSettings for extensionsSettings for features that are still early in their development stageSettings for filtering animation dataSettings for filtering the channels shown in animation editorsSettings for image formatsSettings for input devicesSettings for interacting with Blender dataSettings for navigation in XRSettings for object participating in Rigid Body SimulationSettings for particle fluids physicsSettings for rigid body simulationSettings for shading in the 3D viewportSettings for soft body simulationSettings for spaceSettings for stereo 3DSettings for stereo 3D displaySettings for stereo 3dSettings for stereo outputSettings for stroke sculpting tools and brushesSettings for the file selection in Asset Browser modeSettings for the visualization of motionSettings for using the object as a collider in physics simulationSettings for using the object as a field in physics simulationSettings for walk navigation modeSettings here may have a significantSettings of color space sequencer is working inSettings of device saved image would be displayed onSettings that should be keyframed togetherSettings to be applied on the newly created nodeSettings to define a reusable library for Asset Browsers to useSettings to define an extension repositorySettings used for fluidSettings/info about a languageSetup Stereo ModeSew ClothSewingSewing Force MaxShade DownShade SmoothShade TopShade for bones corresponding to a locked weight group during paintingShadedShadelessShaderShader AOVShader AOV NameShader Compilation MethodShader Compilation WorkersShader Custom GroupShader EditorShader Editor Add-onsShader EffectsShader NodeShader Node PreviewsShader Node SocketShader Node Socket InterfaceShader Node TreeShader ballShader defining the custom cameraShader nodesShader script pathShader socket of a nodeShader to RGBShadingShading OffsetShading SettingsShading settings for OpenGL render engineShading type to toggleShadowShadow AlphaShadow AngleShadow Backface CullingShadow BlurShadow BrightnessShadow Buffer Clip StartShadow Camera FarShadow Camera NearShadow Camera SizeShadow CatcherShadow CausticsShadow ColorShadow EffectShadow Filter RadiusShadow FocusShadow IntensityShadow JitterShadow Jitter OverblurShadow LinkingShadow Linking SpecialsShadow Linking for %sShadow OffsetShadow Offset XShadow PoolShadow Pool SizeShadow Ray CountShadow SettingsShadow ShiftShadow SizeShadow Soft SizeShadow Step CountShadow TerminatorShadow Terminator Geometry OffsetShadow Terminator Normal OffsetShadow Terminator Shading OffsetShadow VisibilityShadow WidthShadow X OffsetShadow Y OffsetShadow color in gray valueShadow effectShadow factor hardnessShadow map clip start, below which objects will not generate shadowsShadow offset in pixelsShadow termination angleShadow type (0 none, 3, 5 blur, 6 outline)ShadowsShadows Resolution LimitShadows Resolution ScaleShallow WaterShapeShape AsymmetryShape KeyShape Key AnimationsShape Key Bézier PointShape Key Curve PointShape Key Edit ModeShape Key EditorShape Key NormalsShape Key PointShape Key SpecialsShape Key TangentsShape Key context menuShape Key data-blocksShape KeysShape Keys AnimationShape MethodShape ObjectShape OrientationShape ParametersShape PreservationShape adjustment of the strand thickness for the braidsShape angle limitShape defining a section of the tube, using the XY planeShape key in a shape keys data-blockShape key selection stateShape key to use for blendingShape key to use the rest spring lengths fromShape keysShape keys data-block containing different shapes of geometric data-blocksShape of amount along each curve (0=constant, 0.5=linear)Shape of clumpingShape of distribution from center to the edge around the guideShape of endpoint roughnessShape of the area LightShape of the braid radius along each curveShape of the influence along curves (0=constant, 0.5=linear)Shape of the profileShape of the radius along the curveShape used as a relative keyShape used in the brush to apply force to the clothShapeKeyShapeKey %s has an invalid 'from' pointer (%p), it will be deletedShapeKey not foundShapesShare Texture SpaceShared AccessorsShared LocationShared Region PropertiesShared VertexShared animation theme propertiesShared collectionShared curve theme propertiesShared data (scene, image, sound, etc.)Shared effectsShared object typeShared parentShared strip effect type (if active strip is not an effect one, select all non-effect strips)Shared strip typeSharpSharp EdgesSharp ThresholdSharp edge for shadingSharp edges or custom normals detected, disabling GPU subdivisionSharp falloffSharp presetSharpenSharpen CornerSharpen MaskSharpen PeakSharpen an image by increasing contrast along edges.Sharpen effect of brushSharpen the cavities of the meshSharpen:SharpnessSharpness MaxSharpness MinShearShear AxisShear FactorShear GroupShear Spring DampingShear StiffnessShear Stiffness MaximumShear Stiffness Vertex GroupShear selected items along the given axisShear the keys using the left key as referenceShear the keys using the right key as referenceShear: %.3f° %sShear: %s %sSheenSheen BSDFSheen RoughnessSheen WeightSheen shading modelShellShell Vertex GroupShiftShift - Hold for precisionShift Audio PitchShift Left MouseShift Texture in 2d SpaceShift XShift YShift key pressedShift key pressed, -1 for any stateShift pitch using a direct ratioShift pitch using semitones and centsShift selected keys to the value of the neighboring keys as a blockShift the shape towards a predefined primitiveShift underlying strip content without affecting handlesShiftLShiftRShifts the bit values of A by the specified Shift amount. Positive values shift left, negative values shift right.Shifts the value of selected keys in timeShort ListShortcut Cycle: {}Shortcut setup for keyboards and other input devicesShortcut {:d} is not assigned to a Viewer node yetShortcut: {}Shorten curves by removing portions at the start or endShortest DiagonalShortest Edge PathsShortest Edge Paths Cost FieldShortest Edge Paths Next Vertex FieldShortest RotationShortest allowed wavelengthShowShow .blend filesShow .blend files items (objects, materials, etc.)Show .blend1, .blend2, etc. filesShow 2D cursorShow 3D CursorShow 3D Marker NamesShow 3D volume filesShow Action data-blocksShow ActiveShow Active Face SetShow Active PixelsShow AllShow All View LayersShow AlphaShow Alpha in Preview RenderShow AnnotationShow Annotation data-blocksShow Annotations in OpenGL previewsShow Armature data-blocksShow Armature in binding pose state (no posing possible)Show ArmaturesShow Auto Keying WarningShow Available ExtensionsShow BVH NodesShow BackfaceShow Background ImageShow Blended PoseShow Blender files in the File BrowserShow Blender memory usageShow Blender version stringShow Blue ChannelShow Bone X-RayShow BonesShow BrushShow Brush On SurfaceShow Brushes data-blocksShow BundlesShow CacheShow Cache File data-blocksShow Camera Focus DistanceShow Camera GuidesShow Camera LensShow Camera PathShow Camera data-blocksShow CamerasShow Canvas grid in frontShow CavityShow Center-Cut Safe AreasShow Collection data-blocksShow CollectionsShow Color TagsShow ConeShow Control F-CurvesShow ControllersShow CursorShow Cursor PreviewShow Curve ExtremesShow Curve data-blocksShow Custom OverlaysShow Data-Block FiltersShow DebugShow DisabledShow DurationShow Edit LinesShow Edit Lines only in multiframeShow Edit Lines when editing strokesShow EmitterShow EmptiesShow Empty Force FieldShow Empty ImageShow ErrorShow ExpandedShow Extensions Update CountShow ExtrapolationShow F-CurvesShow FillShow Fill Color While DrawingShow FilterShow FiltersShow Font data-blocksShow FooterShow Frame NumbersShow FramesShow Freestyle's Line Style data-blocksShow GPU video memory usageShow GizmoShow GizmosShow Grease PencilShow Grease Pencil data-blocksShow Grease Pencil objectsShow Green ChannelShow GridShow HandlesShow Handles and InterpolationShow HeaderShow HiddenShow Hidden Files/Data-BlocksShow Hidden RegionShow Hotkey ListShow HoverShow Image data-blocksShow InShow In FrontShow InfoShow Installed ExtensionsShow InstancerShow Internal AttributesShow Jitter CurveShow Keyframe NumbersShow LandmarksShow LassoShow Lattice data-blocksShow Light Look-AtShow Light Probe data-blocksShow Light SizeShow Light data-blocksShow LightsShow LimitsShow LineShow Line Art Grease Pencil in front of everythingShow LinesShow Local MarkersShow LocationsShow Manage PanelShow MarginShow Marker PatternShow Marker SearchShow MarkersShow Mask EditorShow Mask OverlayShow Mask SplineShow Mask data-blocksShow Mask editing related propertiesShow Material data-blocksShow MemoryShow MenusShow Mesh data-blocksShow MeshesShow Metaball data-blocksShow MetadataShow Missing MediaShow MistShow Modal AllShow Mode ColumnShow Movie Clip data-blocksShow NameShow Named AttributesShow NamesShow Node GroupShow Node PreviewsShow Node Tree data-blocksShow Numeric Input ArrowsShow OS Properties for this itemShow Object ChildrenShow Object ContentsShow Object ExtrasShow Object LocationShow Object OutlineShow Object RotationShow Object ScaleShow Object data-blocksShow OffsetsShow On ForegroundShow Only SelectedShow OperatorShow OptionsShow Orbit Axis GuideShow Orbit Center GuideShow Original PoseShow Other ObjectsShow OverexposedShow OverlayShow OverlaysShow PaintShow Paint Curve data-blocksShow Palette data-blocksShow Particle Settings data-blocksShow ParticlesShow PassepartoutShow PassthroughShow PerformanceShow Pose MarkersShow PreviewShow Principled Naming TagsShow Python references in tooltipsShow Recent LocationsShow Recent locations list in the File BrowserShow ReconstructionShow Red ChannelShow RenderShow Reroute Auto LabelsShow Retiming KeysShow Safe AreasShow Same MaterialShow Scene DurationShow Scene Strip RangeShow Scene data-blocksShow SelectionShow SelfShow Sensor SizeShow Sequencer SceneShow SettingsShow ShadowShow Size CurveShow SlidersShow Sound data-blocksShow SourceShow Speaker data-blocksShow SplashShow StableShow Start FrameShow StatisticsShow Status BarShow StereoShow Strength CurveShow StrokeShow SubframeShow System LocationsShow System OverridesShow System locations list in the File BrowserShow TV title safe and action safe areas in Camera viewShow TV title safe and action safe areas in previewShow Tablet Debug ValuesShow TagsShow TextShow Text data-blocksShow TextureShow Texture data-blocksShow ThumbnailsShow TimingShow Tiny MarkersShow Tool SettingsShow Track PathShow TracksShow Tracks ErrorShow Tracks MotionShow Tree PathShow UI Key-ConfigShow UI list of tracks participating in stabilizationShow UV EditorShow UV editing related propertiesShow VR CameraShow VR ControllersShow VR controllers (requires VR actions for controller poses)Show VRAMShow ValueShow VersionShow ViewerShow WarnShow WarningShow Weight ContoursShow WeightsShow WireShow Wire ColorsShow World data-blocksShow X-RayShow X-component of MAC GridShow Y-component of MAC GridShow Z-component of MAC GridShow a column listing the date and time of modification for each fileShow a column listing the size of each fileShow a darkened overlay outside the image area in Camera viewShow a dial gizmo in the viewport for a valueShow a linear gizmo in the viewport for a valueShow a list of used text in the open documentShow a preview of the start or end frame of a strip while transforming its respective handleShow a transform gizmo in the viewportShow action-local markers on the strips, useful when synchronizing timing across stripsShow active color attributeShow add-on preferencesShow additional options in the shading menu ('Z')Show all Grease Pencil layersShow all bone collectionsShow all except this group while interactingShow all extension typesShow all keyframes during animation playback and enable all frames for editing (uncheck to use only the current keyframe during animation playback and editing)Show all objects in the view layerShow all the objects and collections inside the collectionShow all the view layersShow all while interacting, as well as this group when another is being interacted withShow alpha channel of the maskShow an indicator for the current value while draggingShow an outline highlight around selected objectsShow animation dataShow annotation data-block which belongs to active trackShow annotation data-block which belongs to movie clipShow annotations for this viewShow armature in binding pose or final posed stateShow armature in posed stateShow armature objectsShow armaturesShow assets from all of the listed asset librariesShow assets from the asset libraries configured in the PreferencesShow attribute overlay for active viewer nodeShow attribute values as text in viewportShow blue channel in the frameShow both distances and anglesShow camera composition guidesShow camera objectsShow camera passepartoutShow camerasShow childrenShow collectionsShow compact list of colors instead of thumbnailsShow contour lines formed by points with the same interpolated weightShow current frame onlyShow cursor in viewportShow curve for per-frame average error (camera motion should be solved first)Show curvesShow curves, lattices, light probes, fonts, ...Show custom VR overlaysShow cuts hidden by geometryShow dashed lines indicating parent or constraint relationshipsShow data-blocks with dot-prefixed names in search menusShow disabled tracks from the footageShow drivers editor in a separate windowShow editing clip previewShow emptiesShow empty objectsShow extensions by typeShow extensions from all repositoriesShow face edges wiresShow files and data-blocks that are normally hiddenShow filtering optionsShow filters for graph editorShow foldersShow folders in the File BrowserShow font filesShow frame numbers of Keyframes on Motion PathsShow frame numbers on Motion PathsShow front/back sideShow ghosts of the keyframes before and after the current frameShow gizmos of all typesShow graph view for active elementShow green channel in the frameShow grid in orthographic side viewShow grid showing lens distortionShow gridlinesShow guide hairsShow hair curvesShow hair simulation gridShow handles of Bézier control pointsShow help lines for filling to see boundariesShow help lines for stroke extensionShow hidden dot filesShow hidden particlesShow image filesShow images, movie clips, sounds and masksShow in Drivers EditorShow in GhostsShow in Info LogShow influence F-Curves on stripsShow info log in a separate windowShow instances when particles are aliveShow instances when particles are deadShow instances when particles are unbornShow just angle measurementsShow just distance measurementsShow key map event and property details in the user interfaceShow latticesShow light colorsShow light objectsShow light probesShow lightsShow line numbers next to the textShow markers belonging to the active action instead of Scene markers (Action and Shape Key Editors only)Show markers in a more compact mannerShow mask editing toolsShow material colorShow material name assigned to each strokeShow materials, node-trees, textures and Freestyle's line-stylesShow menus in the headerShow mesh objectsShow mesh when particles are aliveShow mesh when particles are deadShow mesh when particles are unbornShow meshes, curves, lattice, armatures and metaballs dataShow metaballsShow metadata of clipShow metadata of first visible stripShow movie filesShow names for reconstructed tracks objectsShow navigation controls in 2D and 3D views which do not have scroll barsShow no measurementsShow object center dotsShow object colorShow object color on wireframeShow object extras, including empties, lights, and camerasShow objectsShow objects and collectionsShow objects in this collection in place of particlesShow only data-blocks of one typeShow only hotkeys that have this text in their nameShow only objects in collection (Shift to extend)Show only selectable objectsShow only the active objectShow only the onion skins of the active objectShow only this bone collection, and others also marked as 'solo'Show options for the properties editorShow options for whether channels related to certain types of data are includedShow original curves that are currently being editedShow other data typesShow overexposed areas with zebra stripesShow paint related propertiesShow particle numberShow particle sizeShow particle velocityShow particles after they have diedShow particles before they are emittedShow path of how track movesShow pattern boundbox for markersShow point cloudsShow points in the order they occur in each stroke (e.g. for animating lines being drawn)Show pressure values when using a paint operatorShow projection of 3D markers into footageShow random object colorShow random object color on wireframeShow reconstructed camera pathShow rectangle area overlayShow red channel in the frameShow reference frame onlyShow reference spheres with neutral shading that react to lighting to assist in look developmentShow render related propertiesShow retiming keys in selected stripsShow retiming keys, so they can be movedShow right marginShow safe areas to fit content in a different aspect ratioShow scene durationShow scene in a single custom colorShow scene statisticsShow scene wireframes with the theme's wire colorShow scenesShow script filesShow search boundbox for markersShow selected objectsShow selection outlinesShow sensor size (film gate) in Camera viewShow sliders beside F-Curve channelsShow small rotating 3D axes in the top right corner of the 3D viewportShow sound filesShow speakersShow stable footage in editor (if stabilization is enabled)Show status barShow strip thumbnailsShow stroke drawing direction with a bigger green dot (start) and smaller red dot (end) pointsShow stroke fills of this materialShow stroke lines of this materialShow surfacesShow system preferences "Network" panel to allow online accessShow text filesShow text objectsShow texture in texture tabShow texture in viewportShow the Ambient Occlusion render passShow the Background render passShow the Combined Render passShow the Diffuse Color render passShow the Diffuse Direct render passShow the Diffuse Indirect render passShow the Emission render passShow the Face Orientation OverlayShow the Glossy Color render passShow the Glossy Direct render passShow the Glossy Indirect render passShow the Mist render passShow the Motion Paths OverlayShow the Normal render passShow the Onion Skinning OverlayShow the Position render passShow the Shadow Catcher render passShow the Transmission Color render passShow the Transmission Direct render passShow the Transmission Indirect render passShow the UV render passShow the Volume Direct render passShow the Volume Indirect render passShow the X axis lineShow the Y axis lineShow the Z axis lineShow the active Camera's name in Camera viewShow the active face setShow the active object's Dynamic Paint cacheShow the active object's Rigid Body cacheShow the active object's cloth point cacheShow the active object's particle point cacheShow the active object's simulation nodes cache and bake dataShow the active object's smoke cacheShow the active object's softbody point cacheShow the asset name together with the preview. Otherwise only the preview will be visible.Show the assets currently available in this Blender sessionShow the available extensions panelShow the basic building blocks and utilities coming with BlenderShow the bone selection overlayShow the clipping distances in the 3D viewShow the collection in this view layerShow the data-block selector in the modifierShow the data-block selector in the nodeShow the details in the user interfaceShow the glow buffer onlyShow the grid background and bordersShow the grid over the imageShow the ground plane gridShow the influence volume in the 3D viewShow the installed extensions panelShow the left and right camerasShow the mode column for mode toggle and activationShow the object origin center dot for all (selected and unselected) objectsShow the panel for alpha transparency optionsShow the panel for line color optionsShow the panel for line thickness optionsShow the panel for stroke constructionShow the panel for stroke geometry optionsShow the panel for stroke texture optionsShow the parallax correction volume in the 3D viewShow the passthrough viewShow the status of cached frames in the timelineShow the stereo 3D convergence planeShow the stereo 3D frustum volumeShow the studiolight in the backgroundShow the texture from the active image texture node using the active UV map coordinatesShow the underlying BVH nodes as differently colored facesShow this fileShow this image as backgroundShow this image in front of objects in viewportShow this object in place of particlesShow timing as a timecode instead of framesShow track names and statusShow tracking and solving toolsShow transparent lines to use as boundary for fillingShow vertical grid linesShow verticesShow vertices with no weights in any groupShow vertices with no weights in the active groupShow visible area maintenance corner handlesShow visible objectsShow volumesShow warning indicators when transforming objects and bones if auto keying is enabledShow what is inside the objects elementsShow when nodes are using named attributesShow while draggingShow whole scene transparentShow workspace data-blocksShow worlds, lights, cameras and speakersShow {} preferencesShow/HideShow/Hide FacesShow/hide Curves data-blocksShow/hide Point Cloud data-blocksShow/hide Volume data-blocksShrinkShrink Face SetShrink FactorShrink Factor MaxShrink MaskShrink SpeedShrink Vertex GroupShrink VisibilityShrink the current selection of adjacent selected stripsShrink the frame to minimal bounding boxShrink the location to the nearest target surfaceShrink the location to the nearest target surface along a given axisShrink the location to the nearest target surface along the interpolated vertex normals of the targetShrink the location to the nearest target vertexShrink the mesh to the nearest target surfaceShrink the mesh to the nearest target surface along a given axisShrink the mesh to the nearest target surface along the interpolated vertex normals of the targetShrink the mesh to the nearest target vertexShrink the selection by one pointShrink the visibility by one face based on mesh topologyShrink wrapping modifier to shrink wrap an object to a targetShrink wrapping modifier to shrink wrap and object to a targetShrink/FattenShrink/Fatten: Shrink/Fatten: %3fShrink/Fatten: %sShrink/fatten selected vertices along normalsShrinking FactorShrinking GroupShrinks the face set boundary by one face based on mesh topologyShrinkwrapShrinkwrap ConstraintShrinkwrap Hair CurvesShrinkwrap ModifierShrinkwrap TypeShrinkwraps hair curves to a mesh surface from below and optionally from aboveShuffleShutterShutter CloseShutter CurveShutter OpenShutter TypeSiblingsSideSide (Y-Z)Side SegmentsSide Segments must be at least 1Side by Side to the LeftSide by Side to the RightSide by Side, DownwardSide by Side, UpwardSide length along each axisSide length of the plane in the X directionSide length of the plane in the Y directionSide of FrameSide of object to use for alignmentSide of the keyframes' Bézier handles to affectSide of the strip to swapSide to selectSide-by-SideSidebarSidebar & Toolbar Region SettingsSidesSigmaSign ModeSign of the bitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Signed AngleSigned Angle FieldSignificantly faster method that approximates tangents interpolated across face corners with matching UVs. For a value actually tangential to the surface, use the cross product with the normal.SilhouetteSilhouette FilteringSilhouettes and border edges are centered along stroke geometrySilhouettes and border edges are drawn inside of stroke geometrySilhouettes and border edges are drawn outside of stroke geometrySilhouettes and border edges are shifted by a user-defined ratioSilkSilverSimilar to Hybrid Multifractal creates a heterogeneous terrain, but with the likeness of river channelsSimilar to SMPTE (Compact), except that the decimal part of the second is shown instead of framesSimilar to most fisheye modern lens, takes sensor dimensions into considerationSimilar to multifractalSimilar to the Principled BSDF node but uses the specular workflow instead of metallic, which functions by specifying the facing (along normal) reflection color. Energy is not conserved, so the result may not be physically accurateSimpleSimple AxesSimple BlendingSimple DeformSimple ExpressionSimple NameSimple StarSimple deformation modifier to apply effects such as twisting and bendingSimple interpolation between adjacent pixelsSimple name of the asset's catalog, for debugging and data recovery purposesSimple physics-inspired easing effectsSimple redraw timer to test the speed of updating the interfaceSimple solver with good performance, without support for overlapping geometrySimple timeline view with playback controls in the header, without channel list, side-panel, or footerSimpleDeformSimpleDeform ModifierSimpler photographic algorithm by ReinhardSimplificationSimplifySimplify Child ParticlesSimplify F-Curves and remove empty or redundant channels.Simplify F-Curves by removing closely spaced keyframesSimplify Grease Pencil drawingSimplify Grease Pencil only during animation playbackSimplify ModifierSimplify StrokeSimplify Stroke modifierSimplify SubdivisionSimplify VolumesSimplify geometry by collapsing edgesSimplify meshes targeting triangle count ratioSimplify selected curvesSimplify selected strokesSimplify stroke reducing number of pointsSimplify the stroke by merging vertices closer than a given distanceSimplify the stroke setSimulate a shiny coat by reducing the roughness to the given factor only for the first light bounce (diffuse). Range [0, 1] is equivalent to a reduction of [0%, 100%] of the original roughnessSimulate an internal volume structure by creating springs connecting the opposite sides of the meshSimulate an ocean surfaceSimulate distortion and dispersion from camera lensesSimulate fluids with high viscosity using a special solverSimulate pressure inside a closed cloth meshSimulate soft deformable objectsSimulate the execution of nodes across a time spanSimulated FramesSimulates an FK deformation using the face set under the cursor as controlSimulates color fringing caused by lens chromatic aberrationSimulates only a specific area around the brush limited by a fixed radiusSimulates the entire meshSimulates the random pixel noise produced by a camera sensor.Simulating ocean...SimulationSimulationBrushSimulationCacheSimulationCanvasSimulationDepth ChangeSimulationDissolveSimulationForceSimulationObstacleSimulationReflect OnlySimulationScale InfluenceSimulationTypeSimulationWave TypeSimulation AreaSimulation Bake DirectorySimulation FalloffSimulation Frame EndSimulation Frame StartSimulation InputSimulation ItemSimulation LimitSimulation MethodSimulation NodesSimulation OutputSimulation Output Node IDSimulation RangeSimulation StartSimulation StateSimulation ZoneSimulation end frameSimulation field to color mapSimulation field to color map onto gridlinesSimulation must not be in a loop or closureSimulation start frameSimulation will be evaluatedSimulation zone is not supportedSinSineSine ModeSingleSingle ArrowSingle AxisSingle ColorSingle ImageSingle Pass Anti-AliasingSingle PropertySingle ScatteringSingle SideSingle SidedSingle ValueSingle audio channelSingle face of an equiangular cubemapSingle file with all the viewsSingle file with an encoded stereo pairSingle from TargetSingle image fileSingle layer used for masking pixelsSingle point in spline segment defining featherSingle point in spline used for defining maskSingle precision floatSingle render layer to re-render (used only when animation is disabled)Single scattering sky modelSingle spline used for defining mask shapeSingle stereo camera system, adjust the stereo settings in the camera panelSingle track with bundle should be selected to define axisSingle-element geometry for the current iteration. Note that it can be quite inefficient to split up large geometries into many small geometriesSingular value under which damping is progressively applied (higher values produce results with more stability, less reactivity)Singular valuesSinus DisplacementSinusoidal easing (weakest, almost linear but with a slight curvature)SiteSizeSize 1Size 2Size DeflectSize FactorSize ModeSize PressureSize SourceSize UnitSize XSize YSize ZSize from RadiusSize multiplier to use when displaying custom user interface elements, so that they are scaled correctly on screens with different DPI. This value is based on operating system DPI settings and Blender display scale.Size of checkerboard pattern indicating transparent areasSize of clump noiseSize of derivative offset used for calculating normalSize of display for empties in the viewportSize of element, use of components depends on element typeSize of every cubemapsSize of final rendered images cache in megabytesSize of location dependent roughnessSize of new primitiveSize of packed file in bytesSize of particles on viewportSize of pattern area for newly created tracksSize of projection shape (leave as 0 for auto)Size of random length added to the end of each strokeSize of random length added to the start of each strokeSize of random roughnessSize of raw source images cache in megabytesSize of search area for newly created tracksSize of sun discSize of texture mappingSize of the area of the area light in the Y direction for rectangle shapesSize of the area of the area light, X direction size for rectangle shapesSize of the asset preview thumbnails in pixelsSize of the blur along X axisSize of the blur along Y axisSize of the camera sensorSize of the cube to project onSize of the effectSize of the filling between the bricks (known as "mortar"). 0 means no mortarSize of the font used when rendering stamp textSize of the irradiance pool, a bigger pool size allows for more irradiance grid in the scene but might not fit into GPU memory and decrease performanceSize of the margin as a division of the UVSize of the padding around each editor.Size of the search window used to identify edges. Higher search size corresponds to less noisy and higher quality edges, not necessarily bigger edges. Edge tolerance can be used to expend the size of the edgesSize of the shadow map applied to each irradiance sampleSize of the shadow pool, a bigger pool size allows for more shadows in the scene but might not fit into GPU memorySize of the simulation domain (in meters), and of the generated geometry (in BU)Size of the textSize of the turbulenceSize of the voxel grid cells for interaction effectsSize of the voxel in object space used for volume evaluation. Lower values preserve finer details.Size to capture the image for re-projectingSize:Size: {:s}Size: {}Size: {} ({} bytes)Sizes must be greater than zeroSketches for this layer on different framesSketchySketchy chaining with a multiple touchSkinSkin ModifierSkin ResizeSkin RootSkin VertexSkin VerticesSkin_lightSkin_shadowSkinningSkipSkip DepressedSkip Locked or Muted ChannelsSkip POTSkip POT file generationSkip PresetSkip SaveSkip SegmentsSkip computing custom normals and face corner normals for displaying meshes in the viewportSkip displaying interior subdivided edgesSkip drawing/rendering of interior subdivided edgesSkip hull triangles that are covered by a pre-existing faceSkip the item from displaying in the listSkipped %d locked shape keysSkipped %d of %d island(s), geometry was too complicated to detect a matchSkipped editing library object dataSkipped some collections because of cycle detectedSkipped versioning materials of object '%s' because '%s' was already converted. Manual intervention might be required!Skipping '{:s}', not a meshSkipping '{:s}', vertex count differsSkipping existing frame "%s"Skipping object '%s', data '%s' has already been processed with a previous objectSkipping object '%s', linked or override data '%s' cannot be modifiedSkipping path in keying set, as it has no ID (KS = '%s', path = '%s[%d]')SkySky TextureSky TypeSlabSliceSlice Per VoxelSlice StringSlice along the X axisSlice along the Y axisSlice along the Z axisSlice to New ObjectSlices the paint mask from the meshSlideSlide DirectionSlide FeatherSlide New PointSlide Paint Curve PointSlide PointSlide a point on the spline to define its curvatureSlide a sequence strip in timeSlide a vertex along a meshSlide an edge loop along a meshSlide animation to start at frame 0Slide control pointsSlide marker areasSlide plane marker areasSliderSlider MaxSlider MinSlider Widget ColorsSliding-ToolSlightSlip KeyframesSlip Offset: Frames: %dSlip Offset: Frames: %d Sound Offset: %.3fSlip Offset: Frames: %sSlip strips under mouse cursor instead of all selected stripsSlip the contents of selected stripsSlopeSlotSlot %dSlot Display NameSlot HandleSlot IdentifierSlot TypeSlot cannot be NoneSlot has a valid image and UV mapSlot of the Action to use for the Action ConstraintsSlot that contains information about texture paintingSlot {:d}SlotsSlovak - SlovenčinaSlovenian - SlovenščinaSlowSlow Python expressionSlower mapping that gives better deformation for B-Bones that are sharply curved in rest poseSlower solver with the best results for coplanar facesSlowestSmallSmall CapsSmall Caps ScaleSmallerSmaller integer with a range from -128 to 127Smaller values result in a higher resolution outputSmaller values result in better performance but might cut off the volumeSmallest WaveSmallest to LargestSmartSmart UV ProjectSmearSmear weight in active vertex groupSmokeSmoke & FireSmoke ColorSmoke DomainSmoke Domain MaterialSmoke Grid ResolutionSmoke StyleSmoke collision settingsSmoke color gridSmoke density gridSmoke flame gridSmoke heat gridSmoke temperature grid, range 0 to 1 represents 0 to 1000KSmoke velocity gridSmoothSmooth CorrectiveSmooth EndpointsSmooth EndsSmooth F-ModifierSmooth F1Smooth FactorSmooth GeometrySmooth Grease Pencil strokesSmooth Group BitflagsSmooth GroupsSmooth Hair CurvesSmooth Hermite edge interpolation between From Min and From Max valuesSmooth IterationsSmooth LaplacianSmooth MaskSmooth Maximum ModeSmooth Minimum ModeSmooth ModifierSmooth NormalsSmooth RadiusSmooth RatioSmooth ShadingSmooth StepSmooth StrokeSmooth Stroke FactorSmooth Stroke RadiusSmooth ToleranceSmooth TypeSmooth ViewSmooth WiresSmooth X AxisSmooth Y AxisSmooth Z AxisSmooth along the X axisSmooth along the Y axisSmooth along the Z axisSmooth an F-Curve while maintaining the general shape of the curveSmooth areas of an image in which noise is noticeable, while leaving complex areas untouchedSmooth away jagged edgesSmooth boundaries, but corners are kept sharpSmooth boundaries, including cornersSmooth by AngleSmooth colorsSmooth colors across verticesSmooth complex geometry around branchesSmooth connected parts of a geometrySmooth curve using Gaussian smoothingSmooth custom normals based on adjacent vertex normalsSmooth effect factorSmooth effect modifierSmooth ends of strokesSmooth falloffSmooth falloff added after solid radiusSmooth hairsSmooth intensity of light near light sources. This can avoid harsh highlights, and reduce global illumination noise. 0.0 corresponds to no smoothing; higher values smooth moreSmooth interpolation between A and B, with some control over curve shapeSmooth iterations applied after calculating the pose factor of each vertexSmooth iterations applied to the extracted meshSmooth jagged edges of user interface textSmooth meshSmooth object along X axisSmooth object along Y axisSmooth object along Z axisSmooth only selected points in the strokeSmooth out colors with the average color under the brushSmooth out the colors of adjacent stroke pointsSmooth presetSmooth scroll to make editable file visibleSmooth selected strokesSmooth stroke pointsSmooth the curve using a Gaussian filterSmooth the details, but keep the overall shapeSmooth the edges of all the face setsSmooth the lighting from this lightSmooth the mesh by flattening the angles between adjacent facesSmooth the mesh while still preserving the volumeSmooth the normals of the surface or beveled curveSmooth the surfaceSmooth the surface of the mesh, preserving the volumeSmooth the weights of the active vertex groupSmooth weights for selected verticesSmoothed high quality interpolation, but slowerSmoothed version of F1. Weighted sum of neighbor voronoi cells.Smoothen NegSmoothen PosSmoother Hermite edge interpolation between From Min and From Max valuesSmoother StepSmoother irradiance interpolation but introduce light bleedingSmoothes the shape of hair curvesSmoothingSmoothing GroupsSmoothing PositiveSmoothing StepsSmoothing effect modifierSmoothing factorSmoothing iteration for tangentsSmoothly offset each stroke's random valueSmoothnessSmoothness factorSmoothness of the transition between dark and bright regionsSmooths the edges of the strokesSmooths the surface and the volumeSmooths the surface of the mesh, preserving the volumeSmudgeSmudge StrengthSmudge colors by grabbing and dragging themSmudge effect strengthSnapSnap 3D cursor to the active itemSnap 3D cursor to the middle of the selected item(s)Snap 3D cursor to the nearest grid divisionSnap 3D cursor to the world originSnap AngleSnap BaseSnap Current Frame to StripsSnap DistanceSnap ElementSnap IncrementSnap InvertSnap IslandsSnap ModeSnap Node during transformSnap Package InstallationSnap Peel ObjectSnap SideSnap TargetSnap Target for Individual ElementsSnap ToSnap TurnSnap Turn ThresholdSnap UV ElementSnap UV during transformSnap VerticesSnap active onto targetSnap at MidpointSnap by projecting onto facesSnap closest point onto targetSnap current frame to strip start or endSnap cursor to center of selected pointsSnap cursor to target typeSnap during transformSnap islands together (on edge stitch mode, rotates the islands too)Snap median onto targetSnap middle vertices to the axis centerSnap only onto objects that are selectableSnap only to target that source was initially near ("Face Nearest" only)Snap onto ActiveSnap onto EditedSnap onto Non-editedSnap onto Selectable OnlySnap onto itself only if enabled (edit mode only)Snap onto non-active objects in edit mode (edit mode only)Snap onto objects not in edit mode (edit mode only)Snap playhead when scrubbingSnap scene frame to incrementsSnap selected UV vertices to target typeSnap selected item(s) to the 3D cursorSnap selected item(s) to the active itemSnap selected item(s) to the mouse locationSnap selected item(s) to their nearest grid divisionSnap selected keyframes to the chosen times/valuesSnap selected keyframes to the current frameSnap selected keyframes to the nearest (whole) frame (use to fix accidental subframe offsets)Snap selected keyframes to the nearest markerSnap selected keyframes to the nearest secondSnap selected keyframes to the times specifiedSnap selected points to the nearest grid pointsSnap selected points/strokes to the cursorSnap strips during transformSnap strips to the current frame, using the active strip as the anchor, and the mouse cursor relative to the playhead to determine the side of the playhead to snap toSnap the handle angle to 45 degreesSnap the root of each curve to the closest surface pointSnap toSnap to ElementsSnap to Same TargetSnap to StripsSnap to SurfaceSnap to all geometrySnap to all pointsSnap to borders and origins of deselected, visible stripsSnap to current frameSnap to edgesSnap to first and last points and interpolateSnap to first pointSnap to frameSnap to frame incrementsSnap to full valuesSnap to gridSnap to increment, snap(A,B)Snap to incrementsSnap to increments of gridSnap to keyframesSnap to markersSnap to nearest markerSnap to nearest point on facesSnap to preview bordersSnap to preview centerSnap to preview or scene start and end frameSnap to retiming keysSnap to second incrementsSnap to secondsSnap to the middle of edgesSnap to the middle of facesSnap to the nearest point on an edgeSnap to underlying strip content start and end in cases where the strip length extends beyond this range, producing holdsSnap to verticesSnap to volumeSnap transformation center onto targetSnap values to nearest grid step, e.g. for a stop-motion lookSnap vertex pairs to their mirrored locationsSnappingSnapping DistanceSnaps FK limb on IKSnaps FK limb on IK limb at current frameSnaps IK limb on FKSnaps IK limb on FK limb at current frameSobelSobol-BurleySocketSocket IdentifierSocket SelectSocket TemplateSocket TypeSocket Type NameSocket can work with different kinds of structuresSocket descriptionSocket expects a fieldSocket expects a gridSocket expects a listSocket expects a single valueSocket is drawn as interactive icon in the node editorSocket is grayed out because it has been detected to not have any effect on the outputSocket is selected in the interfaceSocket links are expanded in the user interfaceSocket must be in a panelSocket nameSocket shapeSocket to include in the added group input/output nodeSocket tooltipSocket_2Socket_3SoftSoft BodySoft Body ModifierSoft Body PlasticitySoft Body Point CacheSoft Body SettingsSoft FalloffSoft LightSoft Light ModeSoft LimitsSoft MaxSoft MinSoft body simulation modifierSoft body simulation settings for an objectSoftbodySoftbody & ClothSoftbody goal weightSoftenSoften details along axesSoftnessSolidSolid LightSolid LightsSolid RadiusSolidifySolidify ModifierSoloSolo ActiveSolo Active Shape KeySolveSolve camera motion from tracksSolve error: {:.2f} pxSolverSolver IterationsSolver OptionsSolver ResultSolver requires a manifold meshSolvingSolving camera...Solving method selection: automatic damping or manual dampingSome connections have been lost due to differing numbers of output socketsSome curves could not be converted because they were not attached to the surfaceSome data failed to reconstruct (see console for details)Some frames were skipped while baking/saving that cacheSome strings were fixed, don't forget to save the .blend file to keep those changesSortSort AlphabeticallySort BySort By:Sort Children By NameSort Data-BlocksSort ElementsSort IndexSort KeySort OrderSort Palette ColorsSort TypeSort WeightSort by Most RecentSort by NameSort by curvilinear 2D length (longer lines lie on top of shorter lines)Sort by distance from camera (closer lines lie on top of further lines)Sort by the projected X value in the image coordinate systemSort by the projected Y value in the image coordinate systemSort channels by average reprojection error of tracks after solveSort channels by first frame numberSort channels by last frame numberSort channels by longest tracked segmentSort channels by overall amount of tracked segmentsSort channels by their namesSort files by modification timeSort files by sizeSort islands from largest to smallestSort islands from smallest to largestSort items alphabeticallySort items by their nameSort items descending, from highest value to lowestSort selected elements from farthest to nearest one in current viewSort selected elements from left to right one in current viewSort selected elements from nearest to farthest from 3D cursorSort selected faces from smallest to greatest material indexSort the asset list alphabeticallySort the asset list so that assets in the same catalog are kept together. Within a single catalog, assets are ordered by name. The catalogs are in order of the flattened catalog hierarchy.Sort the children of each bone alphabeticallySort the file list alphabeticallySort the file list by extension/typeSort the recently searched items at the topSort typeSort vertex groupsSortingSoundSoundMuteSoundNewSoundPanSoundPitchSoundSound OffsetSoundStrip VolumeSoundVolumeSound FilesSound NameSound Node SocketSound Node Socket InterfaceSound StripSound StripsSound Strips SelectedSound data-block name to unpackSound data-block referencing an external or packed sound fileSound data-block used by this speakerSound data-block used by this stripSound data-blocksSound is not editableSound not packedSound sample file used by this Sound data-blockSound socket of a nodeSound stripSoundTrackSoundsSounds DirectorySourceSource ChannelSource Clone ImageSource Clone SlotSource Clone UV MapSource CollectionSource ImageSource Layers SelectionSource LibrariesSource LibrarySource ListSource List Region SettingsSource ObjectSource PositionSource RootSource Socket!Source TreeSource TypeSource Vertex GroupSource and destination for symmetrize operatorSource and destination meshes do not have the same number of edges, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of face corners, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of faces, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of vertices, 'Topology' mapping cannot be used in this caseSource colorSource elements must be closer than given distance from destination oneSource file is in the add-on search path: {!r}Source library from which this archive of packed IDs was generatedSource library: {} {}Source locationSource mesh does not have any edges, none of the 'Edge' mappings can be used in this caseSource mesh does not have any faces, none of the 'Face' mappings can be used in this caseSource of input values for driver variablesSource of name of labelSource of randomnessSource of reflection ray directionsSource of the mesh used to create collision shapeSource or destination meshes do not have any edges, cannot transfer edge dataSource or destination meshes do not have any faces, cannot transfer corner dataSource or destination meshes do not have any faces, cannot transfer face dataSource or destination meshes do not have any vertices, cannot transfer vertex dataSource to select canvas fromSources of input data for evaluating this variableSouthSouth-EastSouth-WestSpaceSpace Clip EditorSpace ConsoleSpace Dope Sheet EditorSpace File BrowserSpace Graph EditorSpace Image EditorSpace InfoSpace MatrixSpace Nla EditorSpace Node EditorSpace OutlinerSpace PreferencesSpace Sequence EditorSpace SpreadsheetSpace Text EditorSpace TypeSpace UV EditorSpace all UVs evenlySpace between islandsSpace currently being displayed in this areaSpace data for a screen areaSpace data typeSpace daubs according to surface orientation instead of screen spaceSpace for the projection axisSpace in which transforms are usedSpace of the input heightSpace of the input normalSpace that owner is evaluated inSpace that target is evaluated inSpace to convert fromSpace to convert toSpace to use for copying mesh dataSpace transform for copying from one object to anotherSpacebarSpacebar ActionSpacesSpaces contained in this area, the first being the active space (NOTE: Useful for example to restore a previously used 3D view space in a certain area to get the old view orientation)SpacingSpacing Along StrokeSpacing DistanceSpacing PressureSpacing before brush gradient goes full circleSpacing between brush daubs as a percentage of brush diameterSpacing between charactersSpacing between grid pointsSpacing between wordsSpacing for textures along stroke lengthSpacing: {:g}SpanSpanish - EspañolSparse BindSpatial NoiseSpatial ReuseSpatial SizeSpawn particles from the shapeSpeakerSpeakerNewSpeakerVolume MinSpeaker data-block for 3D audio speaker objectsSpeaker data-blocksSpeaker(s)SpeakersSpecial CharactersSpecifies energy absorption per unit length as light passes through the hair. A higher value leads to a darker colorSpecifies how much sharp corners will be roundedSpecifies how round the bokeh is, maximum roundness produces a circular bokehSpecifies how the bone inherits scaling from the parent boneSpecifies how the glue bone is rigged to the control at the bone head locationSpecifies if tone mapping operates on the entire image or per pixel, 0 means the entire image, 1 means it is per pixel, and values in between blends between bothSpecifies if tone mapping operates on the luminance or on each channel independently, 0 means it uses luminance, 1 means it is per channel, and values in between blends between bothSpecifies microfacet roughness of the diffuse base (0.0 is perfect lambertian reflection, 1.0 is completely rough)Specifies microfacet roughness of the surface for specular reflection and transmission (0.0 is a perfect mirror reflection, 1.0 is completely rough)Specifies the amount of color shifting. 1 means maximum shifting towards blue while -1 means maximum shifting toward redSpecifies the input node used by the created zoneSpecifies the limiting strength of the limit channelSpecifies the luminance at which the midtones of the image end and the highlights startSpecifies the luminance at which the midtones of the image start and the shadows endSpecifies the output node used by the created zoneSpecifies the size of the catadioptric iris, zero means no irisSpecifies the smoothness of the keying screenSpecifies the spilling strength of each color channelSpecifies the strength of the despillSpecifies the threshold or sensitivity to edges. Lowering this value you will be able to detect more edges at the expense of performanceSpecifies the value of the Local Location option for IK controls, which decides if the location channels are aligned to the local control orientation or worldSpecifies weight of smooth vs original normalSpecifies whether the newly revealed geometry should be selectedSpecify a custom scene meters per unit valueSpecify a custom sizeSpecify a feature edge selection condition based on face marksSpecify a logical combination of selection conditions on feature edge typesSpecify a new sampling value that determines the resolution of stroke polylinesSpecify a path where the baked data should be stored manuallySpecify a precise fraction of final UV outputSpecify either inclusion or exclusion of feature edges belonging to a collection of objectsSpecify either inclusion or exclusion of feature edges selected by edge typesSpecify either inclusion or exclusion of feature edges selected by face marksSpecify focal length of the lens in millimetersSpecify how existing transformations and the action channels are combinedSpecify how the copied and existing rotations are combinedSpecify how the copied and existing transformations are combinedSpecify how the modifier value is blended into the base valueSpecify how to combine the new location with originalSpecify how to combine the new rotation with originalSpecify how to combine the new scale with originalSpecify orientation and scale, instead of using embedded data in FBX fileSpecify source for the grid shapeSpecify target number of faces relative to the current meshSpecify the approximate number of voxels along the diagonalSpecify the distance between verticesSpecify the lens as the field of view's angleSpecify the line's start and end pointsSpecify the number of copies for each curve separatelySpecify the offset from one vertex to the nextSpecify the total number of verticesSpecify the type of rotation channels to useSpecify the voxel side lengthSpecify unit line thickness in pixelsSpecify volume data precision. Lower values reduce memory consumption at the cost of detail.Specify volume density and step size in object or world spaceSpecify volume step size and density in world spaceSpecify which elements to use for instancing. (Floating point values result in a random selection)Specify which material attribute is usedSpecify which parts of the pose asset are overwrittenSpectrumSpectrum to useSpecularSpecular BSDFSpecular ColorSpecular Color BlueSpecular Color GreenSpecular Color RedSpecular FactorSpecular HardnessSpecular HighlightsSpecular IOR LevelSpecular LightingSpecular color of the materialSpecular reflection multiplierSpeedSpeed ControlSpeed FactorSpeed Interpolation 0Speed Interpolation 1Speed MultiplierSpeed RampSpeed VectorsSpeed control methodSpeed factor for when looking around, high values mean faster mouse movementSpeed of SoundSpeed of sound for Doppler effect calculationSpeed of the burning reaction (higher value results in smaller flames)Speed of the wave, towards the starting point when negativeSpeedControl StripSpell CacheSphereSphere RadiusSphere SelectionSphere radius for computing curvaturesSpheres ResolutionSphericalSpherical FalloffSpherical ProbeSpherical StereoSpherical camera for environment maps, also known as Lat Long panoramaSpherical falloffSpherical forcefield based on the charge of particles, only influences other charge force fieldsSpherizeSpherize StrengthSpill StrengthSpiralSpiraling force that twists the force object's local Z axisSplashSplash ScreenSplineSpline Bézier PointsSpline CountSpline IKSpline IK ConstraintSpline IndexSpline LengthSpline Length nodeSpline ParameterSpline Parameter nodeSpline Point CountSpline PointsSpline ResolutionSpline closes on release if not draggedSpline point without handlesSpline typeSpline:SplinesSplitSplit AngleSplit Animation by ObjectSplit BVH primitives by this number of time steps to speed up render time in cost of memorySplit By GroupSplit By ObjectSplit Dash 1Split Dash 2Split Dash 3Split EdgesSplit Edges & FacesSplit Eyelid Follow SliderSplit Gap 1Split Gap 2Split Gap 3Split ImpulseSplit LengthSplit LinesSplit MaterialsSplit PatternSplit ToningSplit a 4x4 matrix into its individual valuesSplit a bundle into multiple sockets.Split a color into its individual components using multiple modelsSplit a color into separate channels, based on a particular color modelSplit a face into a fanSplit a geometry into a separate output for each type of data in the geometrySplit a geometry into two geometry outputs based on a selectionSplit a transformation matrix into a translation vector, a rotation, and a scale vectorSplit a vector into its X, Y, and Z componentsSplit all points to curve by its group ID and reorder by weightSplit an image into its composite color channelsSplit and CopySplit and join editors by dragging from cornersSplit at position of the cursor instead of current frameSplit away joined faces at the edgesSplit baked maps per material, using material name in output file (external only)Split chains at points with angles larger than the maximum 2D angleSplit chains at points with angles smaller than the minimum 2D angleSplit channelsSplit concave faces by connecting vertices to make them convexSplit custom normals of selected verticesSplit edges that are marked as sharpSplit edges with high angle between facesSplit external images per material (external only)Split faces along selected edgesSplit faces and edges connected to selected verticesSplit multicam strip and select cameraSplit non-planar faces that exceed the angle thresholdSplit off face corners instead of merging facesSplit off face corners to maintain surrounding geometrySplit off selected bones from connected unselected bonesSplit off selected geometry from connected unselected geometrySplit off selected points from connected unselected pointsSplit selected area into camera, front, right, and top viewsSplit selected area into new windowsSplit selected edges so that each neighbor face gets its own copySplit selected pointsSplit selected points to a new strokeSplit selected strips at their midpointsSplit the curve until the tolerance is met (fast)Split the faces into smaller parts, giving it a smoother appearanceSplit the polygons with an ear clipping algorithmSplit the quads along their longest diagonalSplit the quads along their shortest diagonalSplit the quads in nice triangles, slower methodSplit the quads on the 2nd and 4th verticesSplit the quads on the first and third verticesSplit the selected point to a new strokeSplit the selected strips in twoSplit to InstancesSplit/DockSplits guides into separate groups. New curves interpolate existing curves from a single groupSplits the elements of the input geometry into groups which can be sampled individuallySplits the faces of the input mesh into groups which can be sampled individuallySplittingSpot BlendSpot Blend: %.2fSpot LightSpraySpray + BubblesSpray + FoamSpray + Foam + BubblesSpray MapSpray and bubble particles are saved in the same particle systemSpray and foam particles are saved in the same particle systemSpreadSpread LengthSpread SpeedSpread distance for inner miter arcsSpreadsheetSpreadsheet ColumnSpreadsheet Column IDSpreadsheet EditorsSpreadsheet Row FilterSpreadsheet TableSpreadsheet Table IDSpreadsheet TablesSpreadsheet space dataSpringSpring ForceSpring FramesSpring LengthSpring TypeSpring Vertex GroupSpring forceSpring force that pulls water level back to zeroSpring implementation used in Blender 2.7. Damping is capped at 1.0Spring rest length (factor of particle radius)Spring rest length is a factor of 2 * particle sizeSpringsSprite ThresholdSquareSquare (HS + V)Square (HV + S)Square (SV + H)Square CentimetersSquare ChainsSquare DecimetersSquare DekametersSquare FeetSquare FurlongsSquare HectometersSquare InchesSquare KilometersSquare MetersSquare MicrometersSquare MilesSquare MillimetersSquare RootSquare Root ModeSquare ThouSquare ThresholdSquare YardsSquare cap (flat and extended)Square only: all values with an absolute amplitude lower than that result in 0Square root of ASquare with inner dotSquaresSquashSquash & StretchSquash AmountSquash FrequencySquash every N rowsSqueeze Value (Legacy)Squeezed FrameStab WeightStabilizationStabilize 2DStabilize 2D ClipStabilize CenterStabilize NormalStabilize RotationStabilize ScaleStabilize StrokeStabilize detected rotation around center of frameStabilize footage using 2D stabilization motion tracking settingsStabilizer Stroke FactorStabilizer Stroke RadiusStacked AboveStacked BelowStamp CameraStamp DateStamp FilenameStamp FrameStamp HostnameStamp LabelsStamp LensStamp MarkerStamp NoteStamp Note TextStamp OutputStamp Peak MemoryStamp Render TimeStamp SceneStamp Sequence StripStamp TimeStandardStandard DeviationStandard transitions between keyframesStanford PLY (.ply)StarStartStart & End MappingStart (Factor)Start (Length)Start AngleStart Arrow StyleStart At Current FrameStart CapStart DeactivatedStart DenoisingStart FactorStart FrameStart Frame (manipulated from UI)Start Frame (raw value)Start Frame (when Restrict Frame Range is enabled)Start HandleStart Handle EaseStart Handle ScaleStart LocationStart Mapping TypeStart OffsetStart PositionStart Position ObjectStart Position XStart Position YStart RadiusStart SampleStart SizeStart VR SessionStart VerticesStart and end frame cannot be the same!Start distance of the volumetric effectStart editing directory fieldStart entering filter textStart entering filter text for the data-set in focusStart entering filter text for the list in focusStart entering text which filters the set of channels shown to only include those with matching namesStart frame clamped to valid rendering rangeStart frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frameStart frame for bakingStart frame is larger than end frameStart frame of the NLA strip. Note: changing this value also updates the value of the strip's end frame. If only the start frame should be changed, see the "frame_start" property instead.Start frame of the effectStart frame of the export, use the default value to take the start frame of the current sceneStart frame of the ocean bakingStart frame of the stripStart on FrameStart placement using a point projected onto the orientation axis at the 3D cursor positionStart placement using a point projected onto the view plane at the 3D cursor positionStart placing on the surface, using the 3D cursor position as a fallbackStart placing the center positionStart placing the edge positionStart pointStart searching textStart transform operator after inserting the nodeStart/EndStartingStarting MouseStarting angle of the arcStarting distance of the mist, measured from the cameraStarting frame for the animationStarting frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)Starting frame of the stored rangeStarting frame to exportStarting time of pathStarts WithStartup file savedStateState ColorsState OtherState of all panels defined by the node groupState of the light linkingState of the other user path for bimanual actionsState of the shadow linkingState-full solver running in real-time context and ignoring actions and non-IK constraintsStateless solver computing pose starting from current action and non-IK constraintsStatic BVHStatic IslandStatic TypeStatistical view of the levels of color in an imageStatisticsStatusStatus BarStatus flagsStatus of the solver iterationStatus:SteelStencilStencil ColorStencil DimensionsStencil ImageStencil LayerStencil MaskStencil Mask OpacityStencil PositionStencil color in the viewportStepStep CountStep RateStep Rate RenderStep SizeStep Size LightningStep Size MinStep between generated framesStep size when raymarching volumeStep size when raymarching volume for lighting computationStep through animation by positionStepped Interpolation F-ModifierStepped LinearStepped linear interpolation between From Min and From Max valuesStepsSteps MinSteps ViewportStereoStereo 3DStereo 3D DisplayStereo 3D FormatStereo 3D Mode requires the window to be fullscreenStereo EyeStereo FXStereo LFEStereo ModeStereo OutputStereo audio channelsStereo with LFE channelStereoscopyStereoscopy settings for a Camera data-blockStickStick stroke to other strokesStick stroke to surfacesStick stroke to the imageStick stroke to the viewStickinessSticky Selection ModeSticky vertex selection disabledStiff QuadsStiff ViscosityStiff viscosity is a factor of normal viscosityStiffnessStiffness XStiffness defines how much of the element to fillStiffness on the X axisStiffness on the X rotational axisStiffness on the Y axisStiffness on the Y rotational axisStiffness on the Z axisStiffness on the Z rotational axisStillStitch Preview Active IslandStitch Preview EdgeStitch Preview FaceStitch Preview StitchableStitch Preview UnstitchableStitch Preview VertexStitch UVs within a specified limit distanceStitch selected UV vertices by proximityStitching only works with less than %i objects selected (%i selected)StoneStone (Crushed)StonesStopStop VR SessionStop animation playbackStop boundary selection at n-gonsStop boundary selection at vertices with more than three edgesStop boundary selection at vertices with two edges when they share a face that is not an n-gonStop pushing jumpStop subdividing when this level is reached even if the dicing rate would produce finer tessellationStop this jobStop vertices from projecting to a face on the target when facing towards/awayStorageStorage mode for custom normal dataStorage of an operator being executed, or registered after executionStorage to temporarily hold the main action slot while in tweak modeStorage to temporarily hold the main action while in tweak modeStore Bundle ItemStore Denoising PassesStore Enabled Catalogs in PreferencesStore Named AttributeStore Named GridStore RGB and alpha channels separately with alpha acting as a mask, also known as unassociated alpha. Commonly used by image editing applications and file formats like PNG.Store RGB channels with alpha multiplied in, also known as associated alpha. The natural format for renders and used by file formats like OpenEXR.Store a bundle item by path and data type.Store a normal vector for each mesh elementStore a single value for the entire domainStore a value for every elementStore all data-blocks linked from other .blend files in the current .blend file. Library references are preserved so the linked data-blocks can be unpacked againStore custom normals as simple vectors in the local space of the mesh. Values are not necessarily updated automatically later on as the mesh is deformed.Store custom property enumeration values as stringsStore enumeration values as stringsStore floating point selection values. For mesh geometry, stored inverted as the sculpt mode maskStore glTF export settings in the Blender projectStore grid data in a volume geometry with the specified nameStore multires displacements outside the .blend file, to save memoryStore normals in a deformation dependent custom transformation space. This method is slower, but can be better when subsequent operations change the mesh without handling normals specifically.Store proxies using per strip settingsStore proxies using project directoryStore the baked data in a directory on diskStore the current state of the asset catalogs in the undo bufferStore the denoising feature passes and the noisy image. The passes adapt to the denoiser selected for renderingStore the estimated transforms in the soft body settingsStore the result of a field on a geometry and output the data as a node socket. Allows remembering or interpolating data as the geometry changes, such as positions before deformationStore the result of a field on a geometry as an attribute with the specified nameStore the sharpness of each face or edge. Similar to the "Shade Smooth" and "Shade Flat" operators.Store the shelf's enabled catalogs in the preferences rather than the local asset shelf settingsStore this action in the NLA stack as a non-contributing strip for later useStore this action in the NLA stack as a non-contributing strip for later use, and create a new actionStore true or false selection values in edit modeStored Operation ModeStored as single valueStores and apply difference between reference and local value (NOT USED)Stores and apply multiplication factor between reference and local value (NOT USED)Stores the style of each characterStoryboardingStraightStraight AlphaStraight CutStraight-line interpolation between A and B (i.e. no ease in/out)Straight-line slope of end segments are extended past the endpoint keyframesStraightenStraighten Hair CurvesStraighten XStraighten YStraightens hair curves between root and tipStrandStrand IndexStrand LengthsStrand RenderStrand ShapeStrand StepsStrand diameter width at the rootStrand diameter width at the tipStrand shape parameterStreak fade-out factorStreaksStreaks AngleStream IndexStreamlinesStrengthStrength FactorStrength PressureStrength RandomnessStrength of SunStrength of displace when applied to the meshStrength of emissionStrength of force fieldStrength of modifier deformationsStrength of modifier effectStrength of noiseStrength of smoothing applied on jagged chainsStrength of the bump mapping effect, interpolating between no bump mapping and full bump mappingStrength of the displacementStrength of the emitted lightStrength of the emitted light. A value of 1.0 ensures that the object in the image has the exact same color as the Emission ColorStrength of the fade effectStrength of the light sourceStrength of the normal mapping effectStrength of the studiolightStrength of volume stretching clampingStrength to use for assigning or selecting face influence for weighted normal modifierStrengthsStretchStretch OpacityStretch ToStretch To ConstraintStretch To FitStretch UStretch UVsStretch VStretch along Y-Axis to point towards a targetStretch or shrink strokesStretch the U coordinates between 0 and 1 when UVs are presentStretch the V coordinates between 0 and 1 when UVs are presentStretch the beginning and the end of stroke backboneStretch the object along the Z axis of the modifier spaceStretch to FillStretch to meet the target objectStretches image bounds to the canvas without preserving aspect ratioStrictStride at which tiled strokes are copiedStringString AttributeString Attribute ValueString FieldString LengthString Node SocketString Node Socket InterfaceString ValueString socket of a nodeString to CurvesString to ValueString to be inserted at cursor positionString value in geometry attributeStringsStripStrip '%s' not in scene '%s'Strip CharactersStrip ColorStrip Color BalanceStrip Color Balance DataStrip Color TagsStrip CropStrip DurationStrip ElementStrip FromStrip ModifierStrip Modifier PropertiesStrip ModifiersStrip NameStrip NoneStrip NumbersStrip PartStrip PreviewStrip PropertiesStrip ProxyStrip Proxy & TimecodeStrip TimeStrip TransformStrip cannot be moved into itselfStrip effect typeStrip has no influence past its extentsStrip leading/trailing text from the nameStrip names are not editable from the OutlinerStrip needs two inputs to swapStrip time is controlled by an F-Curve rather than automatically determinedStrip transform property to be resetStrip type does not support modifiersStrip type is not set.Strip type must be 'META'Strip used as mask input for the modifierStrip with a set of F-Curves for each action slotStrip(s)StripElements.pop: cannot pop the last elementStripElements.pop: index out of rangeStripsStrips SelectedStrips must be the same lengthStrips must have the same number of inputsStrips nested in meta stripStrips were not compatibleStrips.new_effect: effect expects more than 2 inputs (%d, should never happen!)Strips.new_effect: effect takes 1 input stripStrips.new_effect: effect takes 2 input stripsStrips.new_effect: invalid lengthStrips.new_sound: unable to open sound fileStrobeStrokeStroke & FillStroke & Fill are fully transparentStroke CenterStroke ColorStroke Depth OffsetStroke Depth OrderStroke DirectionStroke EndStroke Fit MethodStroke LengthStroke Material NameStroke OffsetStroke OnlyStroke OpacityStroke PlacementStroke Placement (2D View)Stroke Placement (3D View)Stroke Placement:Stroke Point ParameterStroke PointsStroke RandomStroke SnapStroke StartStroke StepStroke ThicknessStroke and FillStroke data pointsStroke end styleStroke is fully transparentStroke offset for the Line Art modifierStroke start styleStrokesStrokes CollisionStrokes appear/disappear one after the other, but only a single one changes at a timeStrokes end extension for closing gaps, use zero to disableStrongStruct definition used for properties assigned to this itemStruct gathering all data needed by overridden linked IDsStructsStructuralStructural GroupStructural Stiffness Vertex GroupStructureStructure TypeStucciStucci TextureStudioStudio LightStudio LightsStudio lightStudio light image file has separate "diffuse" and "specular" passesStudio lighting setupStudioLight Installed {!r} into {!r}StudiolightStudiolight RotationStyleStyle ModuleStyle ModulesStyle StartStyle module '%s' could not be removedStyle module configuration for specifying a style moduleStyle module could not be removedStyle of the color blendingStyle to set selection toStyle to use when drawing VR controllersStylesSubSub LevelSub Level Menu Open DelaySub ParentSub-PanelSub-Panel BackgroundSub-StepsSub-TargetSub-channelsSubdivideSubdivide CollapseSubdivide CurveSubdivide EdgesSubdivide MeshSubdivide StrokeSubdivide Stroke modifierSubdivide between continuous selected points of the stroke adding a point half way between themSubdivide faces without changing shapeSubdivide long edges to add mesh detail where neededSubdivide perpendicular edges to the selected edge-ringSubdivide polygons to reach a specified pixel size on screenSubdivide selected curve segmentsSubdivide selected edgesSubdivide selected particles segments (adds keys)Subdivide selected segmentsSubdivide strokes and smooth themSubdivide the mesh in a way that allows editing the higher subdivision levelsSubdivide to reach a specified edge length in object space. This is required to use adaptive subdivision for instanced meshesSubdivisionSubdivision CreaseSubdivision DataSubdivision LevelsSubdivision ModeSubdivision ModifierSubdivision StepsSubdivision SurfaceSubdivision Surface ModifierSubdivision Surface modifier needs to be first to work with unwrapSubdivision TypeSubdivision level applied before deformationSubdivision surface modifierSubdivisionsSubframe offset of the sound source start expressed in secondsSubframesSubframes to simulate for improved stability and finer granularity simulations (dt = timestep / (subframes + 1))Subitem Local IDSubitem Local IndexSubitem Local NameSubitem Reference IDSubitem Reference IndexSubitem Reference NameSubpixel Anti-AliasingSubprocessSubprocessesSubsetSubset of probes to updateSubset of tags (defined in parent struct) that are set for this propertySubstepsSubsteps <1 means the process is not executedSubsteps Per FrameSubsurfaceSubsurface AnisotropySubsurface ColorSubsurface DirectSubsurface IORSubsurface IndirectSubsurface MethodSubsurface RadiusSubsurface ScaleSubsurface ScatteringSubsurface TranslucencySubsurface WeightSubsurface multiple scattering shader to simulate light entering the surface and bouncing internally. Typically used for materials such as skin, wax, marble or milkSubtractSubtract ColorSubtract ModeSubtract StripSubtract VGroup B's weights from VGroup A's onesSubtract effect of brushSubtract existing selectionSubtract one strip's color from anotherSubtract source value to destination one, using given threshold as factorSubtracted from the current frame to use for looking up the data in the cache file, or to determine which file to use in a file sequenceSubtracted from the texture color to get a displacement vectorSubtractive overrideSubtypeSubtype LabelSubtype of the default valueSuccessSuccessfully added %d keyframes for keying set '%s'Successfully copied attributes from {} to {}Successfully generated: "{:s}"Successfully removed %d keyframes for keying set '%s'Successfully reset {}SuffixSuffix added to the render images for this viewSuffix to identify the cameras to use, and added to the render images for this viewSuggested line thickness and point size in pixels, for add-ons displaying custom user interface elements, based on operating system settings and Blender UI scaleSuggestive ContourSuggestive ContoursSumSum ValuesSummarySunSun AngleSun BeamsSun DirectionSun DiscSun ElevationSun IntensitySun LightSun PositionSun RotationSun SizeSun ThresholdSun angle from horizonSun disc not available in EEVEESunlight strength in watts per meter squared (W/m²)SuperellipseSupportSupport EmulationSupport HDR ColorSupport Uniform ScalingSupport face boundariesSupport storing custom bundles in a geometry in Geometry NodesSupport uniformly scaling the limb via the gear control at the baseSupports PreviewsSupports any combination of grab, rotate, and scale at onceSupports culled depth by other objects in the viewSupports selectionSuppress ControlSurfSurfaceSurface CurveSurface DeformSurface EmissionSurface FormatSurface GeometrySurface GuidingSurface Guiding ProbabilitySurface Input TypeSurface ModifierSurface NormalSurface Normal DistanceSurface Object to attach to (needs to have matching transforms)Surface OffsetSurface PickingSurface ProjectSurface Render MethodSurface ResponseSurface Rest PositionSurface SmoothSurface TensionSurface ThicknessSurface TypeSurface UVSurface UV CoordinateSurface UV MapSurface UV coordinates at the attachment pointSurface UV map not definedSurface UV map used for attachmentSurface UV map used to sample the normal for displacementSurface attachment UV coordinates stored on each curveSurface density of generated hair curvesSurface geometry for generationSurface geometry of the curve attachmentSurface geometry to attach hair curves toSurface geometry used for shrinkwrapSurface geometry used to sample the normal for displacementSurface has no meshSurface modifier defining modifier stack position used for surface fieldsSurface nameSurface normal at the attachment pointSurface object for generation (needs matching transforms)Surface object used for shrinkwrapSurface object used to sample the normal for displacementSurface resolution in U direction used while rendering (zero uses preview resolution)Surface resolution in V direction used while rendering (zero uses preview resolution)Surface scale factor (does not affect the height of the waves)Surface subdivisions per segmentSurface tension of liquid (higher value results in greater hydrophobic behavior)Surface thickness used to detect intersection when using screen-tracingSurface(s) have no active pointSurfaceDeformSurfaceDeform ModifierSurfacesSurfel ResolutionSwahili - KiswahiliSwapSwap 2 sequencer stripsSwap AreasSwap AxesSwap Height and DepthSwap Left/RightSwap LinksSwap VR navigation controls between left / right controllersSwap active strip with strip to the right or leftSwap all users of one action to a new action. This ignores the NLA and Action ConstraintsSwap all users of one action to another one. The normal action slot assignment rules apply. This ignores the NLA and Action ConstraintsSwap left and right stereo channelsSwap one material with anotherSwap order of selected strips within tracksSwap primary and secondary brush colorsSwap selected areas screen positionsSwap selected nodes with the specified node group assetSwap the Mouse Wheel zoom directionSwap the output connections of the two selected nodes, or two similar inputs of a single nodeSwap the roles of Height and Depth.Swap the two inputs of the effect stripSwedish - SvenskaSweep AngleSweep LineSweep a transition line across the frameSwingSwing and X TwistSwing and Y TwistSwing and Z TwistSwirlSwirl EffectSwirl effectSwitchSwitch IslandSwitch Stereo ViewSwitch ViewSwitch back to the previous Action, after creating a pose assetSwitch between an attribute and a single value to define the data for every elementSwitch between the current and assigned brushes on consecutive uses.Switch between two images using a checkboxSwitch between two inputsSwitch direction of selected splinesSwitch the current view from perspective/orthographic projectionSwitch the direction from clockwise to counterclockwiseSwitch to Pose or Object modeSwitch to erase brush for duration of strokeSwitch to mask brush for duration of strokeSwitch to smooth brush for duration of strokeSwitch to the target object or boneSwitch to this object mode when activating the workspaceSwitchable ParentSwitches the active object and assigns the same mode to a new one under the mouse cursor, leaving the active mode in the current oneSwizzle RSymmetricalSymmetrical ({:s})SymmetrizeSymmetrize the topology modificationsSymmetrySymmetry FeatheringSymmetry XSymmetry YSymmetry ZSyncSync Action LengthSync LengthSync MarkersSync Markers with keyframe editsSync ModeSync Outliner SelectionSync Scene TimeSync SelectionSync Visible RangeSync Zoom/PanSync outliner selection with other editorsSync to AudioSync to audio playback, dropping framesSync view position between side viewsSync with OutlinerSynchronizationSynchronize the length of the referenced Action with the length used in the stripSynchronize the repository with a remote URLSynchronize the viewer perspective of virtual reality sessions with this 3D viewportSynchronize the visible timeline range with other time-based editorsSyntax Built-InSyntax CommentSyntax HighlightSyntax NumbersSyntax PreprocessorSyntax ReservedSyntax SpecialSyntax StringSyntax SymbolsSyntax highlight for scriptingSystemSystem & OpenGLSystem BookmarksSystem FoldersSystem InstallationSystem MaximumSystem MemorySystem OverridesSystem extensions are read-only and cannot be uninstalledSystem's bookmarksSystem's folders (usually root, available hard drives, etc)TARGATHEME01THEME02THEME03THEME04THEME05THEME06THEME07THEME08THEME09THEME10THEME11THEME12THEME13THEME14THEME15THEME16THEME17THEME18THEME19THEME20TIFFTIFF (.tif)TIP: Use F-Curves for procedural animation insteadTIP: Use variables instead of bpy.data paths (see below)TIP: bpy.context is not safe for renderfarm usageTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3TabTab ColorsTab Search ResultsTab WidthTab for Pie MenuTable contains geometry dataTablesTabletTablet APITablet Drag ThresholdTablet pressureTabs as SpacesTabulated SobolTagTag '%s' already present for given assetTag '%s' not found in given assetTag BevelTag CreaseTag Freestyle Edge MarkTag SeamTag SharpTag selected bones to not be visible in Edit ModeTag selected bones to not be visible in Pose ModeTagsTailTail PositionTail SelectTailsTake Grease Pencil Layer or Layer Group as selection fieldTake a snapshot of the active viewportTake average of velocities from previous frame and new velocities from current frameTake average of vertex normalsTake face smoothness into account in view map calculationTake handle information into account in the conversionTake image aspect ratio into accountTake into account current Blender units settings (if unset, raw Blender Units values are used as-is)Take link out of node group to connect to root tree output nodeTake reference geometry as inputTamil - தமிழ்TangentTangent FieldTangent ModeTangent NormalTangent PhaseTangent SpaceTangent from UV mapTangent nodeTangent space can only be computed for tris/quads, abortingTangent space computation needs a UV Map, "%s" not found, abortingTangent space normal mappingTangent space vector displacement mappingTangent to SurfaceTangential DistortionTangentsTap Key TimeoutTaper ObjectTaper RadiusTaper StartTaper factor for the radius of each point along the curveTaper of the rollTapping Alt (without pressing any other keys) shows a prompt in the status-bar, prompting a second keystroke to activate the toolTarga (.tga)Targa Raw (.tga)TargetTarget BonesTarget Curve objectTarget DensityTarget Density StrengthTarget FrameTarget GeometryTarget Grease PencilTarget Grease Pencil LayerTarget ID-BlockTarget Local With ParentsTarget Mesh objectTarget New Empty ObjectTarget Normal ProjectTarget ObjectTarget Object (Curves only)Target Object, defining the position of the pivot when definedTarget Particle SystemTarget PathTarget RigTarget Selected BoneTarget Selected ObjectTarget SelectionTarget SpaceTarget TransformTarget VelocityTarget VolumeTarget ZTarget along length of bone: Head is 0, Tail is 1Target angular motor velocityTarget armatureTarget armature boneTarget bone for multi-target constraintsTarget contains concave polygonsTarget contains invalid polygonsTarget contains overlapping verticesTarget direction to compare the normal toTarget edge length in the new meshTarget geometry objectTarget has edges with more than two polygonsTarget has no facesTarget is not in the constraint target listTarget length for the operationTarget linear motor velocityTarget locationTarget location to which normals will pointTarget objectTarget object for multi-target constraintsTarget object from which the distance is measuredTarget object library-data, ignoring!Target object not a Grease Pencil, ignoring!Target object not specifiedTarget object shapeTarget object space edge length for adaptive subdivisionTarget object to define stroke startTarget object used to affect normalsTarget particle systemTarget particle systemsTarget polygon pixel size for adaptive subdivisionTarget polygons changed from %u to %uTarget scene has locked markersTarget sculpting workflow that is going to use the sampled sizeTarget to snap the selected UVs toTarget vertices changed from %u to %uTarget's Z axis, not World Z axis, will constrain the Up directionTarget: Exclude Non-SelectableTarget: Include ActiveTarget: Include EditTarget: Include Non-EditedTargetsTargets all ctrls y-axis to defined axis (global space)Targets custom WGTs to defined axis (global space)Tear BoundaryTeleportTeleport DurationTemp-MetaTemperance (average)TemperatureTemperature AttributeTemperature ColorTemperature DifferenceTemperature GridTemperature MaximumTemperature UnitTemperature difference to ambient temperatureTemperature of the fluidTemplate "{}" will start next time as it is now.Template Installed ({:s}) from {!r} into {!r}TemplatesTemporal AccumulationTemporal ReprojectionTemporarily disable NLA stack evaluation (i.e. only the active action is evaluated)Temporarily hide in viewportTemporarily hide in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsTemporarily hide in viewport • Shift to set childrenTemporarily hide mask layersTemporarily hide objects from the viewportTemporaryTemporary DirectoryTemporary EditorsTemporary FilesTendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)TensionTension Spring DampingTension StiffnessTension Stiffness MaximumTentTerminate ModeTessellateTessellated triangle in a Mesh data-blockTessellation of mesh polygons into trianglesTest key configuration for conflictsTex CoordTexcoord Quantization BitsTextTextCaseTextDigitsTextIndentationTextLineTextLinesTextLowerTextModifiedTextNewTextPatternTextPunctuationTextSpacesTextStrip CharactersTextTabTextTabsTextUpperTextWeightTextWordText '%s'Text (.txt)Text Anti-AliasingText BeginText BoxText Box HeightText Box WidthText BoxesText Character FormatText ColorText CursorText CurveText EditorText Editor ArgsText Editor PresetsText EndText FilesText HighlightText HintingText InfoText Info OverlayText InputText LineText Node SocketText Node Socket InterfaceText RenderingText SelectedText StripText Strip CursorText StyleText Subpixel Anti-AliasingText ValueText Widget ColorsText bounding box for layoutText character formatting settingsText colorText color of selected lineText data-block referencing an external or packed text fileText data-blocksText displayed and edited in this spaceText editor space dataText file has been edited since last saveText file is in memory, without a corresponding file on diskText file on disk is different than the one in memoryText horizontal alignment from the object or text box centerText in the lineText not found: %sText not used by any node or camera, no update doneText objects can only have their scale applied: "%s"Text on CurveText socket of a nodeText stringText strip editing cursorText strip editing selectionText that will be displayedText to 3D ObjectText to ReplaceText to display in header during scaleText to insert at the cursor positionText to replace selected text with using the replace toolText to search for with the find toolText to use on the UI panel button (does not edit the collection name)Text to use on the UI panel button instead of the collection nameText too longText vertical alignment from the object centerText: ExternalText: InternalTextBox HeightTextBox OverflowTextBox WidthTextBox X OffsetTextBox Y OffsetTextBoxesTextsTextureTextureAlong strokeTextureBand NoiseTextureBandsTextureDimensionsTextureGeneratedTextureGlobalTextureMappingTextureNewTextureObjectTexturePatternTexturePlasticTextureRing NoiseTextureRingsTextureSharpTextureSharperTextureSoftTextureStrand / ParticleTextureTexture CoordinatesTextureUVTextureWall InTextureWall OutTextureWindowTexture Collection RateTexture CoordinateTexture Coordinate BoneTexture Coordinate ObjectTexture Coordinate QuantizationTexture CoordinatesTexture DistortionTexture Encoding QualityTexture FieldTexture LimitTexture MappingTexture Mapping ModeTexture MaskTexture MeshTexture Mid LevelTexture ModeTexture NodeTexture Node EditorTexture Node SocketTexture Node Socket InterfaceTexture Node TreeTexture OpacityTexture Orientation AngleTexture Overlay AlphaTexture PaintTexture Paint OverlaysTexture Paint SlotTexture Paint/Modifier UVsTexture Pixel Size factor along the strokeTexture PropertiesTexture Sample BiasTexture Sample RadiusTexture SlotTexture Slot ImagesTexture SlotsTexture SpaceTexture Space LocationTexture Space MeshTexture Space SizeTexture SpacingTexture SpecialsTexture Time OutTexture coordinate mapping settingsTexture coordinates from 0 to 1Texture coordinates from root particle locationsTexture coordinates used to map the image on the surfaceTexture coordinates used to map the texture onto the backgroundTexture data-block used by materials, lights, worlds and brushesTexture data-block used by this texture slotTexture data-blocksTexture effector weightTexture encoding qualityTexture export methodTexture filtering typeTexture images used for texture paintingTexture interpolationTexture mapping not set to 3D, results may be unpredictableTexture mapping typeTexture nodesTexture slot defining the mapping and influence of a textureTexture slot for textures in a Brush data-blockTexture slot for textures in a LineStyle data-blockTexture slot for textures in a Particle Settings data-blockTexture slot nameTexture slots defining the mapping and influence of texturesTexture socket of a nodeTexture space locationTexture space sizeTexture that controls emission strengthTexture to use as forceTextureMappingTexturedTexturesTextures DirectoryThai - ภาษาไทยThat item represents an ID also used as liboverride dependency (either directly, as a liboverride reference, or indirectly, as data used by a liboverride reference). It should never be directly made local. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY_ONLY`That item represents an ID only used as liboverride dependency (either directly or indirectly, see `LIBOVERRIDE_DEPENDENCY` for precisions). It should not be considered during the 'make local' (append) process, and remain purely linked data. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY`That item was added for an indirectly imported ID, as a dependency of another data-blockThe "id" attribute if available, otherwise the indexThe "slit" normal direction of each face corner, influenced by vertex normals, sharp faces, sharp edges, and custom normals. May be empty.The "stroke" cannot be emptyThe '%s' %s data-block is linked and not editable. Use "Make Local" to make it editable.The '%s' %s data-block is packed and not editable. Use "Make Local" to make it editable.The '{:s}' collection will be added upon generationThe 2D view location for the center of the new nodes, or unchanged if not setThe API reference manual for this version of BlenderThe BVH file does not contain frame duration in its MOTION section, assuming the BVH and Blender scene have the same frame rateThe Blender source root pathThe Blender version this is expected to be removedThe Blender version this was deprecatedThe Bone Collections of this ArmatureThe Bone Collections that contain this BoneThe Cryptomatte node in render mode is only supported for scene compositingThe Drivers/Expressions for this data-blockThe File Output node is only supported for scene compositingThe FriBidi C compiled library (.so under Linux, .dll under windows...), you’ll likely have to edit it if you’re under Windows, e.g. using the one included in Blender libraries repositoryThe Gabor noise value with both random intensity and phase. This is equal to sine the phase multiplied by the intensityThe ID pointer overridden by this operation is expected to match the reference hierarchyThe Index of Refraction (IOR) of the coat layer (affects its reflectivity as well as the falloff of coat tinting)The Keying Set to useThe Navigate Gizmo sizeThe RGB color of the strand. Only used in Direct ColoringThe Render Layers node is only supported for scene compositingThe Runge-Kutta ODE solver error limit, low value gives more precision, high values speedThe Scene needs a cameraThe Slot that the Channelbag's animation data is forThe Strip Info node is only supported for sequencer compositingThe UUID of the catalog shown in the browserThe UV coordinates at which to sample the texture. The Z component is assumed to contain an alpha channelThe Voronoi feature that the node will computeThe X axis size of the shapeThe X position of the lower left corner of the crop regionThe Y axis size of the shapeThe Y position of the lower left corner of the crop regionThe action %s is not editableThe action depends on the states/poses of both user pathsThe action is intended to be used as a cycle looping over its manually set playback frame range (enabling this does not automatically make it loop)The action poses will be used for the VR controller aimsThe action poses will be used for the VR controller gripsThe action when Middle-Mouse dragging in the viewport. Shift-Middle-Mouse is used for the other action. This applies to trackpad as wellThe active Vertex GroupThe active attribute has an unsupported typeThe active attribute must be on the vertex, edge, or face domainThe active attribute must have a boolean typeThe active data-block '%s' is not a valid linked oneThe active data-block '%s' is used by other linked dataThe active face for this meshThe active lineset does not have a line style (indicating data corruption)The active modifier in the listThe active object does not match the armatureThe active object needs to be an armatureThe active repository has invalid settingsThe active shape key of %s is lockedThe active simulation area moves with the brushThe active strip modifier in the listThe active vertex group is lockedThe active workspace view layer showing in the windowThe alignment of the new objectThe already existing local ID that may be reused in append & reuse case. None until it has been foundThe amount of chromatic aberration to add to the distortionThe amount of color noiseThe amount of copies is too high, we cannot generate the amount of geometry it would requireThe amount of diamond sharpeningThe amount of distortion. 0 means no distortion, -1 means full Pincushion distortion, and 1 means full Barrel distortionThe amount of jitter to introduce while computing rays, higher jitter can be faster but can produce grainy or noisy resultsThe amount of points to select from the end of each splineThe amount of points to select from the start of each splineThe amount of rotation along each axis, XYZ orderThe amount of rotation on each axis, around the X, Y, then Z axes in that orderThe amount of rotation that the blur spansThe amount of scaling along each axisThe amount of scaling that the blur spansThe amount of sharpeningThe amount of shear to applyThe amount of space between nodesThe amount of translation along each axisThe amount of translation that the blur spans in the specified direction relative to the size of the image. Negative values indicate translation in the opposite directionThe amount of value-based noiseThe amplitude of the offsetThe amplitudes of the envelope are summarized (or, when Accumulate is enabled, both positive and negative differences are accumulated)The angle along the circle arc between copiesThe angle between the normals of connected manifold facesThe angle between the planes changes during the stroke to fit the surface under the cursorThe angle of the bokehThe angle snap increment used when in constrained angle modeThe angle that defines the direction of the translationThe angle that the first streak makes with the horizontal axisThe armature needs to be in Pose mode or Edit modeThe asset is local to the file. Deleting it will just clear the asset status.The asset shelf is not available in the current context (try changing the active mode or tool)The asset's catalog pathThe attribute domain that gives enough information to represent the mesh's normalsThe attribute is associated with the View Layer, Scene or World that is being renderedThe attribute is associated with the instancer particle system or object, falling back to the Object mode if the attribute isn't found, or the object is not instancedThe attribute is associated with the object geometry, and its value varies from vertex to vertex, or within the object volumeThe attribute is associated with the object or mesh data-block itself, and its value is uniformThe attribute is meant for internal use by BlenderThe attribute name must not be emptyThe attribute name used by default when the node group is used by a geometry nodes modifierThe attribute output cannot be used without the geometry outputThe audio is rendered with a bitrate of 240kbit/s per channel, the maximum bitrate Vorbis supports.The audio is rendered with a bitrate of 256kbit/s per channel, the maximum bitrate Opus supports.The audio is rendered with a bitrate of 320kbit/s, the maximum bitrate MP3 supports.The audio is rendered with a bitrate of 384kbit/s, the maximum bitrate MP2 supports.The audio is rendered with a bitrate of 640kbit/s, the maximum bitrate AC3 supports.The audio is rendered with a bitrate of roughly 250kbit/s per channel, the maximum bitrate AAC supports.The axes icon's sizeThe axis that the curve deforms alongThe axis used for placing the base regionThe base name of the file. Other information might be included in the final file name depending on the node optionsThe base unit for pixels per meter.The bf-translation repositoryThe blend factor with 0 being the current frameThe brightness level at which pixels are considered part of the highlights that produce a glareThe brush affects the UV rotation of the pointThe brush affects the color strength of the pointThe brush affects the position of the pointThe brush affects the thickness of the pointThe brush is of type used for drawing strokesThe brush is of type used for filling areasThe brush is of type used for tinting strokesThe brush is used for erasing strokesThe cache is bakedThe cache is being bakedThe camera used for rendering the sceneThe center of the circle described by the three pointsThe clipboard does not contain a Selection SetThe code used to calculate internal forces on particlesThe collection to add other selected objects toThe collection to remove other selected objects fromThe collection to remove this object fromThe color for things after the current frame (for onion skinning, motion paths, etc.)The color for things before the current frame (for onion skinning, motion paths, etc.)The color variation between Color1 and Color2. Values of -1 and 1 only use one of the two colors. Values in between mix the colorsThe color which gets mapped to white (automatically converted to/from temperature and tint)The color which gets white gets mapped to (automatically converted to/from temperature and tint)The combined frame range of all F-Curves within this actionThe compositor is always enabled regardless of the viewThe compositor is disabledThe compositor is enabled only in camera viewThe condition for close spline to activateThe constraining actionThe constraint is applied in Pose Space, the object transformation is ignoredThe constraint is applied in local space of a custom object/bone/vertex groupThe constraint is applied relative to the local coordinate system of the objectThe constraint is applied relative to the rest pose local coordinate system of the bone, thus including the parent-induced transformationThe constraint is applied relative to the world coordinate systemThe contrast of the cavity maskThe control point to retrieve data fromThe converge point for the stereo cameras (often the distance between a projector and the projection screen)The coordinates at which Gabor noise will be evaluated. The Z component is ignored in the 2D caseThe coordinates to sample within the UV mapThe corner to retrieve data from. Defaults to the corner from the contextThe counterclockwise rotation of the inner set of pointsThe current active panel category, may be Null if the region does not support this feature (NOTE: these categories are generated at runtime, so list may be empty at initialization, before any drawing took place)The current line numberThe current location (offset) of the view for this Node TreeThe current number of faces in the decimated meshThe current simulation time step size, as a fraction of a frameThe current text boxThe curve group to interpolate inThe curve normal value at each of the curve's control pointsThe curve the control point is part ofThe curve to retrieve data from. Defaults to the curve from the contextThe curve type to change the selected curves toThe custom bone colors, used when palette is 'CUSTOM'The custom range in which to create new keys. Only used when not using the scene rangeThe data path from each iterable to the value (int or float)The data path relative to the context, must point to an iterableThe data type of the corresponding column visible in the spreadsheetThe data type the attribute is converted to before calculating the resultsThe data type used to read the attribute valuesThe data-block %s could not be overriddenThe data-block %s is not overridableThe default alignment for objects added from a 3D viewport menuThe default and recommended for most applicationsThe default directory for rendering output, for new scenesThe default directory to search for loading fontsThe default directory to search for soundsThe default directory to search for texturesThe delay of the effect in secondsThe device to use to process the denoise nodes in the compositorThe difference between the scale of each two consecutive octaves. Larger values corresponds to larger scale for higher octavesThe dimensions of the image in pixels with transformations appliedThe direct children of this layer group. Ordered by stack order, meaning the first child is the bottom most child in the layer tree.The direction (only applies to drag events)The direction of the anisotropic Gabor noiseThe direction the plane pointsThe directionality of Gabor noise. 1 means the noise is completely directional, while 0 means the noise is omnidirectionalThe directory for storing temporary save files. The path must reference an existing directory or it will be ignoredThe directory where the image will be writtenThe display and view transform supports automatic emulation for another display device, using the display color spaces mechanism in OpenColorIO v2 configurationsThe display and view transform supports high dynamic range colorsThe distance a point can be from the surface before the face is no longer considered planarThe distance along the curve between copiesThe distance between the bottom point and the X axisThe distance between the top point and the X axisThe distance from which particles are affected fullyThe distance in pixel to the nearest pixel at the boundary of the mask. The distance is negative inside the maskThe distance metric used to compute the textureThe distance that the resulting points are allowed to be withinThe donation program to support maintenance and improvementsThe dropped extension comes from a disabled repository.The dropped extension comes from an unknown repository.The duplicated geometry, not including the original geometryThe edge after the corner in the face, in the direction of increasing indicesThe edge before the corner in the face, in the direction of decreasing indicesThe edge flag to tag when selecting the shortest pathThe edge to retrieve data from. Defaults to the edge from the contextThe edges of the image that intersects the outer mask will be considered edges of the outer mask. Otherwise, the outer mask will be considered open-endedThe edges that lie on the boundaries between the different face groupsThe edited objectThe end frame of animationThe end frame of the manually set intended playback rangeThe energy this light would emit over its entire area if it wasn't limited by the spot angle, in units of radiant power (W)The entire Scene / Preview rangeThe enum definition can now be accessed directly on the node. This exists for backward compatibility.The event of target particles to react onThe exact location of the point to useThe execution time from the node tree's latest evaluation. For frame and group nodes, the time for all sub-nodesThe expected squared deviation from the mean for each groupThe experimental option for this node is disabledThe extension is incompatible with this system: {:s}The extension mode applied to the X axisThe extension mode applied to the Y axisThe extracted highlights from which the glare was generatedThe face index for each loop triangleThe face to retrieve data from. Defaults to the face from the contextThe factor to apply to the original point's opacity for the new pointsThe factor to apply to the original point's radius for the new pointsThe factor to scale keys withThe feature set archive base directory name is not a valid identifier: '{:s}'The feature set archive has no rigs or metarigs, or is missing __init__.pyThe feature set archive must contain one base directoryThe feedback of the effectThe file extension used for saving rendersThe file handler labelThe file is not a valid Blender file.The file path used for exportingThe file was saved by a newer version, open it with Blender %s or laterThe first frame to be exportedThe first output must be a geometry socketThe five boxing wizards jump quickly! 0123456789The foot pivots around the base of the toeThe foots pivots at the ankleThe foots pivots at the ankle, with extra toe pivotThe foreground goes over the background according to the alpha of the foregroundThe foreground goes over the background according to the alpha of the foreground but the foreground completely covers the background if it is more opaqueThe foreground goes over the background according to the alpha of the foreground while assuming the background is being held out by the foregroundThe forward direction along the array shapeThe fractal offsetThe fraction part of AThe fraction part of A entry-wiseThe frame number in the sceneThe frame on which the timeline marker appearsThe frame on which this sketch appearsThe frame to evaluate (starting at 0)The free scaling axis of the objectThe frequency of the offset (1/total length)The gain multiplierThe generated glareThe generated random number is the same for every control point of a curveThe geometry cannot be extracted with dyntopo activatedThe geometry's normal directionThe gizmos are made for use with virtual reality sessions and require special redraw managementThe glTF format requires discontinuous normals, UVs, and other vertex attributes to be stored as separate vertices, as required for rendering on typical graphics hardware. This option attempts to combine co-located vertices where possible. Currently cannot combine verts with different normalsThe glue bone becomes a child of the control boneThe glue bone becomes a sibling of the control bone with Copy TransformsThe glue bone keeps its parent, but uses Copy Transforms to group both local and parent induced motion of the control into local spaceThe graphics backend can be changed in the System section of the Preferences.The grid size for bindingThe grid's value at each voxelThe group ID of each group instanceThe handle can be moved anywhere, and does not influence the point's other handleThe height of the crop regionThe height of the cylinderThe height perpendicular to the base of the spiralThe highest power of 'x' for this polynomial (number of coefficients - 1)The highest value in each groupThe identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this constraint, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this data-block, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this strip, and its identifier is used to find the right slot when assigning an Action.The identifier that makes up this tagThe image with the generated glare addedThe imported ID. None until it has been linked or appended. May be the same as ``reusable_local_id`` when appendedThe index from the contextThe index of particle system on the target objectThe index of the Armature's active bone collection; -1 when there is no active collection. Note that this is indexing the underlying array of bone collections, which may not be in the order you expect. Root collections are listed first, and siblings are always sequential. Apart from that, bone collections can be in any order, and thus incrementing or decrementing this index can make the active bone collection jump around in unexpected ways. For a more predictable interface, use ``active`` or ``active_name``.The index of the color attribute used as a fallback for renderingThe index of the control point plus the offset within the entire curves data-blockThe index of the control point to evaluate. Defaults to the current indexThe index of the corner starting from the first corner in the faceThe index of the cursorThe index of the each vertex's island. Indices are based on the lowest vertex index contained in each islandThe index of the face the corner is a part ofThe index of the first vertex in the edgeThe index of the offset cornerThe index of the second vertex in the edgeThe index of this curve's first control pointThe index to move the constraint toThe index to move the effect toThe index to move the modifier toThe indices of the duplicates for each elementThe individual F-Curves that animate the slotThe influence of a Voronoi layer relative to that of the previous layerThe initial aspect settingThe initial depth used when placing the cursorThe initial position for placementThe input grid must have a uniform voxel scale to be advected.The inputs are invalid, or the algorithm has been improperly calledThe integer coordinates of the nearest pixel at the boundary of the maskThe integer part of A, removing fractional digitsThe intended playback frame range of this action, using the manually set range if available, or the combined frame range of all F-Curves within this action if not (assigning sets the manual frame range)The intensity of the Gabor noise, which has no random phaseThe intensity of the aberration effectThe interpolation type for this curve elementThe intersection line will be included into the object with the higher intersection priority valueThe inverted matrix or the identity matrix if the input is not invertibleThe kernel is a color and each channel of the kernel will be convolved with each respective channel in the inputThe kernel is a float and will be convolved with all input channelsThe kind of repository to addThe kind of rotation to apply, values from other rotation modes are not usedThe kind of strokes or fills to deleteThe kinds of messages that should be propagated from this node to the parent group nodeThe largest integer smaller than or equal AThe largest positive integer that divides into each of the values A and B, e.g. GCD(8,12) = 4The last bone of the chain is directly controlled, like the hand in an IK arm, and the middle stretches to reach itThe last frame to be exportedThe layer group is expanded in the UIThe layer tree node after (i.e. above) this oneThe layer tree node before (i.e. below) this oneThe left Bézier control point handle from the contextThe length of the contents of this strip after the handles are appliedThe length of the contents of this strip before the handles are appliedThe length of the distance in axial directionsThe length of the longest Axial journeyThe library override of the linked ID. None until it has been createdThe light that bounces off the surface of the hairThe light that passes through the hair and exits on the other sideThe line color of a higher priority is used at material boundariesThe linked ID had other unrelated usages, so it has been duplicated into a local copyThe links form a cycle which is not supportedThe links must be siblingsThe list of action slots suitable for this NLA stripThe list of layers that make up this ActionThe list of slots in this ActionThe list of slots in this animation data-blockThe list of strips that are on this animation layerThe local data-block this asset represents; only valid if that is a data-block in this fileThe local directory containing extensionsThe location and orientation of the Custom Shape Transform bone will be used for transform gizmos and for other transform operators in the 3D Viewport. When disabled, the 3D Viewport will still use the actual bone transform for these, even when the custom bone shape transform is overridden.The location is automatically calculated to be smoothThe location is calculated to point to the next/previous control pointThe location is constrained to point in the opposite direction as the other handleThe location of the scene's 3D cursor, in the local space of the modified objectThe lowest value in each groupThe luminance that will be mapped to the log average luminance, typically set to the middle gray valueThe mass of each vertex on the cloth materialThe material to use for the new strokesThe matte gets remapped such matte values higher than the white level become white. Pixels at the identified edges are excluded from the remapping to preserve detailsThe matte gets remapped such matte values lower than the black level become black. Pixels at the identified edges are excluded from the remapping to preserve detailsThe max distance a vertex can be displaced. Displacements over this threshold may cause visibility issues.The maximum distance above the plane for affected vertices. Increasing the height affects vertices farther above the plane.The maximum distance below the plane for affected vertices. Increasing the depth affects vertices farther below the plane.The maximum from A and BThe maximum from A and B with smoothing CThe maximum gap between strokes in secondsThe maximum length an internal spring can have during creation. If the distance between internal points is greater than this, no internal spring will be created between these points. A length of zero means that there is no length limit.The maximum number of samples used for training path guiding. Higher samples lead to more accurate guiding, however may also unnecessarily slow down rendering once guiding is accurate enough. A value of 0 will continue training until the last sampleThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limitThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limit.The maximum value from A and B, max(A,B)The mesh UV map to sample. Should not have overlapping facesThe mesh is missing materialsThe mesh simulation is scaled up by this factor (compared to the base resolution of the domain). For best meshing, it is recommended to adjust the mesh particle radius alongside this value.The mesh volume where the inner/outer pressure will be the same. If set to zero the change in volume will not affect pressure.The method for determining the size of the bevelThe method of keys to activate tools such as move, rotate & scale (G, R, S)The method to use to create meshes at intersectionsThe method to use to create the mesh at intersectionsThe method used for calculating the feather offsetThe middle value in each group when all values are sorted from lowest to highestThe minimal roughness value of a material to apply guidingThe minimum from A and BThe minimum from A and B with smoothing CThe minimum value from A and B, min(A,B)The modifier affects the UV rotation factor of the pointThe modifier affects the color strength of the pointThe modifier affects the position of the pointThe modifier affects the thickness of the pointThe modifier used does not support deformed locationsThe name '{:s}' is not allowed for feature setsThe name of a json file storing those settings (unfortunately, Blender's system does not work here)The name of the Armature's active bone collection; empty when there is no active collectionThe name of the Curve object that defines the bevel shapeThe name of the active color attribute for display and editingThe name of the active key configurationThe name of the attribute on the surface mesh used to define the attachment of each curveThe name of the default color attribute used as a fallback for renderingThe name of the tree nodeThe new transform from grid index space to object space.The new transform is valid and was successfully applied to the grid.The newly linked ID has been made localThe node group is used as a geometry modifierThe node group is used as a toolThe node group is used for Grease PencilThe node group is used for curvesThe node group is used for meshesThe node group is used for point cloudsThe node group is used in edit modeThe node group is used in object modeThe node group is used in paint modeThe node group is used in sculpt modeThe node group must have a geometry output socketThe node labelThe node socket's default valueThe node tree labelThe noise simulation is scaled up by this factor (compared to the base resolution of the domain)The normal direction of each face, defined by the winding order and position of its verticesThe normal direction of each vertex, defined as the average of the surrounding face normalsThe normal direction of the face corner, taking into account sharp faces, sharp edges, and custom normal dataThe normal direction of the plane described by the three points, pointing towards the positive Z axisThe number of Voronoi layers to sumThe number of animation frames. If a single image, then 1The number of computed points in the V direction between every pair of control pointsThe number of concentric rings used to fill the round facesThe number of consecutive points from the original stroke to include in this segmentThe number of control points along the curve to traverseThe number of control points to create on the segment following each pointThe number of copies to generateThe number of corners in the faceThe number of corners to move around the face before finding the result, circling around the start of the face if necessaryThe number of duplicates to create for each elementThe number of edges connected to each vertexThe number of edges on the curveThe number of edges running vertically along the side of the coneThe number of elements in the listThe number of evaluated points on the curveThe number of faces or corners connected to each edgeThe number of faces or corners connected to each vertexThe number of faces that use each edge as one of their sidesThe number of flaps in the bokehThe number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' settingThe number of frames to average around each keyframe. Higher values allow more smoothing, but will decrease performance.The number of frames to use for calculating FPS average. Zero to calculate this automatically, where the number of samples matches the target FPS.The number of generated segments to skip to reduce complexityThe number of ghosts for Ghost glare or the quality and spread of Glare for Streaks and Simple StarThe number of horizontal ringsThe number of keyframes this drawing is used byThe number of noise octaves. Higher values give more detailed noise but increase render timeThe number of old versions to maintain in the current directory, when manually savingThe number of pixels that correspond to the same output pixelThe number of points in the curveThe number of points on the arcThe number of points skipped after this segmentThe number of points to createThe number of points to skip to create straight segmentsThe number of rectangular segments along each sideThe number of samples to render in this subsetThe number of samples used to approximate the motion blurThe number of samples used to compute the blur. The more samples the smoother the result, at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of samples used to compute the blur. The more samples the smoother the result, but at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of segments in each quarter-circle of the bevelThe number of streaksThe number of times the cavity mask is blurredThe number of times this object is repeated with respect to other objectsThe number of vertices connected to this vertex with an edge, equal to the number of connected edgesThe number of vertices on the top and bottom circlesThe object %s has locked shape keysThe object geometry itself should be visible in the renderThe object has only one layerThe object has only one materialThe object is constrained inside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained on the surface of a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained outside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is parented to a boneThe object is parented to a latticeThe object is parented to a vertexThe object is parented to an objectThe object that has the target particle system (empty if same object)The object the data pointer refers to is not a valid modifierThe offset is too small, we cannot generate the amount of geometry it would requireThe opacity of unselected F-Curves against the background of the Graph EditorThe order of selected vertices/edges/faces is modified, based on a given methodThe original input geometry with potentially new attributes that are output by the zoneThe original resolution of the image in pixels before any transformationsThe output is a square curve (negative values always result in -1, and positive ones in 1)The output node %s is already paired with %sThe owner of this constraintThe parent group of this layer tree nodeThe particle simulation is scaled up by this factor (compared to the base resolution of the domain)The particle system to paint withThe parts of the geometry in the selectionThe parts of the geometry not in the selectionThe parts of the geometry that go into the first outputThe parts of the geometry to be deletedThe path for the curve's custom profileThe path for the custom profileThe path to the '/branches' directory of your local svn-translation copy, to allow translating from the UIThe path to the preset loaded into this theme (if any)The persistent UID of the modifierThe phase of the Gabor noise, which has no random intensityThe pixel density meta-data written to supported image formats. This value is multiplied by the PPM-base which defines the unit (typically inches or meters)The pixel radius of the sharpening maskThe point is constrained to be inside the target objectThe point is constrained to be outside the target objectThe point is constrained to the surface of the target object, with distance offset always to the outside, towards or away from the original locationThe point is constrained to the surface of the target object, with distance offset applied exactly along the target normalThe point is constrained to the surface of the target object, with distance offset towards the original point locationThe point represents a tile (multiple voxels) rather than a single voxelThe position at which the transformations pivot around. Defined in normalized coordinates, so 0 means lower left corner and 1 means upper right corner of the imageThe position for the axes on the bone. Increasing the value moves it closer to the tip; decreasing moves it closer to the root.The position from the contextThe position of the first vertex in the edgeThe position of the mouse cursor at the start of the operationThe position of the second vertex in the edgeThe position of the source of the rays in normalized coordinates. 0 means lower left corner and 1 means upper right cornerThe position the transformations pivot around, in normalized coordinates. 0 means the lower left corner and 1 means the upper right corner of the imageThe positions of the new pointsThe precision of compositor intermediate resultThe primary and secondary axis have to be differentThe probability of guiding a direction inside a volumeThe probability of guiding a direction on a surfaceThe profile can be a concave or convex curveThe profile can be any arbitrary path between its endpointsThe profile shape (0.5 = round)The property is deprecatedThe provided data did not satisfy the prerequisitesThe quality used by denoise nodes during the compositing of final renders if the nodes' quality option is set to Follow SceneThe quality used by denoise nodes during viewport and interactive compositing if the nodes' quality option is set to Follow SceneThe radii of the new pointsThe radius for the generated strokesThe radius of the circle described by the three pointsThe radius of the cylinderThe range of angles that will be affectedThe rate at which the Gabor noise changes across space. This is different from the Scale input in that it only scales perpendicular to the Gabor noise directionThe ratio of keyframes to removeThe ratio of the largest dimension of the model over the size of the gridThe ratio of the minor axis to the major axis of an elliptical cross-section. Recommended values are 0.8~1 for Asian hair, 0.65~0.9 for Caucasian hair, 0.5~0.65 for African hair. The major axis is aligned with the curve normal, which is not supported in particle hairThe reference manual for this version of BlenderThe region where the image will be darkenedThe region where the panel is going to be used inThe region-space mouse X location, in pixels, increasing from 0 at the leftThe region-space mouse Y location, in pixels, increasing from 0 at the bottomThe relative distance a particle can move before requiring more subframes (target Courant number); 0.01 to 0.3 is the recommended rangeThe remainder of floored divisionThe remainder of truncated division using fmod(A,B)The remesher cannot run from edit modeThe remesher cannot run with a Multires modifier in the modifier stackThe remesher cannot run with dyntopo activatedThe remesher cannot work on linked or override dataThe replacement Action's session uid to remap all selected Action's users toThe resolution of the mask along the X directionThe resolution of the mask along the Y directionThe resolution of the particle gridThe resolution to use for each curve segmentThe right Bézier control point handle from the contextThe root nodes of the layer tree. Ordered by stack order, meaning the first node is the bottom most node in the layer tree.The rotation channel was filteredThe rotation of the scene's 3D cursor, in the local space of the modified objectThe rotation type and axis order to useThe roughness of the coat layerThe running total of values in the corresponding group, starting at the first valueThe running total of values in the corresponding group, starting at zeroThe scale factor applied to the curve segmentsThe scale of a Voronoi layer relative to that of the previous layerThe scale of the Gabor noiseThe scene's 3D cursor location and rotationThe scripted expression can be evaluated without using the full Python interpreterThe selected rig collectionThe selected rig typeThe selected strips don't overlapThe selection from the start and end of the splines based on the input sizesThe selection included %d object type(s) which do not support conversion to "%s"The selection of each element as a floating point valueThe selection of each element as a true or false valueThe setting for the file browser mode to load a .blend file, a library or a special fileThe shape of the Gaussian distribution in frames. Lower values will increase sharpness across the Filter Width.The shape of the gaussian distribution, lower values make it sharperThe shape of the start and end of the strokeThe shortest angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Computing this value is faster than the signed angleThe shutter closes at the current frameThe shutter is open during the current frameThe shutter opens at the current frameThe side of the handle that is selectedThe side that remains selected after splittingThe side to which the selection is appliedThe signed angle arctan(A / B)The signed angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Concave angles are positive and convex angles are negative. Computing this value is slower than the unsigned angleThe simulation timestep per frame (seconds per frame)The size of dilation/erosion in pixels. Positive values dilates and negative values erodesThe size of the blur in pixelsThe size of the falloff from the edges in pixels. If less than two pixels, the edges will be anti-aliasedThe size of the filter in pixelsThe size of the geometry will determine the distance between arrayed itemsThe size of the glare relative to the image. 1 means the glare covers the entire image, 0.5 means the glare covers half the image, and so onThe size of the inpaint in pixelsThe size of the particlesThe size of the tile or voxel. For individual voxels this is 1, for tiles this represents the cubic size of the tileThe slot identifies which sub-set of the Action is considered to be for this data-block, and its name is used to find the right slot when assigning an ActionThe slot identifies which sub-set of the Action is considered to be for this strip, and its name is used to find the right slot when assigning another ActionThe smallest integer greater than or equal AThe smallest positive integer that is divisible by both A and B, e.g. LCM(6,10) = 30The smoothness of the extracted highlightsThe softness of the spotlight edgeThe solver does not reiterate, not even on first frame (starts from rest pose)The solver reiterates (converges) on all framesThe solver reiterates (converges) on the first frame but not on subsequent frameThe sound file is decoded and loaded into RAMThe source axis constrained object's X axis usesThe source axis constrained object's Y axis usesThe source axis constrained object's Z axis usesThe source color contains an Alpha componentThe source color is gamma correctedThe source geometry must contain a mesh or a point cloudThe source mesh must have facesThe source of this force field is the zero point of a harmonic oscillatorThe source where the size of the mask is retrievedThe space where the asset shelf will show up in. Ignored for popup asset shelves which can be displayed in any space.The space where the panel is going to be used inThe square root of the variance for each groupThe standard fractal Perlin noiseThe start and end handles are fixed positionsThe start and end handles are offsets from the spline's control pointsThe start frameThe start frame of the manually set intended playback rangeThe start position of the relation lines from parent to child bonesThe strength value for the generate strokesThe string to find in the input stringThe string to replace each match withThe string value to drop into the buttonThe strip values are combined with accumulated results by appropriately using addition, multiplication, or quaternion math, based on channel typeThe strip values replace the accumulated results by amount specified by influenceThe subdivision level is too largeThe subdivision level visible at render timeThe sum of all values in each group divided by the size of said groupThe surface area of each of the mesh's facesThe system did not find a solutionThe target mesh must have facesThe target rotation modeThe target to use while snappingThe tentacle scaling is manually controlled via twist controls.The tentacle stretches to fit the curveThe texture affects basic color of the strokeThe texture affects the alpha valueThe tilt angle of the cuticle scales (the outermost part of the hair). They are always tilted towards the hair root. The value is usually between 2 and 4 for human hairThe time (in minutes) to wait between automatic temporary savesThe time in seconds to wait for online operations before a connection may fail with a time-out error. Zero uses the systems default.The time to use for looking up the data in the cache file, or to determine which file to use in a file sequenceThe total X size of the region in pixelsThe total Y size of the region in pixelsThe total number of mesh islandsThe total of all of the values in the corresponding groupThe transformation of the instances output. Does not affect the internal geometryThe transformation of the target bone is evaluated relative to its local coordinate system, followed by a correction for the difference in target and owner rest pose orientations. When applied as local transform to the owner produces the same global motion as the target if the parents are still in rest pose.The transformation of the target bone is evaluated relative to its rest pose local coordinate system, thus including the parent-induced transformationThe transformation of the target is evaluated relative to a custom object/bone/vertex groupThe transformation of the target is evaluated relative to its local coordinate systemThe transformation of the target is evaluated relative to the world coordinate systemThe transformation of the target is only evaluated in the Pose Space, the target armature object transformation is ignoredThe transformation of the vector and geometry outputsThe transformation type to affect on the constrained objectThe transformation type to use from the targetThe translation of this motion event. The range on each axis is [-1 to 1], before being multiplied by the sensitivity preference. This is typically scaled by the time-delta before use.The type of Gabor noise to evaluateThe type of dataThe type of data-block %s is not yet implementedThe type of license this asset is distributed under. An empty license name does not necessarily indicate that this is free of licensing terms. Contact the author if any clarification is needed.The type of media to saveThe type of radius interpolation for Bézier curvesThe type of shape used to rebuild a beveled sectionThe type of split operation to perform on stripsThe type of strategy used for sampling direct light contributionsThe type of the data-block, if the asset represents one ('NONE' otherwise)The type of the table identifierThe type of tilt calculation for 3D CurvesThe type of tilt interpolation for 3D, Bézier curvesThe type of transform operators to writeThe type of weight interpolation for splineThe uniform pressure that is constantly applied to the mesh, in units of Pressure Scale. Can be negative.The unit system to use for user interface controlsThe up direction along the array shapeThe up direction for the circle shapeThe user has been shown the "Online Access" prompt and made a choiceThe user repository to install extensions intoThe value computed for the chain is the maximum of the values obtained for chain verticesThe value computed for the chain is the mean of the values obtained for chain verticesThe value computed for the chain is the minimum of the values obtained for chain verticesThe value computed for the chain is the value obtained for the first chain vertexThe value computed for the chain is the value obtained for the last chain vertexThe value is relative to each of the dimensions of the image independentlyThe value is relative to the X dimension of the imageThe value is relative to the Y dimension of the imageThe value is relative to the diagonal of the imageThe value is relative to the greater dimension of the imageThe value is relative to the smaller dimension of the imageThe value of the reserved bitflag 'FILTER_ITEM' (in filter_flags values)The value the average luminance is mapped toThe value this event translates to in a modal keymapThe value to use if the data path cannot be resolvedThe value used to map onto the color gradient. 0.0 results in the leftmost color, while 1.0 results in the rightmostThe values from the "id" attribute on points, or the index if that attribute does not existThe values the mean and median will be calculated fromThe values the minimum and maximum will be calculated fromThe values the standard deviation and variance will be calculated fromThe values to be accumulatedThe vector to be transformedThe vertex the corner is attached toThe vertex to retrieve data from. Defaults to the vertex from the contextThe viewer does not work because the modifier is disabledThe viewer does not work because the node group used by the modifier has no outputThe visibility of drawings in this tree node is affected by the layers in the masks listThe way the constraint treats original non-free axis scalingThe wet/dry mix of the effectThe wetness level when colors start to shift to the backgroundThe width for newly created group nodesThe width of columns in horizontal list viewsThe width of the crop regionThe window has a HDR graphics buffer that wide gamut and high dynamic range colors can be written to, in extended sRGB color space.The window relative horizontal location of the areaThe window relative horizontal location of the regionThe window relative vertical location of the areaThe window relative vertical location of the regionThe world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properly.ThemeTheme "{:s}" is already installed!Theme 3D ViewportTheme Background ColorTheme Bone Color SetTheme Clip EditorTheme Collection ColorTheme ConsoleTheme Dope SheetTheme File BrowserTheme Graph EditorTheme Image EditorTheme InfoTheme Node EditorTheme Nonlinear AnimationTheme OutlinerTheme PreferencesTheme PropertiesTheme Sequence EditorTheme SpaceTheme Space SettingsTheme SpreadsheetTheme Status BarTheme Strip ColorTheme Text EditorTheme Top BarTheme User InterfaceTheme Widget Color SetTheme Widget State ColorTheme color or custom color of a boneTheme properties for common editor regionsTheme properties shared by different editorsTheme settings for FontTheme settings for InfoTheme settings for asset shelvesTheme settings for background colors and gradientTheme settings for bone color setsTheme settings for collection colorsTheme settings for regions that are common among editorsTheme settings for strip colorsTheme settings for style setsTheme settings for the 3D viewportTheme settings for the Blender PreferencesTheme settings for the ConsoleTheme settings for the Dope SheetTheme settings for the File BrowserTheme settings for the Image EditorTheme settings for the Movie Clip EditorTheme settings for the NLA EditorTheme settings for the Node EditorTheme settings for the OutlinerTheme settings for the PropertiesTheme settings for the Sequence EditorTheme settings for the SpreadsheetTheme settings for the Status BarTheme settings for the Text EditorTheme settings for the Top BarTheme settings for the graph editorTheme settings for user interface elementsTheme settings for widget color setsTheme settings for widget state colorsThemesTheoraThere are multiple group output nodes and this one is not activeThere are no inputs.There is no active data-blockThere is no animation data to operate onThere is no asset library to removeThere is no extension repository to removeThere is no layer '%s'There is no parent group node in this contextThere must be an active attributeThere must be at least one user repository set to install extensions intoThere were {:d} keying failures for unknown reasons.These require auto-key:ThetaThickThicker lines than the defaultThicknessThickness ClampThickness FactorThickness From ShadowThickness MaxThickness MinThickness ModeThickness ModifiersThickness NearThickness OuterThickness PositionThickness ProfileThickness RatioThickness ShapeThickness StrengthThickness based on the direction of the strokeThickness calculation using constraints, most advancedThickness factorThickness factor to use for zero vertex group influenceThickness modifier '%s' could not be removedThickness modifier typeThickness modifiers for changing line thicknessThickness of annotation strokesThickness of each strand of hairThickness of smoke display in the viewportThickness of the film in nanometersThickness of the outline stroke relative to current brush thicknessThickness of the perimeter strokeThickness of the shellThickness of volume display in the viewportThickness position of silhouettes and border edges (applicable when plain chaining is used with the Same Object option)Thickness: %s, Depth: %sThinThin FilmThin Film IORThin Film ThicknessThinner lines than the defaultThirdThird coefficient of fourth order Brown-Conrady radial distortionThird coefficient of third order polynomial radial distortionThirdsThis asset is stored in the current blend fileThis attribute cannot be accessed in a procedural contextThis bone collection is expanded in the bone collections tree viewThis channelbag does not belong to this stripThis collection is owned by a local Armature, or was added via a library override in the current blend fileThis collection was added via a library override in the current blend fileThis color defines white in the stripThis data does not support joining in edit modeThis data-block has no Action slot assignedThis data-block is a place-holder for missing linked data (i.e. it is [an override of] a linked data that could not be found anymore)This data-block is editable in the user interface. Linked data-blocks are not editable, except if they were loaded as editable assets.This data-block is linked and packed into the .blend fileThis data-block is not an independent one, but is actually a sub-data of another ID (typical example: root node trees or master collections)This data-block is runtime data, i.e. it won't be saved in .blend file. Note that e.g. evaluated IDs are always runtime, so this value is only editable for data-blocks in Main data-base.This feature set depends on the following feature set to work properly:This feature set failed to load correctly.This feature set requires Blender {:s} or newer to work properly.This file is managed by the Blender asset system and cannot be overriddenThis file is managed by the Blender asset system. It can only beThis file is managed by the asset system, you cannot overwrite it (using "Save As" is possible)This file is offlineThis file is read-onlyThis file was saved by a newer version of Blender (%s).This is a restricted system fileThis is a special ruler layerThis is the distance from a lee shore, called the fetch, or the distance over which the wind blows with constant velocity. Used by 'JONSWAP' and 'TMA' models.This is the least efficient of the available forms, and should only be used when required.This layer does not belong to this ActionThis library is an 'archive' storage for packed linked IDs originally linked from its 'archive parent' library.This may lead to unexpected behaviorThis metarig contains old rig-types that can be automatically upgraded to benefit from new rigify features.This metarig requires upgrading to Bone CollectionsThis metarig uses the old face rig.This method gives a good 2D representation of a meshThis mode is like reaching into the screen and holding the model in your hand. Push the 3D Mouse cap left, and the model moves left. Push right and the model moves rightThis mode requires auto-keying to work properlyThis modifier can only deform control points, not the filled curve/surfaceThis modifier can only deform filled curve/surface, not the control pointsThis modifier has baked dataThis modifier is activeThis modifier operation is not allowed from Edit modeThis monolithic face rig is deprecated.This needs a local Armature or an overrideThis node defines a bundle signature that should be used by other nodesThis node defines a closure signature that should be used by other nodesThis node has no input connections to swapThis node has no inputs to swapThis node should be linked to the group output nodeThis object is part of a compound shapeThis operation is not supported in edit modeThis operator only works in pose mode and armature edit modeThis operator requires an active vertex (last selected)This override data-block is not needed anymore, but was detected as user-editedThis override data-block is unusedThis override property does not exist in current data, it will be removed on next .blend file saveThis pose asset is empty, and thus has no poseThis property cannot be animated as it will not get updated correctlyThis property is for internal use only and cannot be editedThis property is only used to cache the object area for later calculationsThis region does not support panel categoriesThis rig type does not add the ORG prefix.This script was written for Blender version {:d}.{:d}.{:d} and might not function (correctly), though it is enabledThis slot (%s) does not belong to the assigned ActionThis slot (%s) is not suitable for this data-block type (%c%c)This slot does not belong to this ActionThis slot is not suitable for this data-block type (%c%c)This socket is meant to be used as the toggle in its panel headerThis strip does not belong to this layerThis strip type cannot be retimedThis text has not been savedThis zone defines a closure signature that should be used by other nodesThouThreadThreadsThreads ModeThree LevelsThree tracks with bundles are needed to orient the floorThresholdThreshold above which filling is not propagatedThreshold below which, no sharpening is doneThreshold distance for Auto MergeThreshold distance within which particles are removedThreshold for checking overlapping geometryThreshold for edge detection algorithm (higher values might over-blur some part of the image)Threshold for edge detection algorithm (higher values might over-blur some part of the image). Only applies to final renderThreshold for stroke intersectionsThreshold in screen space used for the simplify algorithm. Points within this threshold are treated as if they were in a straight line.Threshold level to consider feature good enough for trackingThreshold of branchingThreshold of distance near surface where collisions are still considered (best results when non-zero)Threshold of initial movement needed from the device's rest positionThreshold to consider color transparent for fillingThreshold value for different weights to be considered equalThumbnailsTilde ActionTileTile Grid ShapeTile NumberTile OffsetTile SizeTile XTile YTile ZTile along X axisTile along Y axisTile along Z axisTile in tiled imageTile labelTile location to select UVsTiledTiled UDIM image textureTilesTiles of the imageTilingTiling offset for the X AxisTiltTilt InterpolationTilt StrengthTilt XTilt YTilt in 3D ViewTilt of curve control pointsTilt selected control vertices of 3D curveTilt:TimberTimeTimeNewTimeOldTime AlignmentTime CurveTime DeltaTime ExtendTime JumpTime Jump DeltaTime LimitTime ModeTime Modifier SegmentTime OffsetTime OutTime Remaining: {} Time Elapsed: {}Time RemappingTime ScaleTime SequentialTime SlideTime StepTime StretchingTime TranslateTime UnitTime at which the shutter is closedTime at which the shutter is openTime between bounces for elastic easingTime between shutter opening and closing in framesTime delay in 1/10 seconds before automatically opening sub level menusTime delay in 1/10 seconds before automatically opening top level menusTime in seconds that the modifier took to evaluate. This is only set on evaluated objects. If multiple modifiers run in parallel, execution time is not a reliable metric.Time needed to fully animate the pie to unfolded state (in 1/100ths of sec)Time of key over the simulationTime of mouse locationTime offset for the noise effectTime since last access of a GL texture in seconds after which it is freed (set to 0 to keep textures allocated)Time since last access of a GL vertex buffer object in seconds after which it is freed (set to 0 to keep VBO allocated)Time since last step in secondsTime since previous motion event (in seconds)Time since the timer started secondsTime specified in frames, converted to seconds based on scene frame rateTime specified in secondsTime specified in seconds, independent of the sceneTime step for advection in secondsTime step range controlling the teleportation arc parabolaTime taken in frames between shutter open and closeTime to animate the view in milliseconds, zero to disableTime to look ahead in secondsTime to use for the Mask animationTime/delay (in ms) for a double clickTime:Time: %.3f %sTime: %s %sTime: +%.3f %sTime: +%s %sTimeOffsetTimeSlide: %sTimecodeTimecode IndexTimecode StyleTimelineTimeline FrameTimeline MarkersTimeline Overlay SettingsTimeline frame of the left handle and the start frame of the stripTimeline frame of the right handle, which is the first frame where the strip no longer contributes to the outputTimeline frame where underlying strip source beginsTimeline frame where underlying strip source endsTimeline marker '%s' not found in action '%s'Timeline marker '%s' not found in scene '%s'TimerTimer (Minutes)TimescaleTimestampTimestamp read failedTimestepTimesteps MaximumTimewarp video strips, modifying playback speedTimingTimingsTintTint ColorTint FactorTint ModeTint dielectric reflection at normal incidence for artistic control, and metallic reflection at near-grazing incidence to simulate complex index of refractionTint reflection at near-grazing incidence to simulate complex index of refractionTint the color of the strokesTints highlights and shadows with separate colors.Tints the glare. Consider desaturating the glare to more accurate tintingTinyTiny Prim CullingTipTip ControlTip DiameterTip DirectionTip IndexTip LengthTip PositionTip RemoverTip RoundnessTip Scale XTip SelectionTip SpreadTip select modeTitleTitle CaseTitle Safe MarginsTitle for the file browserTmrTmr0Tmr1Tmr2TmrJobTmrRegTmrReportTmrSaveToTo 3D CursorTo AllTo All SelectedTo BottomTo ControlsTo Current FrameTo Degrees ModeTo Last KeyframeTo LinkedTo LooseTo MaxTo Maximum XTo Maximum YTo Maximum ZTo MinTo Minimum XTo Minimum YTo Minimum ZTo Next KeyframeTo OrderTo PremultipliedTo Radians ModeTo SocketTo SpacesTo SphereTo Sphere: %.4f %sTo Sphere: %s %sTo StraightTo TabsTo TopTo make changes to Preferences permanent, use "Save Preferences"To make changes to Preferences permanent, use "Save Preferences".To make changes to Preferences permanent, use "Save Preferences". Warning: Your file is unsaved! Proceeding will abandon your changes.To match renders with the previous working space as closely as possible, colors in all materials, lights and geometry must be converted. Some nodes graphs cannot be converted accurately and may need manual fix-ups.To nodeTo socketTodayToeToe Tip RollToe-inToggleToggle 3D stereo support for current window (or change the display mode)Toggle Add/Subtract for the weight paint draw toolToggle AllToggle Bone OptionsToggle CommentsToggle EndToggle Free/AlignToggle Lock Selection option of the current clip editorToggle OverlaysToggle Profile ClippingToggle Render UseToggle SelectToggle SelectionToggle SnappingToggle StartToggle System ConsoleToggle VectorToggle Viewport UseToggle VisibilityToggle Widget ColorsToggle a context valueToggle a meta-strip (to edit enclosed strips)Toggle a specific viewer node using 1,2,..,9 keysToggle animation playback ('Shift-Space' for Tools or brush asset popup)Toggle between Vector and Auto handlesToggle box selectionToggle catalog visibility in the asset shelfToggle clamp overlap flagToggle collapsed nodes and hide unused socketsToggle collapsing of selected nodesToggle color ramp operationsToggle cyclic for selected splinesToggle disabled flag for selected markersToggle display of selected object(s) separately and centered in viewToggle display selected area as fullscreen/maximizedToggle editability of selected channelsToggle enumToggle fading of Grease Pencil layers except the active oneToggle font caseToggle font styleToggle geometry randomization for debugging purposesToggle gravity effectToggle harden normals flagToggle hide hidden dot filesToggle inversion of affected normalsToggle keyframe selection instead of leaving newly selected keyframes onlyToggle locked flag for selected tracksToggle locks of all and invert unselected vertex groups of the active objectToggle locks of all vertex groups of the active objectToggle locks of selected vertex groups of the active objectToggle locks of unselected vertex groups of the active objectToggle mark seam flagToggle mark sharp flagToggle material preview shadingToggle muting of selected nodesToggle object's edit modeToggle object's force fieldToggle open/close hierarchyToggle option buttons display for selected nodesToggle overwrite while typingToggle particle edit modeToggle preview display for selected nodesToggle rendered shadingToggle sculpt mode in 3D viewToggle selected viewer node in compositor and geometry nodesToggle selection for all elementsToggle selection of all animation channelsToggle selection of all keyframesToggle selection status of all bonesToggle shading type in 3D viewportToggle show render viewToggle solid shadingToggle specified setting on all selected animation channelsToggle strip connectionsToggle text editingToggle texture paint mode in 3D viewToggle the Outliner selection of itemsToggle the camera viewToggle the current window full-screenToggle the region's alignment (left/right or top/bottom)Toggle the selectionToggle the selection modeToggle the vertex paint mode in 3D viewToggle this shape keyToggle unused node socket displayToggle visibilityToggle visibility of Channels in Graph Editor for editingToggle weight paint mode in 3D viewToggle whether given type is active or notToggle whether item under cursor is open or closedToggle whether surface is processed or ignoredToggle whether the active material is the only one that is editable and/or visibleToggle whether the material is linked to object data or the object blockToggle wireframe shadingToggles IK chain between rotation and pole targetToggling regions in the Top-bar is not allowedToleranceTolerance for finding vertex duplicatesTolerance for outliers; lower values filter noise while higher values will reproduce edges closer to the inputTonal RangeToneTone mapping algorithmTone mapping modifierTone of the curveTonemapTonemap TypeTonnesTonsToo few clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo few selections to mergeToo many clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo many points selected: %dToo many potential root collections (%d) for the override hierarchy, please use the Outliner insteadToolTool GizmoTool HeaderTool InitTool Keymap:Tool KeysTool ModeTool PropertiesTool Property InitTool SettingsTool Widget ColorsTool cannot be set with an empty spaceTool node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserTool {!r} not found for space {!r}ToolbarToolbar / SidebarToolbar ItemToolbar Item Widget ColorsToolbox Column LayoutToolsTools can use this to tag data for their own purposes (initial state is undefined)TooltipTooltip ColorsTooltip StyleTooltipsToon BSDFToon BSDF component to useTopTop (X-Y)Top BarTop BaselineTop HeightTop LevelTop Level Menu Open DelayTop LineTop OrthographicTop PerspectiveTop RightTop WidthTop aligned on loadTop line visibleTop of the listTop range of X axis destination motionTop range of X axis source motionTop range of Y axis destination motionTop range of Y axis source motionTop range of Z axis destination motionTop range of Z axis source motionTop-BottomTop-Left 3D EditorTop-level strips onlyTop-right corner of packing boundsTop/BottomTopologyTopology DiagonalsTopology DistanceTopology InfluenceTopology MappingTopology MirrorTopology RakeTopology StepTopology has changed, perhaps by triangulating the mesh. Only vertices will be read!TorusTotalTotal CostTotal Exterior Radius of the torusTotal Interior Radius of the torusTotal LevelsTotal angle used to fan out the copies in a circular arcTotal files %d | Changed %d | Failed %dTotal maximum number of bouncesTotal number of particlesTotal number points for the curve or surface in the U directionTotal number points for the surface on the V directionTotal time the build effect requiresTouchpadTouchpad Scroll DirectionTowards Custom CameraTraceTrace FrameTrace Image starting in current image frameTrace PrecisionTrace full sequenceTrace rays towards the inside of the objectTrace the current frame of the imageTracerTracingTracing MethodTracing image...TrackTrack '%s' is not found in the tracking object %sTrack AxisTrack CameraTrack IndexTrack MotionTrack PositionTrack SequenceTrack ThresholdTrack ToTrack To ConstraintTrack as fast as possibleTrack is hiddenTrack is lockedTrack is locked and all changes to it are disabledTrack is selectedTrack marker during image sequence rather than single imageTrack mode uses full bake mode:Track pattern from current frame to next frameTrack pattern from given frame when tracking marker to next frameTrack pattern from keyframe to next frameTrack selected markersTrack the selected markers backward by one frameTrack the selected markers backward for the entire clipTrack the selected markers forward by one frameTrack the selected markers forward for the entire clipTrack to ConstraintTrack with double speedTrack with half of realtime speedTrack with quarter of realtime speedTrack with realtime speedTrack's anchor point is selectedTrack's pattern area is selectedTrack's search area is selectedTrack:TrackballTrackball allows you to tumble your view at any angleTrackball style rotation of selected itemsTrackball: %.2f %.2f %sTrackball: %s %s %sTracked FramesTracked TracksTrackingTracking AxisTracking ObjectTracking PresetsTracking SettingsTracking Settings ExtraTracking Settings ExtrasTracking markers...TracksTracks Display TypeTracks SizeTracks for LocationTracks for Rotation/ScaleTracks for StabilizationTracks with Same ColorTradeoff between encoding speed and compression ratioTraditionalTraditional scroll directionTrail CountTrailingTraining SamplesTransferTransfer FK animation to IK bonesTransfer Freestyle edge markTransfer Freestyle face markTransfer IK animation to FK bonesTransfer Only SelectedTransfer UV Maps from active to selected objects (needs matching geometry)Transfer UV layersTransfer UV seam markTransfer active or all vertex groupsTransfer all attributes to the new meshTransfer all data layersTransfer all vertex groups used by deform bonesTransfer all vertex groups used by selected pose bonesTransfer bevel weightsTransfer color attributesTransfer crease valuesTransfer custom normalsTransfer data from active object to selected objectsTransfer data layer(s) (weights, edge sharp, etc.) from active to selected meshesTransfer data layer(s) (weights, edge sharp, etc.) from selected meshes to active oneTransfer flat/smooth markTransfer from selected objects to active oneTransfer layout of data layer(s) from active to selected meshesTransfer location transforms onlyTransfer location, rotation, and scale transformsTransfer materials from non-empty slots to the result mesh, adding new materials as necessary. For empty slots, fall back to using the same material index as the operand mesh.Transfer motion from another meshTransfer rotation transforms onlyTransfer scale transforms onlyTransfer selected bones onlyTransfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to anotherTransfer sharp markTransfer subdivision crease valuesTransfers FK animation to IKTransformTransform CacheTransform Cache ConstraintTransform ChannelTransform Coordinate System for Radial TilingTransform CursorTransform DeltaTransform DirectionTransform GeometryTransform GizmoTransform MatrixTransform ModeTransform Navigation with AltTransform ObjectTransform Orientation SlotsTransform OrientationsTransform OriginsTransform ParentsTransform Pivot PointTransform PointTransform PoseTransform PreviewTransform ReferenceTransform SamplesTransform SpaceTransform a direction vectorTransform a direction vector (Location is ignored)Transform a normal vector with unit lengthTransform a pointTransform a texture by inverse mapping the texture coordinateTransform a unit normal vector (Location is ignored)Transform all islands so that they fill up the UV/UDIM space as much as possibleTransform axis to restrict effects toTransform channelTransform duplicated keyframesTransform from grid index space to object spaceTransform is set to only affect locationTransform markers as well as stripsTransform object origins, while leaving the shape in placeTransform parameters for a sequence stripTransform selected items by mode typeTransform stroke texture coordinates ModifierTransform the UV map using the difference between two objectsTransform the bone as if it was a child of the Custom Shape Transform bone. This can be useful when combining shape-key and armature deformations.Transform the input relative to the main geometryTransform the input vector by applying translation, rotation, and scaleTransform the parents, leaving the children in placeTransform tools are affected by this constraint as wellTransform:TransformationTransformation ConstraintTransformation ModeTransformation channel from the target that is used to key the ActionTransformation matrix containing the location, rotation and scale of the objectTransformation matrix from voxel index to object spaceTransformation matrix to apply beforeTransformation of each instance from the geometry contextTransformation orientationTransformsTransforms are affected by this constraint as wellTransforms don't include parenting/restpose or constraintsTransforms include effects of constraints but not parenting/restposeTransforms include effects of parenting/restpose and constraintsTransforms points from object space to view space using the viewport's location and rotationTransforms points in view space to region space ("clip space" or "normalized device coordinates")TransitionTransition StripTransitionsTransitions SelectedTranslateTranslate InstancesTranslate InterfaceTranslate New NamesTranslate OriginTranslate ReportsTranslate RootsTranslate TooltipsTranslate XTranslate YTranslate additional information, such as error messagesTranslate all labels in menus, buttons and panels (note that this might make it hard to follow tutorials or the manual)Translate and rotate curves based on changes between the object's original and evaluated surface meshTranslate origin instead of selectionTranslate root (i.e. parentless) bones to the armature originTranslate the descriptions when hovering UI elements (recommended)Translate the names of new data-blocks (objects, materials...)Translate the set of points initially within the brush circleTranslate, Orient, ScaleTranslate, Rotate, ScaleTranslate, rotate or scale the geometryTranslationTranslation Branches DirectoryTranslation ContextTranslation RootTranslation Track SpecialsTranslation TracksTranslation accumulated for each copyTranslation context of the property's nameTranslation of the layerTranslucent BSDFTransmissionTransmission BouncesTransmission ColorTransmission DepthTransmission DirectTransmission FactorTransmission IndirectTransmission VisibilityTransmission WeightTransmission light multiplierTransmitTransparencyTransparency OverlapTransparency of icons in the interface, to reduce contrastTransparency without refraction, passing straight through the surface as if there were no geometryTransparentTransparent BSDFTransparent BackgroundTransparent CheckerboardTransparent DepthTransparent GlassTransparent Max BouncesTransparent Roughness ThresholdTransparent ShadowsTransparent scene display. Allow selecting through itemsTranspose MatrixTrapezoidTrapped Air Particle SamplingTrapped Air Potential MaximumTrapped Air SamplingTraverse connected faces (includes diagonals and edge-rings)Treat all lines as the same line type so they can be chained togetherTreat curve as cyclic curve (no clamping to curve bounding box)Treat image as non-color data without color management, like normal or displacement mapsTreat intersection and contour lines as if they were the same type so they can be chained togetherTreat materials with alpha as decals (no shadow casting)Treat only back side of the surface as a light for samplingTreat only front side of the surface as a light, usually for closed meshes whose interior is not visibleTreat surface as a light for sampling, emitting from both the front and back sideTreat this object as a planar and unclosed mesh. Fluid will only be emitted from the mesh surface and based on the surface emission value.Treat this object as a planar, unclosed meshTree NodeTree TypeTree node is selectedTriTriangleTriangle ATriangle AreaTriangle BTriangle FacesTriangle FanTriangle NormalTrianglesTriangles with all vertices in this group are not used during object collisionsTriangles with all vertices in this group are not used during self collisionsTriangularTriangulateTriangulate FacesTriangulate MeshTriangulate MeshesTriangulate ModifierTriangulate meshes during exportTriangulate only polygons with vertex count greater than or equal to this numberTriangulate selected facesTriangulated MeshTriangulation solver for filling 2D curvesTrigger ATrigger BTrilinearTrim CurveTrim Hair CurvesTrim ModeTrim Stroke EndsTrim all edges right at the boundary of image (including overscan region)Trim hair curves randomly up to a certain amountTrim intersecting stroke endsTrim or split strips to resolve overlapTrim/AddTrims or scales hair curves to a certain lengthTripletTripodTripod MotionTripod SolverTriquadraticTrueTrue NormalTrue if an active element exists in the mesh, false otherwiseTrue if the curve contributes no animation due to lack of keyframes or useful modifiers, and should be deletedTrue if the field is evaluated on a tile, i.e. on multiple voxels at once. If this is false, the extent is always 1True if the image data is loaded into memoryTrue if the input matrix is invertibleTrue if the modifier tab is expandedTrue if the socket can accept multiple ordered input linksTrue if the socket is an output, otherwise inputTrue if the socket is connectedTrue if the socket is selectedTrue if the socket is unavailableTrue if there is custom normal data for this meshTrue if this image has any named layerTrue if this image has multiple viewsTrue if this image is stored in floating-point bufferTrue if this item is chosen by the menu inputTrue if this library contains library overrides that are linked in current blendfile, and that had to be recursively resynced on load (it is recommended to open and re-save that library blendfile then)True if this material has Grease Pencil dataTrue if this node is used as the active group outputTrue if this node is used as the active outputTrue if this preview icon has been modified by py script, and is no more auto-generated by BlenderTrue if this preview image has been modified by py script, and is no more auto-generated by BlenderTrue if track has a valid bundleTrue or falseTrue unless the first input is true and the second is falseTrue when all of the ancestors of this bone collection are marked as visible; always True for root bone collectionsTrue when at least one input is falseTrue when at least one input is trueTrue when both inputs are approximately equalTrue when both inputs are different (exclusive or)True when both inputs are equal (exclusive nor)True when both inputs are falseTrue when both inputs are not approximately equalTrue when both inputs are trueTrue when invoked (even if only the execute callbacks available)True when multiple enumsTrue when opacity of fill is set high enough to be visibleTrue when opacity of stroke is set high enough to be visibleTrue when run from the 'Adjust Last Operation' panelTrue when run from the operator 'Repeat Last'True when the cursor is grabbedTrue when the first input contains the second as a substringTrue when the first input ends with the secondTrue when the first input is brighterTrue when the first input is darkerTrue when the first input is greater than the second inputTrue when the first input is greater than the second input or equalTrue when the first input is smaller than second inputTrue when the first input is smaller than the second input or equalTrue when the first input is true and the second is false (not imply)True when the first input starts with the secondTrue when the property is hiddenTrue when the property is not saved in presetsTrue when the property is optional in a Python function implementing an RNA functionTrue when the property uses ghost valuesTrue when the user is scrubbing through timeTrue when this property is an output value from an RNA functionTrue when this value cannot be set to NoneTrue when used in editmodeTruncateTruncate ModeTruncate the text that would go outside the text boxesTrusted Blend FilesTrusted SourceTrusted Source [Untrusted Path]Try to align the major bone axis with the bone childrenTry to find missing external filesTry to flip names of the bones, if possible, instead of adding a number extensionTry to guess the original bind pose for skinned meshes from the inverse bind matrices. When off, use default/rest pose as bind poseTry to keep global shapeTry to preserve custom normals. Warning: Depending on chosen triangulation method, shading may not be fully preserved, "Fixed" method usually gives the best result hereTry to preserve mesh boundary on the meshTry to preserve sharp features on the meshTry to re-use previously appended matching IDs when appending them again, instead of creating local duplicatesTry to re-use previously matching appended data-blocks instead of appending a new copyTry to remove right-most dot-number from flipped names. Warning: May result in incoherent naming in some casesTry using Sparse Accessor if it saves spaceTrying to reload library '%s' from invalid path '%s'Trying to reload or relocate library '%s' to invalid path '%s'TubeTube meshTune ImageTurbidityTurbulenceTurbulence effector weightTurbulence of the bandnoise and ringnoise typesTurbulence of the noiseTurbulent OceanTurkish - TürkçeTurn AmountTurn LeftTurn PolicyTurn RightTurn SpeedTurn Speed FactorTurn clockwise around navigation up axisTurn counter-clockwise around navigation up axisTurn inactive voxels and tiles into inactive background tilesTurn objects into paint canvases and brushes, creating color attributes, image sequences, or displacementTurn off this add-onTurn off this extensionTurn on SB diagnose console printsTurn on or off pinningTurn on the option to display the manage panel when creating a modifierTurn on this add-onTurn on this themeTurn regions where all voxels have the same value and active state (within a tolerance threshold) into inactive background tilesTurn speed in degrees per secondTurn the output into a single geometry rather than instances (required by many other modifiers)TurnsTurntableTurntable keeps the Z-axis upright while orbitingTweakTweak Duplicate FlagTweak Mode Action Slot StorageTweak Mode Action StorageTweak brush secondary/mask textureTweak gesture from empty space for box selectionTweak the active gizmoTweak timing for physics to control frequency and speedTwistTwist CurveTwist FactorTwist MethodTwist SmoothTwist offset for closed loopsTwo LevelsTwo or more channels are needed below this stripTwo tracks with bundles should be selected to set scaleTxtInTypeType "{:s}" cannot be foundType "{}" cannot be formattedType 1Type 2Type InfoType LabelType and default value of a node socketType identifier of this data-blockType of ID-block that can be usedType of Merge to be usedType of NLA StripType of Rigid Body ConstraintType of a context-dependent data-block to access property fromType of angle inputType of background in the 3D viewportType of built-in function to useType of comparison to makeType of curve to use for new strokesType of data stored in attributeType of data that is accumulatedType of data the outputs are calculated fromType of data to renameType of data to take shader fromType of data to take texture fromType of data to visualize/checkType of data-block that this slot is intended to animate; can be set when 'UNSPECIFIED' but is otherwise read-onlyType of element for individual transformed elements to snap toType of element for the "Snap Base" to snap toType of element that attribute is stored onType of element to snap toType of eventType of event mappingType of fieldType of filter to use for image transformationType of generated constraintType of generator to useType of grid dataType of influence volumeType of information to displayType of input data used for maskType of interface itemType of keyframeType of keyframe (for filtering)Type of keyframe (for visual purposes only)Type of keyframes to create when inserting keyframesType of lightType of light probeType of material that objects are made of (determines material density)Type of new paint slotType of objectType of object to convert toType of parallax volumeType of parent relationType of parentingType of pass to bakeType of pass to bake, some of them may not be supported by the current render engineType of periodic offset on the curveType of periodic offset on the pathType of preview renderType of range to calculate for Motion PathsType of range to show for Motion PathsType of reordering operation to applyType of representation for the guiding distributionType of rolling shutter effect matching CMOS-based camerasType of shapeType of socketType of speed guideType of stretch to displayType of the File Editor view (regular file browsing or asset browsing)Type of the Noise textureType of the Sequencer view (sequencer, preview or both)Type of the clip editor viewType of the directional sampling used for guidingType of the extruded handleType of the item to createType of the modifierType of the modifier to work onType of the path elementType of the region to toggleType of the socket generated by this interface itemType of this regionType of transition used to fade mistType of units for this propertyType of vector that the mapping transformsType of whitespace to convert toType of wireframe displayType overlapping cachedType to use for vertex position attributesType unsupported for "%s" attributeType: BundleType: ClosureType: Geometry SetType: ListTypesTypes of stroke extensions used for closing gapsUU (X) AxisU OffsetU coordinate of point along spline segmentU-AxisUDIM TileUDIM TilesUDIM number of the tileUI LayoutUI Line WidthUI NameUI RowUI ScaleUI TagUI TagsUI TitleUI list containing the elements of a collectionUI_Events_KeyMaps"UI_Events_KeyMaps,UI_Events_KeyMaps;UI_Events_KeyMaps=UI_Events_KeyMapsAUI_Events_KeyMapsActionZone AreaUI_Events_KeyMapsActionZone FullscreenUI_Events_KeyMapsActionZone QuadUI_Events_KeyMapsActionZone RegionUI_Events_KeyMapsAltUI_Events_KeyMapsApplicationUI_Events_KeyMapsBUI_Events_KeyMapsBackUI_Events_KeyMapsBackspaceUI_Events_KeyMapsBottomUI_Events_KeyMapsButton 1UI_Events_KeyMapsButton 10UI_Events_KeyMapsButton 11UI_Events_KeyMapsButton 12UI_Events_KeyMapsButton 2UI_Events_KeyMapsButton 3UI_Events_KeyMapsButton 4UI_Events_KeyMapsButton 5UI_Events_KeyMapsButton 6UI_Events_KeyMapsButton 7UI_Events_KeyMapsButton 8UI_Events_KeyMapsButton 9UI_Events_KeyMapsButton4UI_Events_KeyMapsButton4 MouseUI_Events_KeyMapsButton5UI_Events_KeyMapsButton5 MouseUI_Events_KeyMapsButton6UI_Events_KeyMapsButton6 MouseUI_Events_KeyMapsButton7UI_Events_KeyMapsButton7 MouseUI_Events_KeyMapsCUI_Events_KeyMapsCtrlUI_Events_KeyMapsDUI_Events_KeyMapsDeleteUI_Events_KeyMapsDominantUI_Events_KeyMapsDown ArrowUI_Events_KeyMapsEUI_Events_KeyMapsEndUI_Events_KeyMapsEnterUI_Events_KeyMapsEraserUI_Events_KeyMapsEscUI_Events_KeyMapsFUI_Events_KeyMapsF1UI_Events_KeyMapsF10UI_Events_KeyMapsF11UI_Events_KeyMapsF12UI_Events_KeyMapsF13UI_Events_KeyMapsF14UI_Events_KeyMapsF15UI_Events_KeyMapsF16UI_Events_KeyMapsF17UI_Events_KeyMapsF18UI_Events_KeyMapsF19UI_Events_KeyMapsF2UI_Events_KeyMapsF20UI_Events_KeyMapsF21UI_Events_KeyMapsF22UI_Events_KeyMapsF23UI_Events_KeyMapsF24UI_Events_KeyMapsF3UI_Events_KeyMapsF4UI_Events_KeyMapsF5UI_Events_KeyMapsF6UI_Events_KeyMapsF7UI_Events_KeyMapsF8UI_Events_KeyMapsF9UI_Events_KeyMapsFitUI_Events_KeyMapsFrontUI_Events_KeyMapsGUI_Events_KeyMapsGrlessUI_Events_KeyMapsHUI_Events_KeyMapsHomeUI_Events_KeyMapsHyperUI_Events_KeyMapsIUI_Events_KeyMapsIn-between MoveUI_Events_KeyMapsInsertUI_Events_KeyMapsIsometric 1UI_Events_KeyMapsIsometric 2UI_Events_KeyMapsJUI_Events_KeyMapsKUI_Events_KeyMapsKey ModifierUI_Events_KeyMapsLUI_Events_KeyMapsLeftUI_Events_KeyMapsLeft AltUI_Events_KeyMapsLeft ArrowUI_Events_KeyMapsLeft CtrlUI_Events_KeyMapsLeft MouseUI_Events_KeyMapsLeft ShiftUI_Events_KeyMapsLine FeedUI_Events_KeyMapsMUI_Events_KeyMapsMedia FirstUI_Events_KeyMapsMedia LastUI_Events_KeyMapsMedia Play/PauseUI_Events_KeyMapsMedia StopUI_Events_KeyMapsMenuUI_Events_KeyMapsMiddleUI_Events_KeyMapsMiddle MouseUI_Events_KeyMapsMinusUI_Events_KeyMapsMotionUI_Events_KeyMapsMouse MoveUI_Events_KeyMapsMouse/Trackpad PanUI_Events_KeyMapsMouse/Trackpad RotateUI_Events_KeyMapsMouse/Trackpad Smart ZoomUI_Events_KeyMapsMouse/Trackpad ZoomUI_Events_KeyMapsMoveUI_Events_KeyMapsNUI_Events_KeyMapsNDOF BackUI_Events_KeyMapsNDOF BottomUI_Events_KeyMapsNDOF Button 1UI_Events_KeyMapsNDOF Button 10UI_Events_KeyMapsNDOF Button 11UI_Events_KeyMapsNDOF Button 12UI_Events_KeyMapsNDOF Button 2UI_Events_KeyMapsNDOF Button 3UI_Events_KeyMapsNDOF Button 4UI_Events_KeyMapsNDOF Button 5UI_Events_KeyMapsNDOF Button 6UI_Events_KeyMapsNDOF Button 7UI_Events_KeyMapsNDOF Button 8UI_Events_KeyMapsNDOF Button 9UI_Events_KeyMapsNDOF DominantUI_Events_KeyMapsNDOF FitUI_Events_KeyMapsNDOF FrontUI_Events_KeyMapsNDOF Isometric 1UI_Events_KeyMapsNDOF Isometric 2UI_Events_KeyMapsNDOF LeftUI_Events_KeyMapsNDOF MenuUI_Events_KeyMapsNDOF MinusUI_Events_KeyMapsNDOF MotionUI_Events_KeyMapsNDOF Pan/ZoomUI_Events_KeyMapsNDOF PlusUI_Events_KeyMapsNDOF RightUI_Events_KeyMapsNDOF Roll CCWUI_Events_KeyMapsNDOF Roll CWUI_Events_KeyMapsNDOF RotateUI_Events_KeyMapsNDOF Save View 1UI_Events_KeyMapsNDOF Save View 2UI_Events_KeyMapsNDOF Save View 3UI_Events_KeyMapsNDOF Spin CCWUI_Events_KeyMapsNDOF Spin CWUI_Events_KeyMapsNDOF Tilt CCWUI_Events_KeyMapsNDOF Tilt CWUI_Events_KeyMapsNDOF TopUI_Events_KeyMapsNDOF View 1UI_Events_KeyMapsNDOF View 2UI_Events_KeyMapsNDOF View 3UI_Events_KeyMapsNumpad *UI_Events_KeyMapsNumpad +UI_Events_KeyMapsNumpad -UI_Events_KeyMapsNumpad .UI_Events_KeyMapsNumpad /UI_Events_KeyMapsNumpad 0UI_Events_KeyMapsNumpad 1UI_Events_KeyMapsNumpad 2UI_Events_KeyMapsNumpad 3UI_Events_KeyMapsNumpad 4UI_Events_KeyMapsNumpad 5UI_Events_KeyMapsNumpad 6UI_Events_KeyMapsNumpad 7UI_Events_KeyMapsNumpad 8UI_Events_KeyMapsNumpad 9UI_Events_KeyMapsNumpad EnterUI_Events_KeyMapsOUI_Events_KeyMapsOS KeyUI_Events_KeyMapsPUI_Events_KeyMapsPage DownUI_Events_KeyMapsPage UpUI_Events_KeyMapsPan/ZoomUI_Events_KeyMapsPauseUI_Events_KeyMapsPenUI_Events_KeyMapsPlusUI_Events_KeyMapsQUI_Events_KeyMapsRUI_Events_KeyMapsReturnUI_Events_KeyMapsRightUI_Events_KeyMapsRight AltUI_Events_KeyMapsRight ArrowUI_Events_KeyMapsRight CtrlUI_Events_KeyMapsRight MouseUI_Events_KeyMapsRight ShiftUI_Events_KeyMapsRoll CCWUI_Events_KeyMapsRoll CWUI_Events_KeyMapsRotateUI_Events_KeyMapsSUI_Events_KeyMapsShiftUI_Events_KeyMapsSpaceUI_Events_KeyMapsSpace BarUI_Events_KeyMapsSpin CCWUI_Events_KeyMapsSpin CWUI_Events_KeyMapsTUI_Events_KeyMapsTabUI_Events_KeyMapsText InputUI_Events_KeyMapsTilt CCWUI_Events_KeyMapsTilt CWUI_Events_KeyMapsTimerUI_Events_KeyMapsTimer 0UI_Events_KeyMapsTimer 1UI_Events_KeyMapsTimer 2UI_Events_KeyMapsTimer AutosaveUI_Events_KeyMapsTimer JobsUI_Events_KeyMapsTimer RegionUI_Events_KeyMapsTimer ReportUI_Events_KeyMapsTopUI_Events_KeyMapsTypeUI_Events_KeyMapsUUI_Events_KeyMapsUp ArrowUI_Events_KeyMapsVUI_Events_KeyMapsView 1UI_Events_KeyMapsView 2UI_Events_KeyMapsView 3UI_Events_KeyMapsWUI_Events_KeyMapsWheel DownUI_Events_KeyMapsWheel InUI_Events_KeyMapsWheel LeftUI_Events_KeyMapsWheel OutUI_Events_KeyMapsWheel RightUI_Events_KeyMapsWheel UpUI_Events_KeyMapsWindow DeactivateUI_Events_KeyMapsXUI_Events_KeyMapsXR ActionUI_Events_KeyMapsYUI_Events_KeyMapsZUI_Events_KeyMaps[UI_Events_KeyMaps]UI_Events_KeyMaps`UNIX shell-like filename patterns matching, supports wildcards ('*') and list of patterns separated by ';'UPURLURL to openURL: {:s}USDUSD Export: Couldn't move new usdz file from temporary location %s to %sUSD Export: Unable to delete existing usdz file %sUSD Export: Unable to find collection '%s'USD Export: couldn't construct relative file path for .vdb file, absolute path will be used insteadUSD Export: failed to resolve .vdb file for object: %sUSD Export: invalid path string '%s': %sUSD Export: path '%s' is not an absolute pathUSD Export: path string '%s' is not a prim pathUSD Export: unable to find suitable USD plugin to write %sUSD HookUSD Import: UV attribute value '%s' count inconsistent with interpolation typeUSD Import: couldn't add UV attribute '%s'USD Import: unable to open stage to read %sUSD Preview Surface NetworkUSD ShapesUSD Skeleton Import: bone matrices with negative determinants detected in prim %s. Such matrices may indicate negative scales, possibly due to mirroring operations, and cannot currently be converted to Blender's bone representation. The skeletal animation won't be importedUSD does not support animating curve types. The curve type changes from %s to %s on frame %fUSD export: Simple subdivision not supported, exporting subdivided meshUSD export: could not copy texture from %s to %sUSD export: could not copy texture tile from %s to %sUSD export: couldn't export in-memory texture to %sUSD's high performance rasterizing rendererUSDZ Custom Downscale SizeUSDZ Texture DownsamplingUUIDUVUV Along StrokeUV CenterUV CoordinatesUV Custom RegionUV Edge OpacityUV EditorUV Face OpacityUV FactorUV GridUV Island SelectionUV LayerUV LayoutUV Local ViewUV Loop LayersUV MapUV Map LayersUV Map NameUV Map NeededUV Map Parameter UUV Map Parameter VUV Map for tangent generated from UVUV Map for tangent space mapsUV MappingUV MapsUV OffsetUV OpacityUV PinUV PinnedUV ProjectUV Project ModifierUV RandomUV RipUV ScaleUV SculptUV SculptingUV SeamUV Select ModeUV Selection ModeUV SmoothUV SphereUV StretchUV Sync SelectionUV TangentUV TestUV TextureUV UnwrapUV Unwrap FacesUV Unwrap FieldUV VertexUV WarpUV coordinates between 0 and 1 for each face corner in the selected facesUV coordinates in parent object spaceUV coordinates on face cornersUV coordinates that map a texture along the stroke lengthUV coordinates to be used for mappingUV editor data for the image editor spaceUV editor settingsUV layer to override activeUV loop layer to be used as cloning sourceUV loop layer to mask the painted areaUV map '%s' not foundUV map nameUV map or surface attachment is invalidUV map to change with particle ageUV map to use for mapping with UV texture coordinatesUV pinned state in the UV editorUV projection modifier to set UVs from a projectorUV projector used by the UV project modifierUV selection and display modeUV/Image EditorUVMapUVProjectUVTILEUVWarpUVWarp ModifierUVsUVs and boundaries are smoothedUVs are fanned at the polesUVs are not smoothed, boundaries are kept sharpUVs are pinched at the polesUVs are smoothed, boundaries are kept sharpUVs are smoothed, corners on discontinuous boundary and junctions of 3 or more regions are kept sharpUVs are smoothed, corners on discontinuous boundary are kept sharpUVs are smoothed, corners on discontinuous boundary, junctions of 3 or more regions and darts and concave corners are kept sharpUVs are stitched at midpoint instead of at static islandUkrainian - УкраїнськаUn-CommentUn-assign the action slot from this NLA strip, effectively making it non-animatedUn-assign the action slot from this constraintUn-assign the action slot, effectively making this data-block non-animatedUn-assign the assigned Action Slot from an Action constraint. Note that _which_ constraint should get this slot unassigned must be set in the "constraint" context pointer, using: >>> layout.context_pointer_set("constraint", constraint)Un-assign the assigned Action Slot from an ID. Note that _which_ ID should get this slot unassigned must be set in the "animated_id" context pointer, using: >>> layout.context_pointer_set("animated_id", animated_id)Un-assign the assigned Action Slot from an NLA strip. Note that _which_ NLA strip should get this slot unassigned must be set in the "nla_strip" context pointer, using: >>> layout.context_pointer_set("nla_strip", nla_strip)Un-subdivide selected edges and facesUnable to Load FileUnable to access 3D viewportUnable to access depth buffer, using view planeUnable to access the size of, source path '%s'Unable to activate brush, wrong object modeUnable to activate just-saved brush assetUnable to add element to colorband (limit %d)Unable to add strip (the track does not have any space to accommodate this new strip)Unable to apply "Generate" modifierUnable to change object mode while transformingUnable to close areaUnable to copy bundle due to %zu external dependencies; more details on the consoleUnable to copy bundle due to external dependency: "%s"Unable to copy itemUnable to create app-template userpref pathUnable to create attribute in edit modeUnable to create configuration directory to write bookmarksUnable to create item with this socket typeUnable to create new objectUnable to create new stripUnable to create orientationUnable to create panelUnable to create socketUnable to create user config pathUnable to create userpref pathUnable to determine ABC sequence lengthUnable to duplicate %d of the selected collections. Could not find a valid parent collection for the new duplicate, they won't be linked to any view layerUnable to execute '%s', error changing modesUnable to export PDFUnable to extend the scene duration, as the BVH file does not contain the number of frames in its MOTION sectionUnable to fill unclosed areasUnable to find an available incremented file nameUnable to find any running processUnable to find layer to addUnable to find toolbar groupUnable to find valid 3D View areaUnable to import '%s'Unable to install a directoryUnable to install from disk, no paths were definedUnable to install from relative pathUnable to load %s from %sUnable to locate item '%s' in nodeUnable to locate item in nodeUnable to locate link in node treeUnable to locate node '%s' in node treeUnable to locate socket '%s' in nodeUnable to make version backupUnable to make version backup: filename too shortUnable to mirror, no mirror object/bone configuredUnable to move sockets in built-in nodeUnable to openUnable to open '%s': %sUnable to open blend Unable to open or write bookmark file "%s"Unable to overwrite preset: {:s}Unable to pack file, source path '%s' not foundUnable to pack files over 2gb, source path '%s'Unable to parse XML, %s:%s for file %rUnable to readUnable to remove curve pointUnable to remove default presetsUnable to remove directory: %sUnable to remove files for "System" repositoriesUnable to remove material slot in edit modeUnable to remove path pointUnable to remove preset: {!r}Unable to remove socket from built-in nodeUnable to remove sockets from built-in nodeUnable to rotate %d edge(s)Unable to save '%s': %sUnable to save an unsaved file with an empty or unset "filepath" propertyUnable to set shortcut, selected node is not a viewer node or does not support viewingUnable to stat '%s': %sUnable to transfer mode, the source and/or target objects are not editableUnable to update scene frame rate, as the BVH file contains a zero frame duration in its MOTION sectionUnable to write to copy buffer on disk.Unassign the named bone from this bone collectionUnassignedUnassigned Node ToolsUnavailableUnbindUnbornUndefinedUndefined Node Tree TypeUndefined Socket TypeUndefined TypeUndefined type of nodes (can happen e.g. when a linked node tree goes missing)Undeformed LocationUnderlineUnderline PositionUnderline ThicknessUndistortUndistort ClipUndistorted ClipUndoUndo HistoryUndo LegacyUndo Memory LimitUndo Memory SizeUndo MessageUndo StepsUndo all edition performed on the particle systemUndo and redoUndo and redo previous actionUndo disabled at startup in background-mode (call `ed.undo_push()` to explicitly initialize the undo-system)Undo or redo specific action in historyUndo previous actionUndo the last edit to the asset catalogsUndo/RedoUnexpected error, collection not foundUnexpected library type. Failed to create pose assetUnexpected modifier type: {:s}Unexpected non-zero user count for the asset, please report this as a bugUngroup selected nodesUnhandled Gprim type: %s (%s)Unhide all hidden Grease Pencil materialsUnhide all objects and collectionsUnhide the asset shelf when it's available for the first time, otherwise it will be hiddenUni CacheUni file formatUni file format (.uni)Unicode codepoint hex valueUnified Paint SettingsUnified select/active colorsUniformUniform FalloffUniform OpacityUniform ScaleUniform ThicknessUniform WidthUniform scale to apply to VR viewUniformityUnindent selected textUninitialized file-listUninitialized image "%s" from object "%s"Uninitialized image %sUnionUnion ModeUniqueUnique IDUnique ID for every angular segment starting at 0 and increasing counterclockwise by 1Unique data-block ID name (within a same type and library)Unique data-block ID name, including library one if anyUnique identifier for common color spaces, as defined by the Color Interop Forum. May be empty if there is no interop ID for the working space. Common values are lin_rec709_scene, lin_rec2020_scene and lin_ap1_scene (for ACEScg)Unique identifier for mapping socketsUnique identifier for this panel within this node treeUnique identifier of the deviceUnique integer identifying the preview of this file as an icon (zero means invalid)Unique integer identifying this preview as an icon (zero means invalid)Unique module identifierUnique name of layerUnique name of objectUnique name of trackUnique name used in the code and scriptingUnique name used in the code and scripting, can be re-defined in Python sub-classes if neededUnique node identifierUnique operator identifier for the node toolUnique repository nameUnique runtime identifier for the linked ID to relocateUnique within the ArmatureUniquely identifies the modifier within the modifier stack that it is part ofUnitUnitAccelerationUnitAngleUnitAreaUnitAxis-AngleUnitByte StringUnitCameraUnitCamera DistanceUnitColor TemperatureUnitCoordinatesUnitDefaultUnitDirectionUnitDirectory PathUnitDistanceUnitEuler AnglesUnitFactorUnitFile NameUnitFile PathUnitFrameUnitFramesUnitFrequencyUnitGamma-Corrected ColorUnitKeyframesUnitLayerUnitLayer MemberUnitLengthUnitLinear ColorUnitMarkersUnitMassUnitMatrixUnitNearest MarkerUnitNoneUnitPasswordUnitPercentageUnitPixelUnitPixel SizeUnitPlain DataUnitPowerUnitQuaternionUnitQuaternion RotationUnitRotationUnitSecondUnitSecondsUnitSnap Animation ElementUnitSnap Playhead ElementUnitStripsUnitSubtypeUnitTemperatureUnitTimeUnitTime (Absolute)UnitTime (Scene Relative)UnitTime Jump UnitUnitTranslationUnitUnitUnitUnsignedUnitVelocityUnitVelocity UnitUnitVolumeUnitWavelengthUnitXYZUnitXYZ LengthUnitsRGB ColorUnit ScaleUnit SettingsUnit SystemUnit editing settingsUnit line thickness is scaled by the proportion of the present vertical image resolution to 480 pixelsUnit that will be used to display length valuesUnit that will be used to display mass valuesUnit that will be used to display temperature valuesUnit that will be used to display time valuesUnit to edit lens in for the user interfaceUnit to use for displaying/editing rotation valuesUnitlessUnitsUnits used for camera focal lengthUnknownUnknown Boolean errorUnknown PropertyUnknown add-onsUnknown alpha transparency modifier typeUnknown boolean errorUnknown error loading "%s"Unknown error opening fileUnknown file type: {!r}Unknown line color modifier typeUnknown line thickness modifier typeUnknown operatorUnknown socket typeUnknown stroke geometry modifier typeUnlinkUnlink ActionUnlink active Annotation data-blockUnlink active font data-blockUnlink active text data-blockUnlink data-block (Shift + Click to set users to zero, data will then not be saved)Unlink selected strips so that they can be selected individuallyUnlink the collection from all objectsUnlink this action from the active action slot (and/or exit Tweak Mode)UnlockUnlock Aspect RatioUnlock all Grease Pencil materials so that they can be editedUnlock all shape keysUnlock all shape keys of the active objectUnlock all vertex groupsUnlock all vertex groups if there is at least one locked group, lock all in other caseUnlock all vertex groups of the active objectUnlock repositories - to test unlockingUnlock selected and lock unselected vertex groups of the active objectUnlock selected tracksUnlock selected vertex groups of the active objectUnlock strips so they can be transformedUnlock unselected vertex groups of the active objectUnlockedUnlocked {:d} repo(s)Unlocked: {:s}UnmaskedUnmute (un)selected stripsUnmute unselected rather than selected stripsUnpackUnpack - Files: {}, Bakes: {}Unpack FileUnpack all files packed into this .blend to external onesUnpack baked data from the .blend file to diskUnpack the sound to the samples filenameUnpack this file to an external fileUnpacking movies or image sequences not supportedUnprojected SizeUnreadable Blender library file:Unrecognized file format '%s'Unregistration not possible from Microsoft Store installationsUnsavedUnselect strokesUnselectable bone in chainUnselectedUnselected Action-Clip StripUnselected F-Curve OpacityUnselected Meta Strip (for grouping related strips)Unselected OpacityUnselected Sound Strip (for timing speaker sounds)Unselected Transition StripUnsets the text of the active buttonUnsharp MaskUnsigned AngleUnsigned Angle FieldUnstitch UVs and move the resultUnsubdivideUnsupported InputsUnsupported audio formatUnsupported column typeUnsupported contextUnsupported context modeUnsupported data typeUnsupported displacement methodUnsupported key: CapsLockUnsupported key: UnknownUnsupported mode: {!r}Unsupported node tree typeUnsupported object type for texture space transformUntitledUnused DataUnused ImagesUnused OutputUnused Textures & ImagesUnused but kept for compatibility reasons. Use boundaries for viewer nodes and composite backdropUnwrapUnwrap could not solve any island(s), edge seams may need to be addedUnwrap failed to solve %d of %d island(s), edge seams may need to be addedUnwrap the mesh of the object being editedUnwrapping method (Angle Based usually gives better results than Conformal, while being somewhat slower)UpUp AxisUp/DownUpdateUpdate AllUpdate AutomaticallyUpdate DependenciesUpdate ExistingUpdate InactiveUpdate RadiusUpdate Scene DurationUpdate Scene FPSUpdate all the image nodes to match their files on diskUpdate animation flagsUpdate based on linked bundle signatureUpdate based on linked closure signatureUpdate current image used by plane marker from the content of the plane markerUpdate custom camera with new parameters from the shaderUpdate existing channels in the pose asset but don't remove or add any channelsUpdate existing po files, if any, instead of overwriting themUpdate existing shape keys with the vertex positions of selected objects with matching namesUpdate f-curves/drivers affecting Transform constraints (use it with files from 2.70 and earlier)Update frame range for motion paths from the Scene's current frame rangeUpdate frame range of scene stripUpdate given add-on's translation data (found as a py tuple in the add-on's source code)Update i18n data (po files) in Blender source code repositoryUpdate i18n working repository (po files)Update objects paths list with new data from the archiveUpdate on EditUpdate other affected window spaces automatically to reflect changes during interactive operations such as transformUpdate range of frames referenced from action after tweaking strip and its keyframesUpdate shader script node with new sockets and options from the scriptUpdate sockets to match what is actually usedUpdate the active brush asset in the asset library with current settingsUpdate the audio animation cacheUpdate the current transform, selected keyframes, or even create new keysUpdate the display of reports in Blender UI (internal use)Update the geometry when it enters the view, providing faster view navigationUpdate the item highlight based on the current mouse positionUpdate the scene's start and end frame to match those of the USD archiveUpdate the selected landmark from the current viewer pose in the VR sessionUpdate the selected pose asset in the asset library from the currently selected bones. The mode defines how the asset is updatedUpdate users of this shader, such as custom cameras and script nodes, with its new sockets and optionsUpdated %d shape key(s)Updated data-blockUpdatesUpdates to data-blocksUpdating GPU drivers may solve this issue.Upgrade all the extensions to their latest version for the active repositoryUpgrade installed extensions to their latest version from remote repositoriesUpgrade is not supported for local repositoriesUpgrade the Rigify types on the active metarig armatureUpgrade the legacy super_face rig type to new modular faceUpgrade the metarig from bone layers to bone collectionsUpgrades the legacy super_face rig type to the new modular face. This preserves compatibility with existing weight painting, but not animationUpgrades the metarig from bone layers to bone collectionsUpperUpper (inclusive) bound for a vertex's weight to be removed from the vgroupUpper BoundUpper CaseUpper ConcavityUpper LeftUpper RightUpper X Angle LimitUpper X LimitUpper X angle boundUpper Y Angle LimitUpper Y LimitUpper Y angle boundUpper Z Angle LimitUpper Z LimitUpper Z angle boundUpper bound of envelope at this control-pointUpper bound of the highlighting rangeUpper bound of the input range the mapping is appliedUpper clamping threshold for marking fluid cells as wave crests (higher value results in less marked cells)Upper clamping threshold for marking fluid cells where air is trapped (higher value results in less marked cells)Upper clamping threshold that indicates the fluid speed where cells no longer emit more particles (higher value results in generally less particles)Upper distance from Reference Value for 1:1 default influenceUpper limit of X axis rotationUpper limit of X axis translationUpper limit of Y axis rotationUpper limit of Y axis translationUpper limit of Z axis rotationUpper limit of Z axis translationUpper limit of the tilt away from the +Z directionUpper mesh concavity bound (high values tend to smoothen and fill out concave regions)Upres FactorUrdu - وُدرُاUsageUseUse %s (differs)Use %s (identical)Use 'Time_Translate' transform mode instead of 'Translation' mode for translating keyframes in Dope Sheet EditorUse (import) facet normals (note that this will still give flat shading)Use 16 bits per channel to lower the memory usage during renderingUse 16-bit floating-point numbers for all dataUse 2D StabilizationUse 2D stabilization for footageUse 32-bit floating-point numbers for all dataUse 3D ViewportUse 3D position of track to parent toUse 5× multisampling to smooth paint edgesUse 8-bit floating-point numbers where possible, otherwise use 16-bitUse APIC as the simulation method (more energetic and stable behavior)Use ActiveUse Adaptive SamplingUse Adaptive SubdivisionUse Add blending mode while paintingUse Additive DrawingUse After CreationUse AlphaUse Animated SeedUse Anisotropic interpolationUse AnnotationsUse Antialiasing to smooth stroke edgesUse As PivotUse Asset layerUse Auto-PackUse BVH spatial splits: longer builder time, faster renderUse Bilinear interpolationUse Blue ChannelUse Bone EnvelopesUse Bone HeadsUse Brute ForceUse CPU for display transform and display image with 2D textureUse CPU for renderingUse CUDA for GPU accelerationUse CacheUse Camera CullUse Chain CountUse Clip PlanesUse Clump CurveUse Clump NoiseUse CollisionsUse Color Burn blending mode while paintingUse Color Dodge blending mode while paintingUse Color JitterUse Color RampUse Color blending mode while paintingUse Compact BVHUse ContourUse Controller ActionsUse CoordinatesUse CountUse CreaseUse CreasesUse Cryptomatte passes from a renderUse Cryptomatte passes from an imageUse Cubic B-Spline interpolationUse Current Frame as Object Rest TransformationsUse Current LocationUse Cursor OverlayUse Cursor PositionUse Cursor for DepthUse CurvatureUse CurveUse Curve RadiusUse CurvesUse Curves BVHUse Custom CameraUse Custom ColorUse Custom CurveUse Custom Ghost ColorsUse Custom NormalsUse Custom ParallaxUse Custom VolumeUse Darken blending mode while paintingUse Default FadeUse Deform OnlyUse Deformation MotionUse DenoisingUse Depth of FieldUse Difference blending mode while paintingUse DiffusionUse Directional Quad Trees as directional distributionUse Distance CullUse DripUse DuplicatesUse Edge AngleUse Edge MarkUse EdgesUse Edges as springsUse EffectorUse End FrameUse EnvelopesUse Evaluation TimeUse Exclusion blending mode while paintingUse ExistingUse Existing FacesUse FLIP as the simulation method (more splashy behavior)Use Face SetsUse FadingUse FallbackUse FalloffUse FilterUse Final IndicesUse FlowUse For Growing HairUse FreestyleUse Front-FaceUse Front-Face FalloffUse GLSL shaders for display transform and display image with 2D textureUse GPUUse GPU accelerated denoising if supported, for the best performance. Prefer OpenImageDenoise over OptiXUse GPU compute device for rendering, configured in the system tab in the user preferencesUse Geometry (cotangent) relaxation, making UVs follow the underlying 3D geometryUse Geometry NodesUse Geometry SpaceUse Global CoordinatesUse GltfpackUse GoalUse Green ChannelUse GridUse Group InterfaceUse GuidesUse GuidingUse HC method for relaxationUse HIP for GPU accelerationUse HSL (Hue, Saturation, Lightness) color processingUse HSV (Hue, Saturation, Value) color processingUse Handle ScaleUse Hard Light blending mode while paintingUse HeadUse Hue blending mode while paintingUse InfluenceUse InstancingUse Intel OpenImageDenoise AI denoiserUse IntersectionUse Intersection MasksUse Intersection PriorityUse Laplacian method for relaxationUse Layer PassUse Library PathUse LightUse Light ContourUse Lighten blending mode while paintingUse LightsUse LimitUse Limit SurfaceUse Linear Burn blending mode while paintingUse Linear Light blending mode while paintingUse Linear ModifiersUse Local CameraUse Local FileUse Location for Camera FixUse LooseUse MIS WeightsUse MaskUse MasksUse Masks in RenderUse MaterialUse Material MaskUse Material PassUse Material layerUse Math NodesUse MaxUse Max 2D AngleUse Max 2D LengthUse Max AngleUse Max B-FramesUse MaximumUse MedianUse MeshUse Mesh SymmetryUse MetadataUse Metal backendUse Metal for GPU accelerationUse MinUse Min 2D AngleUse Min 2D LengthUse Min AngleUse MinimumUse MistUse Mix NodesUse Mix blending mode while paintingUse Modifier StackUse Modifiers Render SettingUse Motion BlurUse Mouse PositionUse Multi-ViewUse Multiple Views (when available)Use Multiply blending mode while paintingUse N-bit quantization for colorsUse N-bit quantization for normals and tangentsUse N-bit quantization for positionsUse N-bit quantization for texture coordinatesUse NLA Tweak ModeUse Nearest interpolationUse Node Name/LabelUse NodesUse NoiseUse Normal DataUse NormalizationUse ObjectUse Object OffsetUse Object layerUse Occlusion RangeUse Open Shading LanguageUse OpenGL backendUse OpenJPEG Cinema PresetUse OpenJPEG Cinema Preset (48fps)Use OptiX for GPU accelerationUse Original FileUse Original ScaleUse Original SizeUse OutputUse Output NamesUse Overlay blending mode while paintingUse PaintUse Paint CanvasUse Parallax-aware von Mises-Fisher models as directional distributionUse Particle RadiusUse Particle's RadiusUse Perlin noise as a basisUse Perlin noise as a basis, with extended controlsUse Perlin noise with inflection as a basisUse Pin Light blending mode while paintingUse PivotUse PlaceholdersUse Plane TrimUse Poisson disk distribution method to keep a minimum distanceUse Pole MergeUse Post-Process SettingsUse Pre/Post RotationUse PressureUse Pressure JitterUse Pressure StrengthUse Pressure for DensityUse Pressure for FlowUse Pressure for HardnessUse Pressure for Wet MixUse Pressure for Wet PersistenceUse Preview RangeUse ProxiesUse Proxy / TimecodeUse RGB (Red, Green, Blue) color processingUse RGB curved for pre-display transformationUse RadiusUse Ray-TracingUse Red ChannelUse Relative OffsetUse Relative PasteUse RemoteUse Render settings for object visibility, modifier settings, etcUse RepeatUse Rest Position ArmatureUse RotationUse Rotation XUse Rotation YUse Rotation ZUse Rotation for Camera FixUse Roughness CurveUse Sample SubsetUse Saturation blending mode while paintingUse ScaleUse Scale XUse Scale YUse Scale ZUse Scale for Camera FixUse Scale:Use Scene RangeUse SchemaUse Scrape or Fill brush when inverting this brush instead of inverting its displacement directionUse Screen blending mode while paintingUse SculptUse Sculpt CollisionUse SecondaryUse SelectionUse SelfUse Sequencer SceneUse Settings forUse ShadersUse ShadowUse Sharp EdgesUse ShrinkUse SimplifyUse Simulation CacheUse Snap for RotationUse Snap for ScaleUse Snap for TranslationUse SnappingUse Snapping OptionsUse Soft Light blending mode while paintingUse Space TransformUse Sparse Accessor if BetterUse Spatial SplitsUse Spherical StereoUse Spill StrengthUse Split LengthUse Split PatternUse SpreadUse StabilizerUse Start FrameUse Strip CenterUse Subdivision SchemaUse Subdivision SurfaceUse Subtract blending mode while paintingUse TailUse Tail TargetUse TextureUse Texture OverlayUse TexturesUse Thickness ProfileUse TimecodeUse TimingUse TipsUse TooltipUse TransformUse Translation XUse Translation YUse Translation ZUse Transparency OverlapUse Twist CurveUse UDIM detectionUse UI TagsUse UV SculptUse UV coordinates for texture coordinatesUse UV coordinates for the texture coordinatesUse UV layer for texture coordinatesUse UndoUse Unified ColorUse Unified Input SamplesUse Unified SizeUse Unified StrengthUse Unified WeightUse Value blending mode while paintingUse VertexUse Vertex ColorUse Vertex GroupsUse ViewUse Viewport DenoisingUse Viewport settings for object visibility, modifier settings, etcUse ViscosityUse Visual keying automatically for constrained objectsUse Vivid Light blending mode while paintingUse Volume Variation MaximumUse Volume Variation MinimumUse Vulkan backendUse WXYZ axis colors for quaternion/axis-angle rotations, XYZ axis colors for other transform and color properties, and auto-rainbow for the restUse WeightUse Weight Color RangeUse Weight as FactorUse White BalanceUse WildcardUse Windows 'Default Apps' to associate with blend filesUse Wintab driver for older tablets and Windows versionsUse X Location of ParentUse X Rotation of ParentUse X Scale of ParentUse Y Location of ParentUse Y Rotation of ParentUse Y Scale of ParentUse YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color processingUse YUV (Y - luma, U V - chroma) color processingUse Z Location of ParentUse Z Rotation of ParentUse Z Scale of ParentUse Z-BufferUse Z-Up axis to calculate the curve twist at each pointUse a 3D mouse device to pan/zoom the viewUse a Grease Pencil data-block as a mask to use only specified areas of pattern when trackingUse a Ramer-Douglas-Peucker algorithm to simplify the stroke preserving main shapeUse a blue-noise pattern for the first sample, then use Tabulated Sobol for the remaining samples, for random samplingUse a blue-noise pattern, which optimizes the frequency distribution of noise, for random samplingUse a blue-noise sampling pattern, which optimizes the frequency distribution of noise, for random sampling. For viewport rendering, optimize first sample quality for interactive previewUse a blue-noise sequence with a length rounded up to the next power of 2, for random samplingUse a brute-force translation only pre-track before refinementUse a brute-force translation-only initialization when trackingUse a circle to define the profileUse a collection of mesh objects as the operand for the Boolean operationUse a column layout for toolboxUse a curve to define clump taperingUse a curve to define roughnessUse a curve to define twistUse a custom color limited to this viewport onlyUse a custom curve to define a factor along the strokesUse a custom directory to store dataUse a custom file to read proxy data fromUse a custom object to define the profileUse a custom profile for each quarter of curve's bevel geometryUse a difference boolean operationUse a different format instead of the node format for this fileUse a fixed 1:1 aspectUse a fluid domain for guiding (domain needs to be baked already so that velocities can be extracted). Guiding domain can be of any type (i.e. gas or liquid).Use a half-circle for each capUse a local camera in this view, rather than scene's active cameraUse a maximum distance for the field to workUse a maximum radial distance for the field to workUse a mesh object as the operand for the Boolean operationUse a minimum distance for the field's falloffUse a minimum radial distance for the field's falloffUse a percentage factor to determine the visible pointsUse a percentage to specify how many keyframes you want to removeUse a preset viewpointUse a preview proxy and/or time-code index for this stripUse a preview proxy and/or timecode index for this clipUse a radial gradient as viewport backgroundUse a region within the frame size for rendered viewport (when not viewing through the camera)Use a saw wave to produce bandsUse a sawtooth profileUse a screen space vertical linear gradient as viewport backgroundUse a simulation range that is different from the scene range for simulation nodes that don't override the frame range themselvesUse a sine wave to produce bandsUse a single Ngon for the capsUse a single factor for all componentsUse a solid color as viewport backgroundUse a standard sine profileUse a texture to control emission strengthUse a transformation matrixUse a triangle profileUse a triangle wave to produce bandsUse a union boolean operationUse absolute sizeUse accurate transformationUse active Viewer Node output as backdrop for compositing nodesUse active clip defined in sceneUse active vertex group as an influenceUse addition instead of multiplication to combine scale (2.7 compatibility)Use albedo and normal passes for denoisingUse albedo pass for denoisingUse alpha blending instead of alpha test (can produce sorting artifacts)Use alpha channel for transparencyUse always Vertex Color modeUse always material modeUse ambient occlusion instead of full global illuminationUse an alternative start/end frame range for animation playback and view rendersUse an automatic number of iterations based on the number of vertices of the sculptUse an error margin to specify how much the curve is allowed to deviate from the original pathUse an existing object to define the VR view base location and rotationUse an object for the section of the curve's bevel geometry segmentUse an unconstrained aspectUse animation channel group colors; generally this is used to show bone group colorsUse another Keying Set, as the active one depends on the currently selected items or cannot find any targets due to unsuitable contextUse another Keying Set, as the active one depends on the currently selected objects or cannot find any targets due to unsuitable contextUse another UV map as clone source, otherwise use the 3D cursor as the sourceUse another mesh for texture indices (vertex indices must be aligned)Use another shape to cut, combine or perform a difference operationUse any axis region for operator executionUse as Depth Of FieldUse axis colors for transform and color properties, and auto-rainbow for the restUse axis-aligned bounding boxes for packing (fastest, least space efficient)Use back face culling to hide the back side of facesUse back face culling when casting shadowsUse backface culling to hide the back side of facesUse bake from current directory (create when necessary)Use bake in original location (create when necessary)Use base mesh vertex coordinates as the rest positionUse best triangulation divisionUse bevel weights to determine how much bevel is applied in edge modeUse bind vertex coordinates for rest positionUse blackbody temperature to define a natural light colorUse blue channel from footage for trackingUse both effects simultaneouslyUse both visible strokes and edit lines as fill boundary limitsUse box selection to grab NLA-StripsUse box selection to select nodesUse box selection to select tree elementsUse cached scene data from the first Line Art modifier in the stack. Certain settings will be unavailable.Use circle for the section of the curve's bevel geometryUse circle selection to select nodesUse closed arrow styleUse color ramp to map the BW average into an RGB colorUse compact BVH structure (uses less ram but renders slower)Use connected parent and children to compute the handleUse control scaling to scale the B-BoneUse convex hull approximation of islands (good balance of speed and space efficiency)Use coordinates from a UV layerUse coordinates from this object (for object texture coordinates output)Use current edited object's locationUse current modeUse current rotation/scaling pivot point coordinatesUse cursor as reference pointUse cursor location and radius for the dimensions and position of the trimming shapeUse curve mappingUse curve to define primitive stroke thicknessUse curve weights to influence the particle influence along the curveUse custom attenuation distance instead of global light thresholdUse custom camera instead of the active cameraUse custom collision margin (some shapes will have a visible gap around them)Use custom color for the nodeUse custom color for this motion pathUse custom color instead of theme-definedUse custom colors for ghost framesUse custom colors for onion skinning instead of the themeUse custom curveUse custom hand-picked color for F-CurveUse custom intersection mask for faces in this collectionUse custom objects to define the cap shapesUse custom reference pointUse data from fully or partially evaluated objectUse data from original object without any modifiers appliedUse deformation motion blur for this objectUse degrees for measuring angles and rotationsUse depth of field on viewport using the values from the active cameraUse device for renderingUse different seed values (and hence noise patterns) at different framesUse diffuse BSDFUse display mode from armature (default)Use distance between affected and target objectsUse distance between affected object's vertices and target object, or target object's geometryUse distance sampling, best for dense volumes with lights far awayUse drawing speed, a number of frames, or a manual factor to build strokesUse edge collapsingUse edit lines as fill boundary limitsUse effect during renderUse effector/global coordinates for turbulenceUse equiangular sampling, best for volumes with low density with light inside or near the volumeUse even distribution from faces based on face areas or edge lengthsUse exact geometry for most efficient packing (slowest)Use existing file (instead of packed): %sUse existing materials with same name instead of creating new onesUse external .ies fileUse external .osl or .oso fileUse external fileUse fallback tools keymapUse falloff effect when edit in multiframe mode to compute brush effect by frameUse faster approximation by blurring along the horizontal and vertical directions independentlyUse faster global illumination technique for high roughness surfacesUse feather information from the maskUse file format used before Blender 5.0. This format is more limited but it may have better compatibility with tools that don't support the new format yetUse file from current directory (create when necessary)Use file in original location (create when necessary)Use files in current directory (create when necessary)Use files in original location (create when necessary)Use floating-point attributes for positionsUse fly dynamics to navigate the sceneUse for RenderingUse for a large area, established ocean (Pierson-Moskowitz method)Use for established oceans ('JONSWAP', Pierson-Moskowitz method) with peak sharpeningUse for shallow water ('JONSWAP', 'TMA' - Texel-Marsen-Arsloe method)Use for turbulent seas with foamUse force fields when growing hairUse full physics calculations for growing hairUse geometry distance for chaining instead of image spaceUse global coordinatesUse global coordinates for the texture coordinatesUse global gravity for all dynamicsUse glossy BSDFUse gltfpack to simplify the mesh and/or compress its texturesUse green channel from footage for trackingUse guiding (effector) objects to create fluid guiding (guiding objects should be animated and baked once set up completely)Use guiding when sampling directions inside a volumeUse guiding when sampling directions on a surfaceUse handles when converting Bézier curves into polygonsUse high quality tangent space at the cost of lower performanceUse image RGB values for normal mappingUse improved particle level set (slower but more precise and with mesh smoothening options)Use in 3D viewportUse influence of face for weightingUse input from gamepad (Microsoft Xbox Controller) instead of motion controllersUse instances contained in the incoming geometry as base for scatteringUse integer attributes for positionsUse intermediate data from viewer nodeUse internal text data-blockUse inverse quadratic progressionUse key timesUse layer pass filterUse left mouse button for selection. The standard behavior that works well for mouse, trackpad and tablet devicesUse legacy interleaved storage of views, layers and passes for compatibility with applications that do not support more efficient multi-part OpenEXR files.Use legacy undo (slower than the new default one, but may be more stable in some cases)Use length of the curves in close proximityUse light probes to find scene intersectionUse lights for this Grease Pencil objectUse linear mappingUse linear progressionUse linked object's coordinates for texture coordinatesUse local generated coordinatesUse local generated coordinates of another objectUse logarithmic dissolve (makes high values to fade faster than low values)Use logarithmic drying (makes high values to dry faster than low values)Use lossless output for video streamsUse lower limit for volume variationUse manual calibration helpersUse mask ID as mask inputUse material masks to filter out occluded strokesUse material pass filterUse mesh crease information to sharpen edges or cornersUse mesh islands of the surface geometry for partingUse mesh objects in this collection for Boolean operationUse metadata from the current sceneUse metadata from the strips in the sequencerUse millimeters for units of focal lengthUse modal execution (modal operators only)Use modifier during renderUse more clearly defined marbleUse motion blur for this objectUse mouseUse mouse to sample a color in current imageUse mouse to sample background imageUse mouse to sample color in current frameUse movie clip from active scene cameraUse multi-sampled 3D scene motion blurUse multi-sampled motion blur of the maskUse multi-sampled motion blur of the planeUse multi-touch gestures for navigation with touchpad, instead of scroll wheel emulationUse multiple importance sampling for the light, reduces noise for area lights and sharp glossy materialsUse multiple operators in an interactive way to add, delete, or move geometry • {:s} - Add geometry by moving the cursor close to an element • {:s} - Extrude edges by moving the cursor • {:s} - Delete mesh elementUse multiple views in the sceneUse n-gonsUse native Windows Ink API, for modern tablet and pen devices. Requires Windows 8 or newer.Use nearest sampleUse negative axis region only for operator executionUse node groups to reuse the same menu multiple timesUse noise to dither the binary visibility (works well with multi-samples)Use normalized attributes for positionsUse normalized strand texture coordinate (1D) or particle age (X) and trail position (Y)Use object as center of rotationUse object as reference pointUse object multiple times in the same collectionUse object selection (edit mode only)Use object transform to control projection shapeUse object's global coordinates for duplicationUse object's rotation for duplication (global x-axis is aligned particle rotation axis)Use object's scale for duplicationUse object/global coordinates for textureUse objects as font characters (give font objects a common name followed by the character they represent, eg. 'family-a', 'family-b', etc, set this setting to 'family-', and turn on Vertex Instancing)Use offset from the particle object in the instance objectUse on-the-fly computed Owen-scrambled Sobol for random samplingUse one transform property from target to control another (or same) property on ownerUse oneAPI for GPU accelerationUse only deformation modifiers (temporary disable all constructive modifiers except multi-resolution)Use only selected strokes for interpolatingUse open arrow styleUse optimized files for faster scrubbing when availableUse original location of texturesUse orthographic projectionUse other objects outlines and boundaries to project knife cutsUse particle size for the shrapnelUse particle size to scale the instancesUse particle's size in deflectionUse path guiding for sampling paths. Path guiding incrementally learns the light distribution of the scene and guides path into directions with high direct and indirect light contributionsUse perpendicular segment styleUse pixel size for the bufferUse pixels for units of focal lengthUse pixels from adjacent faces across UV seamsUse placeholders for missing frames of the stripUse position (and optionally rotation) of target to define a 'wall' or 'floor' that the owner cannot crossUse position plus an outline based on F2-F1Use positive axis region only for operator executionUse pre-computed tables of Owen-scrambled Sobol for random samplingUse pre/post rotation from FBX transform (you may have to disable that in some cases)Use precision movement for extension linesUse pressure to modulate densityUse pressure to modulate flowUse pressure to modulate hardnessUse pressure to modulate randomnessUse pressure to modulate wet mixUse pressure to modulate wet persistenceUse projected or spherical falloffUse quadratic progressionUse radius as size of projection shape (0 = auto)Use radius from particle settingsUse radius of the curves in close proximityUse random values over timeUse randomness at stroke levelUse raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting.Use raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting. Deprecated: use 'use_raytrace_refraction'.Use recorded speed multiplied by a factorUse red channel from footage for trackingUse reflective caustics, resulting in a brighter image (more noise but added realism)Use refractive caustics, resulting in a brighter image (more noise but added realism)Use regular expression for the replacement text (supporting groups)Use regular expressions to match text in the 'Find' fieldUse relative file pathsUse relative pathUse relative path when linking assets from this asset libraryUse relative paths to reference external files (i.e. textures, volumes) in USD, otherwise use absolute pathsUse relative paths with subdirectories onlyUse relative space for the input geometry so the transforms of both inputs in relation are consideredUse render settings when applying modifiers to mesh objects (DISABLED in Blender 2.8)Use repeat mapping valuesUse resolution of the volume gridUse right mouse button for selection, and left mouse button for actions. This works well primarily for keyboard and mouse devicesUse rule when boid is flyingUse rule when boid is on landUse same direction for all normals, from origin to target's center (Directional mode only)Use same input as previous modifier, and mix results using overall vgroupUse scale of existing UVs to multiply marginUse scale when calculating the matrixUse scene orientation instead of a custom settingUse scene world for lightingUse scene's currently active camera to define the VR view base location and rotationUse screen coordinates as texture coordinatesUse screen pixel size instead of world unitsUse selected objects as smoke emittersUse sequence detectionUse sequencer strip as mask inputUse setting from the modifierUse settings from brushUse settings from hereUse settings from operator propertiesUse settings from sceneUse settings from the parent collectionUse shader nodes for the line styleUse shader nodes to render the lightUse shader nodes to render the materialUse shader nodes to render the worldUse shaders for Cycles rendererUse shaders for EEVEE rendererUse shaders for all renderers and viewports, unless there exists a more specific outputUse shape of the curves in close proximityUse simple feature awareness to keep feature definitionUse simple interpolation of grid verticesUse single color or gradient when paintingUse single point as directionUse single point to create ringsUse slope of curve leading in/out of endpoint keyframesUse smooth vertex normals instead of face normals for the result meshUse soft marbleUse special solver to track a stable camera position, such as a tripodUse special type BVH optimized for curves (uses more ram but renders faster)Use specified camera object for generating Line Art strokesUse square styleUse standard stucciUse standard wave texture in bandsUse standard wood texture in bandsUse static coordinates (defined by various means)Use straight lines between keyframe pointsUse stroke length for texture coordinatesUse subprocesses for compiling shadersUse tablet pressureUse tablet pressure for color strengthUse tablet pressure for jitterUse tabs or spaces for indentationUse texture painting in Sculpt ModeUse texture scale valuesUse the "Align Rotation to Vector" node insteadUse the "Rotate Rotation" node insteadUse the 2D stabilized version of the clipUse the 2D vector (X, Y) as input. The Z component is ignored.Use the 3D cursor as the position for the selected objects to align toUse the 3D cursor orientation for the new objectUse the 3D vector (X, Y, Z) as inputUse the 4D vector (X, Y, Z, W) as inputUse the CPU to process the denoise nodeUse the GPU to process the denoise node if available, otherwise fallback to CPUUse the MIS weight to weight the contribution of directly visible light sources during guidingUse the Minkowski function to calculate distance (exponent value determines the shape of the boundaries)Use the OptiX AI denoiser with GPU acceleration, only available on NVIDIA GPUs when configured in the system tab in the user preferencesUse the Scene's 3D camera as inputUse the Scene's Sequencer timeline as inputUse the Target Volume parameter as the initial volume, instead of calculating it from the mesh itselfUse the active Collection of the current View Layer to instantiate imported collections and objectsUse the active camera's position to cast raysUse the active object as surface for selected curves objects and set it as the parentUse the active object as the position for the selected objects to align toUse the active particle system from the contextUse the alpha channel information in the imageUse the alpha of the first input as mixing factor and return the more opaque alpha of the two inputsUse the alpha threshold to clip the visibility (binary visibility)Use the angle between two bonesUse the attribute value of the closest mesh elementUse the average of adjacent edge-verticesUse the average of adjacent edge-vertices weighted by their lengthUse the compact, single-row layoutUse the current 3D view for rendering, else use scene settingsUse the current bone location for envelopes and choosing B-Bone segments instead of rest positionUse the current snap settingsUse the current transform orientationUse the current view instead of the active object to create the new orientationUse the current world background to light the preview renderUse the default flat previewsUse the default, multi-rows layoutUse the depth under the mouse to improve view pan/rotate/zoom functionalityUse the distance between the objects to make a screwUse the existing guide map attribute if availableUse the exterior/interior radii for torus dimensionsUse the fallback value if the data path cannot be resolved, instead of failing to evaluate the driverUse the final evaluated indices rather than the original mesh indicesUse the global axis to limit the displacementUse the global axis to limit the force and set the gravity directionUse the global coordinate system for the texture coordinatesUse the import method set in the Preferences for this asset library, don't override it for this Asset BrowserUse the initial length as spring rest length instead of 2 * particle sizeUse the least twist over the entire curveUse the left handlesUse the legacy way of generating noise. Has the issue that it can produce values outside of -1/1Use the length input to fully replace the original lengthUse the linked object's local coordinate system for the texture coordinatesUse the local axis to limit the displacementUse the local axis to limit the force and set the gravity directionUse the local coordinate system for the texture coordinatesUse the location and rotation of another object to determine the distance and rotational change between arrayed itemsUse the major/minor radii for torus dimensionsUse the material preview scene for the node previewsUse the maximum X valueUse the maximum Y valueUse the maximum Z valueUse the minimum X valueUse the minimum Y valueUse the minimum Z valueUse the modifier's own time evaluationUse the mouse to create a link between two nodesUse the mouse to cut (remove) some linksUse the mouse to mute linksUse the mouse to sample a color in the imageUse the mouse to sample a weight in the 3D viewUse the number of points from the curves in close proximityUse the object center when selecting, in edit mode used to extend object selectionUse the offset of the specified bone from rest pose to compute the handleUse the old semi-broken behavior that does not understand that rotations loop aroundUse the orientation of the specified bone to compute the handle, ignoring the locationUse the original Y scale of the boneUse the original scaling of the bonesUse the original undeformed coordinates of the objectUse the overlap_mode tool settings to determine how to shuffle overlapping stripsUse the parent of the instance object if possibleUse the pinned contextUse the pinned node treeUse the pivot point in every rotationUse the pivot point in the negative rotation range around the X-axisUse the pivot point in the negative rotation range around the Y-axisUse the pivot point in the negative rotation range around the Z-axisUse the pivot point in the positive rotation range around the X-axisUse the pivot point in the positive rotation range around the Y-axisUse the pivot point in the positive rotation range around the Z-axisUse the plus button to add list entriesUse the position of the specified bone to compute the handleUse the quad remesherUse the results of this constraintUse the right handlesUse the rotation order defined in the BVH fileUse the same device used by the compositor to process the denoise nodeUse the same random seed for each scale axis for a uniform scaleUse the same scale value for all axisUse the same scale value for both axesUse the scalar value W as inputUse the scene orientationUse the scene origin as the position for the selected objects to align toUse the scene's denoising quality settingUse the search in Add-ons.Use the search in Extensions.Use the selected objects as the position for the selected objects to align toUse the selection (or the last stroke center in Paint modes) as the pivot point for orbitingUse the shadow maps from shadow casting lights to refine the thickness defined by the material node treeUse the shortest computed distance to target object's geometry as weightUse the smallest single axis rotation, similar to Damped TrackUse the start of the stroke for the depthUse the stored custom normal attribute as the final normalsUse the strand primitive for renderingUse the surface depth for cursor placementUse the surface normal (using the transform orientation as a fallback)Use the surface normal to orientate the trimming shapeUse the tangent to calculate twistUse the target object for location limitationUse the target's rotation to determine floorUse the texture's RGB values to displace the mesh in the XYZ directionUse the texture's intensity value to displace along the (averaged) custom normal (falls back to vertex)Use the texture's intensity value to displace along the vertex normalUse the texture's intensity value to displace in the X directionUse the texture's intensity value to displace in the Y directionUse the texture's intensity value to displace in the Z directionUse the theme for background colorUse the time from the sceneUse the timeline to bake the sceneUse the undistorted version of the clipUse the value from some RNA propertyUse the value from some RNA property within the current evaluation contextUse the view axis to limit the displacementUse the view axis to limit the force and set the gravity directionUse the view to orientate the trimming shapeUse the voxel remesherUse the world for background colorUse this area light to guide sampling of the background, note that this will make the light invisibleUse this armature bone to define the depth of field focal pointUse this brush in Grease Pencil drawing modeUse this brush in Grease Pencil vertex color modeUse this brush in UV sculpt modeUse this brush in sculpt curves modeUse this brush in sculpt modeUse this brush in texture paint modeUse this brush in vertex paint modeUse this brush in weight paint modeUse this file's path for the disk cache when library linked into another file (for local bakes per scene file, disable this option)Use this index on generated segment. -1 means using the existing material.Use this installation for .blend files and to display thumbnailsUse this light object to generate light contourUse this object to define the depth of field focal pointUse this object's coordinate system instead of global coordinate systemUse this object's crease setting to overwrite scene globalUse this object's intersection priority to override collection settingUse threads for compiling shadersUse to animate an object/bone following a pathUse tooltips when hovering over this gizmoUse topology based mirroring (for when both sides of mesh have matching, unique topology)Use transform gizmos by defaultUse transform property of target to look up pose for owner from an ActionUse transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadowsUse triangle fansUse true displacement of surface only, requires fine subdivisionUse un-subdivide face reductionUse union particle level set (faster but lower quality)Use upper limit for volume variationUse variable bit quantizationUse velocities for automagic step sizesUse velocities from this object for the guiding effect (object needs to have fluid modifier and be of type domain))Use vertex group weight as factor instead of influenceUse vertex group weights to cut faces at the weight contourUse vertex group weights to select whether vertex or edge is beveledUse vertex or edge stitchingUse vertices that are not part of region definedUse very clearly defined marbleUse view layer for renderingUse viscoelastic springs instead of Hooke's springsUse visible strokes as fill boundary limitsUse von Mises-Fisher models as directional distributionUse walk navigation to select tree elementsUse wave effectUse wave texture in ringsUse weight to modulate effectUse whole collection at onceUse whole stroke, not only selected pointsUse wireframe display in painting modesUse with difference intersection to swap which side is keptUse wood texture in ringsUse workbench render settings from the sequencer scene, instead of each individual scene used in the stripUse world space offset in the instance objectUsed LengthUsed for defining a profile's pathUsed to handle changes into collectionUsed to sort multiple links coming into the same input. The highest ID is at the top.Used to trace only one frame of the image sequence, set to zero to trace allUsed when connecting an Action to a data-block, to find the correct slot handle. This is the display name, prefixed by two characters determined by the slot's ID typeUsed when the data block is not local to the current .blend file but is linked from some libraryUserUser Add-onsUser Asset LibrariesUser CountUser DefinedUser Extension RepositoriesUser InterfaceUser Key ConfigurationUser LibraryUser ManualUser ModifiedUser OrthographicUser PathUser Path OtherUser PathsUser PerspectiveUser RepositoryUser TooltipsUser defined note for the render stampingUser defined tag (name token)User interface styling and color settingsUser is ScrubbingUser path of the action. E.g. "/user/hand/left"User selection of the edited geometry, for tool executionUser's bookmarksUser-editable keyframesUser:UsersUsers: {}Uses BrushesUses LSCM (Least Squares Conformal Mapping). This usually gives a less accurate UV mapping than Angle Based, but works better for simpler objectsUses SLIM (Scalable Locally Injective Mapping). Minimizes distortion in areas and angles.Uses a more precise but slower method. Use if the output contains undesirable noise.Uses bounding boxesUses convex hullUses exact geometryUses the Scrambling Distance value for the viewport. Faster but may flickerUses the vector speed render pass to blur the image pixels in 2DUsing Active Scene CameraUsing both CPU and GPU subdivisionUtilitiesUtilityVV (Y) AxisV OffsetV-AxisVBO Collection RateVBO Time OutVFXVGroup AVGroup A and BVGroup A or BVGroup BVMMVRVR Controller Poses IndicatorVR InfoVR LandmarkVR Landmark IndicatorsVR NavigationVR RedrawsVR Scene InspectionVR SessionVR Viewer Pose IndicatorVR navigation settingsVR viewport far clipping distanceVR viewport near clipping distanceVRAM: %.1f GiB FreeVRAM: %.1f/%.1f GiBValValidValidate MeshValidate MeshesValidate references from rig component settings to bone collections. Always run this both before and after joining two metarig armature objects into one to avoid glitchesValidates references from rig component settings to bone collectionsValidity ThresholdValleyValueValue InvertedValue JitterValue Layer NameValue MaxValue MinValue ModeValue OffsetValue SliderValue added to texture samplesValue by which to enlarge or shrink the object with respect to the world's origin (only applicable through a Transform Cache constraint)Value by which to enlarge or shrink the objects with respect to the world's originValue changes offsetValue changes profileValue changes segmentsValue for changes in locationValue for changes in rotationValue for changes in scaleValue for custom property types that can only be edited as a Python expressionValue for keyframe onValue for the distance between arrayed itemsValue for the distance between itemsValue for the envelope calculation that tells how fast the envelope can fall (the lower the value the steeper it can fall)Value for the envelope calculation that tells how fast the envelope can rise (the lower the value the steeper it can rise)Value for voxels outside of the cubeValue levelValue may be implicitly converted if the type does not matchValue not found in bundle: "{}"Value of 0 removes color from the image, making it black-and-white. A value greater than 1.0 increases saturationValue of shape key at the current frameValue of the first color inputValue of the first floating number inputValue of the first vector inputValue of the itemValue of the second color inputValue of the second floating number inputValue of the second vector inputValue shift. 0 makes the color black, 1 keeps it the same, and higher values make it brighterValue that envelope's influence is centered around / based onValue that the transformation value must reach to put the action's timeline to the first frame. Rotations are in degreesValue that the transformation value must reach to put the action's timeline to the last frame. Rotations are in degreesValue to NormalValue to StringValue to add to colorsValue to add to weightsValue to multiply colors byValue to multiply weights byValue to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and HardValue under which voxels are considered empty space to optimize renderingValue used as seed in 1D and 4D dimensionsValue, Hue, SaturationValue:Value: NoneValue: Unknown (not evaluated)Value: must be 'NOTHING' for motionValue: must be 'PRESS' when unicode is setValue: must be 'PRESS/RELEASE' for keyboard/buttonsValue: only 'PRESS/RELEASE/NOTHING' are supportedValue: {}ValuesValues for change locationValues for changes in rotationValues for changes in scaleValues generated by this modifier are applied on top of the existing values instead of overwriting themValues larger than the threshold are inside the generated meshValues on endpoint keyframes are heldValues that sort the corners attached to the edgeValues used to sort corners attached to the vertex. Uses indices by defaultValues used to sort the curve's points. Uses indices by defaultValues used to sort the edges connected to the vertex. Uses indices by defaultValues used to sort the face's corners. Uses indices by defaultValues:Values: NoneVanishVariableVariable Expression SupportVariable Fallback As ErrorVariable does not exist in this driverVariable from some source/target for driver relationshipVariablesVariables: {:d}VarianceVariantVariation LevelVarious status info about an item after it has been importedVarious tools to enhance and speed up node-based workflowVary roughness values for each strandVary the melanin concentration for each strandVectorVector BlurVector CurvesVector DisplacementVector DisplayVector FontVector FontsVector HandleVector Handle SelectedVector MathVector NodeVector Node SocketVector Node Socket InterfaceVector RotateVector TransformVector ValueVector by which each point was offset during deformationVector data type, affects positionVector field to be represented by the display vectorsVector font data-blocksVector font for Text objectsVector for displacementVector handleVector in a mesh normal arrayVector valueVector value in geometry attributeVector which would be mapped to the curveVector, point, or normal which will be used for conversion between spacesVector2DVectors to compare between connected face corners of an egde for differences. (Supports 3D vectors)VectorscopeVectorscope ModeVectorscope OpacityVelocityVelocity / HairVelocity AttributeVelocity Color RampVelocity FactorVelocity GridVelocity LinearVelocity ScaleVelocity SourceVelocity X GridVelocity Y GridVelocity Z GridVelocity considered as maximum influence (Blender units per frame)Velocity field of the fluid domainVelocity force controlling the teleportation arc parabola in m/sVerletVersionVersion %r unsupported, must be %r or laterVersion backup failed (file saved with @)Version of Blender the library .blend was saved withVersion of Blender the userpref.blend was saved withVersion:Version: {:s}Versioning: Map Value node was removedVersioning: Use Nodes was removedVertexVertex (Triangle)Vertex AttributesVertex ColorVertex Color FactorVertex Color NameVertex Color QuantizationVertex Color affects to Fill onlyVertex Color affects to Stroke and FillVertex Color affects to Stroke onlyVertex ColorsVertex Corner CountVertex CountVertex Count FieldVertex CreaseVertex Crease:Vertex DataVertex Data TypesVertex Data:Vertex Face Count FieldVertex Grease PencilVertex GroupVertex Group "%s" does not existVertex Group "%s" is lockedVertex Group AVertex Group BVertex Group ClumpVertex Group Clump NegateVertex Group DensityVertex Group Density NegateVertex Group ElementVertex Group FactorVertex Group FieldVertex Group Field NegateVertex Group InvertVertex Group KinkVertex Group Kink NegateVertex Group LengthVertex Group Length NegateVertex Group LocksVertex Group RotationVertex Group Rotation NegateVertex Group Roughness 1Vertex Group Roughness 1 NegateVertex Group Roughness 2Vertex Group Roughness 2 NegateVertex Group Roughness EndVertex Group Roughness End NegateVertex Group SizeVertex Group Size NegateVertex Group SpecialsVertex Group TangentVertex Group Tangent NegateVertex Group TwistVertex Group Twist NegateVertex Group UnreferencedVertex Group VelocityVertex Group Velocity NegateVertex Group WeightVertex Group WeightsVertex Group for pinning of verticesVertex Group for shrinking clothVertex Group for where to apply pressure. Zero weight means no pressure while a weight of one means full pressure. Faces with a vertex that has zero weight will be excluded from the volume calculation.Vertex Group is lockedVertex Group(s)Vertex GroupsVertex Groups assigned to Deform BonesVertex Groups assigned to non Deform BonesVertex IndexVertex Index 1Vertex Index 2Vertex IndicesVertex InterpolationVertex MappingVertex MassVertex Mesh MethodVertex NeighborsVertex NormalVertex NormalsVertex OpacityVertex PaintVertex Paint CapabilitiesVertex Paint OverlaysVertex Paint mix factorVertex Position AttributesVertex SelectVertex SelectionVertex SetVertex SizeVertex Slide: Vertex WeightVertex Weight AngleVertex Weight EditVertex Weight MixVertex Weight ProximityVertex Weight TransferVertex WeightsVertex colors in the file are in linear color spaceVertex colors in the file are in sRGB color spaceVertex coordinate read failedVertex count mismatchVertex group '%s' is not valid, or maybe emptyVertex group for fine control over bending stiffnessVertex group for fine control over shear stiffnessVertex group for fine control over structural stiffnessVertex group for fine control over the internal spring stiffnessVertex group is lockedVertex group nameVertex group name (collapse only)Vertex group name for importance weights (modulating the deform)Vertex group name for modifying the selected areasVertex group name for modulating the deformVertex group name for modulating the waveVertex group name for selected strokesVertex group name for selecting the affected areasVertex group name for selecting/weighting the affected areasVertex group strengthVertex group that the generated rim geometry will be weighted toVertex group that the generated shell geometry will be weighted toVertex group to apply the influence of the latticeVertex group to control clumpVertex group to control densityVertex group to control fieldVertex group to control kinkVertex group to control lengthVertex group to control rotationVertex group to control roughness 1Vertex group to control roughness 2Vertex group to control roughness endVertex group to control sizeVertex group to control tangentVertex group to control twistVertex group to control velocityVertex group to set as activeVertex groups of the objectVertex in a Mesh data-blockVertex indexVertex indicesVertex is a root for rotation calculations and armature generation, setting this flag does not clear other roots in the same mesh islandVertex loop colors in a MeshVertex not in groupVertex of CornerVertex positionsVertex select - Shift-Click for multiple modes, Ctrl-Click contracts selectionVertex select needs to be enabled in weight paint modeVertex selection masking for paintingVertex selection modeVertex that is the corner of the gridVertex weight group, to blend with basis shapeVertex weight used by Bevel modifierVertex weight when brush is appliedVertex:VertexGroup '%s' not found in object '%s'VertexGroup.add(): cannot be called while object is in edit modeVertexGroup.remove(): cannot be called while object is in edit modeVertexWeightEditVertexWeightMixVertexWeightProximityVerticalVertical AlignmentVertical FOVVertical ListVertical SplitVertical aspect ratio (only used for camera projectors)Vertical aspect ratio - for anamorphic or non-square pixel outputVertical dimension of the baking mapVertical dimension of the baking map (external only)Vertical location of the windowVertical offset from the object originVertical position of the stripVertical position of the text box relative to LocationVertical position of underlineVertical scale (only used for camera projectors)Vertical size of the image sensor area in millimetersVerticesVertices Data:Vertices XVertices YVertices ZVertices changed from %d to %dVertices changed from %u to %uVertices connecting multiple face regionsVertices must be at least 1Vertices must be at least 3Vertices of the meshVerts:%s | Faces:%sVerts:%s | Faces:%s | Tris:%sVerts:%s | Tris:%sVerts:%s/%sVerts:%s/%s | Edges:%s/%s | Faces:%s/%s | Tris:%sVery High ContrastVery Low ContrastVery Low QualityVibrationVideoVideo CodecVideo MemoryVideo SequencerVideo bitrate (kbit/s)Video_EditingVideosVietnamese - Tiếng ViệtViewView & ControlsView AlignView Attribute TextView AxisView BiasView CenterView ContextView DistanceView FromView HeightView IndexView LayerView Layer '%s' not found in scene '%s'View Layer PropertiesView Layer settings for EEVEEView LayersView LocationView LockView Lock 3D viewport camera transformation affects the object's parent insteadView Map CacheView MatrixView NameView NavigationView NormalView Normal FalloffView Normal LimitView OverlayView PercentageView PerspectiveView PlaneView RegionsView RotationView ScaleView SettingsView TypeView VectorView X AxisView Z AxisView Z DepthView a context based online manual in a web browserView all curves in editorView all objects in sceneView all selected UVsView all selected elementsView all the strips in the sequencerView and edit UVsView and edit images and UV MapsView and edit masksView as RenderView distance from the floor when walkingView from the backView from the bottomView from the frontView from the leftView from the rightView from the topView in multilayer imageView layerView layer '%s' could not be removed from scene '%s'View layer at its evaluated stateView layer nameView layer settings for EEVEEView mode to use for displaying sequencer outputView not found, cannot sort by view axisView on EquatorView on PolesView operations (useful for keyboards without a numpad)View pivot locationView selected for all regionsView shift in camera viewView the entire imageView the result of the studio light editor in the viewportView the viewport with virtual reality glasses (head-mounted displays)View transform set to %s (converted from %s)View used when converting image to a display spaceView whole image with markersView2DView3DActivate GizmoView3DActive ToolView3DBackView3DBackgroundView3DBothView3DBottomView3DCameraView3DCavity TypeView3DCustomView3DDragView3DFloorView3DFrontView3DLeftView3DMixView3DPressView3DRightView3DScreenView3DSelectView3DThemeView3DTopView3DViewView3DWorldViewLayerViewLayer '%s' does not contain object '%s'ViewerViewer Attribute OpacityViewer BackViewer DataViewer ForwardViewer IndexViewer ItemViewer ItemsViewer LeftViewer NodeViewer PathViewer Path ElementViewer Pose LocationViewer Pose RotationViewer RegionViewer RightViewer image not found.Viewer reference scale associated with this landmarkViewpointViewportViewport AmountViewport Anti-AliasingViewport BVHViewport BVH TypeViewport BouncesViewport DebugViewport DenoiserViewport DenoisingViewport Denoising Input PassesViewport Denoising PrefilterViewport Denoising QualityViewport Dicing RateViewport DisplayViewport FeedbackViewport GizmosViewport OverlaysViewport ResolutionViewport SamplesViewport Sampling PresetsViewport ShadingViewport SizeViewport Texture LimitViewport TransformViewport VisibilityViewport display size of the sampled dataViewport display style for emptiesViewport display style for tracksViewport lens angleViewport navigation gizmoViewport non-rendered modeViewport not in local viewViewport overlays are disabledViewport resolution of the generated surfaceViewportsViewsViews FormatViews Format:VignetteVignette IntensityVirtual Node SocketVirtual ParentsVirtual socket of a nodeVirtually fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetryViscoelastic SpringsViscosityViscosity BaseViscosity ExponentViscosity of liquid (higher values result in more viscous fluids, a value of 0 will still apply some viscosity)Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)VisibilityVisibility ActionVisibility AreaVisibility BiasVisibility Bleed BiasVisibility BlurVisibility CollectionVisibility IconVisibility statusVisibleVisible LinesVisible ObjectsVisible Primitives OnlyVisible TabsVisible by DefaultVisible distance and angle measurementsVisible layersVisualVisual AidsVisual Effects PropertiesVisual Geometry to MeshVisual KeyingVisual LocationVisual Location & RotationVisual Location & ScaleVisual Location, Rotation & ScaleVisual RotationVisual Rotation & ScaleVisual ScaleVisual Studio CodeVisual TransformVisual width of the hit destination indicatorVisual width of the teleportation ray lineVisualize cached complete framesVisualize cached images on the timelineVisualize cached raw imagesVisualize data from inside a node graph, in the image editor or as a backdropVisualize vector fieldsVolumeVolumeBooleanVolumeClipVolumeData TypeVolumeDissolveVolumeDoubleVolumeDouble VectorVolumeEmptyVolumeExtendVolumeFloatVolumeIntegerVolumeInteger 64-bitVolumeInteger VectorVolumeMaskVolumeNewVolumePing-PongVolumePoints (Unsupported)VolumeRepeatVolumeSequence ModeVolumeUnknownVolumeVectorVolume "%s" contains points, only voxel grids are supportedVolume "%s" failed to load: %sVolume AbsorptionVolume AlphaVolume BouncesVolume CoefficientsVolume CubeVolume Custom RangeVolume DirectVolume DisplaceVolume Displace ModifierVolume DisplayVolume EmissionVolume FactorVolume FilesVolume GridVolume GridsVolume GuidingVolume Guiding ProbabilityVolume IndirectVolume InfoVolume InterpolationVolume IntersectionVolume Intersection MethodVolume LightVolume MajorantVolume Max Ray DepthVolume MinVolume PreservationVolume ProbeVolume Raymarching Step SizeVolume Raymarching Step Size LightingVolume RenderVolume ResolutionVolume SamplingVolume ScatterVolume Scatter VisibilityVolume ShadowsVolume TransmitVolume VariationVolume Variation MaximumVolume Variation MinimumVolume Variation SmoothnessVolume data-block for 3D volume gridsVolume data-blocksVolume density per voxelVolume display settings for 3D viewportVolume file used by this Volume data-blockVolume file used for loading the volume at the current frame. Empty if the volume has not be loaded or the frame only exists in memory.Volume geometry to add a grid toVolume grid nameVolume is preserved when the object is scaled only on the free axis. Non-free axis scaling is passed through.Volume is preserved when the object is scaled uniformly. Deviations from uniform scale on non-free axes are passed through.Volume is strictly preserved, overriding the scaling of non-free axesVolume light multiplierVolume object display settings for 3D viewportVolume object render settingsVolume of the bone at restVolume outside the outer coneVolume render settings for 3D viewportVolume scale is lower than permitted by OpenVDBVolume to MeshVolume to Mesh ModifierVolume to convert to a meshVolume to take a named grid out ofVolume with fog grids that points are scattered inVolume(s)Volume: {} gridsVolumesVolumes only support a single material; selection input cannot be a fieldVolumetric DataVolumetric Shadow SamplesVolumetric ShadowsVolumetric approximation to physically based volume scattering, using the scattering radius as specifiedVolumetric approximation to physically based volume scattering, with scattering radius automatically adjusted to match color textures. Designed for skin shading.VorbisVoronoiVoronoi CrackleVoronoi F1Voronoi F2Voronoi F2-F1Voronoi F3Voronoi F4Voronoi TextureVoronoi feature weight 1Voronoi feature weight 2Voronoi feature weight 3Voronoi feature weight 4VortexVortex effector weightVorticityVoxelVoxel AmountVoxel CoordinateVoxel ExtentVoxel Grid Cell SizeVoxel IndexVoxel SizeVoxel remesher cannot run with a voxel size of 0.0Voxel remesher failed to create meshVoxel size of %f too small to be solvedVoxelize GridVoxelsVoxels with a larger value are inside the generated meshVulkanWW (Z) AxisW AxisW RotationW-axis for quaternion and axis-angle rotationsW1W2W3W4W:WARNING: Driver expression may not work correctlyWARNING: This metarig contains deprecated Rigify rig-types and cannot be upgraded automatically.WARNING: not supported in dupli/group instancesWARNING: preferences are lost when add-on is disabled, be sure to use "Save Persistent" if you want to keep your settings!WEBPWait for ClickWait for InputWait for first click instead of painting immediatelyWait for mouse click input before running the operator from a menuWait to Deselect OthersWalkWalk DirectionWalk NavigationWalk SpeedWalk navigation settingsWalk with gravity, or free navigateWallWanderWarn Msgid Not CapitalizedWarn about messages not starting by a capitalized letter (with a few allowed exceptions!)WarningWarning Icon ForegroundWarning PropagationWarning TypeWarning created during evaluation of a geometry nodes modifierWarning! Before unlocking, ensure another instance of Blender is not running.Warning, file already exists. Overwrite existing file?Warning/error indicator color for strips referencing the strip being tweakedWarning:Warning: Could not allocate light probes volume pool of {} MB, using {} MB instead.Warning: Multiple objects share the same data. Make single user and then apply transformations?Warning: Some features may change after generationWarning: Some images are modified and these changes will be lost.Warning: There are unsaved external image(s).Warning: Volume rendering data could not be allocated. Now using a resolution of 1:{} instead of 1:{}.Warning: the blend-file relative path prefix "//" is not supported for this property.WarningsWarpWarp AngleWarp ModifierWarp modifierWarp parts of a mesh to a new location in a very flexible way thanks to 2 specified objectsWarp vertices around the cursorWaterWattsWaveWave AlignmentWave ClampWave Crest Particle SamplingWave Crest Potential MaximumWave Crest SamplingWave Deformation EffectWave Deformation effectWave DirectionWave EffectWave ModifierWave ProfileWave ScaleWave TextureWave TypeWave damping factorWave effect modifierWave propagation speedWave time scaling factorWaveDistortionWaveformWaveform Audio File FormatWaveform DisplayWaveform ModeWaveform OpacityWaveform StyleWaveformsWavefront (.obj)WavelengthWavelength of the sinus displacementWavesWay to display the backgroundWay to display the cavity shadingWay to interpret mouse movementsWeakWeak reference to a data-block in another library .blend file (used to re-use already appended data instead of appending new copies)Weak reference to some assetWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)WebP FallbackWebP FormatWebsiteWeightWeight 1Weight 2Weight 3Weight 4Weight AngleWeight Color RangeWeight FactorWeight Grease PencilWeight GroupWeight IndexWeight InterpolationWeight Modifier AngleWeight Modifier ProximityWeight OutputWeight PaintWeight Paint Auto-NormalizeWeight Paint CapabilitiesWeight Paint Lock-RelativeWeight Paint Multi-PaintWeight Paint OpacityWeight Paint OverlaysWeight PositionWeight ProximityWeight applied per faceWeight data for new strokes is added according to the current vertex group and weight. If no vertex group selected, weight is not added.Weight for cloth simulationWeight hair particlesWeight of a particle instance object in a collectionWeight of feather pointWeight of rotation constraint for IKWeight of scale constraint for IKWeight of the characters. 100-900, 400 is normal.Weight of the closest guide curve for each generated curveWeight of the pointWeight projection's vector by faces with larger areasWeight to assign in vertex groupsWeight used by the Subdivision Surface modifierWeight used for Soft Body GoalWeight used for smoothingWeight value of a vertex in a vertex groupWeight:Weight: {:.3f}WeightVG Edit ModifierWeightVG Mix ModifierWeightVG Proximity ModifierWeightedWeighted MedianWeighted NormalWeighted median face centerWeighted result of strip is added to the accumulated resultsWeighted result of strip is multiplied with the accumulated resultsWeighted result of strip is removed from the accumulated resultsWeighted vertex normal mode to useWeightedNormalWeightedNormal ModifierWeighting ModeWeighting factor for which keyframe is favored moreWeightsWeights for all of the objects in the instance collectionWeights for the vertex groups this point is member ofWeights for the vertex groups this vertex is member ofWeights from envelopes with user defined radiusWeights over this threshold remainWeldWeld ModifierWeld UVs based on shared verticesWeld loose edges into faces (splitting them into new faces)Weld modifierWeld selected UV vertices togetherWestWet MixWet Paint RadiusWet PersistenceWetmap LayerWetmapsWetnessWhDownWhInWhLeftWhOutWhRightWhUpWhat Cryptomatte layer is usedWhat axis is used to change particle rotation with timeWhat distance Width measuresWhat kind of higher order types are expected to flow through this socketWhat override operation is performedWhat type of blend preview to createWhat way to clear parentingWheelWheel Invert ZoomWhen AppendingWhen Even mode is active, flips between the two adjacent edge loopsWhen LinkingWhen an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be usedWhen and how proxies are createdWhen bone does not have a parent, it receives cyclic offset effects (Deprecated)When bone has a parent, bone's head is stuck to the parent's tailWhen calculating Bone Paths, use Head or TipsWhen combined with each voxel's value, determines the number of points to sample per unit volumeWhen controls are merged into ones owned by other chains, include parent-induced rotation/scale difference into handle motion. Otherwise only local motion of the control bone is usedWhen creating new frames, the strokes from the previous/active frame are included as the basis for the new oneWhen deforming bone, multiply effects of Vertex Group weights with Envelope influenceWhen disabled, newly created faces are limited to 3 and 4 sided facesWhen duplicating strips, assign new copies of the actions they useWhen enabled, applies the pose flipped over the X-axisWhen enabled, create a link between geometry sockets in this zoneWhen entering numbers while transforming, default to advanced mode for full math expression evaluationWhen exporting animations, disable viewport for other objects, for performanceWhen external text is out of sync, resolve the conflictWhen hands are swapped, limit movement to viewer's initial directionWhen hands are swapped, prevent changes to viewer elevationWhen highlighted, do not pass events through to be handled by other keymapsWhen inside a 3D viewport, use layers and camera of the viewportWhen keying manually, skip inserting keys that don't affect the animationWhen locked keep using normal of surface where stroke was initiatedWhen locked keep using the plane origin of surface where stroke was initiatedWhen merging controls, chains with higher priority always winWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify the position of the new nodesWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify whether to collapse them or show the full node with options expandedWhen on, multiple actions become part of the same glTF animation if they're pushed onto NLA tracks with the same name. When off, all the currently assigned actions become one glTF animationWhen pasting, assume the pasted matrix is relative to another object (set in the user interface)When pasting, mirror the transform relative to a specific object or boneWhen projecting in the negative direction invert the face cull modeWhen projecting in the opposite direction invert the face cull modeWhen rendering animations, save JPG preview images in same directoryWhen saving a tiled image, the path '%s' must contain a valid UDIM markerWhen spawning a context menu for an asset, activate the asset and call `bl_activate_operator` if present, rather than just highlighting the assetWhen there is no material on object, export active vertex colorWhen this is disabled, lock alpha while paintingWhen to preview the compositor output inside the viewportWhen transforming keyframes, changes to the animation data are flushed to other viewsWhen transforming strips, changes to the animation data are flushed to other viewsWhen true the format is a movieWhen using adaptive sampling highlight pixels which are being sampledWhen using an image texture, adjust the stencil size to fit the image aspect ratioWhen using scene time synchronization in the sequence editor, display the range of the current scene stripWhere the Cryptomatte passes are loaded fromWhere the annotation comes fromWhere the clip comes fromWhere the image comes fromWhere the tail startsWhere to cache raw render resultsWhere to emit particles fromWhere to move cursor toWhere to move cursor to, to make a selectionWhere to output the baked mapWhere to perform randomizationWhere to save baked image texturesWhere to store the baked dataWhere to take the metadata fromWhether a tablet's eraser mode is being usedWhether bimanual interaction is occurringWhether geometry has been bound to anchorsWhether geometry has been bound to control cageWhether geometry has been bound to target meshWhether or not each visible tab has a search resultWhether or not the final base mesh positions will be slightly altered to account for a new subdivision modifier being addedWhether the IES file is loaded from disk or from a text data-blockWhether the attribute can be removed or renamedWhether the cache is separated in a series of filesWhether the camera is using orthographic projectionWhether the copies should fan out in a full circle or an arcWhether the current view is aligned to an axis (does not check whether the view is orthographic, use "is_perspective" for that). Setting this will rotate the view to the closest axisWhether the image has an alpha channelWhether the input control point plus the offset is a valid index of the original curveWhether the left handle is selectedWhether the node could find a single face to sample at the UV coordinateWhether the node editor's type supports displaying node previewsWhether the ocean is using cached data or simulatingWhether the panel is expanded or closedWhether the position of the marker is keyframed or trackedWhether the right handle is selectedWhether the sampling was successful. It can fail when the sampled group is emptyWhether the selected text is boldWhether the selected text is italicsWhether the selected text is small capsWhether the selected text is underlinedWhether the selection should be snapped as a whole or by each individual stripWhether the stored attachment UV coordinate is validWhether the strip is selectedWhether the tracking data contains valid reconstruction informationWhether the viewport is using orthographic projectionWhether there is any action referenced by NLA being edited (strictly read-only)Whether there is any text selectedWhether these settings have already been auto-set or notWhether this ID is runtime-only, evaluated data-block, or actual data from .blend fileWhether this blender installation is a sandboxed Microsoft Store versionWhether this bone collection is effectively visible in the viewport. This is True when this bone collection and all of its ancestors are visible, or when it is marked as 'solo'.Whether this collection is visible for the view layer, take into account the collection parentWhether this feature-set is registered or notWhether this is the active slot, can be set by assigning to action.slots.activeWhether this library override exists only for the override hierarchy, or if it is actually editable by the userWhether this library override is defined as part of a library hierarchy, or as a single, isolated and autonomous overrideWhether this path is saved in bookmarks, or generated from OSWhether to apply random scale uniformly or per axisWhether to check the type of left and right handlesWhether to delete the selection after copyingWhether to enable or disable tweak mode in NLAWhether to fade in or outWhether to hide or show verticesWhether to preserve the vocal formants when shifting the pitch.Whether to select or deselect linked vertices under the cursorWhether to select while movingWhether to set face strength, and which faces to set face strength onWhether to set face strength, and which faces to set it onWhether to take into account per-vertex importance weightsWhether to update left and right handlesWhether to use a custom frame for looking up data in the cache file, instead of using the current scene frameWhether to use maximum clipping valueWhether to use minimum clipping valueWhether we may browse Blender files' content or notWhich Actions to affectWhich Boolean solver to useWhich ID types to show/hide, when browsing a libraryWhich Intersect solver to useWhich Selection Set to select; -1 uses the active Selection SetWhich algorithm to use to generate the marginWhich asset types to show/hide, when browsing an asset libraryWhich axis of the 3D Mouse cap zooms the viewWhich axis to align with the normal of the surface geometryWhich axis to use for offsetWhich bone to take texture coordinates fromWhich bones to affectWhich boolean operation to applyWhich channels to bakeWhich channels to insert keys at when no keying set is activeWhich child instance to pick per element by indexWhich color management settings to use for file savingWhich data to transferWhich data's transformations to bakeWhich data-block previews to clearWhich direction is used to calculate the effector forceWhich distances to target object to useWhich domain to delete inWhich domain to duplicateWhich domain to read the data fromWhich domain to separate onWhich domain to store the data inWhich edge data layers to transferWhich element to retrieve a value from on the geometryWhich elements to affect (vertices, edges and/or faces)Which elements to deleteWhich end of the segment to use as a reference to scale fromWhich end of the segment to use as a reference to shear fromWhich ends of the segment between the preceding and following Grease Pencil frames easing interpolation is applied toWhich ends of the segment between this and the next keyframe easing interpolation is applied toWhich face corner data layers to transferWhich face data layers to transferWhich faces to scatter onWhich frame to use for videos. Note that different frames in videos can have different resolutionsWhich frames to include in the exportWhich geometry element to move the attribute toWhich implementation of spring to useWhich kind of object to exportWhich layers to transfer, in case of multi-layers typesWhich mesh elements selection works onWhich method to use for viewport navigationWhich mode to use for decimationWhich object to take texture coordinates fromWhich objects to include in the exportWhich of the sorted corners to output. Negative indexing is supportedWhich of the sorted edges to output. Negative indexing is supportedWhich of the sorted points to output. Negative indexing is supportedWhich output node to use, for node-based texturesWhich part of the text to deleteWhich part to snap onto the targetWhich particle level set generator to useWhich parts of the mesh component to deleteWhich point on the bones is used when calculating pathsWhich relative layer (above or below) to use as a maskWhich renderer and viewport shading types to use the shaders forWhich side of the playhead strips should snap to when no handles are selectedWhich sides to copy from and toWhich sides to copy from and to (when both are selected)Which sky model should be usedWhich style to use for viewport scalingWhich texture channel to use for maskingWhich texture coordinates to use for mappingWhich top-level instances to realizeWhich transforms to transferWhich unit to use for time jumps in the timelineWhich vertex data layers to transferWhich vertices should be affectedWhich vertices to hide or showWhile editing, don't update metaball at allWhile editing, update metaball alwaysWhile editing, update metaball in half resolutionWhile editing, update metaball without polygonizationWhile offline, use "Install from Disk" instead.WhiteWhite BalanceWhite Balance PresetsWhite LevelWhite Noise TextureWhite PointWhite ValueWhite balance modifier for sequence stripWhole CharacterWhole Character (Selected Bones Only)Whole CollectionWhole FrameWidgetWidget EmbossWidget OffsetWidget StyleWidget TypeWidgets CollectionWidthWidth PercentWidth TypeWidth and height in pixelsWidth and height in pixels, zero when image data cannot be loadedWidth and height of the image buffer in pixels, zero when image data cannot be loadedWidth and height of the tile buffer in pixels, zero when image data cannot be loadedWidth of CCD sensor in millimetersWidth of marker's pattern in screen coordinatesWidth of marker's search in screen coordinatesWidth of panel and menu shadows, set to zero to disableWidth of the active voxel surface, in voxelsWidth of the blur for the transition, in percentage relative to the image sizeWidth of the gradient inside of the meshWidth of the nodeWidth of the zone in UI units where speed increases with distance from the edgeWidth over which the reconstruction filter combines samplesWidth:WildcardWill be stuck reading frame {:d}!Will create directories so that all paths are valid.WinWindWind FactorWind VelocityWind effector weightWind speedWindowWindow BackgroundWindow ManagerWindow ManagersWindow MatrixWindow event timerWindow heightWindow manager data-block defining open windows and other user interface dataWindow manager data-blocksWindow widthWindowManager3D ViewWindowManager3D View GenericWindowManager3D View Tool: CursorWindowManager3D View Tool: Cursor (fallback)WindowManager3D View Tool: Edit Armature, Bone EnvelopeWindowManager3D View Tool: Edit Armature, Bone Envelope (fallback)WindowManager3D View Tool: Edit Armature, Bone SizeWindowManager3D View Tool: Edit Armature, Bone Size (fallback)WindowManager3D View Tool: Edit Armature, ExtrudeWindowManager3D View Tool: Edit Armature, Extrude (fallback)WindowManager3D View Tool: Edit Armature, Extrude to CursorWindowManager3D View Tool: Edit Armature, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Armature, RollWindowManager3D View Tool: Edit Armature, Roll (fallback)WindowManager3D View Tool: Edit Curve, Curve PenWindowManager3D View Tool: Edit Curve, Curve Pen (fallback)WindowManager3D View Tool: Edit Curve, DrawWindowManager3D View Tool: Edit Curve, Draw (fallback)WindowManager3D View Tool: Edit Curve, ExtrudeWindowManager3D View Tool: Edit Curve, Extrude (fallback)WindowManager3D View Tool: Edit Curve, Extrude to CursorWindowManager3D View Tool: Edit Curve, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Curve, RadiusWindowManager3D View Tool: Edit Curve, Radius (fallback)WindowManager3D View Tool: Edit Curve, RandomizeWindowManager3D View Tool: Edit Curve, Randomize (fallback)WindowManager3D View Tool: Edit Curve, TiltWindowManager3D View Tool: Edit Curve, Tilt (fallback)WindowManager3D View Tool: Edit Mesh, BevelWindowManager3D View Tool: Edit Mesh, Bevel (fallback)WindowManager3D View Tool: Edit Mesh, BisectWindowManager3D View Tool: Edit Mesh, Bisect (fallback)WindowManager3D View Tool: Edit Mesh, Edge SlideWindowManager3D View Tool: Edit Mesh, Edge Slide (fallback)WindowManager3D View Tool: Edit Mesh, Extrude Along NormalsWindowManager3D View Tool: Edit Mesh, Extrude Along Normals (fallback)WindowManager3D View Tool: Edit Mesh, Extrude IndividualWindowManager3D View Tool: Edit Mesh, Extrude Individual (fallback)WindowManager3D View Tool: Edit Mesh, Extrude ManifoldWindowManager3D View Tool: Edit Mesh, Extrude Manifold (fallback)WindowManager3D View Tool: Edit Mesh, Extrude RegionWindowManager3D View Tool: Edit Mesh, Extrude Region (fallback)WindowManager3D View Tool: Edit Mesh, Extrude to CursorWindowManager3D View Tool: Edit Mesh, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Mesh, Inset FacesWindowManager3D View Tool: Edit Mesh, Inset Faces (fallback)WindowManager3D View Tool: Edit Mesh, KnifeWindowManager3D View Tool: Edit Mesh, Knife (fallback)WindowManager3D View Tool: Edit Mesh, Loop CutWindowManager3D View Tool: Edit Mesh, Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Offset Edge Loop CutWindowManager3D View Tool: Edit Mesh, Offset Edge Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Poly BuildWindowManager3D View Tool: Edit Mesh, Poly Build (fallback)WindowManager3D View Tool: Edit Mesh, Push/PullWindowManager3D View Tool: Edit Mesh, Push/Pull (fallback)WindowManager3D View Tool: Edit Mesh, RandomizeWindowManager3D View Tool: Edit Mesh, Randomize (fallback)WindowManager3D View Tool: Edit Mesh, Rip EdgeWindowManager3D View Tool: Edit Mesh, Rip Edge (fallback)WindowManager3D View Tool: Edit Mesh, Rip RegionWindowManager3D View Tool: Edit Mesh, Rip Region (fallback)WindowManager3D View Tool: Edit Mesh, Shrink/FattenWindowManager3D View Tool: Edit Mesh, Shrink/Fatten (fallback)WindowManager3D View Tool: Edit Mesh, SmoothWindowManager3D View Tool: Edit Mesh, Smooth (fallback)WindowManager3D View Tool: Edit Mesh, SpinWindowManager3D View Tool: Edit Mesh, Spin (fallback)WindowManager3D View Tool: Edit Mesh, To SphereWindowManager3D View Tool: Edit Mesh, To Sphere (fallback)WindowManager3D View Tool: Edit Mesh, Vertex SlideWindowManager3D View Tool: Edit Mesh, Vertex Slide (fallback)WindowManager3D View Tool: Edit Text, Select TextWindowManager3D View Tool: Edit Text, Select Text (fallback)WindowManager3D View Tool: MeasureWindowManager3D View Tool: Measure (fallback)WindowManager3D View Tool: MoveWindowManager3D View Tool: Move (fallback)WindowManager3D View Tool: Object, Add PrimitiveWindowManager3D View Tool: Object, Add Primitive (fallback)WindowManager3D View Tool: Paint Weight, GradientWindowManager3D View Tool: Paint Weight, Gradient (fallback)WindowManager3D View Tool: Paint Weight, Sample Vertex GroupWindowManager3D View Tool: Paint Weight, Sample Vertex Group (fallback)WindowManager3D View Tool: Paint Weight, Sample WeightWindowManager3D View Tool: Paint Weight, Sample Weight (fallback)WindowManager3D View Tool: Pose, BreakdownerWindowManager3D View Tool: Pose, Breakdowner (fallback)WindowManager3D View Tool: Pose, PushWindowManager3D View Tool: Pose, Push (fallback)WindowManager3D View Tool: Pose, RelaxWindowManager3D View Tool: Pose, Relax (fallback)WindowManager3D View Tool: RotateWindowManager3D View Tool: Rotate (fallback)WindowManager3D View Tool: ScaleWindowManager3D View Tool: Scale (fallback)WindowManager3D View Tool: Sculpt, Box Face SetWindowManager3D View Tool: Sculpt, Box Face Set (fallback)WindowManager3D View Tool: Sculpt, Box HideWindowManager3D View Tool: Sculpt, Box Hide (fallback)WindowManager3D View Tool: Sculpt, Box MaskWindowManager3D View Tool: Sculpt, Box Mask (fallback)WindowManager3D View Tool: Sculpt, Box TrimWindowManager3D View Tool: Sculpt, Box Trim (fallback)WindowManager3D View Tool: Sculpt, Cloth FilterWindowManager3D View Tool: Sculpt, Cloth Filter (fallback)WindowManager3D View Tool: Sculpt, Color FilterWindowManager3D View Tool: Sculpt, Color Filter (fallback)WindowManager3D View Tool: Sculpt, Face Set EditWindowManager3D View Tool: Sculpt, Face Set Edit (fallback)WindowManager3D View Tool: Sculpt, Lasso Face SetWindowManager3D View Tool: Sculpt, Lasso Face Set (fallback)WindowManager3D View Tool: Sculpt, Lasso HideWindowManager3D View Tool: Sculpt, Lasso Hide (fallback)WindowManager3D View Tool: Sculpt, Lasso MaskWindowManager3D View Tool: Sculpt, Lasso Mask (fallback)WindowManager3D View Tool: Sculpt, Lasso TrimWindowManager3D View Tool: Sculpt, Lasso Trim (fallback)WindowManager3D View Tool: Sculpt, Line Face SetWindowManager3D View Tool: Sculpt, Line Face Set (fallback)WindowManager3D View Tool: Sculpt, Line HideWindowManager3D View Tool: Sculpt, Line Hide (fallback)WindowManager3D View Tool: Sculpt, Line MaskWindowManager3D View Tool: Sculpt, Line Mask (fallback)WindowManager3D View Tool: Sculpt, Line ProjectWindowManager3D View Tool: Sculpt, Line Project (fallback)WindowManager3D View Tool: Sculpt, Line TrimWindowManager3D View Tool: Sculpt, Line Trim (fallback)WindowManager3D View Tool: Sculpt, Mask by ColorWindowManager3D View Tool: Sculpt, Mask by Color (fallback)WindowManager3D View Tool: Sculpt, Mesh FilterWindowManager3D View Tool: Sculpt, Mesh Filter (fallback)WindowManager3D View Tool: Sculpt, Polyline Face SetWindowManager3D View Tool: Sculpt, Polyline Face Set (fallback)WindowManager3D View Tool: Sculpt, Polyline HideWindowManager3D View Tool: Sculpt, Polyline Hide (fallback)WindowManager3D View Tool: Sculpt, Polyline MaskWindowManager3D View Tool: Sculpt, Polyline Mask (fallback)WindowManager3D View Tool: Sculpt, Polyline TrimWindowManager3D View Tool: Sculpt, Polyline Trim (fallback)WindowManager3D View Tool: Select BoxWindowManager3D View Tool: Select Box (fallback)WindowManager3D View Tool: Select CircleWindowManager3D View Tool: Select Circle (fallback)WindowManager3D View Tool: Select LassoWindowManager3D View Tool: Select Lasso (fallback)WindowManager3D View Tool: ShearWindowManager3D View Tool: Shear (fallback)WindowManager3D View Tool: TransformWindowManager3D View Tool: Transform (fallback)WindowManager3D View Tool: TweakWindowManager3D View Tool: Tweak (fallback)WindowManagerAccelerateWindowManagerAddWindowManagerAdd CutWindowManagerAdd Cut ClosedWindowManagerAdd NewWindowManagerAdd Snap PointWindowManagerAdjust Proportional InfluenceWindowManagerAlignWindowManagerAnimationWindowManagerAnimation ChannelsWindowManagerApplyWindowManagerAreaWindowManagerArmatureWindowManagerAttach/Detach FrameWindowManagerAutomatic ConstraintWindowManagerAutomatic Constraint PlaneWindowManagerAxis SnapWindowManagerAxis Snap (Off)WindowManagerBackwardWindowManagerBeginWindowManagerBevel Modal MapWindowManagerBlender will now close.WindowManagerCancelWindowManagerCenter Pivot OffWindowManagerCenter Pivot OnWindowManagerChange Affect TypeWindowManagerChange Inner MiterWindowManagerChange Intersection MethodWindowManagerChange OffsetWindowManagerChange Offset ModeWindowManagerChange OpacityWindowManagerChange Outer MiterWindowManagerChange ProfileWindowManagerChange RadiusWindowManagerChange SegmentsWindowManagerClamp StripsWindowManagerClear ConstraintsWindowManagerClipWindowManagerClip Dopesheet EditorWindowManagerClip EditorWindowManagerClip Graph EditorWindowManagerCollide ExtensionsWindowManagerConfirmWindowManagerConfirm SamplingWindowManagerConsoleWindowManagerCreaseWindowManagerCurveWindowManagerCurve Pen Modal MapWindowManagerCurvesWindowManagerCustom Normals Modal MapWindowManagerCycle Angle Snapping Relative EdgeWindowManagerCycle through profile typesWindowManagerDecelerateWindowManagerDecrease Jump HeightWindowManagerDecrease Max AutoIK Chain LengthWindowManagerDecrease Proportional InfluenceWindowManagerDecrease SegmentsWindowManagerDecrease SubdivisionWindowManagerDeselectWindowManagerDiagonals FalloffWindowManagerDisable PrecisionWindowManagerDisable SnapWindowManagerDopesheetWindowManagerDopesheet GenericWindowManagerDownWindowManagerDrag ExtensionsWindowManagerEnable PrecisionWindowManagerEnable SnapWindowManagerEnd Current CutWindowManagerExtrudeWindowManagerEyedropper ColorRamp PointSampling MapWindowManagerEyedropper Modal MapWindowManagerFastWindowManagerFast (Off)WindowManagerFile BrowserWindowManagerFile Browser ButtonsWindowManagerFile Browser MainWindowManagerFill Tool Modal MapWindowManagerFixed Aspect OffWindowManagerFixed Aspect OnWindowManagerFlipWindowManagerFontWindowManagerForwardWindowManagerFramesWindowManagerFree-Align ToggleWindowManagerGeneric GizmoWindowManagerGeneric Gizmo Click DragWindowManagerGeneric Gizmo DragWindowManagerGeneric Gizmo Maybe DragWindowManagerGeneric Gizmo SelectWindowManagerGeneric Gizmo Tweak Modal MapWindowManagerGeneric Tool: AnnotateWindowManagerGeneric Tool: Annotate (fallback)WindowManagerGeneric Tool: Annotate EraserWindowManagerGeneric Tool: Annotate Eraser (fallback)WindowManagerGeneric Tool: Annotate LineWindowManagerGeneric Tool: Annotate Line (fallback)WindowManagerGeneric Tool: Annotate PolygonWindowManagerGeneric Tool: Annotate Polygon (fallback)WindowManagerGeodesic FalloffWindowManagerGeodesic recursion stepWindowManagerGesture BoxWindowManagerGesture Straight LineWindowManagerGesture Zoom BorderWindowManagerGrabWindowManagerGraph EditorWindowManagerGraph Editor GenericWindowManagerGraphics card:WindowManagerGrease PencilWindowManagerGrease Pencil Brush StrokeWindowManagerGrease Pencil Draw ModeWindowManagerGrease Pencil Edit ModeWindowManagerGrease Pencil Fill ToolWindowManagerGrease Pencil Sculpt ModeWindowManagerGrease Pencil Vertex PaintWindowManagerGrease Pencil Weight PaintWindowManagerIgnore Snapping OffWindowManagerIgnore Snapping OnWindowManagerImageWindowManagerImage Editor Tool: SampleWindowManagerImage Editor Tool: Sample (fallback)WindowManagerImage Editor Tool: Uv, CursorWindowManagerImage Editor Tool: Uv, Cursor (fallback)WindowManagerImage Editor Tool: Uv, GrabWindowManagerImage Editor Tool: Uv, Grab (fallback)WindowManagerImage Editor Tool: Uv, MoveWindowManagerImage Editor Tool: Uv, Move (fallback)WindowManagerImage Editor Tool: Uv, PinchWindowManagerImage Editor Tool: Uv, Pinch (fallback)WindowManagerImage Editor Tool: Uv, RelaxWindowManagerImage Editor Tool: Uv, Relax (fallback)WindowManagerImage Editor Tool: Uv, Rip RegionWindowManagerImage Editor Tool: Uv, Rip Region (fallback)WindowManagerImage Editor Tool: Uv, RotateWindowManagerImage Editor Tool: Uv, Rotate (fallback)WindowManagerImage Editor Tool: Uv, ScaleWindowManagerImage Editor Tool: Uv, Scale (fallback)WindowManagerImage Editor Tool: Uv, Select BoxWindowManagerImage Editor Tool: Uv, Select Box (fallback)WindowManagerImage Editor Tool: Uv, Select CircleWindowManagerImage Editor Tool: Uv, Select Circle (fallback)WindowManagerImage Editor Tool: Uv, Select LassoWindowManagerImage Editor Tool: Uv, Select Lasso (fallback)WindowManagerImage Editor Tool: Uv, TweakWindowManagerImage Editor Tool: Uv, Tweak (fallback)WindowManagerImage GenericWindowManagerImage PaintWindowManagerImage ViewWindowManagerInWindowManagerIncrease Jump HeightWindowManagerIncrease Max AutoIK Chain LengthWindowManagerIncrease Proportional InfluenceWindowManagerIncrease SegmentsWindowManagerIncrease SubdivisionWindowManagerInfoWindowManagerInvertWindowManagerJumpWindowManagerJump (Off)WindowManagerKeyingWindowManagerKnife Tool Modal MapWindowManagerLanguageWindowManagerLatticeWindowManagerLeftWindowManagerLengthen ExtensionsWindowManagerLimited Platform SupportWindowManagerLink HandlesWindowManagerLocal DownWindowManagerLocal UpWindowManagerLock AngleWindowManagerLoop Count DecreaseWindowManagerLoop Count IncreaseWindowManagerMarkersWindowManagerMask EditingWindowManagerMeshWindowManagerMesh Filter Modal MapWindowManagerMetaballWindowManagerMoveWindowManagerMove Adjacent HandleWindowManagerMove Current HandleWindowManagerMove Entire PointWindowManagerMove OriginWindowManagerNLA EditorWindowManagerNLA GenericWindowManagerNLA TracksWindowManagerNavigateWindowManagerNewWindowManagerNewer graphics drivers might be available with better Blender compatibility.WindowManagerNo OperationWindowManagerNode AttachmentWindowManagerNode Attachment (Off)WindowManagerNode EditorWindowManagerNode GenericWindowManagerNode Tool: Select BoxWindowManagerNode Tool: Select Box (fallback)WindowManagerNode Tool: Select CircleWindowManagerNode Tool: Select Circle (fallback)WindowManagerNode Tool: Select LassoWindowManagerNode Tool: Select Lasso (fallback)WindowManagerNode Tool: TweakWindowManagerNode Tool: Tweak (fallback)WindowManagerNuminput Increment DownWindowManagerNuminput Increment UpWindowManagerObject ModeWindowManagerObject Non-modalWindowManagerOutWindowManagerOutlinerWindowManagerPaint CurveWindowManagerPaint Face Mask (Weight, Vertex, Texture)WindowManagerPaint Stroke ModalWindowManagerPaint Vertex Selection (Weight, Vertex)WindowManagerPanWindowManagerPan (Off)WindowManagerPanningWindowManagerParticleWindowManagerPen Tool Modal MapWindowManagerPlatform UnsupportedWindowManagerPoint CloudWindowManagerPoseWindowManagerPrecisionWindowManagerPrecision (OFF)WindowManagerPrecision (Off)WindowManagerPrecision ModeWindowManagerPreviewWindowManagerPreview Tool: CursorWindowManagerPreview Tool: Cursor (fallback)WindowManagerPreview Tool: MoveWindowManagerPreview Tool: Move (fallback)WindowManagerPreview Tool: RotateWindowManagerPreview Tool: Rotate (fallback)WindowManagerPreview Tool: SampleWindowManagerPreview Tool: Sample (fallback)WindowManagerPreview Tool: ScaleWindowManagerPreview Tool: Scale (fallback)WindowManagerPreview Tool: Select BoxWindowManagerPreview Tool: Select Box (fallback)WindowManagerPreview Tool: Select CircleWindowManagerPreview Tool: Select Circle (fallback)WindowManagerPreview Tool: Select LassoWindowManagerPreview Tool: Select Lasso (fallback)WindowManagerPreview Tool: TweakWindowManagerPreview Tool: Tweak (fallback)WindowManagerPrimitive Tool Modal MapWindowManagerProperty EditorWindowManagerProperty ValueWindowManagerRegion Context MenuWindowManagerRemove Last Snap PointWindowManagerResetWindowManagerReset SamplingWindowManagerResizeWindowManagerRightWindowManagerRotateWindowManagerRotate NormalsWindowManagerRotationWindowManagerRotation (Off)WindowManagerSample a PointWindowManagerScaleWindowManagerScreenWindowManagerScreen EditingWindowManagerSculptWindowManagerSculpt CurvesWindowManagerSculpt Expand ModalWindowManagerSearchWindowManagerSelectWindowManagerSelect and Use Mesh ItemWindowManagerSequencerWindowManagerSequencer Tool: BladeWindowManagerSequencer Tool: Blade (fallback)WindowManagerSequencer Tool: Select BoxWindowManagerSequencer Tool: Select Box (fallback)WindowManagerSequencer Tool: Select CircleWindowManagerSequencer Tool: Select Circle (fallback)WindowManagerSequencer Tool: Select LassoWindowManagerSequencer Tool: Select Lasso (fallback)WindowManagerSequencer Tool: SlipWindowManagerSequencer Tool: Slip (fallback)WindowManagerSet Snap BaseWindowManagerSet Snap Base (Off)WindowManagerSet and Use 3D CursorWindowManagerShiftWindowManagerShorten ExtensionsWindowManagerSizeWindowManagerSlowWindowManagerSlow (Off)WindowManagerSnapWindowManagerSnap (OFF)WindowManagerSnap AngleWindowManagerSnap InvertWindowManagerSnap Invert (Off)WindowManagerSnap OffWindowManagerSnap OnWindowManagerSnap ToggleWindowManagerSnap expand to Face SetsWindowManagerSnap to Midpoints OffWindowManagerSnap to Midpoints OnWindowManagerSpherical FalloffWindowManagerSpherizeWindowManagerSpreadsheet GenericWindowManagerStandard Modal MapWindowManagerStart SamplingWindowManagerStop Move BackwardWindowManagerStop Move ForwardWindowManagerStop Move Global DownWindowManagerStop Move Global UpWindowManagerStop Move LeftWindowManagerStop Move Local DownWindowManagerStop Move Local UpWindowManagerStop Move RightWindowManagerSubtractWindowManagerSwitch to MoveWindowManagerSwitch to RotateWindowManagerSwitch to ZoomWindowManagerTeleportWindowManagerTextWindowManagerText GenericWindowManagerTexture Distortion DecreaseWindowManagerTexture Distortion IncreaseWindowManagerToggle Angle SnappingWindowManagerToggle Brush GradientWindowManagerToggle Clamp OverlapWindowManagerToggle Cut ThroughWindowManagerToggle Depth TestingWindowManagerToggle Direction for Node Auto-OffsetWindowManagerToggle Distance and Angle MeasurementsWindowManagerToggle Extension ModeWindowManagerToggle GradientWindowManagerToggle GravityWindowManagerToggle Harden NormalsWindowManagerToggle Mark SeamWindowManagerToggle Mark SharpWindowManagerToggle Preserve StateWindowManagerTopology FalloffWindowManagerTopology recursion StepWindowManagerTrackballWindowManagerTransform Modal MapWindowManagerUV EditorWindowManagerUV SculptWindowManagerUndoWindowManagerUpWindowManagerUpgrading to the latest macOS version may improve Blender supportWindowManagerUse MouseWindowManagerUse ObjectWindowManagerUse PivotWindowManagerUser InterfaceWindowManagerVert/Edge SlideWindowManagerVertex PaintWindowManagerVideo Sequence EditorWindowManagerView2DWindowManagerView2D Buttons ListWindowManagerView3D Dolly ModalWindowManagerView3D Fly ModalWindowManagerView3D Gesture CircleWindowManagerView3D Move ModalWindowManagerView3D Placement ModalWindowManagerView3D Rotate ModalWindowManagerView3D Walk ModalWindowManagerView3D Zoom ModalWindowManagerWeight PaintWindowManagerWindowWindowManagerX AxisWindowManagerX Axis CorrectionWindowManagerX Axis LockingWindowManagerX PlaneWindowManagerY AxisWindowManagerY Axis LockingWindowManagerY PlaneWindowManagerYour graphics card is not supportedWindowManagerYour graphics card or driver version has limited support. It may work, but with issues.WindowManagerYour graphics card or driver version is not supported.WindowManagerYour graphics card or macOS version is not supportedWindowManagerZ AxisWindowManagerZ Axis CorrectionWindowManagerZ Axis LockingWindowManagerZ PlaneWindowing Environment: {:s}WindowsWindows & Linux only operatorWindows InkWintabWipe StripWireWire ColorWire Color TypeWire ColorsWire EditWire SelectWire WidthWire edgesWireframeWireframe ColorWireframe DetailWireframe ModifierWireframe OpacityWireframe ThresholdWireframe effect modifierWiresWith OffsetWith TargetsWith refractive materials, generate approximate caustics in shadows of this object. Up to 10 bounces inside this object are taken into account. Lights, caster and receiver objects must have shadow caustics options set to enable thisWithout TargetWoodWood TextureWord SpacingWord WrapWord wrap width as factor, zero disablesWork Space ToolWork Space UI TagWorkSpace2D AnimationWorkSpace2D Full CanvasWorkSpaceAnimationWorkSpaceCompositingWorkSpaceGeometry NodesWorkSpaceLayoutWorkSpaceMaskingWorkSpaceModelingWorkSpaceMotion TrackingWorkSpaceNewWorkSpaceRenderingWorkSpaceScriptingWorkSpaceSculptingWorkSpaceShadingWorkSpaceStoryboardingWorkSpaceTexture PaintWorkSpaceUV EditingWorkSpaceVideo EditingWorkSpace UI TagsWorkbenchWorkbench render of sceneWorking SpaceWorking Space Interop IDWorking color space of the current fileWorkspaceWorkspace data-block, defining the working environment for the userWorkspace data-blocksWorkspacesWorldWorldNewWorldWorldWorld Dome LightWorld MistWorld OpacityWorld OutputWorld OverrideWorld PropertiesWorld SpaceWorld Space LightingWorld background is transparent, for compositing the render over another backgroundWorld data-block describing the environment and ambient lighting of a sceneWorld data-blocksWorld lighting settingsWorld mist settingsWorld space normal mappingWorld space normal mapping, compatible with Blender render bakingWorld space vector displacement mappingWorld used for rendering the sceneWorld visibility for camera raysWorld visibility for diffuse reflection raysWorld visibility for glossy reflection raysWorld visibility for shadow raysWorld visibility for transmission raysWorld visibility for volume scatter raysWorld-space directionWorld-space direction vector for extending verticesWorld-space ray origin for extending verticesWorldsWorldspace transformation matrixWrapWrap AroundWrap MethodWrap ModeWrap WidthWrap back to the first/last valuesWrap nodes inside a closure that can be executed at a different part of the node-treeWrap value to range, wrap(A,B)Wrap words if there is not enough horizontal spaceWrapper operator which will invoke given op after setting its module_nameWraps a value and reverses every other cycle (A,B)WriteWrite ImageWrite Legacy Blend File FormatWrite Local File (overwrite existing)Write Original File (overwrite existing)Write a FBX fileWrite all keymaps (not just user modified)Write bake to current directory (overwrite existing bake)Write bake to original location (overwrite existing file)Write compressed .blend fileWrite edge smoothingWrite error: cannot save %sWrite face smoothingWrite face smoothing groupsWrite file to current directory (overwrite existing file)Write file to original location (overwrite existing file)Write filename onlyWrite files to current directory (overwrite existing files)Write files to original location (overwrite existing files)Write image file to diskWrite link operation names for the context socket the "link_operation_names" property of the node treeWrite relative paths where possibleWrong Image Input TypeWrong Mask Input TypeWrong Output TypeXX AngleX Angle SpringX Angle StiffnessX AxisX Axis StiffnessX EndX ForceX ForwardX LocationX LowerX MappingX MaxX MinX MirrorX NormalX OffsetX PlaneX PositionX RotationX ScaleX Source AxisX SpringX StartX StiffnessX SubdivisionsX UpX VelocityX axisX axis correction (toggle)X axis motionX component of the force fieldX component of the velocity fieldX coordinate of the start positionX coordinate of the voxel in index space, or the minimum X coordinate of a tileX manualX position where the strip beginsX radius used by Skin modifierX-AxisX-Axis MirrorX-GlobalX-RayX-Ray OpacityX-Ray not available in current modeX-axis handle offset for end of the B-Bone's curve, adjusts curvatureX-axis handle offset for start of the B-Bone's curve, adjusts curvatureX-coordinate (screen space) to place the new object underX-offset to parenting pointX-position of marker at frame in screen coordinatesX-position of search at frame relative to marker's positionX/Y coordinates of the curve pointX/Y coordinates of the path pointX/Y pixels per meter, for the image bufferX:XRXR Action MapXR Action Map BindingXR Action Map BindingsXR Action Map ItemXR Action Map ItemsXR Action MapsXR Component PathXR Component PathsXR Data for Window Manager EventXR NavigationXR Session SettingsXR Session StateXR User PathXR User PathsXR action nameXR action set nameXR action typeXR action values corresponding to typeXYZ EulerXYZ Rotation Order - prone to Gimbal Lock (default)XYZ rotations not equally keyed for ID='%s' and RNA-Path='%s'XYZ to RGBXZXZ Scale ModeXZY EulerXZY Rotation Order - prone to Gimbal LockXform OpsXiph.Org Ogg ContainerXiph.Org Vorbis CodecXvidYY AngleY Angle SpringY Angle StiffnessY AxisY Axis StiffnessY EndY ForceY ForwardY LocationY LowerY MappingY MaxY MinY NormalY OffsetY PlaneY PositionY RotationY ScaleY Scale ModeY Source AxisY SpringY StartY StiffnessY SubdivisionsY UpY VelocityY axisY axis motionY component of the force fieldY component of the velocity fieldY coordinate of the start positionY coordinate of the voxel in index space, or the minimum Y coordinate of a tileY manualY radius used by Skin modifierY-AxisY-GlobalY-coordinate (screen space) to place the new object underY-offset to parenting pointY-position of marker at frame in screen coordinatesY-position of search at frame relative to marker's positionY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color spaceYCbCr Key ChannelYCbCr Limit ChannelYCbCr color spaceYUVYUV (Y - luma, U V - chroma) color spaceYUV Key ChannelYUV Limit ChannelYXZ EulerYXZ Rotation Order - prone to Gimbal LockYZX EulerYZX Rotation Order - prone to Gimbal LockYardsYellow-BlueYesterdayYou can adjust this later from "System" preferences.You have to select a string of connected vertices tooYou must select a rig type to create a sample ofYou need at least 2 keys to the left side of the selectionYou need at least 2 keys to the right side of the selectionYou should have active texture to use multires bakerZZ AngleZ Angle SpringZ Angle StiffnessZ AxisZ Axis CorrectionZ Axis StiffnessZ DirectionZ ForceZ ForwardZ LocationZ LowerZ MappingZ MinZ NormalZ PlaneZ RotationZ ScaleZ Source AxisZ SpringZ StiffnessZ UpZ VelocityZ axisZ axis correctionZ axis correction (toggle)Z component of the force fieldZ component of the velocity fieldZ coordinate of the voxel in index space, or the minimum Z coordinate of a tileZ manualZ, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this thresholdZ-AxisZ-BufferZ-GlobalZ-ScaleZ-UpZ-axis handle offset for end of the B-Bone's curve, adjusts curvatureZ-axis handle offset for start of the B-Bone's curve, adjusts curvatureZ-offset of texture mappingZ:ZIPZIP packaged incorrectly; __init__.py should be in a directory, not at top-levelZIPSZXZXY EulerZXY Rotation Order - prone to Gimbal LockZYX EulerZYX Rotation Order - prone to Gimbal LockZenith - Angle from the ground planeZero WeightsZero centered coordinates normalizes along the larger dimension for uniform scalingZero normal givenZero scale cannot be solvedZero voxel size cannot be solvedZeroes package versions, useful for development - to test upgradingZipZone Output Node IDZone output node that this input node is paired withZoomZoom AxisZoom Factor XZoom Factor YZoom InfluenceZoom KeyframesZoom MethodZoom OutZoom PathZoom SecondsZoom StyleZoom by pulling the 3D Mouse cap upwards or pushing the cap downwardsZoom directionZoom factorZoom factor in camera viewZoom factor, values higher than 1.0 zoom in, lower values zoom outZoom inZoom in and out as if you are scaling the view, mouse movements relative to centerZoom in and out based on horizontal mouse movementZoom in and out based on mouse movement along the set Zoom AxisZoom in and out based on vertical mouse movementZoom in the image (centered around 2D cursor)Zoom in the viewZoom in the view to the nearest item contained in the borderZoom in the view to the nearest object contained in the borderZoom in towards the mouse pointer's position in the 3D view, rather than the 2D window centerZoom in/out in the viewZoom in/out the background imageZoom in/out the imageZoom in/out the viewZoom outZoom out the image (centered around 2D cursor)Zoom out the viewZoom percentageZoom preview to fit in the areaZoom ratio, 1.0 is 1:1, higher is zoomed in, lower is zoomed outZoom the sequencer on the selected stripsZoom to FitZoom to Frame TypeZoom to Mouse Position[Action Stash][E] - Disable overshoot[E] - Enable overshoot[Shift] - Precision active`Collection.bones` is not available in armature edit modealong %s Xalong %s Yalong %s Zalong Xalong Yalong Zalong local Zand AMD Adrenalin driver %s or newerand NVIDIA driver version %s or newerand ROCm HIP Runtime %s or newerand Windows driver version %s or newerannotationsarccos(A)arcsin(A)arctan(A)armaturesattributesbItascblender defaultblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitsbrushesbytescache_filescameracamerascategoryclipboardcollectionscolor pickercolor_index is invalidconstructive modifiercontext "window" is Nonecos(A)cosh(A)cursorcurvescustomdbl-drag-exp(A)fBMfilesfontsfps: %.2ffps: %igimbalgizmosglTFglTF 2.0glTF 2.0 formatglTF AnimationsglTF Binary (.glb)glTF Embedded (.gltf)glTF Material VariantsglTF Separate (.gltf + .bin + textures)glTF VariantsglTFpack file pathglobalgltfpackgrease_pencilshair_curvesiScaleiTaSCin memory to enable editing!industry compatible datalatticesleftlibrarieslightprobeslightslinestyleslink_placeholderslocallocking %s Xlocking %s Ylocking %s Zmasksmaterialsmatricesmeshesmetaballsmicrophonemmmovieclipsmulti-res modifiernamenetworkno gizmosno matricesno positionsnode_groupsnon-triangle facenormalobject_colorobjectsoneAPIor AMD Radeon Pro %s driver or neweror AMD driver version %s or newerotherwise it should be avoided.p0paint_curvespalettesparentparticlesperformance impact!pivot_positionpointcloudspoll failedpositionspxreadreduce the effect of the above optionsremoveresrightsRGBsRGB IEC 61966-2-1 compound (piece-wise) encodingsRGB display space with Filmic view transformsaved as a new, regular file.screenscreensshape_keyssin(A)sin(x) / xsinh(A)soundsspeakerssqrt(x*x+y*y+z*z)tan(A)tanh(A)template_popup_confirm used outside of a popuptextstexturesunable to load movie clipunable to load textunable to open the fileunknown error reading fileunknown error statting fileunknown error writing fileunsupported font formatunsupported formatunsupported image formatunsupported movie clip formatuv_on_emitter() requires a modifier from an evaluated objectviewvolumeswindow_managerswith an older Blender version?wmOwnerID '%s' not in workspace '%s'workspacesworldswritey = (Ax + B){:.4g} fps{:d} F-Curve(s) are not keyframeable. They might be locked or sampled.{:d} MB{:d} fluid particles for this frame{:d} image(s) converted to mesh plane(s){:d} nodes are selected, but this operator can only work on {:d}.{:s} • {:s} toggles snap while dragging • {:s} toggles dragging from the center • {:s} toggles fixed aspect{:s} (Global){:s} (unavailable){:s} ({:s} available){:s} is not supported{:s} → {:s}{:s}: {:s}{} ({} on disk){} ({} packed){} Frames @ {} FPS{} does not exist{} does not seem to be part of a sequence{} seconds{} strip(s) successfully had {} keyframes removed|%i linked library object(s)|%i multiuser armature object(s)× (Ax + B)• Windows on ARM requires driver 31.0.112.0 or higher←↑→↓⏭⏮⏯⏹Project-Id-Version: Blender 5.1.0 Beta (b'5a04f1d246f1') Report-Msgid-Bugs-To: POT-Creation-Date: 2026-03-11 11:01+0000 PO-Revision-Date: 2026-03-10 07:12+0000 Last-Translator: Ye Gui Language-Team: Chinese (Simplified Han script) Language: zh_HANS MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Plural-Forms: nplurals=1; plural=0; X-Generator: Weblate 5.15.2 <<<<<< .minX-Generator: Poedit 1.6.9 =====X-Generator: Poedit 1.6.9 用于添加不适合工具设置标题的额外选项的弹出面板 UI 列表项目上下文菜单定义。脚本可以附加/预置此内容 以将自己的操作添加到上下文菜单中。脚本必须确认上下文,所以 其条目只在有效的上下文中绘制,并为正确的UI列表。 UI 按钮上下文菜单定义。脚本可以附加/预置此内容 以将自己的操作添加到上下文菜单中。脚本必须确认上下文,所以 其条目只在有效的上下文中绘制,并为正确的按钮。 按名称过滤 %s 或更新版本 附带自动权重 附带空顶点组 附带封套权重 - intel-level-zero-gpu 或 intel-compute-runtime 版本 - oneAPI Level-Zero 加载器 • "{}": (裁剪) (已弃用) (局部) (已恢复) (未优化性能) (预览器) (增量) (未安装) 材质, 个已命名属性 个已命名属性 偏好设置 衰减区大小: %.2f RGB 字节型 RGB 浮点型 RGBA 字节型 RGBA 浮点型 镂版, 纹理 (或关联), UV, 沿%s X 轴 沿%s Y 轴 沿%s Z 轴 沿 X 轴 沿 Y 轴 锁定%s X 轴 锁定%s Y 轴 锁定%s Z 轴 | Ctrl - 长按启用增量 | 物体:%s/%s | [Ctrl] - 启用增量"%s" 正在使用动作 "%s",其未带有标识符 "%s" 或 "%s" 的槽。手动将正确的动作槽分配给 "%s"。无法为 "%s" 属性设置动画来自几何体的 "{}" 属性"{}" 来自 {}已镜像 %d %s已镜像 %d %s, 失败 %d%d 本为对称, %d 对已镜像%d 本为对称, %d 对已镜像, %d 失败%d 段骨骼已与骨骼 '%s' 对齐%d 曲线无法分离%d 曲线无法创建线段已粘贴 %d 个数据块%d 副本发现于 %d 网格,镜像可能不完整%d 浮点型通道%d 图像将被保存至目录 %s%d 项丢失 %d 个库和 %d 个关联数据块(包含 %d 个物体数据),请查看信息和大纲编辑器了解详情%d 个库有重写需要重新同步 (自动同步于 %.0fm%.2fs),详情请查看信息编辑器对于贝塞尔还需要 %d %s 行对于贝塞尔还需要 %d 点已重建 %d 新级数已粘贴 %d 个物体成功从 %d 个物体删除 %d 个关键帧已过滤 %d / %d 旋转通道 (详情见信息窗口)%d 个序列片段未读取,因为所在通道编号大于 %d已粘贴 %d 个片段%d 组顶点权重受限%d x %d%d × %d, %d × %s: %.4f ms, 平均: %.8f ms%i 高分辨率缓存分子%i 缓存分子%i 数据块已非资产%i 数据块现在是资产找到 %i 帧!磁盘上有 %i 帧%i 个物体没有置中, %i 个已改变:找到 %i 点!%s '%s'%s '%s' 具有 '%s' 类别%s '%s' 不在主数据库中, 不能移除%s '%s' 太长,最大长度为 %d%s '%s' 必须拥有0个用户才能删除, 查找 %d (尝试使用 do_unlink=True 参数)%s '%s' 未找到%s '%s', bl_idname '%s' %s%s '%s',bl_idname '%s' 无法注销%s '%s', bl_idname '%s' 已被注册过, 注销先前的%s 缓存于物体 %s 未能读取,因为它使用了落伍的压缩方法。您需要删除这些缓存并重新烘焙。%s 已经位于 %s%s 区域类型不支持操控器%s 包含可能需要转换为物体的体积着色器(请参见 “世界体积” 面板)%s 无法从编辑模式退出,因此无法导出%s 帧数在内存里 (%s)%s 中的 %s 无法从编辑模式退出,因此无法导出%s 不是目录%s 与任何 “刷新” 选项都不兼容%s 与指定的 “刷新” 选项不兼容%s 不受 '%s' 物体支持不支持 %s,请传递骨骼、姿态骨骼或编辑骨骼%s 已关联到 %s%s 已移至 %s未找到 %s%s 父级 '%s' 对于 '%s' 未找到%s%s, %s%s, 缓存已过期!%s, 未精确匹配, 自第 %i 帧起%s: %.*s%s: %.*s 位置: %s:%d%s: %s%s: 无法拷贝 %s. 源路径和目标路径相同%s: 无法为匿名舞台生成纹理目录路径%s: 无法解析舞台路径%s: 无法打开目标资产 %s 用于写入%s: 无法打开源资产 %s%s: 无法解析路径 %s%s: 无法解析路径 %s 用于写入%s: 无法写入资产 %s: %s%s: 无法为关节 %s 添加骨骼%s: 不能关闭目标资产 %s%s: 无法计算 %s 的几何变换%s: 无法拷贝文件 %s 到 %s%s: 无法为UV映射创建USD着色器%s: 无法为映射节点创建USD着色器%s: 无法创建纹理导入目录 %s%s: 无法从路径 %s 确定包的相对文件名%s: 无法为去皮的基元 %s 和骨架 %s 找到一个共同的 Xform 祖先以转换为USD SkelRoot. 可以通过在导出选项中设置根基元来解决这个问题%s: 找不到与 USD 骨架 %s 对应的骨架对象%s: 无法获取基元 %s 的混合形状目标%s: 无法获取混合形状 %s 的偏移量%s: 无法获取基元 %s 的舞台%s: 无法获取骨架 %s 的世界绑定变换%s: 无法查询到 %s 骨架%s: 不能分离 UDIM 样式 %s%s: 为网格物体 %s 创建变形组数据时出错%s: 错误写入目标资产 %s%s: 错误: 无法获取输入接口 %s 于节点 %s%s: 基元 %s 的关节权重和关节指数元素大小不匹配%s: 基元 %s 的关节权重和关节指数大小不匹配%s: 基元 %s 的常量插值的关节权重大小错误%s: 基元 %s 的顶点插值的关节权重大小错误%s: 绑定 xform和骨架 %s 的关节数不匹配%s: 骨架 %s 的骨骼和关节数不匹配%s: 混合形状 %s 无偏移量%s: 源资产 %s 的缓冲区为空%s: 绑定变换的数量与骨架 %s 的关节数量不匹配%s: 基元 %s 内混合形状的数量与混合形状数量不匹配%s: 混合形状 %s 的偏移量大于网格顶点数%s: 纹理导入目录路径为空, 无法导入 %s%s: 骨架 %s 的拓扑和关节顺序大小不匹配%s: USD关节顺序数组包含用于骨架 %s 无效或重复的路径%s: 意外的关节权重插值类型 %s,在基元 %s 内%s: 不会拷贝零大小的源资产 %s%s: 不会覆盖存在的资产 %s%s: 无法分配一个嵌入的ID到一个ID属性%s: 预期 %s 类型, 而非 %s%s: 预期ID类型, 而非 %s%s: 分配剪辑缓存 '%s' 失败%s: 加载 '%s' 失败%s: 导入目录是相对的, 但blend文件路径为空, 请在导入USD之前保存blend文件, 或提供绝对的导入目录路径, 无法导入 %s%s: 尺寸出错因部分复制 '%s'%s: 找不到合成通道于渲染层 '%s'%s动作%s标识符过长,最大长度为 %d%s无效字符,位置为 %d%s必须包含一个 '.' 字符已隐藏 %u 个物体'%s' 层已锁定'%s' 不包含带有前缀和后缀的 '%s''%s' 没有字母数字后缀'%s' 没有大写字母数字前缀'%s' 给定路径 OS-无效, 创建 '%s' 路径代替'%s' 为无效库文件路径'%s' 不可编辑'%s' 类型不能用作资产'%s': 无法使用当前文件作为库文件'%s': 这不是库'%s': 没有指示'CTRL:...' 约束将移动到控制骨骼.'DEF:...' 约束移动到形变骨骼.'集成' 仅对网格物体有效'集成' 原始网格面顶点不匹配'集成' 需要面'肢体节点' 为FBX节点, 两根骨骼之间的常规关节...'空' FBX 节点, 与 Blender 的空物体 (默认) 相似'根' FBX 节点, 支持骨骼链的根…"法向缩放" 网格仅在编辑模式可用碰撞目标的内部 '粘度'光线的宽度。用于光线投射至顶点或边当没有给定自定义空间时 'from_space' '%s' 无效!当没有给定姿态骨骼时 'from_space' '%s' 无效!'show_locked_time' 不支持 '%s' 编辑器当没有给定自定义空间时 'to_space' '%s' 无效!当没有给定姿态骨骼时 'to_space' '%s' 无效!(常值)选择 (或反选) 所有用于 i18n svn 的更新操作项的语言全选 / 取消全选选择/弃选全部控制点(取消)选择全部节点全选 / 弃选全部粒子关键帧选择/弃选全部点全选 / 弃选与鼠标光标下方曲线相连的所有点(取消) 选中与鼠标指针下方边线相连的所有点(取消)选中所有的点, 边, 面全选 / 弃选所有可见笔画(取消) 选择鼠标光标下的以父/子关系关联的骨骼选中/弃选各NURBS上的首个可见点选中/弃选各NURBS上的末端可见点选择/取消选择笔画的起点和末点(已弃用) 网格数据块中的UV坐标层(仅供有经验者使用) 沿链条走向的关节的相对位置百分比(几何体)(反平方)(键) (层)(线性)( 最小值 + 最大值 ) /2 * 球尺寸(快速访问: Shift+W)(随机)(根形)(锐利)(Shift-点击/拖动以多选)(平滑)(球形)将选中的边标记 / 取消标记为 Freestyle 特征边将所选边标记 / 取消标记为缝合边将所选边标记 / 取消标记为锐边将选中的面标记 / 取消标记为 Freestyle 特征边排除项(未指定)(未保存)(预览器)(空)(无文档记载的操作项)(x*x+y*y+z*z)({:s} 在骨骼 {:s} 上)* 图像* 缺少路径 *扩展至非群组关键帧+X+X 到 -X+Y+Y 向上+Y 到 -Y+Z+Z 到 -Z, %.2f fps, %d 浮点型通道, %s, Ctrl: 笔画, Shift: 填充, Shift+Ctrl: 两者, RGB 字节, RGB 浮点, RGBA 字节, RGBA 浮点, 无法使用单帧路径, 失败, 载入失败, 部分动作失败- 使用场景帧范围- 烘焙所有物体激活- 采样激活-A-X-X 轴-X 向前-X 轴旋转-X 向上-X 手动-X 到 +X-Y-Y 轴-Y 向前-Y 轴旋转-Y 向上-Y 手动-Y 到 +Y-Z-Z 轴-Z 向前-Z 轴旋转-Z 向上-Z 手动-Z 到 +Z.blend 文件从 0 开始渲染的采样索引01 - 主题配色集02 - 主题配色集03 - 主题配色集04 - 主题配色集05 - 主题配色集06 - 主题配色集07 - 主题配色集08 - 主题配色集09 - 主题配色集A的平方根的倒数1 GB如果在容差 C 内 (A == B) 则返回 1,否则返回 0A < B则取1,否则取0A > B则取1,否则取01英寸1/1.8英寸1/2.3英寸1/2.5英寸1/2.7英寸1/3.2英寸10 - 主题配色集分米十克十米10 位色彩通道百千克百米1024 采样1024 px11 - 主题配色集11次采样12 - 主题配色集12 位色彩通道128 MB128 px13 - 主题配色集14 - 主题配色集14:9 于 16:9 内15 - 主题配色集16 - 主题配色集16 MB16次采样16 px16 位带符号整型16 位色彩通道16 位颜色通道。深度等数据通道仍将使用 32 位精度保存。16 位带符号16位有符号整数矢量16384 采样16:916×17 - 主题配色集18 - 主题配色集180 度19 - 主题配色集192 kHz假定为能 E 光源白点下的标准 1931 CIE XYZ带有 D65 光源白点适应的 1931 CIE XYZ1:11:161:21:41:8一阶半拉格朗日 (Semi-Lagrangian) 积分法。计算速度快但精度较低,适用于简单平流1×2/3英寸20 - 主题配色集2048 采样2048 px24 位带符号整型24 位带符号256 MB256 采样256 px270 度2D二维16位整数二维16位整数矢量二维16位整数矢量属性二维16位整数矢量属性值2D 游标2D 光标位置二维整数矢量二维整数矢量属性二维整数矢量属性值2D 图层2D 长度2D 偏移用于弯绕的平面偏移用于弯绕的平面旋转用于弯绕的平面缩放二维稳像2D稳像剪辑2D 纹理2D 变换二维矢量二维矢量值几何属性中的二维矢量值2D 视图最小栅格间距绝对轴心的 2D X 向坐标绝对轴心的 2D Y 向坐标设置当前视图上的 2D 游标二维浮点矢量动作,表示拇指棒或触控板基于追踪标记的二维稳定几何属性中的2D值二维矢量以浮点数值表示的二维矢量2D 视图区块二维动画二阶中点积分法。在多数情况下,速度与精度之间具有良好的平衡2×三点3 边32 MB32次采样32 px32 位浮点32 位带符号整型32 位色彩通道32 位浮点数32位整数32 位带符号32位有符号整数矢量32768 采样3D3D 游标3D 曲线3D浮点矢量3D浮点矢量场3D局部视图 3D 位置3D 标记3D鼠标导航模式3D 鼠标设置3D 位置3D 区域三维矢量值3D 视图3D 视图 3D视图叠加设置3D 视图区块3D 视图的着色设置3D 视图空间将 3D 视图中心锁定到游标位置将 3D 视图中心锁定到骨骼位置将 3D 视图中心锁定到物体位置3D视图最远钳制距离3D视图最近钳制距离 (仅透视图)3D 视图区块数据3D 视图空间数据3D 视图3D 视图坐标轴三维双精度矢量三维浮点矢量三维整数矢量3D姿势动作,表示控制器的位置和旋转此空间的3D区域,当此空间为四分视图时,摄像机区域3D区域 (第三个定义了四视图设置, 第四个与 "region_3d" 相同)3D旋转三维矢量节点的 3D 矢量接口以浮点数值表示的三维矢量基于中纬线的 3D 视图3D 视图位于极向轴3D体积栅格3D体积栅格三阶龙格-库塔 (Runge-Kutta) 积分法。可在中等计算成本下获得更高精度3×3 骨骼矩阵四声道4乘4浮点矩阵4 通道环绕立体声4 边4096 采样4096 px44.1 kHz48 kHz4:3 于 16:9 内4K DCI 2160p4K UHDTV 2160p4K UW 1600p4锁四阶龙格-库塔 (Runge-Kutta) 积分法。单步法精度最高,但速度较慢4x4浮点矩阵4x4 矩阵4x4 矩阵属性4x4 矩阵数据类型,影响变换4×相对于骨架的 4×4 骨骼矩阵骨骼的位置/旋转/缩放通道的4×4矩阵(包含动画和驱动器),以及骨骼约束的效果五声道5次采样5 通道环绕立体声5 边5.1声道环绕5.1 环绕立体声512 MB512 采样512 px6 边6.1声道环绕6.1 环绕立体声64 MB64 px64 位浮点64 位浮点数64位整型7 边7.1声道环绕7.1 环绕立体声8次采样8 px8 边8位整数8位整型值8位整型属性8位整型属性值8 位无符号整型8 位色彩通道8 位无符号几何属性中的8位数值8192 采样8×90 度96 kHz:: 循环边<无动作><缺少 ID 指针><无 ID><未知修改器><无效><无路径>AA * BA * B + CA + BA - BA / B基础对比效果黑白效果蜡笔绘制一个蜡笔关键帧高对比效果低对比效果中高对比效果中低对比效果网格的某个UV层缺失极高对比效果极低对比效果间断姿态,比如用于不同关键姿态间的过渡存储经确认的 msgid 的缓存, 以避免再次拼写检查画布层面一个音分是半音的百分之一。此槽的通道包已经存在环形色相/饱和度,另加亮度滑块的色盘环形色相/饱和度,另加明度滑块的色盘用于动画的函数曲线集合一个基于所选特征边线的物体集合姿态通道集合, 包括动画骨骼设置用户定义的调色板,代替主题定义的调色板拾色器未找到查看或者显示的色彩空间,这可能意味着用于创建此 blend 文件的 OpenColorIO 配置文件缺失用于引用一个现有动作的容器连接到面的拐角,按排序编号选择面的一个拐角,按排序编号选择边的一个拐角,按其对应面的缠绕顺序排列,按排序编号选择A叉乘B包围输入几何体的立方体网格将为每个不同的组ID创建一条曲线,具有相同ID的所有点都将放入同一条曲线中在穿插前的每个轮廓端面的界限在穿插前的每个轮廓端面的界限暗调通透效果一个数据块值为用户显示的资产的说明两点之间的距离两点之间的距离,具体表示直径值屏幕上的距离屏幕上的距离,具体表示直径值A点乘B介于 0 和 1.0 之间的系数文件过大,无法打包(>2GB)。文件浏览器中可查看的文件填充或烘焙关键帧,用于在其他帧上插帧,或用于其他所需目的由工具自动生成的关键帧,而不是手动创建的关键帧作为惯性延续一部分的关键帧一层不得有多个片段当前运行的模态操作符列表样式模块列表 (从上至下应用)防止笔画在图像边缘突然断开的边距基于场景单元设置的质量一种类似于网格的曲面 (即, 外侧缩裹) 包含了所有顶点 (较少的点可获得理想效果)温和的锐化滤镜一种物理效果更为精确的解算器A乘以缩放值物理时步倍值 (1.0表示1帧 = 1/25秒)子粒子大小的倍值狭窄的水平区域会干扰此操作狭窄的垂直区域会干扰此操作向函数传递了没有设置为凸壳的碰撞形状, 只使用凸壳作为碰撞形状关于废弃的说明一个在 0 (内侧) 和 1 (外侧) 间的数值,用于指定笔画宽度的相对位置由线段数定义的多段阶梯一个数字,用于标识此动作约束所考虑的动作子集一个数字,用于标识此 NLA 片段确认是动作的哪个子集一个数字,用于标识此数据块的动作子集介于 0 和 100 之间的百分比值仅当像素的Alpha值高于此阈值时才渲染像素为栅格中的每个活动体素或分块生成一个点曲线的一个点,由排序编号选择平面上的一个点A ^ BA 乘方 B, pow(A,B)为每个群簇选择随机规则噪波效果的随机种需要重新启动 Blender以弧度为单位的旋转值数据块的会话范围唯一标识符,在重命名和内部重新分配过程中保持不变。在重新加载文件时保持不变USD钩子的简短描述插帧集的简短描述视频序列编辑器中内容的单个容器曲线数据块中的单条曲线单个浮点数值单个整数支持一个输入和多个输出的单接口组织工具恒定速率系数 (CRF) 值越小, 视频画质越好, 但文件体积越大. 允许的 CRF 值范围取决于编解码器.方形色相/饱和度,另加明度滑块的色盘方形色相/明度,另加饱和度滑块的色盘方形饱和度/明度,另加色相滑块的色盘直线静止形状效果最好.隐藏的字符串显示方式 ('********')一组字符串值真值或假值存在有效的编辑方式一个相对于图像大小且需要转换为像素的值对匹配笔刷资产的弱引用,例如用于在文件加载时还原上次使用的笔刷AACAC3适用于 SDR D65 视频的 ACES 1.0 输出变换,仅限于 Rec.709 色域ACES 1.3ACES 1.3 - HDR 1000 尼特ACES 1.3 - HDR 2000 尼特ACES 1.3 - HDR 4000 尼特ACES 1.3 - SDRACES 1.3 sRGB100 尼特 SDR Rec709 的 ACES 2 输出转换ACES 2.0ACES 2.0 - HDR 1000 尼特ACES 2.0 - HDR 2000 尼特ACES 2.0 - HDR 4000 尼特ACES 2.0 - HDR 500 尼特ACES 2.0 - SDRACES 2.0 sRGB使用 AP1 原色并带一条状色域的 ACES 色彩校正空间。使用 AP1 原色的 ACES 校色空间。ACES2065-1ACESccACEScctACEScgAOAO反弹AO反弹渲染AO 距离AO 系数用于近似全局照明的AO距离 (0 表示使用世界设置)AOVAOV 输出在视图层 '%s' 中找不到 AOV定义的APIAPICAPS-CAPS-C (佳能)APS-H (佳能)ASC-CDL 标准颜色校正ASCIIASCII FBX 文件不被支持 %rASCII 格式AV1AVIAVIF (.avif)AVX2AZone 区域AZone 全屏AZone 四格AZone 区块阿布哈兹语 - Аԥсуа бызшәа关于上方选择之上表面上方高于阈值绝对绝对 2D 点绝对 Alpha绝对坐标绝对密度绝对帧绝对增量吸附绝对插帧集当前场景中的绝对插帧集绝对位置绝对值模式绝对偏移绝对轨迹时间绝对精度限制绝对吸附绝对时间对齐绝对追踪在每个笔画末尾添加的绝对长度在每个笔画的开始添加的绝对长度未经手动调节的球点的绝对尺寸节点的绝对边界框尺寸物体尺寸的边界范围。 警告:多次连续对该物体或其成员指定将无法正常发挥作用,因为它需要最新的数据变换时的绝对栅格对齐(基于轴心中心)包含该资产的 .blend 文件的绝对路径包含此资产的 .blend 文件的绝对路径,使用文件内资产的路径进行扩展绝对粗细,适用于任何地方变换关键帧时,绝对时间对齐在光线穿过体积时吸收光线吸收吸收系数吸收系数吸收颜色加速度加速架构音调模式已访问的命名属性:无障碍累积累积场通过重现上次追踪结果积累采样笔画颜料相互叠加精度攻击的精度模糊效果的精确度顶点位置的精度,值越低,速度越快但是精度越低精确准确但是慢有机玻璃点击时动作动作A动作剪辑活动轨道B回弹烘焙数据弹跳间断内建函数贝塞尔圆状常量三次型循环动态效果缓动 (通过力度)弹性封套指数型极端生成生成器插值非法抖动关键帧限制线性复合惯性延续新建新的插值类型新关键帧类型噪波物体仅活动姿态二次型四次型五次型正弦平滑平滑 (高斯)声音剪辑步进步进插值轨道过渡类型动作 '%s' 将不被保存, 创建一个伪用户或者存放在NLA轨道中来保留动作混合动作剪辑动作约束动作编辑器动作的最后一帧外插动作动作过滤器动作块组当前函数曲线属于的动作块组动作影响动作层动作层动作映射动作姿态标记动作安全边距动作类型激活此动作设置将触发纠正动作槽动作槽控制柄动作槽动作的第一帧动作片段动作片段动作数据块第一个输入轴的动作执行区域第二个输入轴的动作执行区域在曲线编辑器之外的编辑器展开动作块组在曲线编辑器展开动作块组动作块组已锁定动作块组已屏蔽动作块组已选中动作未包含数据,无法渲染预览动作不可编辑动作不在列表中参考此片段的动作动作槽动作槽显示名称不能为空动作槽标识符应至少包含三个字符当形成了绘制笔画时的执行动作通过约束应用于绑定的动作对超出活动动作范围的间隙采取的动作 (当使用 NLA 计算时)超出片段范围的空隙处所使用的动作动作类型按下 “空格键” 时的动作按下 “波浪号” 时的操作在 3D 视口中 Alt-鼠标中键拖动时的操作在视口中拖动时的操作动作动作+槽 已经被存放无法移除动作映射 '%s'动作映射绑定 '%s' 无法从 '%s' 中移除动作映射项 '%s' 无法从 '%s' 中移除动作由于存储的变换结果相对于旧的静置姿态而变换, 该骨架的动作将被新的静置姿态破坏激活操控器事件激活操作将笔刷资产激活为当前雕刻和绘制的工具立即激活操作逐步激活并查看同类型的节点激活或取消激活项目激活所选视图项激活合成器与几何节点中选定的预览器节点在拖动时激活一些饼菜单, 允许点击相同的键获得其他操作选项。 • 在3D视图中按 Tab 可切换编辑模式,拖动以切换模式菜单。 • 在3D视图中按 Z 可切换线框,拖动以切换绘制模式。 • 在3D视图中按波浪键进行第一人称导航,拖动以选择视图轴向激活修改器以用作上下文激活片段修改器以用作上下文为支持工具的编辑器激活工具激活 / 选择边框中的文件激活操控器事件,支持拖拽操作活动项活动AOV活动AOV编号活动的动作活动的动作映射该数据块的活动动作激活插件在工作区的插件过滤器中激活插件活动资产库活动属性活动属性编号激活的群簇规则激活的群集规则目录激活的群簇状态目录活动骨骼活动书签活动摄像机激活的通道组光标位置的活动通道活动剪辑活动克隆活动集合活动集合导出器索引活动集合索引活动集合名称活动颜色活动颜色属性活动颜色编号活动约束活动虚线段编号激活已经显示的动态喷绘表面活动编辑骨骼活动编辑器活动编辑器轮廓活动元素活动的扩展存储库活动函数曲线活动函数曲线修改器活动的函数曲线不可编辑活动面组活动帧活动蜡笔图层活动蜡笔的图层组活动栅格编号活动组活动项高亮活动图像分块活动编号活动实例物体活动实例物体编号活动项活动项编号活动按键配置活动关键帧活动插帧集活动插帧集编号用来插入/删除关键帧的活动插帧集活动语言活动层活动层集合活动图层组活动层编号活动层遮罩编号活动灯光组活动灯光组编号活动线条集活动线条集编号活动主项编号活动标记活动材质活动材质编号活动材质被锁定或隐藏活动修改器活动影片剪辑可由运动跟踪约束使用或用作摄像机背景图像的活动影片剪辑活动NLA轨道活动节点活动注记活动物体活动物体编号仅活动物体活动物体约束仅激活活动操作项活动的输出项活动绘制纹理编号活动调色板活动调色板颜色活动面板类别活动面板轮廓活动粒子系统中活动粒子系统编号激活的粒子目标激活粒子目标的目录活动路径编号活动平面追踪活动点活动点缓存活动点缓存编号活动多边形活动姿态标记活动姿态标记编号活动姿态通道约束活动的最近打开的文件夹激活渲染活动渲染颜色编号活动渲染视图活动存储库活动旋转轨迹编号活动场景活动场景集合活动部件活动选择集激活重写设置活动形状活动形状编号活动形态键活动形态键编号活动槽激活光滑活动空间活动样条线活动片段活动片段名称仅活动片段活动表面活动系统书签活动系统文件夹活动表活动标签活动文本框活动纹理活动纹理编号激活的主题区域活动分块编号活动时间线段编号活动工具活动工具与工作区设置活动工具激活轨迹编号活动 UDIM活动UV贴图编号活动UV贴图层活动UV贴图层活动UV贴图编号活动顶点活动顶点色编号活动顶点色层活动顶点组活动顶点组编号活动的顶点组被锁定活动点/边/面活动视图编号活动视图层合并的活动动作在UI中显示的活动资产库,资产浏览器未使用 (该浏览器有自己的活动资产库)活动属性活动属性编号,当无活动项时则为 -1活动笔刷活动笔刷不包含任何纹理来扭曲扩展边界激活的按钮并非由脚本创建,无法编辑源码无法找到激活的匹配按钮未找到激活的按钮活动摄像机不在此场景中当前场景中的活动摄像机 (可在场景面板中切换)活动摄像机, 用于渲染场景用于显示和编辑的活动颜色属性活动颜色属性编号活动曲线样条活动编辑器不是节点编辑器。活动编辑器应为节点编辑器,以便操作符运行编辑的几何图形的活动元素索引,用于工具执行活动面必须是四边形未选择活动面在文件浏览器中的激活文件活动组被锁定, 操作终止层遮罩数组中的活动编号渲染视图阵列中的活动编号导出器列表中的活动索引线段列表中的活动编号分块数组中的活动编号顶点组中阵列的活动编号活动项活动项目不是面板活动按键配置 (预设)视图层级中的活动视图层集合该遮罩中的活动层活动层被锁定或隐藏活动层不可编辑缓存文件的活动层显示的活动线条集显示的已激活材质活动网格没有形态键该节点树中的活动节点活动节点应该是 {:s} 类型。活动节点不应是 {:s} 类型。活动节点树未包含任何节点。活动节点树关联自另一个.blend 文件。活动物体未包含任何集合活动物体最终变换具有一个或多个零缩放轴该层的活动物体活动物体存在负向缩放活动物体未包含动作活动物体不含修改器活动物体存在非均匀缩放此追踪数据物体中的活动物体活动物体不是蜡笔物体活动物体不是网格物体活动物体不是被选中的蜡笔活动物体不是已选中的骨架活动物体不是被选中的曲线活动物体不是被选中的曲线物体活动的物体不是被选中的网格物体活动物体不是被选中的点云物体活动物体不带动画活动物体必须是灯光对重复键事件处于活动状态 (当长按按键时)活动的绘画曲线显示的活动粒子系统此跟踪数据物体中的活动平面跟踪。已弃用,使用物体[名称].plane_tracks.active用于物理模拟的点缓存遮罩层的活动点该动作的活动姿态标记未设置活动范围激活渲染引擎支持球面立体渲染图像的活动渲染槽活动存储库已禁用活动场景已变更为 '%s'要在窗口中编辑的活动场景活动场景至文件该动作的活动槽遮罩层活动样条活动片段不是效果片段活动表和先前显示的表的持久状态显示的活动纹理槽活动工具操控器该追踪数据物体中的活动轨道此跟踪数据物体中的活动跟踪。已弃用,请使用物体[名称].tracks.active活动顶点色编号活动顶点色层活动顶点组已经锁定活动工作区和场景跟随此窗口窗口中显示的活动工作区屏幕窗口中显示的活动工作区实际间隔.blend 文件 (主数据库) 中生成计算结果的实际数据块适配流体模拟的解析度及尺寸自适应自适应自适应编译自适配域自适应最小采样适配渲染自适应采样阈值自适应空间自适配间隔自适应细分自适配子帧阈值自适应时间步长在模糊反弹结束后, 为光泽着色器使用自适型模糊, 通过损失一定的精确度来减少噪点自适应模糊图像, 同时保留锐利边缘基于摄像机距离的自适应细分网格适应性相加添加 "%s" 输入添加 "%s" 输入 (按 Ctrl 添加面板)添加 "%s" 面板添加&替换添加 & 减去添加 -> 骨架 -> Rigify 元骨骼.三维矢量值相加在文本开头位置添加 4 个空格添加属性添加边界循环添加颜色添加颜色属性添加约束添加控制点添加Crypto层若尚未存在循环函数修改器, 则添加在汇聚上添加DEF添加空白关键帧添加导出器添加额外向活动/选中函数曲线添加函数修改器对活动/选中的非线性动画片段添加函数修改器添加伪用户添加羽化顶点添加冻结帧添加几何连接添加 IK添加图像添加输入变量添加输入添加项目添加叶骨添加本地存储库添加映射节点添加标记添加遮罩相加模式添加修改器添加修改器在选择的轨道前 / 后添加非线性动画的轨道添加新的扩展存储库添加新蜡笔层添加新绘制曲线控制点添加法向添加输出添加绘制槽添加原理化纹理配置添加远程存储库添加转接节点并将其连接到选中节点的输出口添加转接点添加转接点 (菜单)添加分辨率添加静置位置为活动物体添加刚体约束向当前场景中添加刚体模拟环境起始点手柄骨骼添加滚出值添加选中的骨骼添加选择集为此集合添加选择集相加着色器添加速度过渡添加片段添加纹理配置添加阈值添加分块到图像添加过渡添加 UV 贴图顶点组A与B的权重值相加从正在运行的VR会话的查看器姿势将VR地标添加到列表中并选中添加顶点添加权重添加工作区添加一个 "rest_position" 属性,该属性是位置属性的副本,并计算形态键和修改器添加一个闭包区添加驱动器变量以保持追踪驱动器使用的输入值添加一个 For Each 遍历几何元素区,允许分别执行节点,例如每个顶点向场景中添加一个蜡笔物体在当前节点编辑器中添加带有选定接口的组输入节点添加一个灯光组通过交互地在节点之间绘制线来添加混合RGB/着色器节点新增一个采样预设添加着色器AOV添加新片段,并从当前场景中链入集合 (浅拷贝)添加新片段,并创建一份当前场景完整副本新增一个视图采样预设为当前群体添加一个群体规则添加一个群体状态到粒子系统将选中的文件夹存为书签向场景中添加一个摄像机物体向当前所选面板添加复选框向当前节点编辑器添加集合信息节点添加集合实例向序列编辑器中添加一个颜色混合特效片段在当前节点编辑器中添加一个颜色节点向序列编辑器中添加一个颜色片段指定恒定偏移添加一个约束来复制带有偏移的局部位置 (拥有者定向),即使拥有者和目标控件的静止方向不同,全局运动方向也会相同添加约束以复制带有偏移的 “局部位置”,如果所有者和目标控件的静止方向不同,则全局移动方向将相应改变添加约束以使平面追踪至摄像机为活动骨骼添加一个约束为活动骨骼添加一个约束, 并为选定的物体/骨骼预指定目标物体 (如果可用)为活动物体添加一个约束为活动物体添加一个约束, 并为选定的物体/骨骼预指定目标物体 (如果可用)在界面上添加一个激活条目的副本为两个选定的带视频内容的片段添加交替渐隐过渡片段将带有随机曲线的曲线物体添加到场景中添加一个自定义键位映射配置到预设列表中如无,则添加一个自定义法向层添加一个自定义主题到预设列表添加资产浏览器用作资产来源的目录在光标画出的矩形中添加面组在光标画出的图形中添加面组通过光标定义的线的一侧来添加面组添加筛选器以从显示的数据中移除行添加一个毛发配置到所选物体为两个选定的带视频内容的片段添加伽玛交替渐隐过渡片段为单个选定的带视频内容的片段添加高斯模糊效果片段为单个选定的带视频内容的片段添加辉光效果片段添加附带空白组的组节点将图像/影片文件作为节点添加到当前节点编辑器中添加晶格并使用它变形选定物体向场景中添加灯光物体添加光照探头物体激活线条集中添加一个线条颜色修改器来添加线条样式在列表内添加一个新的线条集给激活的线条集添加一个线条宽度修改器在当前节点编辑器中添加一个遮罩节点向序列编辑器中添加一个遮罩片段在当前节点编辑器中添加一个材质节点向场景中添加一个融球物体为片段添加一个修改器向序列编辑器中添加一个影片片段将一个影片剪辑片段添加到序列编辑器中向序列编辑器中添加一个多摄像机选择器特效片段为两个选定的带视频内容的片段添加相乘混合模式效果片段添加新的 (空白) 插帧集到活动场景新增一个动态绘画表面槽在活动对象中添加新的蜡笔层组在活动对象中添加新的蜡笔层添加一个新的NLA片段 + 允许每一个循环和通道执行非破坏性微调将现有选择之上添加的一个新的 NLA 轨道添加新片段和一个新的空场景,并拷贝当前场景的设置从活动摄像机向列表中添加新的VR地标并选中向列表中添加新的VR地标并选中添加新背景图到活动摄像机添加一个新的骨骼集合在 3D 游标处添加新骨骼在选中的集中内部添加新的集合在颜色渐变中新建一个颜色断点添加一个新的控制点 (链接至选定的曲线)在当前帧为封套添加一个新的控制点根据粒子系统的当前状态添加新的曲线物体为Cryptomatte节点新增输入层给界面添加一个新的条目向活动资产添加新关键字标签添加一个等级的细分在两段环状边之间添加一段新的环状边新增一个材质新增一个材质槽在表面物体上添加新的毛发粒子系统或更新现有毛发粒子系统添加一个新的粒子目标添加一个新的渲染槽添加一个新的存储库用以保存扩展将新行添加到骨骼集合引用列表中新建一个屏幕窗口新建一个文本框添加一个新纹理添加一个新的时间标记为活动物体添加一个顶点组添加新的视图层添加新视图层,禁用所有集合添加一个新的工作区通过复制当前工作区或者从用户预设添加新的工作区使用默认设置添加新的空白场景添加一个新的空场景,并拷贝当前场景的设置向活动节点树添加节点组资产为活动节点树添加一个节点为活动节点树添加一个节点供 glTF 导出添加一个绘制槽添加一个粒子系统向场景中添加一个点云物体添加一个点,连接到最后一个选中点对活动物体添加程序化操作/效果新增一个渲染视图添加一个重复区,允许多次运行节点添加一个手动管理的存储库,不引用外部库添加一个远程引用的存储库,支持列出和更新扩展添加一个转接节点给图像添加一个边缘光效果向虚线修改器添加一个线段向时间修改器添加一个线段添加一个简单颜色片段添加一个简单文本片段向序列编辑器中添加一个声音片段向场景中添加一个扬声器当扬声器播放自身的声音剪辑时, 添加一个控制片段添加一个复用此场景作为源的片段添加一个使用此场景资产副本作为源的片段添加一个使用此场景作为源的片段向与活动线条集关联的线条样式添加笔画几何修改器向模块列表添加一个样式模块为两个选定的带视频内容的片段添加相减混合模式效果片段对约束添加目标向场景中添加一个文本物体向序列编辑器中添加一个文本片段为原理化BSDF添加纹理节点配置添加纹理节点配置到所选着色器在两个选择的相邻片段间添加一个过渡片段添加顶点蒙皮层为单个选定的带视频内容的片段添加视频速度效果片段添加一个视图层向活动物体添加视觉效果向场景中添加一个体积物体为两个选定的带视频内容的片段添加擦除过渡片段将活动物体添加为刚体向一个插帧集中添加阵列的所有元素将全部导入的物体添加到新集合添加所有已使用的灯光组绘画时添加 Alpha向漫射表面添加环境光遮蔽将一个动作剪辑片段 (即, 一个以动作块为参照的非线性动画片段) 添加到当前的活动轨道中添加一个以此命名的属性节点向活动骨骼添加 IK 约束。目标可以是选定的骨骼或物体添加一个图像序列新增积分器预设添加一个性能预设为两个选定的带视频内容的片段添加相加混合模式效果片段向序列编辑器中添加一个调整图层特效片段添加alpha通道到图像为两个选定的带视频内容的片段添加alpha在上混合模式效果片段激活线条集中添加一个alpha透明修改器来添加线条样式为两个选定的带视频内容的片段添加alpha在下混合模式效果片段向场景中添加一个骨架物体对选中元素添加边或面为序列添加一个特效, 一般应用在最顶层的片段上将空白曲线物体添加到场景中,将所选网格作为表面将一个包含数据的空图像类型添加到场景中向场景中添加一个空物体向场景中添加一个带有物理效果器的空物体向列表中添加条目在当前活动项之后向列表中添加一个条目向当前节点编辑器添加现有节点组添加额外的边循环,以更好地在应用细分表面修改器时保持形状添加一个图像或一套图像序列到序列编辑器中为节点树添加一个导入节点向编号切换添加一个条目添加一个物体数据实例向当前节点编辑器添加物体信息节点将物体添加到新集合将物体添加到已有集合中向场景中添加新物体添加一个偏移量, 相对于物体的边界盒向存档添加重写层添加一个撤销状态 (仅用于内置)将另一个物体的变换数据添加到偏移总量添加为所选集合的子级向几何体添加属性添加背景光发射。 注意:此节点应仅用于世界表面输出添加副法线和切向矢量, 与来自切向空间的法线一起 (仅能在三角/四边网格内正确运行!)为明亮区域添加模糊和亮度在所选关节与 3D 游标之间添加骨骼将缓存修改器和约束添加到导入对象中,即使它们不是动画,以便在重新加载 Alembic 文档时可以更新它们添加摄像机背景图将所选通道添加到姿态资产中。现有通道将被更新向几何体添加颜色属性一起添加分量值交互式向网格添加锥体沿圆弧添加控制点(如果是贝塞尔样条线,控制柄类型为矢量)添加复制的函数修改器至选定的函数曲线为选择的非线性动画片段添加复制的函数修改器添加复制驱动器变量到活动驱动器在网格上添加立方体UV映射交互式向网格添加立方体将当前界面的活动属性添加到当前插帧集中交互式向网格添加柱体如有必要,为目标网格创建数据层为路径添加默认动画, 在未被设置动画时用于约束器为四边形添加对角线弹簧添加漫反射性质添加直接光照性质为光标下方的属性添加驱动器为所选项目添加驱动器将每张选定图像作为独立片段添加笔刷的增添效果添加自发光性质添加空白图像添加空白路径到活动插帧集一起添加欧拉分量值添加导出器到导出器列表中添加外部功能集 (绑定、元骨骼、ui 模板)将回退工具键位映射添加到此操控器类型添加填充段以创建封套。不保留原始笔画。添加火焰添加火焰及烟雾浮点数值相加将流体添加到模拟中添加冻结帧添加冻结帧并移动它添加光泽性质添加毛发将图像作为独立片段添加,除非其文件名能匹配 Blender 的编号序列模式,此时它们将被归入单一图像序列添加间接光性质整数值相加在活动项下方添加项目添加键位映射条目为所选关键帧之间的每一帧插入关键帧在图像的明亮部分周围添加镜头光斑、雾晕和光晕添加液体为晶格尺寸添加余量添加修改器以基于相邻面之间的角度自动设置网格边的锐度添加修改器以自动设置锐边添加带有节点组 "{}" 的修改器到物体 "{}"相对于亮度来增加更多对比度添加已命名的物体添加新的标注数据块为活动数据块添加新标注层或注记添加新的贝塞尔曲线从剪贴板中添加新的选择集使用默认设置添加新的空白场景和新片段添加新缓存添加新的圆环曲线新建环形样条线向调色板添加新的颜色添加新曲线控制点并滑移在现有曲线之间添加新曲线,将最小距离考虑在内添加用于遮罩的新层在影片上添加标记并移动新增标记并用鼠标滑动, 直到松开鼠标按钮添加用于遮罩的遮罩层添加包含所选片段的新复合片段新增追踪物体添加新的绘制曲线添加新的调色板添加一个新的粒子系统设置按类型添加新场景在序列编辑器中按类型添加新场景并指定至活动片段添加新场景以供序列编辑器使用在不清除已存在锐边的情况下添加新锐边新建正方形样条线添加新的顶点并滑移为羽化添加新的顶点并移动添加节点至输入为环纹添加噪波为标准木纹添加噪点对选中项添加法向矢量添加物体或材质来作为蒙版,通过从选取输出中拾取一个颜色添加一个通用约束,将控件链接到尾部目标为笔画主干构型添加单维柏林噪波仅添加到已连接的输出端仅添加到无连接的输出端添加或移除动态绘画的输出数据层添加或移除蜡笔笔刷预设添加或移除蜡笔材质预设添加或删除一个摄像机预设添加或移除一个剪辑追踪颜色预设新增或移除布料预设新增或删除一个流体预设添加或删除一个毛发动力学预设添加或删除一个节点颜色预设新增或删除一个渲染预设添加或删除一个安全区预设添加或删除文本编辑器预设添加或移除一个追踪摄像机固有参数预设添加或移除一个运动追踪设置预设新增或删除一个白平衡预设添加或删除一个EEVEE光线追踪预设添加或删除一个操作项预设添加或删除注释向域对象内添加或移除流体为已复制的位移添加初始位移为所有阵列元素添加重写将笔画粘贴到所有笔画之后添加自动执行中排除的路径在新线段中添加点以保持相同密度在函数曲线上添加伪随机噪波为栅格位置添加随机偏移新增而不是进行形状融合添加转接点到输出端添加重定时关键帧添加量尺添加段以创建封套。保留原始笔画。将选中的函数曲线添加到新组将选定骨骼添加到选择集添加选中的骨骼到选择的骨骼集合从活动插帧集设置中添加已选项目 (蓝-灰行)将选择物体添加为刚体将选定物体添加到活动物体所属的集合之一中。可选择添加到 “所有集合”,以确保所选物体与活动物体包含在同一集合中将所选的轨迹添加到 2D 旋转稳像工具中将所选的轨迹添加到 2D 平移稳像工具中为该物体添加形态键向活动节点树中添加模拟区的输入输出节点为笔画主干构型添加正弦置换添加烟雾在两个重定时区间内添加平滑过渡在两个重定时区间内添加平滑过渡并更改其持续时间为活动的顶点组增加偏移值, 并乘以增益量用给定的阈值作为系数,将源值与目标物体的值相加为笔画主干构型添加空间噪波交互式向网格添加球体添加影片片段时,将片段添加到屏蔽或锁定的通道将目标位置添加到 UV 坐标在姿态模式下移动骨骼时, 为其添加临时 IK 约束将所选边的Freestyle边标记属性的数据路径添加到活动插帧集中将所选多边形的Freestyle面标记属性的数据路径添加到活动插帧集中将被拖动集合添加到场景中将被拖放的集合添加为集合实例为渲染文件添加扩展名 (例如: 文件名.jpg)将倒角点的半径添加到锥化半径将被解算场的数值相加,并输出各元素的运行总和将选定物体的顶点位置添加为形态键,或使用匹配名称更新现有形态键将其添加到起始帧添加到开头添加到末尾添加到调色板添加到用户定义的上下文菜单中 (存储于用户偏好设置内)添加到全部输出端添加到链接集合在 {}之后添加链接的集合在 {} 之前添加链接的集合将两段视频的颜色通道相加为次表面添加半透明效果(已弃用)添加透射性质将两个着色器相加为笔画主干构型添加二维柏林噪波添加二维偏移, 形成支柱几何形状添加顶点至活动样条线添加顶点至羽化在反转前向权重值为0的点添加至组向顶点组中添加权重值高于阈值的顶点为新笔画添加权重数据向数据块中加入自定义属性插件插件 "{:s}" 已经安装过!未找到 '{}' 插件!插件按键配置插件设置插件标签插件已失效找不到插件路径 {!r}待处理的插件插件插件过滤插件设置Blender 以前附带的插件现在可以从 extensions.Blender.org 获取。插件:添加/编辑驱动器添加 / 替换已添加 %s "%s"向 {:d} {:s} 添加淡入淡出动画在每个笔画的末尾添加相对于其自身长度的长度在每个笔画的开始添加相对于其自身长度的长度通过重写添加已添加 {:d} 个图像平面加数自定义 (Python 定义) 节点树不支持添加节点组附加附加细分用于染发的附加颜色资产数据块的其他数据为资产数据块存储的其他数据将保存其他数据,以便在暂停后可以恢复烘焙作业。由于会将更多数据写入磁盘,因此建议避免在高分辨率烘焙时启用此选项。将网格表面周围视为效果器的额外距离显示转换后附加的伽玛编码,用于自定义伽玛的输出有关资产的附加信息X, Y 和 Z 方向的额外初始速度 (添加到源速度)在实例初步散布后应用的额外遮罩用于收缩的附加目标网格填充UV的额外偏移添加 sys.path 的附加路径 (用 ';' 隔开)为新笔画额外添加后期过程选项应用于点和方形笔画的其他旋转应用于笔画的点和方形纹理的额外旋转。仅适用于纹理着色模式。填充UV的额外旋转在确定查看器缩放时,应用于基本缩放的缩放乘数填充UV的额外缩放沿着曲线附加细分在视图变换之前,因艺术需要而应用的额外变换火焰的附加涡旋添加加法覆盖插件标签通过创建一个吸收层,给涂层添加一个带颜色的染色,随着光在介质中传播得更远 (取决于涂层IOR),在较浅的角度饱和度增加向物体的几何结构添加类似波纹的运动向图像添加一个分块为视觉或音频片段添加或更新淡入淡出动画相邻面未选中的相邻项校正调整上一步操作调节长度调整播放速率为间隔调节力度当对物体进行变换操作时, 自动调节当前活动物体的纹理空间用鼠标输入方式调节任意值调整亮度与对比度使用相机曝光参数来调整明度调整颜色和明度调节笔画的颜色强度调节编辑框到修改器结果基于烟雾密度来调节外力强度通过曲线来调整色相、饱和度和明度调节笔刷物体对当前表层的影响量调整输入播放速度,使其持续时间匹配片段长度将片段长度调整到其数据长度调整顶点色层级调节笔刷朝向或背离物体表面的作用平面调节用于此表层的笔刷或粒子的邻近半径调节仿真速度将切割方向调整为视图方向调节笔画宽度调整线框显示的角度阈值 (1显示全部线条)调整纹理的亮度在多个色调范围(高光、中间色和阴影)中分别调整图像的颜色调整纹理对比度调节像素之间亮度差异根据材质组件的粗糙度调整引导概率调整输入颜色的强度调整自定义形状的线宽调整自定义形状的位置调整色彩明度调整偏移距离,使边缘保持均匀的垂直间距根据首位调整偏移量调整自定义形状的旋转调整纹理色彩的饱和度调整封盖形状以跟随曲线两端的半径变化调整自定义形状的大小调整笔画粗细调节关键帧时间调节顶点颜色 HSV 数值调整顶点颜色色相/饱和度/明度调节顶点颜色亮度/对比度调整层片段调整折射率(IOR)以增加或减少高光强度(0.5表示无调整,0删除所有高光反射,1在法线入射时使高光反射加倍)调整使用一条伽玛曲线调节压感反应的柔和度调整眩光的亮度调整眩光的饱和度通过偏移、缩放、循环和场景帧吸附来调整时间高级高级音频编码高级过滤基于节点的高级几何编辑与工具创建用于使用 Python 样式模块的高级模式对库重写的高级操作,以帮助修复损坏的层级平流栅格空气动力空气动力学空气动力学类型气溶胶影响影响Alpha影响子粒子影响操控器仅影响影响位置影响强度影响笔画强度影响笔画宽度影响宽度影响变换影响UV影响可见性影响所有目标的激活数据层影响所有选中的物体而不是只影响活动物体影响所有顶点 (可能添加部分到顶点组 A 中)影响边或顶点仅影响边仅影响朝向视图的面仅影响光标下方的笔画只影响活动层只影响活动材质仅影响拓扑连接的元素仅影响顶点仅影响在笔刷下与活动顶点相连的顶点仅影响与活动顶点共享面组的顶点仅影响法向面向查看者的顶点仅影响与笔画起始位置法向相似的顶点粒子的动态转动效果影响粒子的位置影响子粒子簇集度影响子粒子毛发长度影响子扭结振幅影响子扭结频率影响子粒子糙度影响子扭曲影响粒子的密度影响粒子的发射时间影响粒子的生命周期影响粒子力场影响粒子的重力影响粒子的初始速度影响粒子的尺寸影响粒子的速率衰减线性地影响关键帧的值,参考线左边或者右边的关键帧同样有效(快捷键D)影响少于指定帧数的跟踪轨迹影响重投影误差较大的轨迹影响顶点组 A 中的点影响顶点组 B 中的点 (可能添加部分到组 A 中)影响至少其中一个顶点组中的顶点 (可能添加部分到组 A 中)同时影响两组中的顶点笔刷的影响高度 (即, 供涂层工具所使用的层高度)受影响的影响的动作影响的骨骼仿射之后之后颜色当前之后当前帧之后之后循环之后模式初始后初始后 (对齐)初始后 (完整)初始后 (拆分通道)烘焙曲线后,移除冗余关键帧加载后,将删去除场景、窗口和工作区之外的所有内容。这样就可以在加载启动文件时保留场景配置和窗口布局,但不保留物体、材质、动画......删除片段后,也删除关联的数据在该次数的光反弹后,使用近似的全局照明。0为禁用此功能AgXAgX - HDR 1000 尼特AgX - SDR基于 sRGB 色域图像编码的 AgX基于 sRGB 的 AgXAgX Log寿命周期: {:s}攻击性强力网格简化强行简化到目标比率,无视品质使受约束的物体朝向目标体空气空气阻尼空气阻力空中个体私有空间空气粘度空气会让薄物体降缓速度反照率反照与法向用于降噪的反照通道Alembic 导出: 无法找到集合 '%s'扩展烘焙结果的算法用于生成封套的算法UV 的松弛算法用于计算采样点与特征点间距的算法用于计算物理效果的算法, 从最快到最稳定且精确的顺序依次为: 中点, 欧拉, 维莱, RK4用于计算机自动操作的算法对齐将 'n' 个骨骼对齐到曲线对齐活动项自动对齐轴对齐至法线对齐贝塞尔控制柄在每个控制点创建圆弧对齐终点对齐欧拉至矢量对齐型控制柄选中的对齐控制柄对齐控制柄水平对齐对齐模式对齐节点对齐物体至对齐旋转旋转对齐目标对齐旋转至矢量对齐起点对齐到沿 X 轴对齐 UV 孤岛沿 Y 轴对齐 UV 孤岛沿端点定义的线对齐UV顶点将UV顶点对齐到水平线上将UV顶点对齐到垂直线上对齐 UV 顶点,将它们水平移动到由端点定义的线对齐 UV 顶点,将它们垂直移动到由端点定义的线沿最大位置对齐 UV沿平均位置对齐 UV沿最小位置对齐 UV垂直对齐对齐视图视图对齐活动项对齐 X 轴对齐 Y 轴对齐至物体的变换对齐点束到 X 轴对齐点束到 Y 轴沿一条曲线排列骨骼链 (仅用于骨骼)将每个坐标轴作为输入对齐至欧拉旋转轴上从所有边缘对齐在渐入或渐出曲线上对齐关键帧将新建物体对齐至活动3D游标旋转将新添加物体对齐至活动3D视图方向将新建物体对齐至世界坐标系中对齐物体将偏移方向与法线对齐根据吸附目标进行旋转对齐对齐所选骨骼到激活骨骼 (或其父级)按栅格图对齐选定节点将笔画与当前3D游标方向对齐对齐笔触到当前视图平面文本底部对齐文本对齐底部基线文本左对齐文本居中对齐文本右对齐文本顶部对齐文本对齐顶部基线对齐UV孤岛的旋转将 X 轴与矢量对齐将 Y 轴与矢量对齐将 Z 轴与矢量对齐将曲线与表面法线对齐(需要导线作为参考)将插值曲线与表面法向对齐将孤岛与最大孤岛的中心对齐对齐孤岛至孤岛的最大值对齐孤岛至孤岛的最小值将新建的物体对齐到视图角度将新建的物体与世界对齐把指定的轴向对齐到表面法线斜向对齐星形将变换坐标轴对齐至选择元素的平均法线 (姿态模式下为骨骼的 Y 轴)变换坐标轴与3D游标对齐将变换轴与对象的父空间对齐将变换坐标轴对齐至物体的局部空间上变换坐标轴与窗口对齐将变换坐标轴对齐至世界空间上与几何轴对齐与法向对齐对齐至物体对齐到表面法线与顶点法向对齐对齐到轴对齐到活动物体的轴向文本左右对齐按照均等的字符间隔, 对齐到左右两侧90度角度视角的正交视图对齐修剪几何体以当前视图的透视对齐的锥形视角进行修剪几何体根据点的法线来对齐对齐对齐轴对齐的自由控制柄单边对齐骨骼 '%s' 已与父级对齐对齐对齐轴对齐 X区域内的区块对齐在变换过程中对齐相反的点的控制柄将所选UV顶点对齐到一条直线上活跃活跃状态全部已过滤全部 %d 个旋转通道所有 3D 视图上方全部全部动作关键帧全部动作所有活动的帧全部插件所有由用户安装的插件下方全部所有边界全部通道所有曲线所有自定义所有数据块全部边所有扩展均已更新{:s}所有的面全部分支全部帧所有间隙所有几何体类型全部组所有毛发所有项目所有插帧集所有可用的插帧集 (当前场景中内建及绝对插帧集)全部键位映射表全部关键帧全部层所有库全部光照探头烘焙的全部线条画物体已清除全部线条所有关联数据直接化全部局部所有消息所有物体的原点全部物体全部点全部属性所有用途所有区块全部存储库所有着色类型所有片段全部变换全部变换 -> 增量全部类型所有 UDIM 分块所有 UV 循环层所有 UV全部解锁全部顶点组指定给形变骨骼的所有顶点组指派给选中项的顶点组所有顶点全部视图层所有体积全部可用插帧集全部轴向均受影响所有骨骼集合都在使用中受插帧集影响的全部骨骼所有约束都将移动到控制骨骼.所有比斜切角度更尖锐的角都将被切掉数据块中的所有曲线所有数据已导入并在 "import_items" 列表中可用所有效果器权重所有估算数据块全部来自目标把所有几何群组拆分为单独的实例全部组均已锁定活动层上方的全部层活动层下方的全部层全部修改器所有具有四个或更多顶点的多边形都将进行三角化。场景中的网格不受影响。行为类似于三角化修改器,多边形拆分法:"布线优化",四边型拆分法:"最短对角线",最少顶点:4所有要显示或渲染的物体实例 (警告:只能作为迭代器使用,千万不要作为序列使用,也不要保留对其项的任何引用)场景中的全部物体所有可能的混合类型, 布尔运算符和数学运算符所有属性, 包括变换, 弯曲骨骼形状, 和自定义属性所有渲染层被禁用 (解决方法: 视图层属性 » 视图层 » 勾选用于渲染或渲染单个层)所有规则平均所有选中的骨骼都已是该集合的一部分全部蒙皮顶点所有基型相同的片段 (图像或声音)所有片段, 递归地包括内部复合片段所有笔画结束于相同时间 (比如, 短笔画开始的较晚)所有笔画开始于相同时间 (比如, 短笔画完成得较早)所有当前分配的动作都成为一个glTF动画该层中的所有物体该层的所有选中物体允许 .blend 文件自动执行脚本, 默认可从系统偏好设置中更改允许Blender访问互联网。遵循此设置的插件仅在启用时才能连接到互联网。然而,Blender无法防止第三方插件违反此规则。允许Blender在启动时检查更新允许攀爬允许执行允许飞行允许着陆允许负数帧允许联机访问允许重叠允许重叠类型允许 USD 基元在层级中为唯一子项时与其 Xform 父级合并允许 Unicode允许VR头戴设备影响虚拟环境中的位置和旋转允许将手动定义的位置和旋转用作VR视图基础姿势允许边缘具有多个重叠类型。这将为每个重叠类型创建一个单独的笔画。允许其它操作在此片段控制柄上操作允许任意工程均可自动执行脚本 (如果是对未授权源则可能导致错误问题)允许攀爬到目标物体允许群簇在空中移动允许群簇在着陆时移动允许在光滑的表面内部显示折痕边允许在锐边上显示折痕允许因平滑曲线而降低线条精度带来的偏差允许并排边选择跨越具有偶数条边的多边形允许在同一位置 (即拆分边) 中的边正确显示。可能运行速度较慢。允许在当前曲线的Z轴方向上进行编辑, 同时允许使用倾斜及曲线半径允许编辑笔画,即使它们使用了锁定的材质允许导出所有关节顶点影响的内容,在许多查看器中可能出现错误允许将图像或影片用作纹理允许glTF嵌入格式允许互联网访问。Blender可以访问已配置的在线扩展存储库。已安装的第三方插件可以访问互联网以获得其自身的功能允许对顶点位置进行插值允许显示由近/远剪切平面生成的线条允许松散边被链接在一起允许基于摄像机的视锥体剔除物体允许基于与摄像机间的距离剔除物体允许粒子对象和面/顶点实例显示在线条画中允许部分选取点或曲线允许刚体受控于动画系统允许拉伸骨骼的 IK允许缩放样条线控制骨骼以通过曲线半径影响粗细允许通过选择计算出的函数曲线来选择曲线的所有关键帧允许通过选择曲线本身来选择曲线的所有关键帧允许蜡笔物体可选允许骨架可选允许摄像机可选允许曲线可选允许空物体可选允许毛发曲线可选允许晶格可选允许光照探头可选允许灯光可选允许网格物体可选允许融球可选允许点云可选允许扬声器可选允许曲面可选允许文本物体可选允许体积可选在运算中允许自相交允许切换主控件的父级允许独立于头戴设备位置定义VR跟踪原点允许使用初始鼠标位置允许路径包含替换令牌允许在关联数据块时重写属性使用色彩来显示约束 / 关键帧允许线宽不对称分配允许此物体与它的副本被摄像机空间筛选剔除允许此物体与它的副本根据与摄像机间的距离被剔除允许顶点沿负轴方向移动允许顶点沿正轴方向移动允许精准定位单独的点允许彩色的透明,但与渲染通道和光线追踪不兼容。也称为前向渲染。允许彩色的透明,但与渲染通道和光线追踪不兼容。也称为前向渲染。允许灰度Hashed透明,并与渲染通道和光线追踪兼容,也可称为延迟渲染。允许灰度Hashed透明,并与渲染通道和光线追踪兼容,也可称为延迟渲染。允许直接从Blender管理UI翻译 (更新主 .po 文件, 更新脚本的翻译, 等等.)沿法线方向沿法向沿笔画AlphaAlpha 通道Alpha 转换Alpha 裁切Alpha贴花Alpha 系数Alpha 系数Alpha 模式Alpha 修改器Alpha上叠Alpha上叠节点Alpha 在上片段Alpha 阈值Alpha 透明度Alpha 在下片段无法移除Alpha修改器 '%s'Alpha 修改器类型改变线条透明度的Alpha修改器基于随机噪波的 Alpha 透明度基于两相邻面间夹角的 Alpha 透明度基于笔画方向的 Alpha 透明度基于 3D 网格表面径向曲率的 Alpha 透明度Alpha:按字母顺序排序的数据块 - 主要是场景中的物体 (禁用以增加视口速度)在帧 %.6f 处已有一个控制点也影响可见性如必要,会从目标层删去一些数据层,以使其完全匹配来源层同时取消选择仅接触拐角的面还可以导入任何几何体都不使用的材质。请注意,当此选项为false(假)时,仍将导入几何体引用的材质同时选择仅接触拐角的面AltAlt 点击工具提示Alt 游标访问Alt+鼠标中键拖动动作Alt 工具访问按住 Alt 键按住 Alt 键,-1 表示任意状态Alt+鼠标中键拖动动作左Alt右Alt改变弹簧长度以使其收缩/膨胀 (以%为单位), 0为禁用交替行'删除关键帧' 的备用键位映射访问方法'插入关键帧' 的备用键位映射访问方法切换针对关键帧区间的正向与逆向回放根据交叉次数,交替决定内部/外部区域备用脚本路径,匹配默认布局与子路径:`startup`、`addons`、`modules` 和 `presets` (需要重新启动)相对于父级与自身静置骨骼的位置/缩放/旋转的选择性入口用户界面中可选的回放结束帧用户界面中可选的回放起始帧或可下载扩展以从磁盘安装。海拔总是始终添加缓存读取器总是采样动画总是显示菜单持续步进始终在动画通道的起点和终点动作添加关键帧当 '值' 不为 0 时, 始终用最小值 1 对值进行调节单击大纲视图中的图标时,始终切换选项卡总是折叠新建的合并节点始终在松开按键时确认操作总是在帧变化时刷新图像总是左转总是右转始终将面法线用于面拐角域,以匹配节点的旧式行为始终写入绝对路径始终为每一帧写入新的引导速度 (每帧仅包含来自引导物体的当前速度)环境色环境光遮蔽 (AO)环境压力 (kPa),当物体具有目标体积时,平衡物体内部和外部之间的体积(数)量面积数组自发光强度误差偶数数量单一平滑存储类型强度背面数量末端数量前面数量起始数量使用急转时每转的角度数倒角量为沿相邻边的绝对距离倒角量为新生成边与原始边之间的偏移量倒角量为邻边长度百分比倒角量为原始边到倒角面的垂直距离倒角量为新生成面的宽度每个像素要跟踪的GI射线量空气阻力量随时间散失的角速度量反射的各向异性量,较高的值会沿切线方向产生细长的高光镜面反射的各向异性量,较高的值会沿切线方向产生细长的高光主干拉伸量上升气泡的浮力量 (调高数值将导致气泡主要向上移动)簇集的数量生成的毛发曲线的控制点数量衰减量碰撞时候的阻尼粒子碰撞时的阻尼量在弯曲过程中的阻尼值压缩时的阻尼量剪切时的阻尼量对张力的阻尼值线框显示的细节量沿着表面法线的置换量畸变的程度噪波细节的畸变程度波浪的畸变程度为抵消带状效应而向渲染图像添加的脉动噪点量在字节图像上绘制时的抖动程度气泡随流体一起移动的阻力量 (调高数值将导致气泡运动主要跟随流体)每条曲线的复制量生成圆形盖时使用的边缘环数量连线圆角程度端点粗糙程度擦除的强度值擦除的宽度良好等级的噪波细节量焦点模糊量, 128=无限=完美聚焦效果, 若值减半, 则会使模糊半径翻倍粒子碰撞时候的摩擦量水沫生成量每次雕刻施加的重力量每条曲线用于插值的引导线数量高频细节的数量,深度需要大于 0 才会有效果在函数曲线修改器淡入/淡出时的影响值最终结果的约束影响量节点对图像施加的影响量节点施加给输出颜色的影响程度节点施加给输出矢量的影响程度用于采样的抖动量随时间散失的线速度量当前编辑器的可见行数由位置决定的粗糙程度光线追踪镜面反射量在A与B输入项之间的混合量在A与B矢量输入项之间的混合量用于混合的邻近毛发数量外力的噪量数量应用的噪波量应用于UV旋转的噪波量应用于不透明度的噪波量应用于宽度的噪波量法向定向速度量要使用的不透明度“后” 缓动的过冲稳定数量每个笔画采样应用的颜料量从表面拾取到笔刷颜色的颜料量未受子粒子路程影响的粒子数量未受随机粗糙度影响的粒子数量用于实例化的粒子数量将受到笔刷影响的随机元素的数量每条曲线的随机偏移量随机粗糙度随机速度量随机程度,不稳定的粒子移动卷曲方向的随机数对位置起作用的约束的残余误差量, Blender 空间单位对方向起作用的约束的残余误差量, 以弧度计边矢量的转动量绕一个速度矢量旋转的数值旋转角度 (90, 180, 270)单位平方内散布实例的量在视口中显示的散布实例数量每条全局照明射线的屏幕采样数每个阴影光线的阴影贴图采样量每个灯光要追踪的阴影光线数量燃料产生的烟雾量应用的平滑量平滑量平滑步数应用的平滑量新笔画创建后进行平滑处理的程度,以减少抖动/噪波对插值笔画应用的平滑程度,用于降低抖动/噪波自动应用到各个笔画的平滑量绘制时的平滑程度缩裹后应用的平滑步数表面碰撞粘度拉直量确定最佳压缩的时间量: 0 = 无压缩快速文件输出, 100 = 最大无损压缩慢速文件输出烟雾中的紊乱度/旋转度碰撞时损失的速率将颜料涂在表面后留在笔刷中的湿润颜料量纹理对 Alpha 的影响量纹理对子粒子簇集度的影响量纹理对子粒子毛发长度的影响量纹理对子扭结振幅的影响量纹理对子扭结频率的影响量纹理对子粒子糙度的影响量纹理对子扭曲的影响量纹理对漫射颜色的影响量纹理对粒子衰减的影响量纹理对粒子密度的影响量纹理对粒子发射时间的影响量纹理对粒子力场的影响量纹理对粒子重力的影响量纹理对粒子初始速率的影响量纹理对粒子寿命的影响量纹理对粒子物理尺寸的影响量在现有姿态之上应用姿态的量。负值将减去姿态而非相加活动动作对NLA堆栈结果的贡献量贡献给当前结果的片段数量为 '弹性' 缓动增加弹性反弹的量字符间距的增减量物体形变量几何体的置换量每个副本相对于其边界框尺寸的移动量在 U 轴上偏移排列 UV 的量在 V 轴上偏移排列 UV 的量从U轴上的0.5点的镜像UV翻转点偏移量从V轴上的0.5点的镜像UV翻转点偏移量内斜接圆弧的扩散量以游标为中心的弯绕量振幅振幅簇振幅随机波的振幅柏林噪波振幅噪波振幅噪波振幅 - 针对基本曲线的修改量正弦置换的振幅空间噪波的振幅一个 "极端" 姿态,或出于需要的一些其它目的一个 '极端' 姿态,或出于需要的一些其它目的一个动作不得超过一个层仅当分配了动作时,才能创建动作槽每个倍波程的附加偏移量,决定了最高倍波程出现的级别激进的锐化滤镜一个包含引用为 NLA 片段的动作的动画层基于垂直和近掠射角(约82°)颜色的菲涅尔导体曲线近似值区域已被最大化, 覆盖整个屏幕范围一个浮点值数列一个整数数列真值或假值的数列艺术效果解算器, 可产生强烈的表面张力效果 (原型)带有外部点选中项的属性场连接到面的边,按排序编号选择需要具有顶点或边选择模式的编辑网格调用USD钩子 '%s' 时发生异常调用USD钩子 '%s' 时发生异常。详细信息请查看控制台一个存在匹配本地的ID被重新使用一个额外的倍增器来调节倍波程的大小每个面所在组的标识符。具有相同值的所有连续面都位于同一区域中用于将曲线分组的索引。填充是每个组单独完成的用于将多个数值组在一起以进行多个单独累积的编号用于将多个数值组在一起以进行多个单独运算的编号输入名称不能以数字开头: "{}"有一项输入为非流形仅用于存储第一个鼠标位置的内部属性用于存储懒人连接操作中的第一个节点的内部属性用于存储懒人连接操作中最后一个节点的内部属性用于在懒人连接操作中存储源接口的内部属性在Blend导入上下文 数据中的一个项目 (表示一个数据块). 目前仅作为 预/后 链接处理程序的只读数据公开视图层中的对象实例(目前在Python API中未公开)立体影片立体影片类型Analog 16mmAnalog 35mmAnalog 65mmAnalog IMAXAnalog Super 16Analog Super 35祖辈级骨骼有效可见锚定帧锚点权重锚点 X锚点 Y与角度基于角度角度钳制角度约束角度系数角度限制角度下限角度 外侧角度吸附角度吸附增量拐角拆分角度阈值边线倒角的起始角度值切分边线的最小角度旋转所围绕的轴向和角度眼间距为 0 的角度双眼距离开始衰减到0的角度面内拐角邻边之间的夹角折痕平面之间的角度在屏幕空间中的角度,低于该值的笔画会被一分为二角度限制轴-角度旋转表示法的旋转角度形变角度旋转角度旋转角度内锥的角度,以度为单位。在锥体内,体积为100%与主方向的夹角外锥角度值, 此锥范围外的音量为外锥的音量值, 在内锥与外锥之间使用插补音量值过渡的角度角度吸附角度吸附模式相对于之前切割边的角度吸附输入端矢量的旋转角度用作弯绕基准的角度用作2D编辑器中旋转增量的角度值用作3D编辑器中旋转增量的角度值大于该值的角度视为拐角小于该值的角度将被视为折痕小于此值的角度将被视为折痕。折痕角度优先级:物体线条画折痕覆盖 > 网格自动平滑角度 > 线条画默认折痕。角度角度阻尼角间距角度机动角速度角速度轴向角速度失活阈值终止物体模拟的角速率上限模拟从地球上看到日光的角直径聚光灯的光束夹角直径UV 和立体面的畸变角度计算快速GI和环境遮蔽时表面的角度厚度,减少远端几何体的能量损失和遮蔽缺失。角阈值, 用于定义折痕边的检测角速度量 (弧度/秒)动画播放器动物可动画动画属性动画笔画显现和消失动画动画影响力选中的已动画项动画的片段时间动画动画通道包槽的动画通道动画曲线动画数据动画编辑器动画结束偏移量动画模式动画偏移量动画操作动画播放动画播放器动画播放器预设动画回放动画指针 (实验性)动画起始偏移量动画步长动画超时动画 UI动画可视化数据块的动画数据用于此数据块的动画数据动画数据块中不包含活动的动作动画数据块拥有活动的动作动画结束偏移量 (修齐结束点)从后向前播放动画动画回放动画回放处于激活状态动画播放速度,单位: 帧/秒。如果是单个图像,则为 0动画设置动画起始偏移量 (修齐起始点)动画步长噪波的动画时间在编号 %d 处的动画通道不是NLA “活动动作” 的轨道动画:动画各向异性各向异性过滤各向异性旋转各向异性踝关节脚踝和脚趾标注标注默认颜色标注帧标注帧标注图层标注层不透明度标注图层标注笔画标注笔画放置 (3D 视图)标注笔画点标注笔画宽度标注数据用于此预览区块的标注数据此影片剪辑的标注数据用于此空间的标注数据此轨迹的标注数据标注数据块 (旧版蜡笔)标注:标注匿名属性不能按名称访问此处无法创建匿名属性另一个物体在编辑模式下具有此共享数据抗锯齿抗锯齿抗锯齿采样在合成前对生成的遮罩进行抗锯齿,以获得更平滑的边界,但代价是需要更多的处理像素点抗锯齿抗锯齿任意任意类型允许任意角度旋转按住任意修改键物体的修改操作需要一次完整的BVH重建, 但可提升渲染速度任何未保存的更改都将丢失.光圈应用摄像机物体在 3D 视图中的感官尺寸追加追加(重用数据)追加 (重用) {}追加 (转为本地项) 也间接依赖来自其它库的追加 ID,注意:来自同一初始库的所有 ID (包括间接链接的 ID) 始终都转为本地项追加动作将活动蜡笔的材质附加到其他物体追加一个最终骨骼到每条链的末尾以指定最后骨骼长度 (当您打算从导出数据编辑骨架时使用它)追加一个工作区并使之成为当前窗口中的活动工作区向选中的片段追加活动修改器从 .blend 库文件中追加插入历史追加至光标位置将网格名称附加到物体名称,用 "_" 分隔仅附加活动材质,取消选中以附加所有材质按类型追加文本类型追加 {}追加的数据苹果的 Display P3 色域带有 sRGB 分段函数的色彩编码传输功能,常见于 Mac 设备应用模板未找到应用模板 "%s"应用应用的约束不是第一个,可能导致非预期的结果已应用约束: %s应用修改器仅修改 CV 点, 而不是倒角点应用的修改器不是第一个,可能导致不可预料的结果已应用修改器: %s应用棕色调以模仿复古照片色调。对整个网格应用布料模拟变形应用滤镜以修改活动颜色属性应用滤镜以修改当前遮罩应用滤镜以修改当前网格将重力应用于模拟在循环模式中应用笔刷衰减在笔刷尖部应用笔刷衰减在受笔刷半径限制的局部区域中应用变形在循环模式中应用循环衰减,在每个模式重复中反转置换方向在整个边界中应用相同的变形使用游标的半径应用模拟弹性的变换将变换应用于网格中的所有顶点应用由骨架修改器完成的变换应用应用 (全部关键帧)应用到基型应用密度应用翻转向物体应用高斯模糊应用毛发引导线对有符号距离场应用拉普拉斯流平滑。作为平均曲率流的高效替代方案,与SDF规格化结合使用时效果尤佳应用遮罩应用混合应用修改器应用修改器应用物体变换应用预设应用属性应用缩放启发式应用细分应用表面细分应用变换应用单位应用单位转换比例在 HSV 颜色模型中应用颜色变换应用定值偏移 (不使用半径缩放)应用伽玛校正对指定的矢量应用旋转对指定的欧拉旋转应用二次欧拉旋转对指定的旋转值应用二次旋转对粒子应用一个笔刷的笔画将变换矩阵(不包括平移)应用于给定的矢量将变换矩阵应用于给定的矢量对所有顶点组应用操作对每个抖动的采样应用模糊,以减少采样不足的失真在从视图投影而得平面圆形内应用笔刷影响从中心向外在球体中应用笔刷影响正常应用笔刷应用更改结果, 沿 X 轴的相反方向匹配骨骼将通道的旋转应用为 IK 约束若启用了拉伸, 则将通道的尺寸应用为 IK 约束为每个颜色通道应用颜色校正应用常见的图像增强滤镜应用约束并从队列中将其移除在初始旋转后应用复制旋转,仿佛目标物体为原物体的子级在初始旋转前应用复制旋转,仿佛目标物体为原物体的父级在原始之后应用被复制变换,就好像约束目标为对齐继承缩放模式中的子级一样。这有效地使用完整的位置以及旋转和缩放的拆分通道。在原始之后应用被复制变换,分开处理位置、旋转和缩放,类似于三个复制约束的序列在原始后应用被复制变换,使用简单的矩阵乘法,就好像约束目标为完全继承缩放模式下的子级一样。将旋转和不均匀缩放组合时创建切变。在原始之前应用被复制变换,就好像约束目标为对齐继承缩放模式中的父级一样。这有效地使用完整的位置以及旋转和缩放的拆分通道。在原始之前应用被复制变换,分开处理位置、旋转和缩放,类似于三个复制约束的序列在原始之前应用被复制变换,使用简单的矩阵乘法,就好像约束目标为完全继承缩放模式中的父级一样。将旋转和非均匀缩放组合时将创建切变。矫正当使用凹凸贴图时阴影交界线的失真在删除形态键之前,将形态键的当前混合效果应用于几何体应用当前场景单位 (由单位比例定义) 导出数据应用当前场景单位 (由单位比例定义) 导入数据将当前可见形状应用于物体数据,并删除全部形态键应用自定义缩放比和单位缩放比到FBX缩放应用自定义缩放比和单位缩放比到各个物体的变换, FBX 缩放保持在 1.0应用自定义缩放到 FBX 缩放,并将单位缩放应用于各物体变换应用自定义缩放到各物体的变换,并将单位缩放应用到FBX缩放将选定的形态键形变信息应用到基础形态键上,并将其删除在2D中应用景深,使用Z深度图或遮罩应用不同的染色效果为子粒子应用效果器应用衰减以避免在灯光几何体与其他物体相交时产生锐利边缘将姿态骨骼的最终约束结果应用到自身变换每次更新应用固定移动变化量力作用在X轴向力作用在Y轴向力作用在Z轴向仅在平面上应用外力仅沿法线方向应用分形置换将全局空间变换应用于物体旋转。禁用时,仅将轴空间写入文件,并且所有物体变换都保持原样为点的运动应用重力在按下按钮时应用触觉在按下按钮并且松开时应用触觉在松开按钮时应用触觉在按下按钮期间反复应用触觉将触觉应用于触觉动作和该动作的相同用户路径对有符号距离场应用均值(方盒)滤波平滑处理。用于距离场通用平滑处理的快速可分离平均滤波器对体素应用均值(方框)过滤平滑。此操作以指定的半径定义一个方框范围,将范围内所有周围体素的平均值取代当前体素的数值。对有符号距离场应用平均曲率流平滑处理。该过程基于表面的平均曲率进行演化,使高曲率区域比平坦区域获得更显著的平滑效果对体素应用中值(方框)过滤平滑。此操作以指定的半径定义一个方框范围,将范围内所有周围体素的中位数值取代当前体素的数值。对有符号距离场应用中值滤波。在减少噪声的同时,保留距离场中的锐利特征和边缘应用修改器并从队列中将其移除应用修改器为新的形态键并从队列中将其移除应用修改器为新的形态键并在队列中保留应用修改器到网格物体 (除骨架外) - 警告: 禁止导出形态键对导出的网格应用修改器应用修改器到网格物体 (除骨架外) - 警告: 禁止导出形态键在原始旋转之后应用新的旋转,仿佛目标物体是原物体的子级在原始旋转之前应用新的旋转,仿佛目标物体是原物体的父级应用非破坏性效果将法线贴图应用于置换后的表面,适用于需叠加在置换贴图之上的法线贴图将法线贴图应用于平滑且未置换的表面,使法线贴图与置换贴图相匹配将物体变换应用于导出的顶点应用偏移累积(之前的点影响之后的点)在反向的动画方向上应用偏移在通常的动画方向上应用偏移应用到样条线在鼠标每次的步进移动时应用绘画结果对未选中的端点应用喷射 (在喷射根元素时, 有助于维持毛发体积)相对于当前值应用 (增量)在 X 镜像模式下应用相对变换 (不支持与自动IK一起使用)保存字节图像时应用渲染部分的显示变换在屏幕上显示图像时应用显示转换的渲染部分应用采样到所有动画在解算上应用缩放,使选定轨迹之间的距离等于期望值根据参考的动作应用选择片段的缩放将所选点的坐标应用到其他所有形态键对每个抖动的采样应用阴影跟踪,以减少采样不足的失真伪影应用正弦曲线形变应用保留边缘的平滑滤镜,以获得风格化和绘画效果应用平滑,不重建表面基于顶点组选中状态应用操作在初始变换后应用动作通道,就好像应用于处于对齐继承缩放模式的假想子级一样。这有效地使用完整的位置和拆分通道的旋转和缩放。在初始变换后应用动作通道,就像应用于具有完整继承缩放的假想子级一样。将旋转和不均匀缩放组合时将创建切变。在初始变换后应用动作通道,分开处理位置、旋转和缩放在初始变换之前应用动作通道,就好像应用于对齐继承缩放模式中的假想父级一样。这有效地使用完全的位置和拆分通道的旋转和缩放。在初始变换之前应用动作通道,就好像在完整继承缩放模式下应用于假想的父级一样。将旋转和不均匀缩放组合时将创建切变。在初始变换前应用动作通道,分开处理位置、旋转和缩放将当前姿态用作新的静置姿态在选定轴向应用形变将编辑操作应用于隐藏的几何体仅对游标下方的面组应用滤镜力作用在所选轴向上仅将手势操作应用于线段中所包含的区域,而不将其效果扩展到整条线将给定的姿态动作应用到绑定中将最大抓取强度应用于活动顶点而非光标位置将物体的父级反校正应用于其数据将物体的变换结果应用为自身数据将物体的可视变换结果应用为自身数据仅对所选项的内容 (其子树中的数据块) 应用该操作将操作应用于选定的数据块及其所有依赖项仅对选定的数据块应用操作反转未选中顶点组的锁定/解锁状态应用相对位置偏移应用相同的设置但镜像到另一侧控件,如括号所示。骨骼将仅受同一侧的控件的影响 (比如 .L 骨骼仅会被 .L 控件影响)。骨骼名称中没有指定是哪边的话 (没有 .L 或者 .R),将会被两边的控件影响,每边0.5影响值将细分级数应用为相对当前级数的偏移将目标物体的世界变换应用于该属性的变换之上将此形变及所有先前的形变修改器应用到样条点上, 而不是闭合的曲线或曲面应用到所有关键帧对选中顶点组应用对未选中顶点组应用在显示预览时应用通道的遮罩在绑定父子级前应用变换应用二维缩放和旋转到笔触骨干几何平滑后应用体积值对原始缩放应用体积保护从多个骨骼应用权重-弯曲变换, 类似骨架修改器应用权重移动用于减少选定函数曲线的扰动沿X轴对称应用权重, 用于封套/自动顶点组的创建近似带有背景染色环境遮蔽的漫射间接光。这提供了全局照明的快速替代方案,用于牺牲质量的交互式视图渲染或最终渲染新网格中的 (四边) 面的近似数量一个轴向上的体素的近似数量将对象近似为球体,其直径等于节点树定义的厚度将对象近似为由节点树定义的厚度为无限大的厚板估算物体的厚度来计算二次折射结果 (0为禁用)(已弃用)消融效果显现的大致帧数干化效果显现的大致帧数水滴中Mie散射的近似值,用于云和雾中的散射基于物理的体积散射的近似值用于模拟物体内部光相互作用的近似值应用阿拉伯语 - ﺔﻴﺑﺮﻌﻟﺍ任意输出变量。 为任意着色器节点输出提供自定义渲染通道圆弧反余弦模式归档库由源码库生成(并拥有)的,由打包的 ID 构成的归档库角分角秒反正弦模式反正切2模式反正切模式控制柄是否根据选择标准单独进行测试,独立于它们的关键帧。未选中时,控制柄将与其关键帧一起被(取消)选中是否有任何骨骼路径需要更新 (只读)面光只能对面光应用缩放: "%s"区域法向区域法向衰减区域法向限值区域面区域半径区域半径压力区域空间区域权重UV 和立体面的畸变区域区域高度细分屏幕中的区域,包含编辑器在活动屏幕中未找到区域3D 空间中的面积此三角形的面积将变形衰减应用于模拟效果的区域区域宽度区域核心蒙版遮罩中的区域包含在蒙版中垃圾遮罩蒙版中的区域被排除在蒙版之外图像之外的区域由图像重复填充图像之外的区域用图像中最接近的边界像素填充图像之外的区域用零值填充屏幕的细分区域参数臂骨架缓动淡入淡出新建出范例骨架 '%s' 未包含骨骼 '%s'骨架 '%s' 不在编辑模式, 无法添加一个可编辑的骨骼骨架 '%s' 不在编辑模式, 无法移除一个可编辑的骨骼骨架骨骼集合骨架骨骼骨架约束骨架定义骨架形变骨架形变约束目标骨架编辑骨骼骨架FBX节点类型骨架修改器骨架叠加层骨架骨骼、网格或晶格顶点组...包含一个骨骼层级的骨架数据块, 通常用于绑定角色骨架数据块骨架形变修改器骨架没有活动的骨骼集合,请先选择一个骨架未包含活动物体骨骼用以形变的骨架物体用于检索骨骼信息的骨架物体用作骨骼遮罩源的骨架骨架的活动骨骼骨架的活动骨骼集合骨架骨架相对头部骨架相对尾端骨架相关设置骨架骨架活动编辑骨骼附近帧上将选定的 UV 孤岛排列成一行整理新生成的三角面 (慢)排列笔画的堆叠次序阵列阵列 (旧版)阵列全部项数组长度阵列修改器阵列复制修改器阵列长度的计算方法阵列长度不匹配 (预期 %d, 实际上 %d)阵列长度不匹配 (已有 %d, 需要更多)代表UI矩形角的坐标数组, 以框架标准化坐标表示UI矩形角的坐标数组相对于标记的规格化坐标中的图块左下角Arri Alexa 65Arri Alexa LFArri Alexa Mini & SXT箭头箭头大小箭头在重力反方向上的仿真浮力, 基于流体内部的压力差如同 '清除父级',但保留对象的当前可视变换作为实例作为NURBS作为渲染通道AshikhminAshikhmin-Shirley未保存更改而退出时弹出请求确认宽高比宽高比宽高比 X宽高比 Y沥青 (压碎的)资产资产 ('%s') 不是动作数据块资产Blend路径资产浏览器资产浏览器必须设置为当前文件库资产目录资产目录:资产目录资产数据资产调试信息资产详情资产库资产库是包含内有资产的 .blend 文件的本地目录。 从偏好设置中的文件路径部分管理资产库资产库资产库标识符资产库引用资产库类型未找到资产库资产库: 当前文件资产库: 基础库资产元数据资产描述信息资产选择参数资产架资产架标题栏资产架名称资产架面板资产架区块主题资产标签资产标签资产弱引用资产blend文件不可编辑无法从此文件修改资产无法在此资产库中编辑资产目录资产数据只能分配给资产。请使用 asset_mark() 标记为资产。资产数据不能为空资产数据,如果文件表示资产,则有效资产文件不可编辑资产不是几何节点组资产库不可编辑用以存储新笔刷的资产库用以存储新姿态的资产库资产加载未完成来自外部资产库的资产元数据不可编辑,只有存储在当前文件的资产可以编辑来自外部库的资产元数据不可编辑,只有存储在当前文件的资产可以编辑。未找到资产未找到资产: '%s'资产架弹出面板类型未找到资产当前文件中的资产无法单独保存当前文件中的资产无法恢复指定指定 Fk 集合用基于所选骨骼/物体的目标指定 IK 约束指定材质指定主要集合指定次要集合指定调整集合为内侧边线指定一个折痕为外侧边线指定一个折痕为形成外缘的边线指定一个折痕将材质指定给几何元素在调用此函数前将动作 "%s" 分配给 "%s"将活动材质槽指定到选中的区域指定所有选中的骨骼到一个集合内,或取消指定,取决于活动骨骼是否已被指定过为此集合分配交叉优先级数值不为集合指定颜色标签将活动材质槽指定到选中的笔画将自定义属性的当前值指定为其默认值,作为NLA轨道混合中的静置姿势状态的一部分将挂钩分配给挂钩对象的活动骨骼将选中的点指定到挂钩将选中的顶点指定到新建的顶点组将选中的顶点指定到活动顶点组赋值分配的快捷键 {:d} 到 {:s}指定值指定值 (作为字符串型)不对称发股线厚度形状调整的不对称性属性到中心到游标到首选点到末选点重构时需要在两个关键帧之间设置至少八个共同轨迹此视图层中至少一个集合有一个导出器必须至少选中 1 个节点。至少需要选取一个带点束的通道来定义原始位置至少需要两个点必须至少选中 {:d} 个节点。以何间隔添加关键帧以何间隔吸附到帧捕捉到秒间隔大气浑浊度毛发曲线附着到表面附着模式附加节点将活动节点附加到框中附加选定的节点将选中节点附加到新框中将毛发曲线附着于网格物体表面附着UV附着有效性每条曲线的附着表面UV坐标起音时间在此最大距离处攻击群体尝试从非活动依赖项图绑定尝试删除场景作为清理操作的一部分,此情况不会再发生尝试导入 “所有用途” 材质。尝试导入 “完整” 材质,按此顺序加载 “所有用途” 或 “预览” 材质作为后备尝试导入 “预览” 材质,加载 “所有用途” 材质作为备用尝试导入具有特定用途的材质。如果没有用于此用途的材质绑定到基元,则在加载任何其他绑定的材质时回退尝试在变换前选择一个点的控制柄尝试对不可设置动画的ID设置动作尝试从非活动依赖项图取消绑定尝试将槽标识符设置为 "%s",但类型前缀与槽的 'target_id_type' "%s" 不匹配。改为设置为 "%s"。衰减量衰减常数属性属性 '%s' (Blender域 %d, 类型 %d) 无法转换到 USD检测到属性数据属性域属性域类型属性组属性名称属性节点属性专用项属性统计属性文本属性类型属性不存在: "{}"属性域选中项或群组ID输入的属性域此几何类型不支持的属性域要显示的属性域存储自由定义法线的属性域几何节点修改器用于创建属性输出的属性域要存储为烘焙数据的属性的属性域模拟状态中存储属性的属性域属性不是此几何体的一部分属性是必需的,无法删除属性名称不能为空边权重的属性名称顶点权重的属性名称蜡笔层上的属性实例上的属性网格边上的属性网格面拐角上的属性网格面上的属性点上的属性样条线上的属性几何体上的属性每个点/顶点的属性为主几何体上的当前元素而存储的属性值属性需要修改的属性组内使用这些名称的属性可能与现有属性冲突音频音频声道音频编码器音频设备音频的混音缓冲区音频采样格式音频采样率音频拖拽播放音频片段音频比特率 (kb/s)音频声道的数量音频声道设置音频的输出设备音频采样格式音频采样格式不支持音频采样率音频采样率 (采样次数/秒)音量身份验证作者编写USD自定义属性,包含原始Blender对象和对象数据名作者:自动自动对齐末端自动对齐四肢骨骼自动对齐 {:s}自动定轴自动混入 / 混出自动钳制自动关闭字符对自动创建自动深度自动检测自动欧拉自动飞行速度自动型控制柄选中的自动控制柄自动控制柄平滑用于新添加的函数曲线的自动控制柄平滑模式自动 IK自动 IK 长度: %d自动迭代次数自动插帧自动插入可用关键帧自动插帧集自动插入关键帧自动插帧开启自动关键帧模式自动插帧指示灯自动更新关键帧模式开启自动插帧自动合并自动合并 & 拆分自动合并顶点自动规格化自动规格化自动透视模式自动彩虹自动刷新自动移除自动运行 Python 脚本自动保存临时文件自动保存时间自动平滑自动步长自动纹理空间自动分块自动变换自动更新自动速度WXYZ 自动转 YRGBXYZ 自动转 RGB自动缩放自动钳制自动侦测运行 Blender 的最佳 GPU自动型控制柄自动动态设置轨道中心。当整个模型在视图中时,其体积中心被用作旋转点。当您靠近时,轨道中心将设置在靠近视图中心的物体上。自动钳制控制柄选中的自动钳制控制柄自动检测自动执行路径自动插入关键帧自动插帧模式自动插帧将跳过对动画无影响的插入帧自动锁定关键帧轴向自动锁定图层自动遮罩自动遮罩层自动遮罩材质自动遮罩笔画自动合并关键帧自动偏移自动刷新自动移除填充引导线自动保存自动保存设置自动光滑自动步长自动速度自动偏移自动偏移方向自动偏移间距自动偏移方向: %s自动打包已经开启, 当保存文件时图像将被一并打包保存自动补全必要时自动插帧自动锁定非活动层自动遮罩自动自动骨骼坐标系自动缓动自动命名自适应置乱距离自动子帧调整自动控柄,以避免加速时跳跃,从而形成更平滑的曲线。但是,修改关键帧可能会影响较大范围内的曲线插值。自动控制柄仅考虑相邻帧创建平滑曲线的自动控制柄创建在关键帧处只改变方向的平滑曲线时自动控制柄创建直线的自动控制柄为物体和骨骼自动插入关键帧 (为新场景的默认设置)仅使用活动插帧集来自动插入关键帧移动平面的角时自动插入关键帧基于UI比例,自动调整线宽输出类型自动检测依照用户界面缩放值自动调整像素尺寸由构建块组件自动绑定使用进程编号自动保存临时文件至临时目录。 警告:不保存雕刻和编辑模式下的数据基于骨骼的自动权重自动将晶格修改器添加到选定物体自动调节力度, 为不同的间隔指定一致的结果根据视口中心附近物体的距离自动调整飞行导航速度,使您更容易在复杂场景中导航。每次移动开始时,速度都会重新计算。自动对齐边线与笔刷方向,以生成清晰而且锐利特征明确的动态拓扑。最适用于低多边形网格,因为它会影响性能。将片段添加到时间轴后自动用鼠标开始移动根据体积自动计算刚体物体的质量值根据设备自动选择 Wintab 或 Windows Ink基于缩放系数自动选择滤镜基于GPU和图像自动选择方法自动选择已经最对齐的方向如可用,自动选择系统定义的语言,否则回归美式英语在文本编辑器中键入时自动关闭相关字符对自动计算变换,以获得源网格与目标网格之间最可能的匹配。 警告:其结果无法媲美手动匹配将新建或加载的文本制表符自动转换为空格自动决定每帧何时执行多个模拟步数根据接口的使用方式自动检测合适的结构类型自动侦测选中图像中的动画序列 (基于文件名)自动侦测选中体积文件中的动画序列 (基于文件名)自动侦测特征点, 并投放追踪标记自动检测朝向矢量旋转的最佳旋转轴自动决定文件的显示类型根据估计的发射强度,自动确定是否应将表面视为采样光自动决定文件的排序方法自动探测 CPU 的可用线程数自动确定最佳步数值, 以便在性能与精确度实现最佳平衡自动修正所选骨骼的轴向对齐对修改过的属性自动插入关键帧自动锁定除活动项外的所有图层,以避免意外修改自动将关键帧的移动锁定在主导轴上自动合并相邻的关键帧自动合并移动至相同位置的点使用通道类型自动命名输出文件使用通道类型自动命名输出文件 (仅限外部文件)插入时自动偏移节点当插入一个新节点时, 自动偏移链路前方或后方的节点自动将所有外部数据打包到.blend 文件中自动将所有外部数据打包到 .blend 文件自动选择最快的相交方法在每次曲线编辑时, 自动重算曲线规格化基于估计的噪波级别自动减少每个像素的采样数基于估计的噪波级别自动减少每个像素的采样数,用于视图渲染自动降低像素之间的随机化,以提高GPU渲染性能,但代价是可能会出现渲染瑕疵当填充操作后自动移除填充引导笔画根据其倾向的目标轴向自动重命名所选骨骼执行稳像时, 自动缩放镜头以覆盖未填充区域自动选择最佳预览类型自动选择导入的物体在解算摄像机/物体运动时自动选择关键帧自动设置子帧数自动拆分边和面自动分割三角形中的边以保持四边拓扑在顶 / 前 / 侧视图视角切换之间, 自动转换视图模式和透视模式自动尝试确定最佳设置当 .osl 文件变更时自动更新着色器 (仅用于外部脚本)自动缩放预览图像,使其完全适配区域自动轴向自动合并自动缩放自动分割输出将输出自动分割成 2G 的存储单位辅助目标平均极值可用项平均平均误差平均误差: {:.2f} px平均迭代平均缩放匀速平均弹簧长度 * 球尺寸选中顶点的平均自定义法向子步进中的平均误差二次投射的平均误差重建的平均误差子步进中的平均迭代端点的平均半径用于调节骨骼的 X 向与 Z 向缩放, 先于 X 和 Z 缩放模式二次投射的平均误差: %.2f px将选择的轨迹均化到活动轨迹各循环中 UV 边线长度的平均间隔将独立的 UV 孤岛尺寸均化, 基于它们的 3D 空间区域顶点组A与B的权重平均值活动顶点组平均权重平均平均化值求目标像素下源图像平均采样值平均方法回避回避碰撞避免在界面中使用动画和其他动态效果避免与导向物体发生碰撞避免与其他群体碰撞通过在对数空间中工作来避免颜色裁剪避免在 X 轴之间产生不对称的四边形避免在 Y 轴之间产生不对称的四边形避免在 Z 轴之间产生不对称的四边形如果超过当前阈值则躲避物体避免收缩的曲线短于此长度轴向轴位置轴向 转换为 旋转轴向轴 & 操控器颜色轴0区域轴1区域坐标轴角度轴角度 (W+XYZ), 定义了由3D矢量所定义的某坐标轴转角轴角度 转换为 旋转轴向约束轴方向轴向锁定轴向映射轴向模式轴物体仅轴正交轴向随机轴轴范围参照轴轴向记号轴向空间轴阈值轴 U轴 X每条曲线的旋转轴轴向约束目标径向切线的轴全局视图空间的轴鼠标滚轮用于缩放操作的坐标基轴对称轴轴朝向在主轴对齐的情况下尽可能对齐轴向与提供的主方向精确对齐的轴被对齐到法线的轴向沿路径朝向前方的轴指向 '前方' 的轴 (当启用对齐至顶点法向选项时应用到实例顶点)指向 '上方' 的轴 (当启用对齐至顶点法向选项时应用到实例顶点)指向目标物体的轴朝向上方的轴用于对齐 UV 位置的坐标轴要对齐的轴要与矢量对齐的轴用于排列 UV 孤岛的轴蓝色通道的烘焙轴向绿色通道的烘焙轴向红色通道的烘焙轴向移动UV的轴线旋转围绕的轴向轴向标记名称点束的定位参照轴轴-角度旋转轴对齐轴对齐 (水平)轴对齐 (垂直)该运动事件的轴-角度旋转。矢量模长为角度,其中 1.0 代表 360 度。角度在使用前通常会按时间增量缩放。(Phi) 方位角 - 围绕向上轴的角度B柔性骨骼柔性骨骼显示的 X 向宽度柔性骨骼显示的 Z 向宽度柔性骨段终点控制柄柔性骨骼终点控制柄类型柔性骨段柔性骨骼形状柔性骨段起点控制柄柔性骨骼起点控制柄类型柔性骨骼顶点映射模式X 向柔性骨骼尺寸Z 向柔性骨骼尺寸B-样条B/WB44 (有损)B44A (有损)BFECCBMPBSDFBSSRDF插值样条BT.1886 2.4 指数 EOTF 显示,常用于电视BT.2020 2.4 指数 EOTF 显示BVHBVH布局BVH 时间步幅BVH2BW后背面剔除正交后视图透视后视图来回误差补偿与校正 (Back and Forth Error Compensation and Correction 的缩写)。一种能最大限度减少能量耗散与扩散的先进方案主干长度支柱拉伸背景图背景图偏移背景图缩放背景图偏移背景的缩放参数后端背面剔除背面背景背景色背景图背景图背景场景背景图来源背景类型背景值调试图标的背景色操作图标的背景色属性图标的背景色选中的行的背景色未能移除的背景图要移除的背景图编号背景设置场景反向散射备份 .blend 文件逆序分配模式不良列表中存在不良的顶点编号烘焙烘焙与合并烘焙全部烘焙全部关键帧烘焙全部物体动画烘焙柔性骨骼通道烘焙数据烘焙结束帧烘焙整个流体模拟烘焙流体数据烘焙流体引导烘焙流体网格烘焙流体噪波烘焙流体粒子烘焙蜡笔物体变换到蜡笔关键帧烘焙ID烘焙项目烘焙项目为当前蜡笔物体烘焙线条画烘焙位置烘焙模式烘焙修改器把修改器烘焙为关键帧随后将其删除烘焙物体变换至蜡笔烘焙打包的烘焙路径烘焙采样烘焙选中部分烘焙起始帧烘焙时间烘焙类型烘焙帧范围烘焙单个烘焙节点或模拟烘焙单帧烘焙全部线条画修改器烘焙全部体积光照探头烘焙所有的物理运算结果将所有选中物体的位置/缩放/旋转动画数据烘焙到一个动作一次烘焙所有模拟设置烘焙洋面模拟数据的一个图像序列将动画烘焙到当前动作中,而不是创建新动作 (只烘焙骨架的部分骨骼时很有用)将动画烘焙到物体上,然后清除父级 (仅物体)烘焙骨骼变换所有选择物体烘焙缓存烘焙自定义属性场景数据块的烘焙数据烘焙每个烘焙节点的数据直接按照多级精度物体进行烘焙物体 %s、修改器 %s 的烘焙目录为空,设为默认路径烘焙置换烘焙动态绘画的表层图像序列烘焙发光表面以获得更准确的照明分开烘焙模拟的各个阶段烘焙失败:无效的画布烘焙失败:无效域烘焙失败: 未找到动态绘画修改器烘焙失败:未找到流体修改器释放烘焙失败:无效域释放烘焙失败:未找到流体修改器释放烘焙失败:找到挂起的烘焙作业按多级精度进行烘焙从缓存烘焙烘焙所选物体的图像贴图烘焙来自世界的入射光,而不仅仅是更精确的照明的可见性,但会失去与周围辐射体积的正确混合烘焙辐射体积光缓存烘焙项目是几何体上的已存储属性烘焙来从光源光线反弹的光,以得到更准确的照明烘焙位置通道烘焙对应此烘焙结果的节点或者模拟输出节点。这个节点可以深度嵌入修改器节点组。在一些类似丢失关联数据块的情况下烘焙结果可能为空。烘焙法线烘焙物体变换在帧范围内烘焙烘焙任何骨骼关键帧的每个帧,而不仅仅是相关骨骼的关键帧烘焙通道需要启用直接, 间接或颜色支持烘焙物理运算结果将所选物体的刚体变换烘焙到关键帧烘焙旋转通道烘焙缩放通道将当前选择物体的表面着色烘焙至活动物体上烘焙几何节点修改器模拟结果当目标空间与 Blender 空间不对齐时,烘焙空间变换到物体数据,避免对物体进行不必要的旋转(警告!实验性选项,使用有风险,已知骨架/动画会崩溃)在物体空间上烘焙置换在切向空间上烘焙置换在物体空间上烘焙法线在切向空间上烘焙法线烘焙到活动摄像机烘焙至磁盘烘焙到活动摄像机烘焙到与材质中的活动图像纹理节点关联的图像数据块烘焙到网格上的活动颜色属性烘焙矢量置换烘焙动画已烘焙帧 {}烘焙的笔画已被清除已烘焙 {} - {}烘焙在选择的通道内烘焙一个音频声波到采样正在烘焙动态绘画...正在烘焙线条画...正在烘焙多级精度...烘焙已取消!正在烘焙流体...正在烘焙光照...将烘焙贴图保存为内部、外部图像文件或将其打包写入 "%s" 的烘焙贴图正在烘焙节点...多精度数据烘焙仅工作在激活网格物体上正在烘焙点缓存...烘焙需要图像拥有图像缓存正在烘焙纹理...烘焙到不支持的图像格式均衡均衡兼顾性能和品质主通道用来比较的两个非主色通道之间的平衡。0 表示使用后一个通道,而 1 表示使用前一个通道平衡低亮度和高亮度区域。较低的值会强调阴影中的细节,而较高的值则更平滑地压缩高光球球尺寸球点的膨胀压强条带宽度条带条纹方向条纹垂直于X轴条纹垂直于Y轴条纹垂直于Z轴对角方向的条纹倾斜树皮基础(基数)基础色基础对比底盖类型基本姿势角度基本姿势位置基本姿势物体基本姿势类型基本缩放基线宽度基线透明度基底的 Alpha 透明度, 可应用 Alpha 透明度修改器基于USD Hydra的渲染器的基类活动帧后面残影的基础颜色活动帧前面残影的基础颜色新曲线在其间插值的基础曲线源自实例源自集基底线条的颜色, 可应用线条颜色修改器基底线条的粗细度, 可应用线条宽度修改器基础网格要从中减去几何体的基础网格根据环境生成的基础节点树自定义注册节点组类型的基本节点类型旋转的基础朝向旋转的基础朝向若启用【替换半径】,需设置基准半径行走或飞行的基本速度当使用置换时,法线贴图所应用的基准表面IK 解算器参数的基本类型数据块的基本类型, 定义一个唯一的名称, 链接至其他库以及垃圾回收用于定义Alpha透明度修改器的基本类型用于定义线条颜色修改器的基本类型用于定义线条宽度修改器的基型用于定义修改器的基型用于定义笔画几何修改器的基本类型用于以可重复方式控制随机实例变化的基准值以可重复的方式控制随机变化的基准值基于鼠标位置基于距离 / 衰减的路径额外分配部分基本基本模式, 用于交互式样式参数编辑基型基础矩阵巴斯克语 - Euskara分批批量更改混合类型批量更改混合类型 (相加)批量更改混合类型 (当前)批量更改混合类型 (相除)批量更改混合类型 (混合)批量更改混合类型 (相乘)批量更改混合类型 (下一个)批量更改混合类型 (上一个)批量更改混合类型 (相减)批量更改数学运算符批量更改所选节点批量导出分批模式批量持有路径批量更改混合类型与数学运算符战斗光束角度光束角度: %.2f光束形状豆类 (可可豆)豆类 (大豆)布线优化贝克曼若通过菜单输入选中该项,则成为输出值之前之前颜色当前之前当前帧之前之前循环指定帧之前上一关键帧之前之前模式初始前初始前 (对齐)初始前 (完整)初始前 (拆分通道)将USD属性导入为Blender自定义属性时的行为从 USDZ 存档导入纹理时的行为导入材质的名称与现有材质冲突时的行为导入的纹理文件的名称与现有文件冲突时的行为白俄罗斯语 - Беларуская下方低于阈值弯曲弯曲角度: %.3f, 半径: %.4f, Alt: 钳制 %s弯曲角度: %s, 半径: %s, Alt: 钳制 %s弯曲旋转轴:基于3D游标和鼠标弯曲选中的对象沿修改器空间的 Z 轴执行网格弯曲使用曲线物体折弯网格弯曲弯曲组弯曲模型弯曲弹性阻尼抗弯刚性抗弯刚性最大值抗弯刚性的顶点组柔性骨骼柔性骨骼形状属性柔性骨骼最佳匹配最匹配法向最为熟知的接口结构类型。这可能与接口形状不匹配,例如对于未链接的输入接口存在孔洞时可以获得更好的结果 (更慢)在选择的最小 / 最大标记之间倒角凸壳倒角倒角深度倒角模式倒角修改器倒角物体倒角半径倒角分辨率倒角权重倒角权重:倒角量百分比方式下的倒角量倒角修改器, 用于使边线和顶点更加圆滑以恒定量对整体网格进行倒角偏移影响哪一帧对内插笔画影响较大的偏向系数用于减少差异阴影贴图上的灯光出血的偏移(已弃用)接收自我投影的偏移量(已弃用)偏移着色法向以减少自相交伪影有偏双立方放大时使用双三次, 否则使用双线性 (仅用于 OSL)大双边模糊双边过滤双线性双手二进制对象二进制对象文件格式 (.bobj.gz)绑定将骨骼封套绑定到骨架修改器绑定坐标绑定到在矫正平滑修改器中绑定基础姿势绑定当前形状绑定数据缺失需要绑定数据将网格绑定至网格形变修改器的罩体将网格绑定至拉普拉斯形变修改器中的系统将网格绑定至表面形变修改器的目标绑定选中摄像机到当前帧上的某个标记绑定顶点数不匹配:%u 到 %u将顶点组绑定到骨架修改器在XR动作映射项中的绑定绑定动作映射项的绑定,将动作映射到 XR 输入生物视觉运动捕捉(BVH)格式出生时间切分切分轴切分距离切分翻转轴平分线位运算流体粒子和栅格的位深 (调低位深可减小文件大小)每个通道的比特深度副切向副切向符号用于此多边形的此顶点的副切向矢量 (必须使用 calc_tangents 执行预计算, 请仅在必要时使用, 存取速度慢于 bitangent_sign)位标记平滑组Bitmap (.bmp)比特率比特率 kbit/s按位%s退格退格黑色黑阶黑点黑体黑体强度黑体染色Blackmagic Pocket & StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4.6K布莱克曼-哈里斯布莱克曼-哈里斯过滤叶片空白出血出血偏移量出血偏移量混合混合系数Blend 文件Blend 文件混合毛发曲线淡入淡入/淡出混合模式透明面的混合模式(不推荐:请用 “surface_render_method 表面渲染方式”)邻近混合混合不透明度淡出混合路径混合半径混合曲面混合纹理混合类型混合权重沿曲线混合在另一段视频之下混合 Alpha在另一段视频之上混合 Alpha在更平滑的噪波模式和更粗糙的尖锐峰值之间进行混合漫反射表面和次表面散射之间的混合。通常应为0或1(完全漫反射或次表面)混合透射和其它基础层组件根据其面向的前面的方式混合笔刷影响渐变色彩以便混合至输出贴图的色彩从根部沿每条曲线混合变形混合内插面的面数据一个倍波程与其前一个倍波程之间的混合因子。零值零细节拉伸最小值和原始尺寸间的混合系数Blend 文件 '%s' 由 Big Endian 版本的 Blender 创建,Blender 5.0 已移除对这些文件的支持,请使用旧版本的 Blender 来打开并转换它。从当前位置混合至前一或后一帧混入和混出重叠区将形态键效果混合到形状中混合模式将所选关键帧混合到其左右邻帧将所选关键帧混合到相邻关键帧的坡度将所选键从其当前位置混合到其默认值混合缩裹表面上的点将给定的姿态动作混合到绑定中混合至邻帧用于混合两个着色器的权重。取值零表示完全使用第一个着色器,取值一表示使用第二个Blend-文件色彩空间Blend文件数据混合BlenderBlender (在 Blender 内往返导入导出的最好选择)Blender 2.7Blender 2.8Blender 27xBlender 数据Blender驱动器编辑器Blender 扩展Blender 文件Blender文件视图Blender IDBlender信息日志Blender 名称Blender 物体空间Blender 原生Blender RNABlender 的 RNA 结构类型定义Blender 渲染Blender 版本Blender 世界空间Blender 编译时没有 Audaspace 支持Blender 没有使用运动追踪库来编译Blender是自由软件无需转换的Blender灯光强度Blender偏好设置空间数据Blender子进程退出错误代码 {:d}Blender在编译时未包含视口降噪器Blender在离线模式下启动,运行时无法更改Blender 将于下一次按现在的状态启动。必须启用Blender的扩展存储库才能安装扩展!Blender扩展存储库必须刷新!未找到Blender扩展存储库!Blender官方网站Blend 文件 '%s' 似乎已损坏,其中包含无效的 ID 名称。这些名称已被截断。Blend 文件 '%s' 是由 Blender 的未来版本创建的,其中包含的 ID 名称长度超过了当前支持的长度。这些名称已被截断。Blend文件导入上下文Blend文件导入上下文项目Blend文件导入上下文项目Blend文件导入上下文库Blend文件导入上下文库Blend文件导入上下文已初始化并填充了要导入的项目列表,没有数据被关联或追加混合混合系数混合模式混合系数面板与菜单的阴影混合系数与非弹性碰撞混合混合此骨骼的权重绝缘体和金属材质模型之间混合,0.0时,材质由漫反射或透射基础层组成,顶部有高光反射层。值为1.0时,会产生完全镜面反射,并使用基本颜色着色,而不会产生漫反射或透射将关键帧从当前状态混合到渐入或者渐出曲线在特定半径的多条毛发曲线之间混合形状融球数据块中的球团元素被阻止的被阻止的 阻断器集合辉光蓝蓝色通道蓝色通道颜色场的蓝色分量蓝噪声蓝噪声 (首采样)蓝噪声 (原生)蓝噪声 (长度取整)蓝:蓝图模糊模糊属性模糊距离模糊迭代模糊模式模糊尺寸模糊步数模糊强度模糊宽度模糊 X沿一个方向模糊图像模糊图像, 使用多种模糊方式模糊笔刷效果模糊限制, 最大模糊圈半径使用百分比接近过滤模糊阴影混叠每次的模糊强度迭代量在抠像前,使用高斯模糊将输入图像在 YCC 色彩空间中的颜色模糊化,同时保留亮度使用给定大小的高斯模糊来模糊计算出的蒙版使用双边滤波器模糊已解析的辐射度在背景中模糊棚灯使用摄像机景深进行模糊活动顶点组模糊权重模糊法向衰减的步骤模糊的镜头模糊/柔化灰泥和砖块之间的边缘。这对纹理和置换纹理非常有用文本主体群簇群集行为逻辑群簇规则群集规则群簇设置群簇状态群簇状态群集效果器权重根据粒子大小定高群簇规则名称群簇物理的群簇状态群簇状态名称攻击更强壮的敌人群体2D 群体散景散景模糊散景图散景类型散景类型:散景形状的偏移转角粗体粗体&斜体骨骼骨骼 '%s' 有过时的柔性骨段数据 - 需要依赖图更新!骨骼 '%s' 不是柔性骨骼!骨骼 '%s' 未分配给集合 '%s'骨骼的骨架相对矩阵骨骼集合骨骼集合的成员关系骨骼集合专用项骨骼集合 UI骨骼集合骨骼集合 (全部)骨骼集合 (根级)包含该骨骼的骨骼集合骨骼配色骨骼配色集骨骼配色骨骼约束属性骨骼约束骨骼方向骨骼封套骨骼封套间距骨骼封套源骨骼骨骼热权重: 为一个或多个骨骼解算时出错 (请检查模型重叠点与缩放, 或是缩放模型到一个合适的大小并再次尝试)骨骼层级骨骼影响度骨骼信息骨骼锁定权重骨骼矩阵骨骼名称骨骼原始激活的骨骼姿态选中的骨骼姿态骨骼属性相关骨骼骨骼扭转骨骼选区骨骼选择集骨骼设置骨骼形状缩放骨骼尺寸骨骼实体目标骨骼骨骼可见性骨骼线框不透明度骨骼已存在 IK 约束与此成姿骨骼相关的骨骼骨骼集合 %s 不可编辑,也许可以在骨架数据上添加重写?骨骼集合 '%s' 未在骨架 '%s' 上寻得骨架数据块中的骨骼集合编号为 %d 的骨骼集合未在骨架 %s 上找到骨骼集合只能在骨架上方可编辑同步的骨骼颜色;对于 {:d} 个骨骼,由于姿态骨骼颜色覆盖,将不可见骨骼界定偏移骨骼的形变距离 (仅限封套形变)骨骼的形变权重 (仅限封套形变)骨架数据块中的骨骼骨骼继承父级骨骼的旋转或缩放骨骼可选择骨骼永远显示为线框模式,忽略视图绘制模式(对于非闭合的自定义骨骼外形非常有用)编辑模式骨骼不能移动骨骼在除编辑模式下不可见骨骼在编辑模式下不可见骨骼在编辑模式下不可见骨骼在姿态模式下选中骨骼坐标设置为局部空间由于存在孤立的骨骼集合,该骨骼未被添加至集合中且被隐藏。找不到骨骼找不到骨骼: {:s}骨骼扭转对齐在骨骼的头尾坐标上旋转骨骼选择数目错误绘制过程中的骨骼选区设置此自定义形状显示变换的骨骼作为柔性骨骼曲线终点控制柄的骨骼作为柔性骨骼曲线起始点控制柄的骨骼用于设置纹理坐标系的骨骼变换起始处的骨骼用于镜像的骨骼骨骼已被添加到隐藏的集合 '%s' 中骨骼 {:s} 拥有一个断了的引用到 {:s} 集合 '{:s}'在两侧选择骨骼 {:s},镜像不明确的话将终止。只能选择左侧或右侧,不能同时选择骨骼骨骼骨骼与蒙皮骨骼被分配到此骨骼集合,在骨架编辑模式下此将永远返回一个空的骨骼列表,因为骨骼集合成员资格仅在退出编辑模式时同步。用于不同选中物体的骨骼该集合中的骨骼将只在姿态/物体模式下可见仅限骨骼: 将动作的物体变换通道应用到骨骼的约束上, 而不是骨骼的通道上该骨骼的子骨骼骨骼:%s/%s书签书签专用项布尔属性布尔属性值几何属性中的布尔值布尔布尔数列布尔场布尔运算布尔修改器布尔节点接口布尔节点接口界面布尔运算布尔值定义拓扑结构/活动区域的布尔栅格布尔运算修改器布尔结果过大,解算器无法处理曲线根点的布尔选择曲线梢部点的布尔选择布尔解算器不可用(编译时未使用)节点的布尔值接口提升系数边界边界碰撞边界宽度序列编辑器不支持区域渲染框选仅钉住的 UV边界两者双面双向两侧双 Z 向两个物体必须都是网格同时细分长边和塌陷短边来改善网格细节底底部基线底部高度左下下嘴唇影响正交底视图透视底视图底部宽度加载时处在底部 (属性编辑器除外)列表底部X 轴向目标物体运动范围下限X 轴向源物体运动范围下限Y 轴向目标物体运动范围下限Y 轴向源物体运动范围下限Z 轴向目标物体运动范围下限Z 轴向源物体运动范围下限拼排边界的左下角弹跳力已绑定对单渲染层应用全局采样次数边界边界边界线边界面组边界衰减边界原点偏移边界外形(凸形)边界平滑边界拓扑边界线用于遮罩的边界类型限界边界框边界框中心边界框体积必须大于 0边界范围边界框中心边界钳制边界最大值边界最小值方框框选背景的颜色框颜色框边距方形遮罩框圆度方框选择盒形锐化框拐角半径, 是框高度的系数方形过滤相对于图像宽度的框边距系数方箱形状 (如立方体), 包括平面 (如地平面)方块编织毛发曲线编织起始分支平滑分支: {:s}黄铜分解网格面,使其跟随粒子将所选骨骼打散为小骨骼链可断间断断点关键帧选中的断点关键帧断裂阈值砖 (普通的)砖 (压实的)砖 (松软的)砖墙纹理砖宽度砖墙砖色 1砖色 2序列片段的亮度/对比度修改器数据更亮亮度亮度校正值. 用于增加图像整体亮度的附加类型系数. 使用负数使图像变暗, 使用正数使图像变亮亮度的强度限定值亮度倍增图标的明暗度使用基于贴图的景深的亮度阈值亮度/对比度前移将骨骼姿态应用到修改后的物体上将输入集合几何体引入修改的物体,保持场景物体之间的相对位置将输入物体的几何、位置、旋转和缩放引入修改的物体,保持场景中两者之间的相对位置移到最前广播动作将所有兼容的动作广播到所有对象。动画对象将获得与其兼容的所有动作,其他对象将完全不获得动画青铜BrownBrown-Conrady (布朗-康拉迪) 畸变模型布朗浏览浏览要关联的动作浏览要关联的骨架数据浏览要关联的笔刷浏览要关联的缓存文件浏览要关联的摄像机数据浏览要关联的曲线数据浏览要关联的曲线数据浏览要关联的蜡笔数据浏览要关联的 ID 数据浏览要关联的图像浏览要关联的晶格数据浏览要关联的灯光数据浏览要关联的光照探头浏览要关联的线条样式数据浏览要关联的遮罩浏览要关联的材质浏览要关联的网格数据浏览要关联的融球数据浏览要关联的影片剪辑浏览要关联的节点树浏览要关联的物体浏览要关联的绘制曲线数据浏览要关联的调色板数据浏览要关联的粒子设置浏览要关联的点云数据浏览要关联的场景浏览要关联的声音浏览要关联的扬声器数据浏览要关联的文本浏览要关联的纹理浏览要关联的体积数据浏览要关联的工作区浏览要关联的环境设置浏览文件和资产浏览此文件浏览、安装和管理来自远程或本地的扩展浏览模式笔刷添加弯曲双比例抓起球体模糊边界笔刷类型黏塑黏条指推顺时针克隆布料颜色渐变常值逆时针折痕收缩塑形方向拖拽绘制绘制面组绘制锐边弹性形变增强细节擦除扩展衰减填充抓起膨胀反转抖动层放大遮罩多面刮削多精度置换橡皮擦多精度置换涂抹新建正常推移喷绘夹捏垂直夹捏夹捏点平面姿态推旋转缩放锐化简化滑动松弛涂抹平滑蛇形钩柔化减去表面拇指染色三比例抓起扭曲笔刷资产笔刷资产 (未保存)笔刷资产引用笔刷功能笔刷集合笔刷细节笔刷衰减笔刷渐变笔刷高度笔刷遮罩笔刷法向笔刷预设笔刷半径笔刷设置笔刷大小笔刷专用项笔刷纹理槽笔刷类型笔刷混合模式用于存储笔刷设置的笔刷数据块, 包括绘画笔刷及雕刻笔刷笔刷数据块笔刷变形置换网格的顶点通过改变布料模拟的约束形状来使网格变形笔刷从指定的笔刷邻近方向投射到画布上笔刷会在鼠标轨迹之后沿平滑轨迹产生滞后跟随效果笔刷仅影响朝向观察者一侧的顶点笔刷对所有孤岛可用笔刷设置屏幕空间中的笔刷尺寸笔刷步长笔刷强度笔刷纹理随机角度笔刷纹理旋转笔画绘制期间使用的笔刷查找最合适工具的笔刷类型标识笔刷的能力笔刷笔刷,使用左键单击来替换调色板采样笔刷笔刷不支持自动预览气泡气泡浮力气泡拖动气泡缓冲区缓冲区尺寸问题建形构建100%代理分辨率构建25%代理分辨率构建50%代理分辨率构建75%代理分辨率建形修改器建立原始项:建立移除畸变项:从某个轴开始构建一个旋转并围绕该轴进行旋转根据四元数分量生成旋转围绕每个轴从不同角度构建一个旋转在端盖上构建自定义法线,以获得与管身形状更连续的着色边界建形效果修改器为每个预览尺寸中添加的影片和图像片段构建代理创建代理图像序列, 分辨率为原始镜头尺寸的100%创建代理图像序列, 分辨率为移除畸变的镜头尺寸的100%创建代理图像序列, 分辨率为原始镜头尺寸的25%创建代理图像序列, 分辨率为移除畸变的镜头尺寸的25%创建代理图像序列, 分辨率为原始镜头尺寸的50%创建代理图像序列, 分辨率为移除畸变的镜头尺寸的50%创建代理图像序列, 分辨率为原始镜头尺寸的75%创建代理图像序列, 分辨率为移除畸变的镜头尺寸的75%建立录制运行时间码编号正在构建代理...仅构建新笔画 (假设为"累加" 绘图)不使用流体修改器进行构建不使用洋面修改器进行构建不使用重构网格修改器进行构建不使用SLIM构建,回退到共形方式不使用 VR/OpenXR 特性进行构建内建函数修改器内置内建资产内置动画播放器内置文件管理器,用于打开、保存和链接数据内置字体无法重命名无法移除内置键位映射配置内置主题无法被覆写内置主题无法移除保加利亚语 - Български凹凸凹凸贴图校正仅凹凸用于模拟置换效果的凹凸映射捆包捆包项目捆包节点接口捆包节点接口界面束实色捆包数据几何体内的捆包节点的捆包接口每个捆包在顶层合并在一起。当有重复项时,只使用第一个出现项浮力密度浮力热度浮力基于烟雾密度的浮力 (值越高,烟雾上升速度加快)热度对于烟雾运动的影响量 (值越高, 则升腾速度越快)刻录至图像加深模式忙碌绘制!底盖截头端点样式 (扁平式)按钮没有附加任何属性信息 (ptr.data = %p, prop = %p)按活动工具按群组 ID按层按松散块按材质按名称按排序按照当前帧的时间按照第一个选定标记的时间按照纵轴 (时间为0)按照游标值按照零值扩选的量字节颜色字节颜色 (sRGB编码): {} {} {} {}字节颜色属性字节颜色属性值字节码字节码哈希值贝塞尔贝塞尔曲线贝塞尔曲线锚点贝塞尔控制点贝塞尔线段贝塞尔 U贝塞尔 V有两个控制柄的贝塞尔曲线控制点具有两个控制柄的贝塞尔曲线点, 定义函数曲线上的关键帧贝塞尔样条不能添加点CCFLCFL 编号CINEONCPUCPU光线追踪性能将很差CRFCSV (.csv)CSV 导入: 无法打开文件 '%s'CSV 导入: 空白文件 '%s'CSV 导入: 读取文件 '%s' 失败CUDA缓存缓存文件缓存文件缓存文件数据块缓存最终缓存列表缓存信息缓存已过期缓存层缓存层缓存网格缓存修改器缓存叠加设置缓存路径缓存Raw缓存结果缓存设置缓存步长缓存目录缓存文件路径为每一帧缓存最终图像在模拟节点回放期间缓存帧必须启用缓存保存工程后才禁用缓存缓存名称在一个帧区间内, 一个元素的世界空间位置缓存缓存从磁盘读取的raw图像,以消耗内存为代价换取更快的片段参数调整缓存节点输入数据以便后续直接使用,而不必重复计算将声音缓存到内存烘焙目标磁盘从修改器继承打包缓存范围从第一个线条画修改器中缓存从第一个线条画修改器中缓存。路径中的位置缓存每帧中的位置缓存缓存网格顶点的速度。在启用运动模糊的情况下渲染时,将 (自动) 使用。缓存罩体罩体挤出罩式物体罩体不透明度罩式物体 "%s" 在估算的场景中未找到,它可能已被隐藏罩体顶点从 %d 更改为 %d计算计算 Alpha计算孔洞计算物体运动路径计算顺序计算重叠计算所选骨骼的路径计算选中的到帧动态计算顶点权重基于输入种子计算随机值或颜色计算所有选定对象,而不是仅计算活动对象根据图像的RGB值计算 Alpha 通道从头部计算骨骼路径从尾部计算骨骼路径使用笔画位置计算相对于场景的笔刷间隔计算相对于视图的笔刷间隔计算适用于较长毛发的子粒子计算均匀羽化偏移将羽化偏移量计算为第二条曲线计算非细分低分辨率网格的高度当填充交叠曲线时计算孔洞以线性空间计算修改器, 而非序列的空间计算垂直于 Z 轴和曲线切线的法向。如果一连串点垂直排列,则使用 X 轴。计算可获得更均匀厚度的法线 (较慢, 不需要时可禁用)计算沿整个曲线切线方向扭转最小的法线计算粒子的旋转计算所选骨骼的路径自动计算点速率计算每个实例几何集的位置边界计算相对几何位置 (使用边)计算相对几何位置 (使用面)填充前计算自身交叉和重叠使用自定义法向数据计算锐边 (如果可用)从开始到当前帧的几何节点修改器中计算模拟计算来自一个几何体的一个被解算场的数据集的统计数据基于断开的网格拓扑孤岛计算边界遮罩基于面组之间来计算边界遮罩使用视图或场景距离计算笔刷间隔根据当前的轴心点 (重心,否则为边框) 计算几何中心点根据表面积计算质心点根据体积计算质心点 (必须是法线方向一致的流形几何体)计算标量栅格数值变化的方向与幅度计算方向矢量栅格中每个点的流入量和流出量计算网格属性在其表面最近点上的插值计算 UV 坐标处网格属性的插值计算几何体的位置限制,并使用这些尺寸生成一个盒形网格计算一个方向矢量栅格的环量大小和方向计算给定场的平均值和中值计算给定场的最小值和最大值通过将每根样条线分割为指定长度的分段来计算样本数量计算边序 (适用于网格, 但不适用于曲线)计算与目标边的靠近程度计算与目标面的靠近程度计算与目标点的靠近程度 (通常比其他两种模式更快)计算给定场的标准差和方差计算网格面的表面积计算至帧根据当前网格的体积计算新的流形网格。所有数据层都将丢失正在计算模拟...解算范围解算类型使用 MikkTSpace 库进行计算,与 Blender 中其他地方使用的切线一致校准调用面板回叫函数, 用于定义内建的插帧集书法样式摄像机后关闭深度结束固定前镜头新建摄像机 "%s" 不是多视角摄像机摄像机 & 镜头效果摄像机边界摄像机剪辑摄像机剔除边距摄像机剔除摄像机自定义摄像机数据摄像机焦距: %.1fmm摄像机焦距: %.1f°摄像机辅助线摄像机信息摄像机镜头缩放: %.3f摄像机物体摄像机偏移摄像机正交摄像机覆盖摄像机全景摄像机父级锁定摄像机边框摄像机路径摄像机透视摄像机预设摄像机解算摄像机解算约束摄像机后缀摄像机视图摄像机可见性摄像机缩放用于存储摄像机设置的摄像机数据块摄像机数据块摄像机远裁距离摄像机水平移位摄像机镜头的视野范围摄像机镜头的水平视野范围摄像机镜头的垂直视野范围摄像机近裁距离摄像机投影矩阵摄像机移位在此帧上变为活动状态的摄像机摄像机到视图方位在细分几何体时用作参考点的摄像机,当场景摄像机移动时,对于避免动画中的爬行伪影非常有用运动的父级摄像机 (如果为空, 则使用活动场景摄像机)摄像机类型摄像机垂直移位摄像机主轴向摄像机焦距摄像机摄像机只能将评估的数据分配给评估对象, 或将原始数据分配给原始对象只能拷贝一处自定义法线、顶点法线或面法线只能从3D视口或大纲视图中拾取只能保存序列于图像序列上只能在当前动作区内缩放区块尺寸只能从动作区调整四格视图大小只有保存了当前.blend 文件才能解包烘焙作业运行时无法更改工作空间修改过的图像无法更改工作空间,先保存它们无法编辑驱动的数值,请参阅驱动器编辑器了解驱动器设置取消取消和撤销正在进行的笔画取消动画播放, 并回到初始帧取消倒角取消文件操作关闭当前打开的渲染窗口取消...不支持取消此笔画无法在关联的对象上选择/取消选择骨骼,这将需要重写无法加载图像无法访问集合几何体,因为尚未对其进行估算。当存在依赖循环时,可能会发生这种情况无法访问物体的几何体,因为尚未对其估算求值,当存在依赖循环时,可能会发生这种情况无法访问物体的变换,因为尚未对其估算求值,当存在依赖循环时,可能会发生这种情况无法激活文件选择器对话框,一个已经被打开无法为非网格物体添加刚体无法向关联/重写的集合/场景添加一个集合无法向关联的集合添加一个颜色标签无法向缓存文件 '%s' 添加层无法添加新的集合来关联/重写场景无法将活动层添加为遮罩无法将骨骼集合添加到具有系统重写的关联骨架中;需明确为骨架数据创建重写如果不对骨架数据进行重写,则无法向关联的骨架添加骨骼集合无法在编辑模式下添加边无法在编辑模式下添加面不能为非骨架物体添加钩挂骨骼无法在未选中其他物体时添加挂钩无法在编辑模式下添加循环不能添加超过 %i 个UV贴图无法将 %s 类型的节点添加到节点树 %s 中无法将节点 %s 添加至节点树 %s: %s无法在组中添加节点 '%s'无法添加节点 '%s' 到组内: %s无法添加节点组 '%s' 至 '%s'无法添加节点组 '%s' 至 '%s': %s无法将 '%s' 类型的节点添加到节点树 '%s' 中无法将 %s 类型的节点添加至节点树 '%s' %s无法向库重写或者链接的集合添加物体无法向重写数据添加属性无法在内建的插帧集中添加属性无法将接口添加到内置节点无法在编辑模式下添加顶点无法添加区域输入节点 '%s' 到组,没有配对输出 '%s'无法添加区域输出节点 '%s' 到组,没有配对输入 '%s'无法分配 FFmpeg 格式上下文无法分配足够的显存来烘焙 "{}" ({} / {} MBytes)。 尝试降低点元分辨率或捕捉距离,以减小分配的大小。无法追加数据块 '%s', '%s' 类型不能在曲线上应用构造性修改器。请将曲线转换为网格后再应用无法对此物体类型应用修改器无法将姿态应用到连接到库的骨架无法应用此修改器到蜡笔几何体无法应用至多用户骨架无法指定材质 '%s',它必须已经被蜡笔物体使用无法分配到关联的骨骼集合 %s无法在区域内烘焙无法在渲染时烘焙光照探头无法烘焙非 '图像序列' 格式无法创建弹力当 '静置位置' 启动时无法改变姿态无法修改动作, 因为在 NLA 中还处于编辑状态无法改变旧文件 (文件以@保存)无法清除嵌入式库重写 '%s',只能直接清除真实数据块的重写无法清除关联的库重写 '%s',只能直接清除真实数据块的重写所选物体处于编辑模式时无法转换无法转换为选定类型无法复制/粘贴打包的数据无法创建刚体世界环境无法在编辑模式下创建骨架无法创建冻结帧无法在速度过渡内部创建关键帧无法使用已评估数据的数据块在主数据库中创建对象无法创建预设 "{:s}", 名称已存在无法创建字幕文件无法创建动画上下文无法对链接数据创建转换无法创建过渡无法从第一个或最后一个关键帧创建过渡无法删除集合 '%s',它要么是其他关联的场景/集合使用的关联集合,要么是库重写无法删除当前可见的工作区 id '%s'无法删除 id '%s', 需要至少一个用户间接使用数据块无法删除间接关联的 id '%s'无法删除间接关联的库 '%s'无法删除间接关联的物体 '%s'无法删除库重写 ID '%s', 它是重写层次结构的一部分无法删除锁定层无法删除物体 '%s',因为它被重写集合所使用无法将物体 '%s' 从场景 '%s' 中删除, 需要至少一个用户间接使用物体无法确定磁盘上的烘焙位置。回到打包的烘焙。在模式 {!r} 下无法执行任何操作无法在视图偏移被锁定时滑动无法拖动输出接口无法拖动无输入的面板无法复制当前选中项无法编辑非blend文件数据块的 'runtime'(运行时刻)状态,因为根据定义,它们始终是运行时无法在具有系统重写的关联骨架上编辑骨骼集合;在骨架数据上明确创建重写无法编辑无库重写的关联的骨骼集合无法编辑从其他blend文件关联的骨骼集合无法编辑库重写的骨骼组无法编辑来自库重写中关联数据的约束无法编辑外部库数据无法编辑隐藏物体无法编辑库数据无法编辑已关联库或不可编辑的重写对象无法编辑已关联库或不可编辑的重写对象无法编辑库或不可编辑的重写数据无法编辑库或重写数据无法编辑关联的网格或曲线数据无法编辑关联的节点树无法编辑来自库重写中关联数据的修改器无法编辑物体 '%s', 因为它被重写集合所使用无法编辑被重写集合所使用的物体无法编辑重写库数据的预览无法从重写数据编辑属性无法编辑来自库重写中关联数据的shadefx无法编辑自库重写中的shaderfx无法从外链的数据块编辑此属性无法从系统重写数据块编辑该属性无法从重写数据块编辑此属性无法确保目录: %s无法解算节点组无法执行布尔操作无法执行,相交只能使用准确解算器无法执行,非精解算器且有空集合无法执行,存在非流形输入无法执行,所选集合包含非网格物体无法执行,未知错误在相同曲线物体中无法导出不同的曲线类型无法在同一曲线对象中导出混合闭环和非闭环曲线无法断定此骨骼属于哪个物体。未能找到栅格 '%s'未找到可替换当前已删除场景 '%s' 的场景未找到可替换当前活动场景的场景,该场景属于待删除的库 '%s'未找到可替换当前已清除场景 '%s' 的场景无法找到类 {:s} 于 {:s}找不到操作所需的关键帧未能找到库文件 '%s'找不到 %s 库 %s 的物体数据无法在物体存在约束时飞行无法在视图锁定至一个物体时开启飞行模式无法对未知的 {:s} 渲染引擎生成材质无法从捆包中获取内部值无法从罩体获取网格无法初始化布料无法初始化 GPU无法插入组 '%s' 至 '%s'无法合并共享骨架数据的物体: %s无法在编辑模式下合并无法关联数据块 '%s', '%s' 类型无法将物体链接到被关联的场景中无法将物体链接到自身场景中无法加载烘焙数据无法使骨骼集合成为其自身的子级无法从本地物体创建库重写无法创建线段无法混合模态/非模态条目无法修改所需几何属性的名称无法移动至一个需要原始数据的修改器之上无法移动到基础形态键的上方不能移到非形变修改器之上无法将集合从编号 '%d' 移动到 '%d'无法将效果移到队列末尾之外无法将修改器移到列表末尾之外无法将修改器移到队列末尾之外无法将修改器移到列表开头之外无法将片段移动到不同的场景无法将片段移至非复合片段无法从外部库或不可编辑的重写中导航摄像机无法在物体拥有约束的情况下开启漫游无法在视图锁定至一个物体时开启漫游无法打开目标资产 %s 用于写入无法打开文件 %s 以写入数据: %s无法打开文件: {}无法覆写资产系统文件。另存为无法覆写资产系统文件。另存为新文件?无法覆盖导出文件无法覆写由资产系统管理的文件无法覆写已使用的库 '%.240s'无法打包绝对路径文件: '%s'当前无法打包raw数据的多视角图像...当前无法打包raw数据的分块图像...无法绘制笔画无法将区域输入节点 %s 与 %s 匹配,因为它们不具有相同的区域类型没有驱动器时, 无法粘贴驱动器变量没有材质可粘贴无法调整库数据无法调整不可编辑的数据调整一个片段的动作时无法下推动作, 请先退出调整模式无法将标记重新链接至同一个场景无法读取 %s '%s': %s无法读取 '%s': %s无法读取 {!r} 中用于存储到节点中的 OSO 字节码无法读取备用启动文件: "%s"不能读取 blend 文件 '%s', 标头不完整, 可能来自较新版本的 Blender无法读取文件 "%s": %s无法重新指定输入: 检测到递归无法重新指定输入: 片段没有输入无法使用运行中模态操作重新加载无法重定位间接关联库 '%s'无法将库 '%s' 重新定位到当前 blend 文件 '%s'无法从关联的集合或库重写集合中删除物体无法移除背景图 %d 于摄像机 '%s', 因为它来自关联的引用数据移除激活的插帧集无法删除内置属性: {}无法在编辑模式下移除边线无法在编辑模式下移除循环无法移除边线, 超出网格所包含的边线数量无法移除循环, 超出网格所包含的循环数无法移除多边形, 超出网格所包含的多边形数量无法移除顶点, 超出网格所包含的顶点数无法在编辑模式下移除多边形无法从重写数据中删除属性无法从内置插帧集中移除属性无法在编辑模式下移除顶点无法渲染, 没有摄像机无法解析路径 %s 用于写入当槽位为 None(无) 时无法返回通道包无法断离面无法断离多重未连接顶点无法断离非流形顶点或边线保存Blender文件之前无法保存资产目录无法保存blend文件,路径 "%s" 是一个目录无法保存blend文件,路径 "%s" 不可写入渲染时无法保存图像无法保存图像,路径 "%s" 不可写入无法保存多层序列无法保存常规文件 (%s) 作为资产系统文件无法保存文本文件,路径 "%s" 不可写入无法分离当前选中项无法分离具有形态键的曲线无法分离节点无法设置负向范围无法为尚未保存的 blend 文件设置绝对路径无法同时设置接口和面板标识符在实例化的集合内无法设定实例集合作为物体归属,这样会导致实例循环无法为尚未保存的 blend 文件设置相对路径不能设置槽,因为没有一个分配的动作。无法旋绕无法拆分当前选中项启用 “同步选择” 和 “共享顶点” 选择时无法拆分选择项在 '%s' 与 '%s' 之间无法通过相互匹配来进行交换无法交换多项输入接口的输入端无法与选择的片段互换因为两者无法匹配无法交换选定的片段,因为它们在新位置相互重叠无法取消关联不是其重写层次结构根的库重写集合无法取消 '%s' 动作的关联。不清楚应从哪个物体或物体数据取消关联,大纲视图树中没有物体或物体数据作为父级无法断开集合 '%s',作为另一个关联集合 '%s' 的父对象无法取消关联集合 '%s'。不清楚应该从哪个场景、集合或实例中取消关联,大纲视图树中没有场景、集合或实例空物体作为父项无法取消 '%s' 材质的关联。不清楚应从哪个物体或物体数据取消关联,大纲视图树中没有物体或物体数据作为父级无法断开物体 '%s' 与关联集合或场景 '%s' 的关联无法断开物体 '%s' 与另一个关联物体 '%s' 的父子关系无法取消纹理 '%s' 的关联。不清楚应该取消链接哪个 Freestyle 线条样式,大纲视图树中没有作为父项的 Freestyle 线条样式无法解除材质 '%s' 与链接物体数据的链接无法断开该物体数据的关联'%s' 来自灯光链接集合 '%s',不支持解除链接无法取消关联世界 '%s'。不清楚它应该从哪个场景取消关联,大纲视图树中没有作为父场景的场景无法解包独立的库文件, '%s'无法使用系统重写更新关联的骨架;在骨架数据上明确创建重写无法在背景模式下使用 OpenGL 渲染 (无 OpenGL 环境)无法将骨架物体用作自定义骨骼形状无法使用零长度法线的顶点无法使用零面积的面无法使用零长度骨骼无法使用零长度的曲线无法使用零长度的边在没有生成绑定的情况下无法验证骨骼名称无法在选中一个动画格式时写入文件无法写入文件: %s无法写入到资产 %s: %s画布画布法向画布设置画布表面画布透视模式画布栅格颜色画布栅格偏移画布栅格不透明度画布栅格比例画布栅格细分画布网格未更新闭合端点封盖类型封盖 起点端盖端盖对齐法线端盖终点端盖外推半径端盖输入端盖合并端盖精度端盖平滑端盖起点端盖类型胶囊捕获捕捉属性捕捉属性项目捕获距离捕获发光体捕获间接光捕捉项目捕获世界环境对单个编辑器截屏对整个Blender窗口截屏捕获屏幕截图作为所选资产的预览捕捉整个窗口碳 (坚实的)硬纸板原始层叠数级联淡化级联最大距离大小写区分大小写大小写完全匹配铸型铸铁铸型修改器投射阴影投射阴影焦散投射方形的聚光照明效果投射射线并从命中点检索信息从表面上方投射光线将光线从上下文几何体投射到目标几何体上,并从每个命中点检索信息从一个罩体向当前物体投射射线从体积材质投射阴影到体积材质上 (计算量非常大)折反射尺寸加泰罗尼亚语 - Català目录目录ID分类选择目录简单名称目录 UUID目录不能放入其自身分类准备放置于最高层级分类准备替换内部的分类新资产使用的目录无法在此资产库中编辑目录类别卡特姆-罗 (Catmull Rom)Catmull-ClarkCatmull-RomCatrom使网格物体的面随时间而逐个显现或消失沿水平和垂直方向重复图像以棋盘格图案重复图像使蜡笔数据可随物体一同被复制使动作随数据块一同被复制使骨架数据可随物体一同被复制使摄像机数据可随物体一同被复制使曲线数据可随物体一同被复制使曲线数据可随物体一同被复制使晶格数据可随物体一同被复制使灯光数据可随物体一同被复制使光照探头数据可随物体一同被复制使材质数据可随物体一同被复制使网格数据可随物体一同被复制使融球数据可随物体一同被复制使粒子系统可随物体一同被复制使点云数据可随物体一同被复制全选 ('A' 键) 到全不选的过程,开启为单击,关闭为双击使扬声器数据可随物体一同被复制使曲面数据可随物体一同被复制使用Tab键打开饼菜单 ('Tab' / 'Ctrl-Tab' 切换)使文本数据可随物体一同被复制使体积数据可随物体一同被复制焦散Cavity腔体 (反相)Cavity (反相)腔体曲线腔体系数腔体遮罩Cavity 脊线Cavity 谷线用世界空间来计算Cavity光影,对于较大缩放值的遮蔽很有用Cb向上取整模式细胞格噪波气泡尺寸单元类型要突出显示的单元类型摄氏水泥中心中间动作安全边距对角中分中心重写居中轴心点中间字幕安全边距全局视图空间的中心质心挂钩中心,用于衰减和显示该面中心帧中用于旋转 / 缩放的中心点框选的中心位置球形选择的中心位置文本居中摄像机视图居中,调整视图大小以匹配其边界居中视图锁定偏移将视角居中, 使用游标位置作为视图中心将视图居中到鼠标指针处的 Z 深度所在位置中间裁切安全区中心厘米厘米中轴线中心圆柱向质心合并音分英担链链总数链长链接松散边链条偏移链优先链比例按间距成链第一个N链选中项的链数跟随目标位置的链链条跟随目标旋转链形链型方式链粉笔 (坚实的)每个点被选中的概率选中项中包含每个点或曲线的几率粒子穿透网格的概率更改更改活动层修改大小写改变效果类型更改输入更改输出更改指定给片段的场景更改大小改变UV选择模式修改自定义属性类型,或者调整在界面中的显示方式Alpha 透明度沿笔画变化根据材质属性更改Alpha透明度根据与物体的距离更改Alpha透明度根据与摄像机的距离更改Alpha透明度更改蓝色通道更改亮度按标量更改笔刷大小修改各个名称的大小写更改选中的刚体物体的碰撞形状将所有数据块的颜色更改为新的工作空间更改对比度修改笔画端点的模式 (圆形或扁平)改变选中笔画上控制点的方向更改模拟的域类型更改混合节点与混合着色器节点的系数改变显示的洋葱帧的淡化不透明度更改模拟中的流动行为更改字体的字符编码更改字体间距更改绿色通道更改流体的发射方式更改属性的存储方式更改颜色属性的存储方式更改色相改变笔画的色相/饱和度/明度更改层组图标沿笔画更改线条颜色基于某个材质属性改变线条颜色基于随机噪波改变线条色基于笔画方向更改线条颜色基于物体间的距离改变线条颜色根据摄像机的距离更改线条颜色基于 3D 网格表面的曲率改变线条颜色基于折边角度以下的改变线条颜色线条粗细沿笔画变化基于某个材质属性改变线条粗细基于与物体间的距离改变线条粗细基于与摄像机的距离更改线条粗细改变线宽,以使笔画看起来像是用书法笔制作的每帧更改噪点更换变换轴心点 (待完善)更改活动骨骼集合在骨骼集合列表中的位置更改红色通道更改饱和度改变所有面的选取状态改变全部顶点的选择改变选择模式修改全部UV 顶点的选择改变所有 UVW 控制点的选取状态改变全部曲线点的选区更改激活轨中的所有标记改变所有融球元素的选择状态更改所有视角标记的选择更改所有追踪标记的选择状态更改场景中所有可见物体的选取状态更改所有可见报告的选取状态修改排序方式为使用鼠标指针下方的列修改UV笔画纹理值改变笔画的位置、旋转或缩放改变线条宽度仅当此编辑器与大纲视图共享边界时切换选项卡改换所使用的活动动作改变边的倒角权重更改模拟的缓存类型更改约束在列表中的位置,以使其在指定数目的其他约束之后计算更改边线折痕修改顶点的折痕值通过交换曲线的开始和结束数据来更改曲线的方向改变骨骼链的方向 (切换首尾)改变所选笔画的显示顺序更改效果在队列中的编号,以便在确定数量的其他效果后计算更改活动物体的全部或某些顶点组的锁定状态更改活动物体全部形态键的锁定状态更改密度笔刷使用的最小距离更改曲线雕刻模式下用于选中项遮罩的模式更改队列中的修改器编号,以使其在指定数量的其他修改器之后计算更改所选粒子的键数 (包括根端和末端)在当前模式下修改物体在当前模式下修改对象 • Ctrl 添加到当前模式改变笔画不透明度更改列的顺序更改激活的线条集在列表中的位置更改样式单元列表中的样式单元的位置更改蜡笔笔画的选择模式更改图像的尺寸更改缩略图尺寸按照步进形式更改缩略图尺寸更改列表视图中缩略图的大小更改模拟速度更改队列中的片段修改器编号,以使其在指定数量的其他修改器之后计算修改曲线类型更改基础模拟方法更改雕刻的面组可见性更改此 blend 文件中所有颜色的工作色彩空间单击大纲视图数据图标时切换为相应的选项卡从列表中更改为选定的VR地标更改模拟中效果器的类型更改模拟中的流体类型更改明度更改电子表格中的可见数据源更改操作所影响的几何类型,边或顶点改变序列预览的缩放比已更改选中的已更改项修改界面中字体和部件的大小更改界面部件的外轮廓线和点的粗细修改缝合边将重新计算 UV 展开通道通道 %d通道颜色通道驱动器 (仅适用于函数曲线驱动器)通道组通道组颜色通道抠像通道矩阵通道打包通道颜色已在动画偏好设置中禁用用于定义某姿态中一段骨骼的姿态数据被切割片段所在的通道通道编号放置当前片段的通道高于此最大值的通道值不会设置抠像低于此最小值的通道值将进行抠像通道驱动变量通道图像的显示通道图像的绘制通道预览的显示通道绘制直方图时所显示的通道字符编号字符信息字符间距字符粗细用于将物体名称分割为层次结构的字符字符木炭电荷电荷效果器权重切比雪夫切比雪夫间距检查是否存在检查内部弹簧法向检查表面法向检查当前 .blend 文件中所有字符串,并修复为有效的 UTF-8 Unicode 编码 (一些旧的 2.4x 区域文件需要)检查并提醒是否需要覆盖现有文件启动时检查更新检查左选或是右选检查给定字符串是否存在于另一个字符串中检查延长线是否与笔画碰撞棋盘格棋盘格间隔偶数棋盘格奇数棋盘格棋盘格纹理棋盘格交错棋盘格大小正在检查扩展更新正在检查扩展更新{:s}检查当前 .blend 文件在撤销步骤 *之后* 的有效性保存到磁盘*之前*,检查当前 .blend 文件的有效性检查当前 .blend 文件在撤销步骤 *之前* 的有效性Chiang式模型子级子级编号子级子级约束控件子级未找到子级约束子粒子子粒子子粒子半径子粒子圆度子种子子粒子尺寸子集合及其集合的相关设置此成姿骨骼的子级子粒子从编辑的粒子中插值由粒子系统产生的子粒子子级子扩展子粒子源各父级的子粒子数具有父集合特定设置的子集合用户界面的子扩展设置简体中文繁体中文 - 繁體中文阻塞使用黑白色来保存灰度图像, RGB 保存红, 绿和蓝色通道, RGBA 保存红, 绿, 蓝色和透明通道选择碰撞类型选择屏幕布局选择选择集为所有导出的纹理选择最大尺寸为笔刷选择一张预览图像给骨骼控件选择一个小部件选择活动颜色断点选择一个图像来帮助直观地识别数据块在任意数量的编号之间进行切换选择在较快更新速度和较快的渲染速度之间选择选择每个元素的子实例,而非实例化整个几何体选择不同的库重写数据可视化效果选择用于烘焙的置换空间选择要导出的骨骼影响数量选择在导出期间细分修改器如何映射到USD细分方案从各点的 "实例" 输入中选择实例,而非实例化整个几何体选择用于烘焙的法线空间选择伪随机将着色信息烘焙至图像添加要显示的资产库选择您喜欢的颜色,着色器将估计吸收系数来渲染相似的毛发选择要保存文件的格式选择新关键帧的插值类型选择要创建的小部件的类型选择在属性编辑器中选项卡的可见性选择从何处获得引导速度选择是导出 [0, 1] 区间还是全部 UV 分块选择 {} 数据块指定给此用户翻滚度波峰翻滚度 (为置换添加一些水平分量)克里斯坦森-伯利色度抠像色度噪点色度矢量示波图色差色适应来自一个不同白点的色度自适应CinemaCinema (48)Cineon (.cin)圆形圆形 (HSL)圆形 (HSV)圆弧段中间带点的圆形圆形圆形循环依赖的图像 "%s" 来自物体 "%s"圆状缓动 (强力且最具活力)效果的圆润度钳制钳制边界框钳制直接光钳制系数钳制光泽钳制间接光钳制偏移量钳制重叠钳制范围钳制结果钳制表面直接光钳制表面间接光钳制到轴向钳制约束钳制类型钳制体积直接光钳制体积间接光钳制波形将值钳制在最小值和最大值之间钳制高亮的高光钳制高亮的高光, 使其亮度不大于此值钳制碰撞冲量以避免不稳定 (0.0关闭钳制)钳制像素强度以减少反射立方体贴图中光泽反射内的噪点 (0为禁用)将节点结果钳制在 0 - 1 范围钳制曲线的 Z 轴钳制曲线路径子级,使其无法通过曲线的始末点钳制直接光的强度以减少噪点 (0为禁用)钳制系数至 [0,1] 范围钳制编号为属性域的大小,而非输出可能无效的默认值钳制间接光的强度以减少噪点 (0为禁用)钳制结果至 [0,1] 范围将结果钳制在目标范围 [到最小值,到最大值]钳制变换时原形状各点间的移动距离钳制宽度以避免重叠基于角度的钳制厚度将数值限制在原始邻域范围内。防止过冲和下冲钳制环切边于两循环边之间钳制清晰度类类名称经典经典Ashikhmin丝绒(旧版模型)经典清理曲线安装后清除文件清理清理高误差或低帧数的轨迹清理I18n工作存储库 (po文件)清理顶点组边线要执行的清理动作清空清空所有函数曲线中的 '禁用' 标记, 以使断开的函数曲线重新生效清除 '内部' 预览 (材质、纹理、图像等)清除活动项清除全部清除动画数据清除资产数据清漆清漆法线清漆粗糙度清除循环 (函数修改器)清除增量清除驱动器清除活动曲线编辑器上的函数曲线快照 (残影)清除伪用户清除伪用户并移除此数据块在非线性动画堆栈中暂存的副本清空图像烘焙前清除图像 (仅限内置渲染器)清除障碍内清空内侧清除本地约束清除松散点清除节点标签清空外侧清空父级清除父级反校正清除父级清空近期文件列表清空近期文件列表...清空遗留项清除缝合边取消追踪清空变换清除类型清空至清除预览器清空要执行的动作仅清除活动轨迹, 而不是所有选中的轨迹清除所有线条画修改器的烘焙数据清空所有的计算数据清除选定骨骼中的所有约束清除选定对象中的所有约束清空当前活动属性中的所有关键帧清除选定物体的所有修改器清除所有文件中没有任何用户的孤立数据块清除当前蜡笔物体中的所有笔画清除视图中的全部锁定清除并保持变换结果清除并保持当前变换 (取消追踪)清除 FK 或 IK 骨骼的动画清除视图层中只有间接贡献的集合清除集合预览清除数据块预览 (仅适用于部分数据类型,如物体、材质、纹理等)在清除常规位置变换的同时清除增量位置变换在清除常规旋转变换的同时清除增量旋转变换在清除常规缩放变换的同时清除增量缩放变换清空隐藏的选中轨迹烘焙前清除图像 (仅用于内部保存)清除而非标记缝合边为父子关系约束清除逆向修正清除物体解算器约束的逆向修正清除阵列所有元素中的关键帧清除所选节点上的标签清理活动视图层中的集合遮罩清除所有骨骼的运动路径清除所有物体的运动路径清除选定骨骼的运动路径清除选定物体的运动路径清除物体预览清除剩余帧中的路径 (当前帧后)清空直到当前帧的路径清除选中项的钉固而不是设置它清空预览范围清除材质、灯光、世界、纹理和图像的预览清除场景、集合和物体的预览清除选定骨骼的扭转清除场景预览清除缝合边的缝痕清除选中的.blend 文件的预览从内容开始和结束处清除片段 入/出 偏移量清除样式而不是设置样式按类型清除文本清除所有骨骼集合的 '孤立' 设置清空活动组追加时清除资产数据 (始终为关联的数据保留)清除视角操作边界清除渲染框并禁用区块渲染清除渲染框并禁用框选渲染清除命令历史记录清除当前选中渲染槽清除线条并保存至历史记录清除遮罩的父级关联将物体的坐标值归零将物体的原点位置归零清除物体的父级关联将物体的旋转值归零将物体的缩放值归零清除属性并使用默认的或生成的值来运算清空近期文件列表清除回滚历史记录清除搜索筛选器清除所选控制点的倾斜角清除全部路径取消追踪约束或物体自身标记清除当前位置之前 / 之后的轨迹, 或清除整个轨迹在传递至增量变换后清空变换从网格中清除顶点雕刻遮罩数据清除顶点蒙皮层清空:单击单击按钮以选择集合:单击网格设置细节单击添加删除保护单击此处分配按钮:单击打开信息编辑器点击以投放直线段的端点 (连贯操作)单击移除删除保护在背景中点击并不会激活笔画裁切钳制Alpha摄像机裁剪钳制内容剪辑显示剪辑编辑器剪辑编辑器裁剪终点裁切栅格钳制图像X 最大剪切值Y 最大剪切值X 最小剪切值Y 最小剪切值钳制平面裁剪起始剪辑片段钳制阈值展开后将 UV 裁剪至边界框剪辑用户在 3D 纹理视图钳制低于此阈值的 Alpha当以相机视图导出时裁剪绘画到相机尺寸剪辑编辑器空间数据裁剪至边界框将图像周围修剪为立方块状的区域, 并将外部像素设为透明修剪为图像尺寸, 并将外部像素设为透明基于其他侧视图中的可见范围来钳制视图内容剪贴板未包含矩阵剪贴板未包含资产剪贴板为空剪贴板内容过长范围限制裁剪边框截断区间钳制偏移钳制起始裁剪选项钳制动画到所选播放范围顺时针克隆 Alpha克隆图像克隆图层克隆贴图克隆位移克隆绘制纹理编号克隆 UV 循环层克隆 UV 循环层编号克隆 UV 循环层编号从图像/ UV 贴图克隆从绘制槽克隆闭合闭合全部关闭区域离开时关闭菜单闭合样条线闭合样条线方法闭合末端当鼠标移出区块时关闭菜单。折叠或展开所有项目末点到起始点是否添加线段连接的开关闭合所选区域关闭当前窗口闭合循环默认关闭不支持闭合的循环最近最近编号最近的 UDIM最近权重闭包闭包输入闭包输入项目闭包输入项目闭包节点 ID闭包节点接口闭包节点接口界面闭包输出闭包输出项目闭包输出项目闭合尺寸闭包区闭包不含输入: "{}"闭包不含输出: "{}"节点的闭包接口布料布料碰撞设置布料阻尼布料质量布料修改器布料预设布料设置布料模拟布料碰撞作用于碰撞器法线 (提升穿透恢复)布料碰撞冲量作用于碰撞器法线方向 (在某些情况下更可靠)用于毛发的布料动力学布料模型使用棱角弯曲弹性布料模型使用线性弯曲弹性 (原有模式)布料模拟修改器物体的布料模拟设置布料自碰撞或者与其他物体碰撞的模拟设置布料速率与该值相乘云絮云絮纹理簇簇曲线簇集系数束发曲线簇噪波簇噪波尺寸束发偏移簇集簇集数量使用引导曲线将现有的毛发曲线聚集在一起群集控件将控件聚集在同一位置Cmd粗糙涂层涂层折射率(IOR)涂层法向涂层糙度涂层权重编码器JPEG 2000的编码设置镜头多项式的系数K0镜头多项式的系数K1镜头多项式的系数K2镜头多项式的系数K3镜头多项式的系数K4系数'x' 系数 (始于x^0的最低次幂)咖啡豆 (新鲜/经烘烤)颜色塌陷收起 (关闭) 全部所选可展开的动画通道塌陷边线折叠概要收起所有通道 (不只是所选)塌陷没有在面上的边, 布料缝合边折叠除了着色器以外的情形塌陷隔离的边和面区域,合并UV和颜色属性等数据。这可以将循环边以及相连的面区域塌陷到顶点塌陷短边以尽可能删除网格细节当显示时收起总览, 以隐藏其他所有通道 (仅用于摄影表编辑器)收起显示操作设置的区块将相关节点收集在公共区域中。当不需要节点组的可重用性时,便于组织节点集合新建集合 %d集合 '%s' (由活动物体实例化) 不可重写集合 '%s' 已在集合 '%s' 里集合 '%s' 不是原始ID集合 '%s' 不在集合 '%s' 里集合 '%s' 未找到集合子集子集集合集合颜色集合颜色标签集合颜色集合导出处理程序集合编号集合信息集合实例空物体大小灯光链接集合集合遮罩遮罩集合集合名称反集合集合节点接口集合节点接口界面集合物体物体集合集合属性集合专用项集合 UID包含参与模拟的物体的集合包含刚体约束物体的集合集合包含当前对象集合数据块集合未包含可以用于自动预览渲染的对象类型要添加的集合名称AOV集合颜色渐变元素集合曲线映射点集合驱动器函数曲线集合动态绘画画布表面组函数曲线修改器集合特定片段上特定动作槽的函数曲线集合蜡笔关键帧的集合蜡笔层的集合蜡笔遮罩层的集合蜡笔集合仅用于ID的集合,用于消除来自不同库的相同名称,可能会有ID之间的歧义按键配置集合灯光组集合NLA片段集合NLA 轨道集合NLA片段函数曲线集合节点连接集合节点接口集合节点集合物体数据块集合OpenXR 组件路径的集合OpenXR 用户路径的集合轮廓点集合重定时关键帧集合片段元素的集合片段的集合UDIM分块集合UV 贴图层集合XR 动作映射绑定集合XR 动作映射项集合XR 动作映射集合动作槽的集合动作集合插件集合动画通道的集合,通常与动作槽相关联动画层的集合动画片段的集合标注帧的集合标注图层集合标注集合骨架骨骼集合骨架编辑骨骼的集合骨架集合背景图集合烘焙项目集合Blend文件导入上下文项目的集合笔刷集合缓存文件集合缓存层集合摄像机集合捕捉属性项目的集合通道驱动变量集合子集合的集合集合物体的集合集合的集合合并捆包项目的集合曲线样条集合曲线集合自定义资产标签的集合可被烘焙数据引用的数据块集合导出处理程序的集合函数曲线组的集合场 转换为 栅格 项目的集合场 转换为 列表 项目的集合文件输出项目的集合具有公共 ``目录`` 根的文件路径集合字体集合格式化字符串的集合生成项目的集合操控器集合毛发曲线集合图像集合编号切换项目的集合输入项目的集合组成枚举的项目集合关键帧点集合插帧集路径集合键位映射条目集合键位映射集合晶格集合用于遮罩的图层集合定义该遮罩的层集合库集合光照探头集合灯光集合线条样式集合主要项目的集合用于影片追踪平面轨迹的标记集合用于影片追踪路径的标记集合轨迹中的标记集合遮罩样条点集合遮罩样条线集合遮罩集合材质集合网格边线集合网格循环集合网格多边形集合网格顶点集合网格集合融球元素集合融球集合影片剪辑集合影片追踪物体的集合影片追踪平面轨迹的集合影片追踪轨迹集合节点树集合物体约束集合物体效果集合物体修改器集合物体路径集合物体集合此追踪数据物体中的物体集合重写操作的集合重写属性集合打包图像集合绘制曲线集合调色板颜色集合调色板集合粒子设置集合粒子系统集合路径集合当前追踪数据物体的平面追踪集合此跟踪数据物体中的平面轨迹集合。已弃用,请使用物体[名称].plane_tracks点缓存集合点云集合点集合仅含贝塞尔曲线控制点的集合组成此多边形或 NURBS 样条线的点集合姿态骨骼约束集合相关绘制的集合相关草图集合在特定帧上的相邻草图集合渲染层集合渲染通道集合渲染视图集合重复项目的集合场景集合屏幕集合分离捆包项目的集合模拟项目的集合已解算摄像机集合声音集合源库的集合,比如 blend 文件的路径空间集合扬声器集合贝塞尔样条线控制点集合样条线控制点集合此曲线数据物体中的样条线集合定义此层的样条线集合片段修改器集合棚灯集合目标骨骼与权重的集合文本集合纹理槽集合纹理集合时间轴标记集合跟踪平面轨迹的集合此追踪数据物体的轨迹集合此跟踪数据物体中的轨迹集合。已弃用,请使用物体[名称].tracks用于二维稳像 (平移) 的轨迹集合用户资产库集合用户扩展存储库的集合顶点色集合顶点组集合预览器项目的集合体积集合窗口管理器集合窗口集合工作区集合世界环境集合提供用于散布的实例几何体的集合节点的集合接口被包含物体的所属集合此图层的集合囊括的集合用作输入几何体的集合定义该自发光体的光链接关系集合定义阻挡来自此自发光体的光线物体集合集合 {:s} 拥有相同的 uid {:d} 作为 {:s}集合集合物体集合此集合的直系子级的集合模拟过程中与物体碰撞与场景中的其他碰撞体碰撞碰撞的摩擦力碰撞碰撞集合碰撞集合碰撞边距碰撞修改器碰撞质量碰撞设置碰撞形状物体在刚体模拟时的碰撞形状碰撞类型碰撞顶点组刚体归属的碰撞集合碰撞距离碰撞修改器, 定义用于碰撞的修改器堆栈位置物理模拟中物体的碰撞设置碰撞颜色+X+Y+Z-X-Y-ZA相加添加 AlphaAlphaAlpha 在上Alpha 在下B混合类型混合模式蓝C颜色颜色加深颜色减淡控制器绘制样式交替当前暗暗 + 射线变暗差值相除擦除 Alpha排除G伽玛交替绿HSV 关键通道强光色相强度亮亮 + 射线变亮亮度限定通道线性加深线性光亮度混合模式正片叠底 (相乘)下一个叠加点光上一个RRGBRGB 关键通道红替换饱和度滤色柔光溢出通道相减未知使用通道明度明度:亮光颜色 和 Alpha颜色 01颜色 02颜色 03颜色 04颜色 05颜色 06颜色 07颜色 08颜色 09颜色属性颜色属性专用项颜色属性色彩平衡色彩增强颜色加深色彩校正色深颜色减淡色彩干化色彩系数颜色场彩色栅格图栅格线颜色色彩插值色彩抠像颜色层色彩管理色彩映射色彩最大值颜色混合片段色彩模式颜色修改器颜色调整颜色节点颜色节点接口颜色节点接口界面颜色不透明度调色板颜色参数化色彩路径拾色器拾色器类型之后的颜色之前的颜色颜色预设颜色量化位颜色渐变颜色渐变元素颜色渐变元素配色集配色集 ID配色集 {:d}配色集颜色偏移色彩空间色彩空间设置色彩空间: 色彩溢出色彩扩散颜色片段颜色标签颜色标签颜色阈值颜色类型颜色值构图辅助叠加层的颜色和透明度颜色属性烘焙仅支持网格物体色彩平衡增益值 (亮调)色彩平衡伽玛值 (中间调)色彩平衡提升值 (暗调)序列片段的色彩平衡修改器序列片段的色彩平衡参数序列片段及其修改器的色彩平衡参数依照定位的色元在显示变换前应用色彩曲线映射在当前层中所有笔画颜色自定义背景颜色错误条目的颜色由各笔画包围的填充区域的颜色指示蜡笔关键帧的颜色信息条目的颜色与主要填充颜色混合的颜色根据坐标轴颜色设置新增变换函数曲线 (位移, 转动, 缩放) 的颜色物体轮廓的颜色用于单一颜色模式的颜色调节或编辑中的片段/动作的颜色成功条目的颜色用于笔画颜色染色的颜色警告条目的颜色编辑模式时线框的颜色, 但是边线选项是活动的由温度产生的颜色色相偏移sRGB 色彩空间中的颜色sRGB 色彩空间中的颜色(主要用于用户界面颜色)位于伽玛校正空间的颜色位于线性空间的颜色场景线性工作色彩空间中的颜色将应用HSV颜色变换的颜色输入被校正的颜色输入将被应用将应用反转的颜色输入颜色抖动对色相的影响颜色抖动对饱和度的影响颜色抖动对明度的影响色彩管理显示设备设置保存前应用到图像上的色彩管理选项用于在显示器显示图像的色彩管理设置针对显示设备的色彩管理色彩管理视图变换设置颜色映射设置无法移除颜色修改器 '%s'色彩修改器类型改变线条颜色的颜色修改器基于其相连接口的颜色节点连线当开启自动插帧时指示灯的颜色活动标记颜色断点关键帧颜色添加时的游标颜色减除时的游标颜色禁用的标记颜色极端关键帧的颜色文件浏览器中文件夹的颜色生成的关键帧的颜色抖动关键帧颜色关键帧边界颜色当前帧之后路径上关键帧的颜色当前帧之前的路径上关键帧的颜色表面发射光的颜色显示恒定插值模式的线条颜色显示缓动与动态插值模式的线条颜色显示线性插值模式的线条颜色锁定标记的色彩标记的颜色标记轮廓的色彩移动保持关键帧的颜色新建标注图层的颜色当前帧之后的路径颜色当前帧之前的路径颜色预览范围叠加层颜色回退成功时射线的颜色射线未命中时的颜色射线投射命中时的颜色普通关键帧的颜色场景片段范围叠加层颜色选中的断点关键帧颜色选中的极端关键帧的颜色选中的生成关键帧的颜色用于所选抖动关键帧的色彩选中的关键帧的颜色选中的关键帧边界的颜色所选标记的颜色选中的移动保持关键帧的颜色烟雾的颜色从燃料中发射的烟雾的颜色颜色的概述通道叠加纹理的颜色部件底部 1 像素阴影线的颜色在曲线编辑器中的函数曲线色彩均匀照亮场景的环境光的颜色砖块间区域的颜色背景颜色编辑器之间边界的颜色动画摄影表中通道的颜色节点编辑器中相应接口类型的颜色发射光的颜色第一个棋盘格的颜色第一个参考砖块的颜色光线的漫射亮调颜色光线的高光亮调颜色材质的颜色材质的颜色,用于漫反射、次表面、金属度和透射每个编辑器轮廓的颜色,活动编辑器除外活动编辑器的轮廓颜色顶层级面板的轮廓颜色活动顶层级面板的轮廓颜色绘画的颜色第二个棋盘格的颜色第二个参考砖块的颜色边缘反射的颜色文本插入光标的颜色(插入号)影片剪辑编辑器及 3D 视图中的已解算轨迹的颜色使用的色板拾色器映射色彩标量值的颜色渐变颜色渐变用于改变线条颜色用于定义笔刷速率效果的颜色渐变用于定义邻近衰减的颜色渐变设置用于权重绘制的色彩区间颜色饱和度系数应用于辉光的选定颜色配色集由用户定义,而非固定的主题配色集为该组指定骨骼颜色的配色集图像文件中的色彩空间,用于在保存和加载图像时转换输入图像的色彩空间输出图像的色彩空间序列编辑器操作的色彩空间待设置的色彩空间用于YCbCrA处理的色彩空间该文件中所有场景线性颜色,以及合成、着色器和几何节点处理所使用的色彩空间新笔画的颜色强度 (影响颜色的 alpha 值)颜色标签 1颜色标签 2颜色标签 3颜色标签 4颜色标签 5颜色标签 6颜色标签 7颜色标签 8集合的颜色标签片段的颜色标签影响标题栏颜色的节点组的颜色标签输入白点的色温输出白点的色温场景的白点的色温在特定空间编码为法线贴图的颜色必须保留的颜色为通道上色输入白点的色调 (默认10对应日光)输出白点的色调 (默认10对应日光)场景的白点的颜色染色(默认值10与日光匹配)戳记文字的背景色彩戳记文字颜色用于边缘的颜色用于阴影的颜色使用色彩来显示激活骨骼用于生成辉光的颜色使用色彩来显示已选择的骨骼用于显示骨骼表面的颜色用于染色的颜色用于突出显示范围的颜色颜色明度系数几何属性中的颜色值颜色 {:d}颜色 1颜色 2色彩化约束着色上色上色特效上色特效颜色列列 1列 1 行 1列 1 行 2列 1 行 3列 1 行 4列 2列 2 行 1列 2 行 2列 2 行 3列 2 行 4列 3列 3 行 1列 3 行 2列 3 行 3列 3 行 4列 4列 4 行 1列 4 行 2列 4 行 3列 4 行 4列交错列名称选择列列尺寸显示右边距的列号要跳转到的列列列尺寸表内的列列:梳理毛发组合置换与凹凸映射相结合以获得更好的细节合并合并捆包合并捆包项目合并颜色合并柱坐标合并矩阵将不同采样范围渲染的OpenEXR多层图像合并到一个低噪点的图像中合并球坐标合并变换合并 XYZ将平移矢量、旋转、缩放矢量组合成一个变换矩阵将所有层合并为单个层合并所有同名的层将所有体积着色组件合并到一个易于使用的节点中从合成颜色通道组合成一个图像动作合并与分层合并任意数量的输入字符串在一张挤压图像合并两视图为体积光合并距离和等角采样, 两种方法都不理想根据指定的颜色模型,将四个通道合并为单个颜色以减去方式组合栅格以增添方式组合栅格根据模式将层组成一个层将活动组中的层合并为一个层以减法方式组合网格以加法方式组合网格将多个接口值合并为一个。合并原始缩放与复制缩放如同原始偏移复选框一样合并旋转。不适用于多轴旋转。合并空间背景图和遮罩将活动层与下方的层 (如果存在) 合并将端盖几何体与基础网格结合(实现实例化并合并顶点)将视图(左视图和右视图)合并为单个立体3D输出两个图像组合并排显示。通常与预览器节点结合使用使用深度图合并两张图像使用混合模式合并两个片段合并结果合并导出合并的 RGB组合烘焙通道需要启用自发光,或启用直接/间接光贡献的通道合并的通道组合的曲线单独应用于每个通道,这可能导致色调的变化组合的动作将其所有直接刚体子级组合到一个刚体中用于注册父级的逗号分隔标记在此命令提示符命令历史记录命令中断命令行提示符命令行提示语言命令输出命令启动文本编辑器,可以是完整路径,也可以是$PATH中的命令 留空时使用内部编辑器注释公共公共动画属性公共曲线属性公共主题属性社区版简洁布局紧凑列表紧凑的小数比较比较颜色属性比较材质比较模式比较缝合边比较锐边比较UV比较输入矢量的每个元素比较输入矢量元素的平均值比较输入矢量的方向比较输入矢量的点积比较输入矢量的长度将上一帧的速度与当前帧中的新速度进行比较,并保留最大值将上一帧的速度与当前帧中的新速度进行比较,并保留最小值补偿相对于旋转中心的任何缩放的变化非均匀物体缩放的补偿补偿其他修改器应用的比例在另外两个轴向上进行相应的缩放以补偿某个轴向上的缩放 (即: 维持体积)用于并行编译着色器的方法。子进程需要为每个进程提供更多内存,但在某些系统上编译着色器的速度可能更快。需要重启 Blender 才能使更改生效。(仅限 OpenGL)为着色器脚本节点编译字节码仅编译当前场景所需的特性集的 Cycles GPU 内核编译的自定义着色器字节码使用Bullet物理引擎编译未编译GMP,使用“浮点”解算器未使用OpenVDB编译不使用声音来进行编译正在编译 EEVEE 引擎着色器正在编译着色器 (剩余 {})仅完全匹配完整报告见 '{:s}' 文本数据块完全清除父子级关系,包括相关的修改器 (如果存在)完全忽略父级缩放完全独立手动设定控制柄用当前选择部分完全替换姿态资产中的所有通道复杂组件组件路径组件类型各分量合成合成处理合成节点预览器合成节点合成中...合成构图辅助色构图辅助线合成器合成器自定义群组合成器降噪节点设备合成器设备合成器最终降噪品质合成器修改器合成器节点合成器节点树合成器节点合成器精度合成器预览降噪品质合成器节点组存在循环关联。复合父级压缩压缩文件使用Draco压缩网格将来自常见摄像机的场景参考值压缩至 ACEScg 色域内压缩压缩级别弹簧压缩阻尼压缩刚度最大压缩刚度OpenEXR的压缩编解码器设置压缩级别 (0 = 速度最快,6 = 最大压缩,当前不支持更高级别数值)使用的压缩方法用于TIFF的压缩模式计算范围计算成功计算设备类型计算像素值的平均值与标准差计算与最近边的间距计算与最近面的间距计算与最近点的间距计算全局照明, 考虑周围物体的反弹光线计算阴影点上方的半球的受遮挡程度,例如,为角落添加风化效果。 注意:对于 Cycles,这可能会显著减慢渲染速度计算目标几何体上最近的位置计算给定矩阵的行列式计算输入栅格梯度渐变的散度计算给定矩阵的逆矩阵,若存在的话计算给定旋转的逆旋转计算矩阵中 3x3 部分的奇异值分解根据给定的遮罩计算有符号距离场计算到最近点的距离及其位置和颜色计算到沃罗诺伊单元边缘的距离计算到次近点的距离及其位置和颜色计算在沃罗诺伊单元中刻入的 n 球体的半径上界凹度混凝土条件锥形单个虚线段的配置散布实例的配置关于每个实例的变换配置使用恒定码率, 而非恒定输出质量配置散布实例的变换确认松开时确认确认阈值确认倒角松开时确认与另一个同名的渲染通道冲突贴合到基型共形联合覆盖连接中心连接多个循环连接匹配末端连接镜像:默认连接影片片段连接下一个:与镜像连接连接链接来创建一个新的接口。连接活动节点到节点树的活动输出节点将所有毛发系统连接到发射体网格连接链连接靠近的端点将毛发连接到发射体网格默认情况下,如果新添加的影片片段有多个通道,则连接它们根据间距将物体关连为链, 始于活动的物体将选中的物体关联到活动物体连接选中顶点, 切开所在的面将柔性骨骼链连接到父级绑定在中心连接圆弧无需单击特定接口即可连接两个节点 (自动决定)按选择顺序连接顶点,创建边线,拆分面相连项仅相连项相连的面 (而非边)连接循环边重叠连接限制关连模式连接性考虑曲线半径考虑使用单面材质进行光探测体积捕获。此外,还有助于排除物体内部的探头,以避免漏光。在寻找体积中心时, 将多个物体视为一个整体在引导过程中考虑直接可见光源的贡献当依据轮廓曲线的长度参数映射 V 分量时,将主曲线的半径属性作为比例系数纳入计算按顶点选择要标记锐利的边, 而非按边选择一致用于条目的一致标识符控制台控制台输入控制台回查行数在回滚中使用的控制台行类型控制台输出类型约束常值恒定码率恒定细节常值外插常数插值恒定长度恒定偏移恒定偏移置换恒定码率系数 (CRF); 在视频质量与文件大小之间取舍恒定屏幕法线尺寸指定方向上的匀加速度定向平行光源定向平行光源用于函数的时间偏移的常数参量偏移值的常数参量常量衰减为力场物体的局部 Z 轴提供一个定值外力逐曲线常量常数预设将物体位置约束到目标路径中的最近一点上将群体约束到表面约束包含任何固定UV的孤岛约束刚体, 使其围绕公共轴心点运动约束至画布边缘最小值和最大值之间的约束值最小值和最大值之间的约束值,当最小>最大值时交换参数带约束的德洛内三角剖分 (CDT),鲁棒性强,支持自交叉约束相加混合混合模式乘方追踪约束 '%s' 未在物体 '%s' 中找到约束 '%s' 未在姿态骨骼 '%s' 中找到约束轴约束操作约束目标约束目标骨骼与骨骼或参照目标有关的约束轴锁定选项若约束获得一个大于该阈值的冲量则会断开用于刚体的持续约束约束具备有效设置,可以解算在刚体模拟中对影响物体进行约束编辑中的约束修改物体及骨骼形变的约束约束名称约束名称具有特殊含义.约束轴心所在的位置沿 X 轴向的约束沿 Y 轴向的约束沿 Z 轴向的约束约束沿 X 轴的转动约束沿 Y 轴的转动约束沿 Z 轴的转动编辑时约束在画布范围内界面中的约束面板约束影响物体变换的约束器作用于此姿态通道约束根据各单独数值构建一个 4x4 矩阵创建一个贝塞尔圆环创建一条贝塞尔曲线创建一个 NURBS 曲面圆创建一条 NURBS 曲面线创建一个 NURBS 曲面柱创建一个 NURBS 曲面片创建一个 NURBS 曲面球创建一个 NURBS 曲面环创建一个 NURBS 圆创建一条 NURBS 曲线创建一条路径曲线构建一个名叫苏珊娜的猴头蜡笔物体创建一个名叫苏珊娜的猴头网格创建一个圆形网格创建一个锥体网格创建一个立方体网格创建一个由六个正方形组成的立方体网格创建一个柱体网格创建一个四点基准平面网格创建一个由大小相等的三角形构成的球形网格创建一个由四边面构成的球形网格,顶部和底部为三角形创建一个细分的平面网格创建一个环体网格构建和编辑贝塞尔曲线构造和编辑样条线构造修改器无法应用至雕刻模式下的多精度数据无法应用构造性修改器容器流体模拟的容器包含包含需要重新同步的关联库重写,建议更新库内容内容持续时间内容结束内容起始内容修剪结束内容修剪起始文本物体的内容上下文上下文属性操控器上下文上下文菜单上下文路径上下文属性上下文数据路径 (使用当前 .blend 文件中的可见窗口展开)上下文不正确,找不到图像项目操作的上下文菜单场景操作的上下文菜单上下文缺失活动物体上下文丢失序列场景上下文路径已钉固活动节点的上下文相关操控器活动项的上下文相关操控器未设置上下文窗口Blend 文件库/链接数据相关操作的上下文数据. 目前仅作为 blend 导入 前/后 处理程序的只读数据公开连续持续不清除继续从任意新的位置和新的方向继续光线追踪继续使用文件不开启Python脚本持续加速度持续拖拽持续缩放。缩放的方向和速度取决于鼠标沿缩放方向移动的距离。移动钉固点时, 持续展开所选 UV 孤岛轮廓对比度对比度限制对比度校正值. 一种缩放类型系数, 用于使较亮的像素更亮, 但保持较暗的像素更暗. 使用负数可降低对比度, 使用正数可增加对比度主射线在体积内发生散射的路径的贡献在主射线下通过体积传播路径的贡献贡献控件控制骨骼控制衰减控制模式控制点选中控制点控制点:控制点控制旋转通过指定末端目标物体控制骨骼链 (仅作用于骨骼)运动模糊的控制精度, 给与更多步数使用更多内存 (真实步数是 2^(步数 - 1))控制活动摄像机的角度控制关键帧推拉的距离控制光照探头影响衰减的速率控制如何将所选显示设备中的图像映射到物理显示器上控制每个曲线段上应生成多少个评估点根据高度控制迷雾的密度降低幅度按住 Ctrl 键按住 Ctrl 键,-1 表示任意状态操控物体: 若可用, 则其位置将决定影响中心使用某帧数值控制回放 (忽略帧速率及该文件中的起始帧)使用数值控制回放, 区间为 [0, 1]使用时间控制回放, 单位为秒控制点属于其它样条线函数修改器封套的控制点控制点质量的值控制点不在封套函数修改器中控制点的选择状态控制点的弹力强度值控制点权重值定义封套形状的控制点所有曲线的控制点曲线的控制点控制输入颜色的亮度和对比度控制主题图标周围的边框强度控制纹理信息在线条样式基础色中的混合控制快速GI照明的质量,更高的分辨率使用更多的内存。控制体积效果的品质。更高的分辨率会使用更多内存。通过更改 “着色平滑” 属性来控制每个面周围网格法线的平滑度控制镂版笔刷控制变换操控器控制何时应用流体流动控制何时应用效果器通过更改 “闭合” 属性来控制每个样条是否循环回到自身控制关键帧向前偏移和多远控制器前进控制器位置控制器位置-其他控制器旋转控制器旋转-其他控制器样式另一个用户路径的控制器目标位置,用于双手操作另一个用户路径的控制器目标旋转,用于双手操作控制器控件控制运动模糊的精度,更多的步数意味着更长的渲染时间控制运动模糊的准确性,步数越多渲染时间越长。仅在启用 运动模糊 时使用。设置为0可禁用蜡笔的运动模糊控制来自网格内的流体发射 (值越高,网格内部的发射量越大)管轮廓形状的控制控制滤镜方向,0表示滤镜完全全向,2表示它最大地沿着图像的边缘定向控制邻近多边形影响形变的程度控制开放边界的平滑度控制应用到UV的平滑程度控制轮廓形状 (0.5 = 圆形)控制混合以及与某些功能的兼容性控制整幅图像的对比度控制亮调的对比度控制图像的对比度。0 为根据其全局范围自动设置对比度,以获得更好的亮度分布控制中间调的对比度控制暗调的对比度控制抠像值和非抠像值之间的衰减,0 表示完全锐利,1 表示完全平滑控制整幅图像的增益控制亮调的增益控制中间调的增益控制暗调的增益控制整幅图像的伽玛控制亮调的伽玛控制中间调的伽玛控制暗调的伽玛控制涂层的强度,包括反射和染色。对于基于物理的材质,通常应为0或1控制图像的强度,值越低,图像越暗,值越高,图像越亮控制整幅图像的偏移控制亮调的偏移控制中间调的偏移控制暗调的偏移控制整幅图像的饱和度控制亮调的饱和度控制中间调的饱和度控制暗调的饱和度控制滤镜的锐度,0 表示完全平滑,1 表示完全锐利控制各向异性的切向控制表面的透明度,取值 1.0 表示完全不透明控制滤镜方向的均匀性,值越高,方向越平均控制高光与阴影之间的过渡汇聚骨骼融合平面距离汇聚骨骼不支持转换分离闭包时不支持转换分离捆包时不支持转换转换转换属性域转换颜色属性域转换所有数据块中的颜色转换色彩空间将面转换为顶点,并将顶点转换为面转换浮点转换自将蜡笔图层转换为曲线实例转换坐标系使用亮度信息将输入的RGB转换为灰度值TRS/权重转换为动画指针转换到将USD预览表面着色器转换为原理化BSDF着色器网络将黑体温度转换为 RGB 值将颜色的亮度转换为灰度值将旋转值转换为轴角度分量将标准旋转值转换为欧拉旋转在世界环境、摄像机和物体坐标空间之间变换矢量、点或法线将波长值转换为 RGB 值将活动权重转换为灰度顶点颜色将网格中的所有面转换为三角面将所有面转换为三角面将所有多边形转换为三角面使用 BasisU 超压缩将所有纹理转换为 KTX2将动画从任何旋转模式转换为任何其他模式在色彩空间之间转换将曲线几何体转换为管状网格将曲线转换为网格,获得由曲线定义的自定义轮廓形状将各个输入几何体转换为实例,当输入较庞大时会比合并几何节点更快将每个网格面转换为闭合曲线。面的属性会传播到曲线上。转换效果器的外力为空气的速度将函数曲线/驱动器影响旋转转换为弧度制 警告: 仅使用一次将面转换为加厚的边从角度转换为弧度从显示转换为场景线性。并非所有视图变换都可以精确反转,结果可能与原始场景线性图像不匹配从弧度转换为角度将场景线性色彩空间转换为显示色彩空间,并进行视图变换和色调映射将几何体和实例转换为可编辑的物体与集合将输入内容转换为浮点数据将实例转换为真实的几何数据将网格边转换为曲线段。属性会传播到曲线点。将常规物体变换转为增量变换,任何现有的变换增量也将包括在内将正常变换型物体动画转换为增量变换将物体转换为实例化的面副本仅转换选定的关键帧转换轴向到其它程序匹配的轴向将粒子转换为网格物体将预乘型转换为直通型将渲染效果 (如光和阴影) 转换为颜色。通常用于非照片级真实感渲染,以对 BSDF 的输出应用其他效果。 注意:仅支持 EEVEE转换旋转至欧拉XYZ转换旋转至欧拉XZY转换旋转至欧拉YXZ转换旋转至欧拉YZX转换旋转至欧拉ZXY转换旋转至欧拉ZYX转换旋转到四元数转换选择的通道的采样到关键帧将所选通道转换为一组不可编辑的采样以节省存储空间将所选物体转换为其他类型将选中的参考图像转换为具有纹理的网格平面把选中的笔画转换成轮廓边缘线将直通型转换为预乘型将笔画转换为轮廓将每个顶层级实例中的曲线转换为蜡笔图层将第一个发现的USD天幕光转换为世界背景着色器选择多个方法中的一种,将给定的浮点数转换为整数将世界的体积转换为网格. 世界的体积过去由旧版EEVEE渲染. 需要转换才能正确渲染将世界材质转换为USD天幕灯,目前适用于简单材质,包括连接到背景着色器的环境纹理,以及一个可选的纹理颜色的矢量乘积(正片叠底)转换为显示转换为浮点数转换为弧度制转换至和来自预乘型 (关联的) alpha转换至对数色彩空间转换所选曲线的类型按类型转换空白字符转换的层转换器转换节点转换一些不可编辑的物体/物体数据, 强制 '保留原有' 为真将相对于图像大小的值转换为像素值凸壳卷积使用一个内核对图像进行卷积处理坐标 1坐标 2坐标空间坐标系统用于镜像变换位置的坐标轴用于镜像旋转部分的坐标轴坐标坐标将沿此轴向翻转控制点的坐标控制点的坐标。注意:更改此值还会更新控制柄,类似于使用曲线编辑器的变换操作第一个控制柄的坐标左控制柄的坐标轴 (在控制点之前)右控制柄的坐标轴 (在控制点之后)第二个控制柄的坐标坐标空间应用VR头戴设备平移变化量的坐标系已复制 %d 条选中曲线已复制 %d 个选中数据块已复制 %d 个选中节点已复制 %d 个选中物体已复制 %d 个选中点将选择集复制到剪贴板已复制约束: %s拷贝到内部剪贴板的材质拷贝到内部剪贴板的姿态将所选视频序列片段和关联的效果链复制到内部剪贴板将所选视频序列片段复制到内部剪贴板复制的值到 {:d} 骨骼复制的 {:s} 参数到 {:d} 骨骼复制当前活动物体或姿态骨骼的矩阵到剪贴板。使用相对于特定物体或活动场景摄像机的矩阵将当前活动物体的矩阵或姿态骨骼复制到剪贴板。使用世界空间矩阵紫铜复制复制法线矢量的绝对坐标复制激活骨骼的骨骼颜色刀全部选中的骨骼复制捆绑包到资产库...复制蜡笔效果复制标签复制位置复制位置 (局部)复制位置 (局部, 拥有者定向)复制位置约束复制修改器复制法向复制姿态拷贝活动姿态骨骼的姿态骨骼颜色到全部选中的姿态骨骼将活动物体的刚体设置复制到选中的物体从活动骨骼拷贝 Rigify 类型和参数到选择的骨骼复制旋转复制旋转约束复制缩放复制缩放约束复制设置复制棚灯光源设置到棚灯编辑器复制变换复制变换约束复制 X复制 Y复制 Z拷贝激活顶点到其它选中的顶点 (如果受影响的组未锁定)复制目标的所有变换以便它们一起移动复制目标物体的全部变换数据将颜色复制到所有选中的节点将颜色复制到所有选中的轨迹将颜色复制到现有骨骼上将约束复制到其他选定的物体/骨骼将约束复制到其他选中的骨骼复制所选物体的约束复制文件到纹理目录从最近的边复制 (使用中点)复制最近面上的最近边 (使用中点)从最近顶点复制从最近边上的最近顶点复制从最近面上的最近顶点复制从拓扑结构相同的网格复制从最近源面的插值拐角复制从拐角法线投影命中的源面的插值拐角进行复制复制最近边上的最近顶点的插值复制最近面上的最近顶点的插值复制用法线投影得到的最接近面上顶点的插值复制最相似的边 (顶点最接近目标边上顶点的边)从最近面的最近拐角复制从最近的拐角中复制法向最匹配的拐角从最近的拐角中复制与目标拐角的面的法向最匹配的拐角从最近的面复制(使用中心点)从法线最接近目标面的源面复制复制完整数据路径在世界空间复制在各物体的本地空间复制从活动项向选中项复制标签从活动节点向选中节点复制标签将材质复制到所选物体复制沿 X 轴镜像的 UV 坐标, 基于一个镜像网格拷贝活动片段上的修改器到全部选中的片段复制修改器到其他选中的物体复制新法线 (覆盖已有法线)复制新旧法线之差将节点复制到剪贴板,然后移除并重新连接。复制法线到内部剪贴板与组的配色集关联的颜色副本副本拷贝仅复制活动层,取消选中以附加所有图层复制或重新排序修改器、约束和效果从活动物体复制粒子系统到所选物体复制粒子系统到选中项: %d 完成, %d 失败复制新旧法线的点积 (不是叉乘)复制选定的 UV 顶点将当前姿态的选定部分复制到其后已设置关键帧的姿态中将所选关键帧复制到内部剪贴板将所选标记复制到另一场景复制所选点复制选中的点或曲线复制选定的报告至剪贴板将所选文本复制到剪贴板从活动节点向选中节点复制设置复制之前版本的设置复制当前视图层的设置复制新旧法线之和复制文本到剪贴板复制激活函数曲线中的函数修改器复制活动非线性动画片段的函数修改器复制与该按钮相匹配的Python命令将当前属性的 RNA 数据路径复制到剪贴板将活动线条集复制到内部剪贴板拷贝另外一个选择物体的活动形态键到此物体复制活动骨骼颜色到全部选中的骨骼复制控制台内容, 以用于脚本将当前 .blend 文件复制到资产库中。仅适用于独立的 .blend 文件 (即未引用其他文件时)将选定骨骼的当前姿态复制到内部剪贴板为高亮显示的按钮复制驱动器复制活动驱动器的驱动器变量将文件复制到目标路径将文件复制到目标路径 (或子目录中)拷贝图像到剪贴板复制一个物体的位置数据 (可选择连同偏移量一同复制), 以便让它们同步移动复制目标物体的位置复制材质设置与节点复制材质纹理设置与节点从活动物体复制修改器到所有选中的物体如果存在相同的属性,则将属性的驱动器从活动项复制到所有选定项的相同属性如果存在同一属性,则将属性的值从活动项复制到所有选定项的同一属性复制一个物体的旋转数据 (可选择连同偏移量一同复制), 以便让它们同步旋转复制目标物体的旋转复制一个物体的缩放数据 (可选择连同偏移量一同复制), 以便让它们同步缩放复制目标的缩放将选定的蜡笔点或笔画复制到内部剪贴板将所选选择集复制到内部剪贴板将选定的数据块复制到内部剪贴板拷贝选择的节点到内部剪贴板将所选物体复制到内部剪贴板将所选点复制为新笔画将选定的样条线复制到内部剪贴板将选定的片段复制到内部剪贴板将所选轨迹复制到内置剪贴板复制目标的 X 位置复制目标的 X 轴转角值复制目标的 X 轴缩放复制目标的 Y 位置复制目标的 Y 轴转角值复制目标的 Y 轴缩放复制目标的 Z 位置复制目标的 Z 轴转角值复制目标的 Z 轴缩放将该组的权重复制到其他选定的顶点组中 (如果顶点组被锁定,则禁用)将此属性值拷贝到适当类型的所有选定绑定复制到剪贴板复制到选中项复制到选中项 (菜单)复制到骨骼复制到物体复制到父级节点树, 保持组的完整性复制到所选全部阵列元素拷贝到所有元素选择的驱动器将追踪设置从活动轨迹复制到默认设置中将追踪设置从活动轨迹复制到选中轨迹中从其他物体上拷贝顶点坐标将顶点组复制到所选: 已完成 %d, 失败 %d (物体数据需支持顶点组且有匹配的编号)从活动项中复制权重到选中项无法复制 ID '%s', 不支持 '%s' 类型的数据块将修改器 '%s' 复制到物体 '%s' 失败版权此资产的版权声明。空的版权声明并不一定表示这是无版权的。如果需要任何澄清,请联系作者。核心遮片软木拐角拐角角度拐角中心角面编号边角控制柄拐角编号面内拐角编号拐角的下一边线拐角法向拐角偏移拐角偏移距离拐角偏移系数拐角偏移方法边角定位拐角的上一边线拐角圆角拐角圆度拐角拆分拐角细分拐角类型角顶点边的拐角面的拐角顶点的拐角拐角边的拐角面的拐角顶点的拐角校正高宽比例校正面属性在变换时校正 UV 坐标校正UV变换时修正数据 (如UV和颜色属性)校正形变导致的扭曲校正方法对整个色调范围的修正亮调校正中间调校正暗调校正纠正矫正翻转法线矫正平滑修改器表面权重的修正系数,50代表无修正,更低的值会增加弱表面的权重,更高的值会增加强表面的权重矫正平滑关联度余弦余弦模式棉无法(取消)关联集合 '%s',因为集合 '%s' 已被关联无法(取消)关联集合 '%s',因为集合 '%s' 已被覆写无法(取消)关联对象 '%s', 因为集合 '%s' 已被关联无法(取消)关联对象 '%s',因为集合 '%s' 已被覆写无法添加颜色节点无法向缓存文件添加层无法添加遮罩节点无法向物体 '{:s}' (网格 '{:s}') 添加新的UV贴图无法添加动作 '%s' 因为它无法被作为ID块类型为 '%s' 的相对引用无法添加图像节点无法添加驱动, 因为对于指定的ID无法找到有效的RNA路径 (ID = %s, 路径 = %s)无法添加几何节点修改器无法添加图像。尚未创建或分配节点树无法添加材质无法添加节点集合无法添加节点组无法添加节点物体无法添加集合, 因为其已被关联无法添加集合, 因为其已被覆写无法添加集合, 因为检测到从属循环无法分配新动作到 %s无法分配动作 %s 到动作约束 %s无法分配动作 %s 到 NLA 片段 %s无法更改动作无法清除关键帧, 因为对于指定的ID无法找到有效的RNA路径 (ID = %s, 路径 = %s)无法计算出一条有效数据路径无法连接一个面选择无法连接混合的选择类型无法连接顶点无法创建 ID '%s' 的副本以将其写入库无法为文件 %s 创建缓存读取器无法从数据块 '%s' 创建库重写,因为它不可重写无法从数据块 '%s' 创建库重写,其父级之一不可被覆盖 ('%s')无法从一个或多个选定的数据块创建库重写无法新建文件夹名称无法创建新文件夹: %s无法为文件 %s 创建读取器无法创建复制粘贴文件!不能创建 {:d} 函数曲线,仅在插入到可用函数曲线时,可能会发生这种情况。无法删除 %d 个已锁定的形态键无法删除关键帧, 因为对于指定的ID无法找到有效的RNA路径 (ID = %s, 路径 = %s)无法确定组节点的类型'%s' 无法在 '%s' 中找到在当前场景中找不到可编辑的集合,导入的数据将不会被实例化找不到物体 '%s' 的可重写根层级无法找到可用于旋转的选中边无法找到骨骼 '%s'无法找到父子约束中的反向数据无法找到用于物体解算器设置反向的约束数据无法找到可复制的驱动, 因为对于指定的ID无法找到有效的RNA路径 (ID = %s, 路径 = %s)找不到名为 %s 的栅格未能找到钩挂修改器找不到图像 '{:s}'找不到使用着色器节点树的材质或灯光 - {:s}无法找到节点集合接口无法找到节点颜色接口找不到场景找不到使用合成器节点树的场景 - {:s}无法找到受支持的接口类型无法从栅格生成网格无法获得有效评估的网格无法初始化语言数据!无法初始化任何选定物体的缝合无法初始化视频, 可能是不支持当前解码由于零 NLA 影响、基值,或值重新映射失败,无法插入 %i 个关键帧: %s.%s 对于编号 [%s]无法插入关键帧, 因为对于指定的ID无法找到有效的RNA路径 (ID = %s, 路径 = %s)无法插入关键帧,因为此类型不支持动画数据 (ID = %s)无法加载活动资产的动作无法加载用于写入的体积无法创建新图像无法创建新线段无法将集合导出器从编号 '%d' 移动到 '%d'无法将约束从编号 '%d' 移动到 '%d'无法将层从编号 '%d' 移动到 '%d'无法打开 Alembic 存档,详细信息请查看控制台无法打开SVG无法打开USD存档,详细信息请查看控制台无法打开用于写入的文件无法打开目录 '%s'无法粘贴驱动, 因为对于指定的ID无法找到有效的RNA路径 (ID = %s, 路径 = %s)无法读取 "%s"无法删除形态键不能从集合移除函数曲线组,因为集合内不存在无法重命名: %s无法重新打开文件未能解析路径 '%s'未能解析路径 (%s)无法保存打包的文件至磁盘 '%s'无法分离所选曲线无法将某些曲线吸附到表面无法取消分配来自 %s 的动作无法取消分配当前动作无法对该函数曲线更新标记,因为对于指定的ID无法找到有效的RNA路径 (ID = %s, 路径 = %s)无法写入图像: %s无法写入图像: {}无法写入体积: %s无法写入体积:写入VDB文件时发生未知错误无法关闭目标资产 %s找不到匹配的层,正在粘贴到活动层打开 %r (%s) 文件失败无法使用命令 {!r} 运行外部动画播放器 {:s}数量最大计数计数方法计数模式统计给定列表中的项目数量数量栅格分辨率模式尺寸逆时针逆时针每个分段坐标系的逆时针旋转。可用于对齐每个分段纹理的旋转范围CrCrazyspace变换仅对网格类型的物体可用折痕折痕 (角度缓存)折痕角折痕笔刷的夹捏系数折痕边折痕内侧锐边上的折痕锐边上的折痕平滑上的折痕平滑表面上的折痕折痕阈值折痕权重创建毂线折痕以改善细分效果创建毂线折痕以改善细分效果折痕权重 (若激活)折痕:创建创建 %s从活动的文本数据块创建 3D 文字物体沿路径创建创建骨架创建集合创建数据创建凹痕为将要复制由约束器引发的物体运动运距的物体创建函数曲线创建用于测试的Freestyle笔画材质创建引导编号映射创建实例创建内部弹簧当固定到场景摄像机时创建位置关键帧从绘制遮罩创建网格创建多边形创建新的动作创建新的偏好设置仅为在 3D 视图上下文中有效的轴向创建 'use' 参数创建姿态资产创建将要生成选定元骨骼的Python代码创建将把选中的元骨骼作为范例的Python代码创建四边形创建皱纹当固定到场景摄像机时创建旋转关键帧当固定到场景摄像机时创建缩放关键帧创建WebP在图像中创建一个 Alpha 透明度为零的 “孔”,这对于合成非常有用。 注:当在胶片设置中启用透明时,阻隔着色器只能创建 Alpha创建风筝/飞镖形状的四边形创建一个新图像创建一个具有指定尺寸的布尔栅格拓扑,用于与场转栅格节点配合使用创建方形选区在两个或多个选定循环边之间创建桥接面通过多种模型从单独分量创建颜色创建基于约束的关系,关联几何体的属性为副本创建控制骨骼为副本创建形变骨骼创建一种斜线型级进样式为每个导出文件单独创建目录创建一个与编辑模式下面选择相对应的面组为每个孤立面组创建一个面组从网格的松散块创建面组为每个材质槽创建一个面组从网格创建填充的体积栅格使用输入网格表面的形状创建雾体积沿曲线物体创建一个外力创建一个基于流体模拟速度的外力创建一个充当群簇的捕猎者或目标的外力创建一个外力来抑制运动创建辉光效果在两组遮罩之间创建渐变创建一种线性级进样式创建数值的列表对选定的关联数据块及其依赖项层级创建本地重写对选定的关联数据块及其依赖项层级创建本地重写对选定的关联物体及其依赖项层级创建本地重写基于亮度(明度)差异创建一个蒙版从物体或材质索引通道创建蒙版当角度低于此值时,创建一个机制来锐化连接的拐角使用最小点数创建一个包围输入几何体全部点的网格为ID创建新的动作槽。 请注意,必须在 "animated_id" 上下文指针中设置哪个 ID 获得此槽,使用: >>> layout.context_pointer_set("animated_id", animated_id) 当 ID 已经分配了一个槽时 新创建的槽将以它命名(以数字后缀确保唯一性) 并且分配的槽的任何动画数据都将为新槽复制。从正在运行的VR会话的查看器姿势创建摄像机和VR地标并选中从选中的VR地标创建新摄像机使用当前选定的骨骼创建新的选择集为每个已拼排的网格创建 UV 贴图创建新的动作安全存储现有动作后,创建一个新动作为此数据块创建一个新的动作槽,保持其动画从场景中的选定骨骼创建新资产创建新的骨骼集合然后将所有选中的骨骼指定到此在上一所选关节与鼠标位置之间创建一段新骨骼创建新的目录以放置资产创建一个新的合成节点组,并用默认节点对其进行初始化为序列创建新的合成器节点组创建一个新的文件夹使用此属性作为输入创建一个新驱动器,并将其复制到内部剪贴板。使用粘贴驱动器将其添加到目标属性,或粘贴驱动器变量以扩展现有驱动器创建一个空的选择集创建一个新面组从被遮罩面创建新的面组从可见顶点创建新的面组新建此类型的文件在所选节点周围新建一个框节点并立即命名创建新的几何节点组,并为其指定活动修改器给一个工具创建一个新的几何节点组创建一个新的图像创建一个新的图像文件,而不修改Blender中的当前图像创建一个新的内联着色器节点树供渲染器使用使用Catmull-Clark细分创建新级数使用雕刻置换的线性插值创建新级数使用简单细分创建新级数创建一个新的线条样式, 可供多个线条集重复使用创建一个包含自身工作区与场景选择的新主窗口从当前绘制遮罩创建新的网格物体从选中的面组创建新的网格物体使用新的几何节点组创建新修改器创建一个新的节点树从切片遮罩创建新的物体在剪贴板上创建新的姿态资产,以供粘贴到资产浏览器中使用当前网格的表面数据创建新的基于四边形的网格。所有数据层都将丢失创建一个新的文本数据块创建一个新的窗口创建一个新的世界数据块操作后创建通知创建平行四边形为每个选定边在点云中创建点为每个选定面在点云中创建点为每个选定面拐在点云中创建点为每个选定的顶点在点云中创建点通过渲染活动物体为该资产创建预览创建一种逐阶过渡型级进样式创建一种二次型级进样式创建一种球面二次型级进样式从四点创建四边形创建一种径向型级进样式创建矩形创建旋转畸变从主轴和(正交最合适)次轴创建一个旋转创建一个旋转轴心控件,它可以任意重新定位在生成最终绑定前,创建一个元骨骼范例用于修改按法向创建选区为每个图层创建单独的曲线实例为每个单独的笔画创建一个分离的填充为每个实例创建单独的图层为每个次级粒子类型创建单独的粒子系统创建阴影效果从网格创建有符号距离体积栅格从点创建有符号距离体积栅格使用基本颜色创建简单笔画如果链的一端与同一方向的另一条链相遇,则创建平滑的柔性骨骼过渡如果链的一端与其镜像相交,则创建平滑的柔性骨骼过渡使用 Catmull-Clark 细分方案创建平滑曲面以顶点半径定义厚度,从顶点和边创建实体形状通过挤压创建出实体外壳, 补偿锐角创建实体外壳, 补偿锐角基于面创建实体线框创建一种球面型级进样式创建球形选区将合适的中断姿态创建到当前帧创建拼贴图像创建梯形在雕刻模式中,创建一个包含模型所有面且唯一的面组从 X、Y 和 Z 分量创建矢量创建一个由其圆柱分量构成的矢量。创建一个由其球面分量构成的矢量。使用 ctrl+1,2,..9 为选定节点创建预览器快捷方式创建一个空物体, 将用于复制激活轨迹的运动创建一个与蒙皮布局对应的骨架为所选数据块创建自动预览创建一个空白蜡笔物体创建封套形状创建一个带 Alpha 通道的图像使用左右视图来创建一个图像为选中的物体创建一个物体集合创建一个选项将眼睑从眼睛表面分离创建一个可选的 IK 控件创建一个可选的控件创建可选的形变骨骼创建重写操作创建气泡粒子系统创建子粒子创建碰撞物体创建基于约束的父子关系建立基于约束的缩裹关系在生成的绑定上,为此动作创建约束为副本创建控制骨骼为手掌两侧创建控件为纹理创建坐标与映射节点 (忽略所选纹理节点)在几何元素上创建引用几何体的副本使用不同的累积偏移方法创建几何体的副本使用偏移量创建形状的副本在节点组中创建自定义警告为副本创建形变骨骼为气体创建域为液体创建域为笔画创建点划线效果为当前属性创建驱动,暂不指定目标为所有属性创建驱动,暂不指定目标为每对对应元素创建驱动器在面边线的内、外表面之间创建循环边 (较慢, 不需要时可禁用)创建效果并进行渲染、图像及3D视口的后处理创建适合用作简单蒙版或渐晕遮罩的椭圆蒙版渲染时创建空的占位文件 (类似于 Unix 的 'touch')为有相似法向的面创建面组以UV缝合边为边界创建面组以倒角权重为边界创建面组以折痕边为边界创建面组以锐边为边界创建面组创建泡沫粒子系统创建副本实例的栅格创建引导物体创建头部和颈部骨骼创建具有32位浮点位深度的图像沿粒子路径创建实例项追加时创建集合的实例, 而非直接将其添加到场景关联时创建集合的实例, 而非直接将其添加到场景创建集合的实例, 而非直接将其添加到场景对未被任何物体引用的物体数据创建实例从子粒子创建实例项创建常规粒子的实例项创建关键帧以跟随函数曲线选中通道的当前形态创建液体粒子系统当固定到场景摄像机时创建位置关键帧基于颜色之间的3D距离创建蒙版基于色度值创建蒙版基于颜色通道的差异创建蒙版为绿色或蓝色屏幕镜头使用给定的颜色创建蒙版从图像文件创建带适当宽高比的网格平面创建新的动作从所选关节处创建新骨骼从所选关节处创建新的骨骼并移动创建新目录?通过在现有体积栅格的拓扑结构上计算新的数值来创建新的栅格根据平面标记的内容创建新图像使用活动的发光体创建新的灯光链接集合新建遮罩为每个 OBJ 文件创建具有唯一名称的新材质如有需要,创建新的物体数据用户从选定的点轨迹创建新的平面轨迹从对象数据创建对象实例从当前选择体上创建一个偏移边循环根据每一行文本创建一个物体创建一个包含全部三种次级粒子类型的粒子系统创建或扩展 'i18n_info.txt' 文本数据块根据父粒子的发股为子粒子创建分界创建具有不同粗糙度值的峰和谷创建用作抠像节点颜色参考的色板基于NURBS和贝塞尔样条线的精度属性,从曲线的解算点创建点创建预定义蜡笔笔画圆弧创建预定义蜡笔笔画方形创建预定义蜡笔笔画圆环创建预定义蜡笔笔画曲线形状创建预定义蜡笔笔画直线创建预定义蜡笔笔画折线在自定义目录下创建代理图像序列 (默认为影片所在目录)在父级周围创建随机簇创建用作简单选区的矩形遮罩在选中的刚体之间创建刚体约束当固定到场景摄像机时创建旋转关键帧当固定到场景摄像机时创建缩放关键帧为X和Z创建单独的眼睑跟随影响滑块创建包含来自相同组元素的分离几何体创建尖锐的峰值在背景上添加函数曲线快照 (残影) 用于辅助活动曲线编辑器创建喷雾粒子系统为此数量的帧创建弹力,从粒子的初始产生帧计 (0代表始终创建)基于 USD 细分方案属性创建表面细分修改器创建尾骨如果尚不存在相应的修改器,则创建它创建六角形栅格图根据已有键的混合效果创建新的形态键创建追踪粒子系统根据所选元素创建变换坐标系利用噪波场创建紊流使用已重建轨迹的坐标创建顶点云创建、重置或清除库重写层级为每个纹理创建WebP纹理,对于已经存在的WebP纹理,不作处理基于活动颜色属性创建遮罩基于表面的边界创建遮罩基于曲面的曲率创建遮罩为整个网格创建新遮罩从活动面组开始,创建每个面组的姿态段创建一个属性,通过编号将每条曲线映射到其最近的引导线从当前的面组创建一个尽可能平滑的几何面片,同时尽量减少顶点位置的改变从当前的面组创建一个尽可能平滑的几何面片,最大限度地减少顶点切线的变化为流体的扩展生成粘性在链接的动作上无法创建新的槽创意贡献者名单严重的blend文件损坏:存在冲突和/或其他无效的数据块名称(详细信息请查看控制台)严重的数据损坏:存在冲突和/或其他无效的数据块名称(详细信息请查看控制台)裁切X 向裁切最大值Y 向裁切最大值X 向裁切最小值Y 向裁切最小值裁切渲染帧至定义的区域渲染框尺寸裁切至区域渲染框序列片段的修剪参数将图像裁剪到较小的区域,使裁剪区域透明或调整图像大小交叉视角交替渐隐片段带色彩校正的交替渐隐Crypto 00CryptomatteCryptomatte (旧版)精确CryptomatteCryptomatte资产Cryptomatte层Cryptomatte层级Cryptomatte材质Cryptomatte物体Ctrl左Ctrl右Ctrl立方体立方体栅格拓扑立方体尺寸立方体反射尺寸三次型三次型B样条4×4 采样上的三次型B样条过滤 (模糊但无振铃)立方厘米立方链立方分米立方十米立方英尺立方浪立方百米立方英寸立方千米立方米立方微米立方英里立方毫米三次型Mitchell4×4 采样上的三次型 Mitchell 过滤立方毫英寸立方码三次型缓动三次方缓动, 采用过冲及稳定时间三次插值方体剔除背面剔除距离剔除远离摄像机超过此距离的物体剔除累积偏移旋度卷发曲线开始卷曲当前当前缓存大小当前字符当前文件当前帧最终当前帧当前帧当前插帧集编号当前插帧集编号 ('内建' 为负, '绝对' 为正)当前行当前行编号当前子帧当前变换当前的变换坐标系当前 Vulkan 后端限制:当前编辑器不是节点编辑器。当前编辑器不是资产浏览器此区域当前的编辑器类型当前帧不在片段帧范围内当前帧可指定设置至负值影片或图像序列中的当前帧号影片或图像序列中的当前帧号使用了子帧和时间重映射的当前帧当前帧, 通过 Python 的 frame_set() 更新动画数据当前行, 以及选中内容的起始行, 如果存在源物体 '%s' 的当前模式与目标库重写物体 '%s' 的不兼容源物体 '%s' 的当前模式与目标物体 '%s' 的不兼容当前节点没有可见输出端。当前节点树未包含任何节点。当前节点树关联自另一个.blend 文件。不支持当前节点树类型。 应为 {:s} 其中之一。当前透视矩阵 (``窗口矩阵 * 视图矩阵``)骨架的当前姿态当前渲染引擎不支持烘焙当前形态键当前形态键编号导入过程的当前阶段当前正在显示的立体眼当前的模拟时间点当前视图矩阵当前窗口矩阵当前: 当前评估场景当前正在评估的视图层当前选定的绑定游标游标 (偏移)游标颜色游标距离光标位置游标锁定调整游标平面游标表面投影游标值游标值 -> 选中项游标视图游标 X光标 X 值光标 Y 值归一至 (0.0-1.0) 坐标区间内的游标位置规格化限定坐标系中的游标位置以归一化后的预览坐标表示的游标位置屏幕坐标系中的游标位置光标必须在表面网格之上游标 -> 选中项曲率曲率 3D曲率下限脊线曲率曲率平滑迭代谷线曲率基于曲率的光影着色,有助于使细节更加清晰可见曲线贝塞尔圆环贝塞尔曲线常值曲线曲线路径自定义自定义曲线延伸外插衰减衰减曲线预设衰减类型羽化衰减水平平方反比线形线性最大值中值梯级模式新建无衰减NURBS圆NURBS曲线NURBS路径轮廓形状衰减编辑的衰减方式衰减编辑方式随机根凸球形锐利更锐利平滑更平滑球状曲面圆曲面线曲面柱曲面片曲面球曲面环曲面曲线 '%s' 不包含指定的样条2D曲线曲线弯曲曲线圆环曲线数据曲线形变曲线编辑模式曲线编辑模式叠加层曲线衰减曲线帧范围曲线群组 ID曲线引导曲线控制柄位置曲线ID首端弯曲 X曲线编号曲线信息曲线实例曲线抖动曲线长度曲线长度节点曲线直线曲线映射点曲线映射曲线修改器曲线物体曲线偏移尾端弯曲 X曲线绘制设置曲线参数衰减曲线点曲线点数曲线轮廓小部件曲线半径曲线根部曲线雕刻曲线雕刻叠加层曲线段曲线灵敏度曲线形状曲线法向缩放曲线切片曲线样条曲线强度曲线细分曲线切向曲线倾斜曲线梢部曲线部件的颜色包含样条线和控制点数据的曲线组件曲线控制点存储曲线, 样条及 NURBS 的曲线数据块用于存储曲面的曲线数据块用于存储文本的曲线数据块曲线数据块定义簇锥化的曲线定义糙度的曲线定义快门的打开程度的曲线定义扭曲的曲线曲线形变修改器曲线变形式文本物体曲线匹配笔迹的方法网格或文本物体转换为曲线定义曲线路径的曲线几何体曲线引导效果器权重曲线映射中的曲线曲线插值在该点: 贝塞尔或矢量使用用户定义的曲线将颜色、矢量和标量值映射到其他值的曲线映射用于定义锥化 (宽度) 的曲线物体名称作为形变参照的曲线物体用于适应阵列长度的曲线物体点所属曲线曲线或曲面的单段细分次数曲线大小必须大于零控制此关系的曲线曲线 转换为 网格曲线 转换为 点曲线 转换为 管形要计算其长度的曲线要以给定轮廓转为网格的曲线曲线类型用于调制效果的曲线用于曲线映射的曲线用于抖动效果的曲线用于灵敏度的曲线强度的调整曲线用于将压力映射到笔刷抖动的曲线用于将压力映射到笔刷大小的曲线用于将压力映射到笔刷强度的曲线USD 插值不支持曲线宽度大小曲线曲线没有活动点曲线: {} 点, {} 样条曲线映射没有曲线映射表曲线轮廓表未初始化,调用 initialize()曲线化曲线添加笔刷类型梳理曲线形状类型圆柱删除密度生长/收缩新建绘制选择夹捏蓬松滑移平滑蛇形钩发股线条带曲线编辑模式曲线编辑模式叠加层曲线生长/收缩缩放曲线信息曲线物体不支持此设置原点操作曲线雕刻曲线雕刻 添加曲线选项曲线雕刻笔刷设置曲线雕刻罩体不透明度曲线雕刻绘制曲线雕刻衰减参数曲线雕刻设置曲线未附着到任何UV贴图曲线为网格曲线为NURBS曲线没有可用于变形的附着信息曲线没有表面的附着信息已解算曲线数据转换为毛发曲线曲线必须具有网格表面物体集曲线未附着到表面曲线只支持单个材质;选中项输入不能是场曲线形状类型沿主曲线扫掠的曲线曲线 转换为 蜡笔要更改闭合状态的曲线要变更控制柄的曲线要变更法向的曲线要更改分辨率的曲线要变更类型的曲线要转换为点的曲线要变形的曲线待填充的曲线. 所有曲线均视为闭合且投影到XY平面用于生成圆角的曲线要重采样的曲线要对其位置采样的曲线要设置控制点手柄的曲线要设置半径的曲线要设置倾斜的曲线要缩短的曲线要细分的曲线要切换其始末端的曲线用于链式裂解的曲线平面长度连线的弯曲程度自定义自定义 ({:.4g} fps)自定义衰减量自定义字节码自定义字节码哈希值自定义摄像机自定义摄像机着色器编译失败, 错误详见控制台自定义腔体曲线自定义颜色自定义颜色预设自定义配色集自定义颜色用于Python节点的自定义合成器组节点自定义曲线自定义目录自定义距离自定义文件路径用于Python节点的自定义几何群组节点自定义渐变自定义节点组自定义 IK 轴心自定义图标自定义图像自定义标签自定义位置自定义法向自定义法向仅自定义法向自定义物体自定义遮挡自定义洋葱皮颜色自定义叠加层自定义视差自定义路径自定义轴心控制自定义姿势自定义轮廓路径自定义属性自定义代理自定义品质自定义范围自定义区域自定义着色器Python 节点的自定义着色器组节点自定义形状自定义形状旋转自定义形状缩放自定义形状变换自定义形状平移自定义模拟帧范围自定义模拟范围自定义空间自定义视图自定义体积自定义小部件定向自定义动画播放器的可执行路径当前帧之后的运动路径的自定义颜色当前帧之前的运动路径的自定义颜色自定义节点主体颜色可供使用的自定义配色集需应用效果的自定义曲线使用自定义曲线控制蜡笔关键帧之间的 '序列' 插值通过蜡笔帧来自定义曲线以控制笔刷的衰减效果自定义曲线控制初始粗细编号的自定义数据层名称随机数值的自定义数据层名称自定义区域接口的自定义动态UI标签。若偏好设置中启用翻译功能,可对其翻译自定义淡化值自定义衰减曲线自定义过滤使用曲线映射来自定义插值自定义映射曲线自定义节点使用UI法向的自定义法线工具自定义属性自定义参照点作为辅助自定义着色器源用于缩小导出纹理的自定义尺寸资产的自定义标签 (名称令牌),用于筛选和通用资产管理戳记注释中出现的自定义文本USD舞台指定一个自定义每单位米数值剪切切割边线切割粒子至形状透切剪切至切割交叉部分为面以更好的碎片效果切割面的边线沿一个平面切割几何体 (点击并拖拽以定义平面)剪切毛发以符合设置的形状物体修剪毛发切割至几何体,并保持两部分分开 (选中/未选中)在选定的物体上以一定的角度切割,形成倒角或斜切面切割网格循环边并滑移切割新的拓扑结构将所选文本剪切到剪贴板从未选中部分切除选中的几何实体剪切文本到剪贴板穿透切割所有的面, 不仅包括可见面切割、减去或合并多个SDF体积栅格输入项切除、减去或合并多个网格输入截止截止距离用于音频数据的高通滤波器的截止频率用于音频数据的低通滤波器的截止频率切割次数跨越镜像平面切割网格切口: %s, 平滑度: %s循环循环控制柄类型循环长度逆向循环在所有四种控制柄类型之间循环反向周期循环位于动作首尾之间的动画时长循环序列中的帧在影片中循环图像在所有非空渲染槽中循环渲染循环通过可用屏幕根据历史循环在内斜接种类之间切换在相交类型之间切换在偏移模式之间循环在外斜接种类之间切换通过激活下一个/上一个循环编辑器上下文循环取用彩虹色, 尝试为各条曲线指定唯一的颜色循环通过该组工具循环穿过工作区循环感知插帧CyclesCycles 曲线渲染设置Cycles 自定义摄像机设置Cycles 调试循环函数修改器Cycles 灯光设置Cycles 材质设置Cycles 网格设置Cycles 物体设置Cycles 渲染设备Cycles渲染引擎Cycles 渲染设置Cycles设置Cycles视图层设置Cycles 可见性设置Cycles 世界设置没有Embree支持的CyclesCycles 曲线渲染设置Cycles 在此版本中被禁用Cycles 灯光设置Cycles 材质设置Cycles 网格设置Cycles 物体设置Cycles 渲染设置Cycles渲染器集成Cycles 可见性设置Cycles 世界设置闭环循环动画闭环偏移量循环片段时长U 向闭合V 向闭合循环扩展 / 重复关键帧序列周期性的波浪效果最末关键帧之后所使用的循环模式首个关键帧之前所使用的循环模式柱体圆柱半径捷克语 - Čeština已弃用: 为已复制的旋转添加初始旋转DJVDLSDNxHD向下DPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (注意: 这会修改渲染分辨率)DWAA (有损)DWAB (有损)阻尼衰减系数使反射波沿风向的反方向进行衰减数值过滤型衰减最小二乘法阻尼追踪阻尼追踪约束阻尼阻尼阻尼 ε阻尼系数最大阻尼衰减时间阻尼转换阻尼X阻尼X转角阻尼Y阻尼Y转角阻尼Z阻尼Z转角阻尼的谐振强度X轴方向的阻尼X旋转轴方向的阻尼Y轴方向的阻尼Y旋转轴方向的阻尼Z轴方向的阻尼Z旋转轴方向的阻尼悬空转接点被忽略。丹麦语 - Dansk变暗变暗模式边缘变暗。更暗阴影阴暗程度虚线虚线 1虚线 2虚线 3虚线长度虚线修改器线段虚线比虚线虚线不透明度数据数据API数据位深数据层数据操作数据路径数据预览数据集数据源:数据目标数据传递数据传递修改器数据类型数据损坏: 数据块 '%s' 正在使用另一个本地数据块 ('%s') 作为库重写引用, 移除所有重写数据数据损坏: 数据块 '%s' 正在将自身用作库重写引用, 移除所有重写数据数据损坏: 数据块 `%s` 具有没有RNA路径的库重写属性未设置数据路径用于自由笔画的曲线控制点数据用于背景图的数据源将在扩展操作中修改的数据从缓存中读取的数据数据类型拓扑栅格的数据类型AOV的数据类型属性的数据类型接口的数据类型体素值的数据类型用于识别电子表格列的数据用于识别电子表格表的数据用于从数据源中识别相应数据的数据用于标识表的数据无特定行为的数据值数据块数据块名称数据块引用数据块类型数据块数据块 '%s' 包含无效的嵌入式节点组,该节点组未被读取数据块 '%s' 不是库重写,也不是库重写层次结构的一部分数据块 '%s' 已非资产数据块 '%s' 现在是资产数据块不支持资产操作 - 必须是笔刷、集合、节点组、物体、姿态动作、场景,或世界环境数据块不支持预览当前编辑数据块所关联的数据块数据块未被标记为资产数据块已重命名为 '%s', 再次尝试可将其强制重命名为 '%s'数据块类型不支持自动预览数据块类型不支持伪用户要显示的数据块类型用于3D视图中标注的数据块使用这些形态键的数据块使用此打包文件的数据块不可编辑正被编辑节点的数据块尽管已链接,此库中的数据块也是可编辑的,由笔刷资产及其依赖项使用。不在全局主数据库中的数据块无法重命名数据传递日期修改日期日期: {:s} {:s}日在空白空间单击时停用几何节点预览器把最小和最大坐标范围外的栅格体素设为非激活状态,将其值设为背景值。在模拟开始时让刚体失活停用几何节点中选定的预览器节点失活性消逝盲区消失调试调试图标背景调试图标前景调试采样计数调试数值调试选项, 仅带 '-d' 参数启动时贴花偏移优秀的策略。拥有一个子骨骼的骨骼的头部放置在最接近子骨骼的本地轴向上位数精简通过删除影响曲线形状最少的关键帧来精简函数曲线通过指定函数曲线与原始曲线的偏差程度来精简函数曲线精简修改器清除:跳过非线性/贝塞尔关键帧!精简修改器节点面板的声明节点接口声明接口和节点组的界面面板的声明分解为摆动旋转以瞄准 X 轴,然后围绕它旋转分解为摆动旋转以瞄准 Y 轴,然后围绕它旋转分解为摆动旋转以瞄准 Z 轴,然后围绕它旋转分解为其圆柱分量。分解为其球面分量。解构而非构建网格降低对比度降低跳跃高度减少段数默认默认属性默认关闭默认颜色默认颜色属性默认颜色默认擦除笔刷默认淡化默认帧: {:.02f} (应该是一个整数!)默认帧: {:.0f}默认目标 (顶点目标位置) 值默认目标 (顶点目标位置) 值, 当无顶点组时默认组节点宽度默认控制柄默认导入方法默认输入默认插值默认关键帧通道默认按键配置默认布局默认最大值默认最小值默认预览大小默认平滑模式默认至默认值默认权重默认权重 A默认权重 B鼠标右键的默认操作默认内置按键配置在未返回 RGB 或启用 RGB 转强度时纹理的默认颜色骨骼实体形状的默认颜色新节点和节点组的默认颜色标签与标记停止追踪时的图像边界之间的默认距离默认擦除笔刷,可快速与主画笔交替使用默认填充色彩新空间类型的默认标题栏位置默认显示渲染图像的位置文件编辑器将显示的默认位置偏好设置显示的默认位置匹配图块与参照图块之间的默认最小校准值, 参照图块仍被视为追踪成功用于追踪的默认运动模式默认的排序次序外置文件的默认路径默认图案填充在未定义路径前,文件选择器的默认相对路径选项眼睑跟随滑块的默认设置 (X和Z)资产预览缩略图的默认尺寸 (像素)默认启用高级数值输入用于粒子模式的默认工具栅格体素之外的默认值默认的体积渲染使用零散射方法,该方法无偏且瑕疵更少,但可能噪点更多。“有偏”选项则使用光线步进法,并提供了步长与最大步数的控制顶点不在顶点组 A 中时的默认权重值顶点不在顶点组 B 中时的默认权重值要添加到顶点组的顶点的默认权重默认定义基底定义深度限定签名界定帧的一个自定义范围,用于修改器定义一条具有起点、方向和长度的直线定义并编辑驱动器,将属性链接到自定义函数或其他数据用圆上的3个点定义弧。计算起点和终点之间的弧线定义顶点对动画位置的粘着力定义速度矢量相对时间的解析方式,'帧' 表示时间增量是 1 帧,'秒' 表示 1 / FPS用浮点数定义半径确定下面的黑色素浓度以获得最逼真的毛发 (您可以在网上获得不同类型的毛发的浓度)用三个点定义半径和位置用浮点数定义半径定义直线的开始和结束点使用一条贝塞尔曲线定义笔画曲线 (各段按指定间隔断开)在本地定义变换,或通过物体的变换属性定义定义曲线几何体沿样条线结束的位置 (起点为 0,终点为 1)定义曲线几何体沿样条线开始的位置 (起点为 0,终点为 1)定义VR视角的位置和旋转的出处, VR头戴设备的平移和旋转的变化量将应用到此出处定义要被使用的群组的子集仅定义的基元定义回调函数以扩展USD IO决定如何沿绘图路径和对象的旋转对齐点和方块定义笔画淡入/淡出程度定义笔画的可见程度定义活动层选中项上如何操作定义如何在3D空间中排列笔画 (对于未显示 "在前面" 的对象)定义顶点颜色对笔画的影响定义关键帧是否在淡入或者淡出曲线上对齐定义是否允许解算器对首帧或所有帧执行重复迭代 (直到达到精度时的聚敛), 或不对任何帧执行定义用于计算梯度和旋度的衍生偏移量尺寸定义要覆盖的UI,如果未设置,将创建一个新的,并根据绑定的名称进行命名定义用于去溢色限制的通道。在两个非主色通道之间进行平衡,作为主色通道的对比。0 表示使用两个通道中的后一个,1 表示使用前一个定义相对值所参照的图像尺寸维度定义镜头投影为多项式,以允许模拟真实世界的相机镜头定义打开文件时文本编辑器所需参数的特定格式。支持的扩展如下: $filepath 文件的绝对路径。 $line 打开时的行(可选)。 $column 从行的开头打开到列(可选)。 $line0 & $column0 从零开始。 示例:-f $filepath -l $line -c $column定义笔画的哪一部分用于延长线计算定义前景是否为直通 alpha 形式,这对于正确的 alpha 合成非常必要。合成器中的图像默认为预乘 alpha 形式,因此在多数情况下应取值为假。但如果,也只有在前景图像由于某些原因被转换为直通 Alpha 的情况下,才应将其取值为真定义要放置小部件物体的集合。如果未设置,将根据绑定的名称创建一个新集合定义哪些关键帧用来作为坡度以及向它们混合多少关键帧定义要覆盖的绑定。如果未设置,将创建一个新的绑定,其名称基于绑定名称选项或元骨骼的名称单位像素定义一个 RNA 枚举属性选择音频声道的定义Deflate偏转发射源偏转流体并影响流体流动偏转导流板散焦形变形变轴形变骨骼在表面上变形曲线形变模式形变姿态骨骼沿局部轴向形变基于一系列锚点改变形状X 轴向的形变Y 轴向的形变Z 轴向的形变四元数形变旋转插值使用另一物体改变指定点的形状使用骨架物体变形笔画的点使用物体变形笔画点使用晶格物体变形笔画使用 Alembic 格式的外部网格缓存改变网格或曲线形状使用外部逐帧顶点变换缓存改变网格形状通过扭曲、弯曲、锥化或拉伸改变形状使用骨架物体改变形状使笔画变形以最好地匹配封套形状使用不同的网格变形,充当变形罩体使用晶格物体的形状来变形基于噪波或其他矢量场改变体积形状形变组 '%s' 未存在于物体 '%s' 中塑形变形桥变形目标笔刷中使用的变形类型形变 (形态键、形变修改器)形变位置塑形使用引导曲线将现有毛发曲线变形为辫子使用引导曲线将现有毛发曲线变形为卷发使用噪波纹理变形毛发曲线使用每个点的随机矢量变形毛发曲线以使其成卷毛效果角度反交错对所有选定的影片源进行去隔行扫描处理加载影片文件时反交错删除德洛内延迟延迟视口更新在达到最大速度之前的延迟,单位: 秒删除从文本开头处删除 4 个空格删除烘焙删除笔刷资产删除目录删除数据删除空白框删除几何体全局删除删除蜡笔帧删除较高级删除修改器删除屏蔽项删除点删除姿态资产删除参考物体删除片段删除选择删除棚灯删除轨迹删除未使用项删除未使用节点完全删除粒子或只删除关键体从当前帧内所选轨迹中删除关键帧删除所有图层的活动帧删除所有层上的活动关键帧删除激活的场景删除激活的屏幕删除活动文本文件?删除全部删除所有资产元数据,将资产数据块重新转换为普通数据块删除所有资产元数据,将选定的资产数据块重新转换为普通数据块删除所有资产元数据,将所选资产数据块转回普通数据块,并设置伪用户以确保数据块仍将被保存删除当前场景中所有物体的烘焙缓存从可见数据块中删除所有空动画数据容器删除所有未包含节点的框删除全部无效书签删除全部通过 “固定到场景摄像机” 创建的关键帧删除全部光照探头烘焙灯光数据删除所有输出端未使用的节点删除所有选中的动画通道删除所有选中的笔画或者点删除全部被视为无效的可见驱动器删除此工作区以外的所有工作区删除在笔画中的替代顶点, 除了端点从几何体中删除具有指定名称的属性。通常用于优化性能合并每侧的面以删除循环边删除现有点删除单个烘焙节点或模拟的已烘焙数据删除所有选定对象上的缓存删除缓存的间接光照明删除几何节点修改器中缓存/烘焙的模拟删除子物体与集合删除当前的群体规则删除当前群体状态删除当前缓存删除当前激活 UI 属性的关键帧删除曲线的结删除指定到所选项目上的驱动器删除所有阵列元素的驱动器创建网格平面后删除图像空物体删除封套控制点从模拟中删除流体删除障碍物内的流体在障碍中删除从阵列的所有元素中删除关键帧从所选物体中删除关键帧?从所选片段中删除关键帧?为指定插帧集中的所有属性删除当前帧的关键帧删除松散顶点、边或面删除当前帧内所选轨迹的标记删除当前帧内所选轨迹的标记?从硬盘中删除影片剪辑代理文件删除两个插件中的一个来解决:仅删除填充并保留笔画仅删除笔画保留填充删除物理烘焙删除点删除障碍物内或离开域的次级粒子删除所选非线性动画轨道及其中的片段删除选中的骨骼?删除选定的书签删除选定的集合层级删除所选控制点或样条?删除所选控制点或线段删除所选控制点或样条删除所选控制点,矫正周围控制点删除所选部分中未用于外壳部分的元素删除被外壳所使用的选中面删除选中的文件?删除选中的关键帧?删除所选列表条目删除所选标记?删除选定的融球元素删除选定的融球元素?删除选中的物体删除选中的对象和集合删除选中的物体?删除选中的粒子或关键帧删除所选点而不拆分笔画删除选定的报告从序列编辑器中删除选中的重定时关键帧删除选择的片段从序列编辑器中删除选中的片段删除选中的笔画或者点删除所选时间标记删除选中的轨迹删除选中的轨迹?删除选中的顶点、边或面删除相交笔画之间的笔画点删除目标变量删除光标处的文本删除光标处文本删除光标下的 ID删除活动的蜡笔帧删除活动笔刷资产删除活动标注层的活动帧删除活动物体的活动顶点组删除活动位置删除活动工作区从文件系统删除该插件删除所选姿态资产从列表中删除选定的VR地标如果可能,请删除被选中的本地重写,并将其重新关联到已关联的数据块,否则将其重置并标记为不可编辑删除选中的本地重写 (包括其重写依赖项的层次结构),并将其用法重新关联到被关联的数据块如果可能,请删除被选中的本地重写,并将其重新关联到已关联的数据块,否则将其重置并标记为不可编辑删除此库与其全部条目从顶点中删除此权重 (如果顶点组被锁定,则禁用)删除与所选曲线对应的轨迹是否删除与所选曲线对应的轨迹?删除变换坐标系删除不良的轨迹区段删除不良轨迹删除并重连已删除 %d 个数据块已删除 %u 个驱动器已删除 %u 个物体已删除 1 个节点已删除 {} 个节点删除活动层中的当前帧删除多精度修改器的置换删除指定给面组的面删除网格的最高级分辨率, 损失少量细节划界按UV坐标划界按缝合边划界按面朝向划界按面材质划界按锐边划界为融并操作划界划界循环边选择在缝合边处划界边循环选择在锐边处划界边循环选择划界并排边选择在材质边界处划界并排边选择在缝合边处划界并排边选择在锐边处划界并排边选择划界面循环选择在材质边界处划界面循环选择在缝合边处划界面循环选择在锐边处划界面循环选择界定选中区域分隔符分隔符必须是单个字符分隔符必须是 \n, \r, " 或 \传递AO通道在一个分离通道中单独渲染蜡笔将 alpha 混合表面在单独的渲染通道中呈现传递辉光通道 (已弃用)传递深度值通道传递漫射颜色通道传递直接漫射通道传递间接漫射通道传递直接体积散射通道传递自发光通道传递环境光照通道传递所有已合并的 RGBA 缓冲传递光泽颜色通道传递直接光泽通道传递间接光泽通道传递间接体积散射通道传递材质编号通道传递雾场系数通道 (0.0-1.0)传递法线通道传递物体编号通道传递位置通道传递阴影通道传递速度矢量通道传递次表面颜色通道传递直接次表面通道传递间接次表面通道传递纹理 UV 通道传递透射光颜色通道传递直接透射光通道传递间接透射光通道传递体积直接光通道增量位置增量旋转增量旋转增量(欧拉)旋转增量(四元数)缩放增量增量时间增量变换X 增量Y 增量0.0..1.0坐标系中克隆图像的偏移增量X 向增量: %s演示牛仔降噪降噪节点GPU 预览降噪颜色和引导通道一起降噪。当引导通道有噪点时,使用最少的额外处理时间,提高质量图像降噪和引导通道结合在一起。当引导通道有噪点时,使用最少的额外处理时间来提高质量。使用时间重投影降噪图像 (播放动画时可能会留下一些残影)GPU 降噪使用当前场景和视图层设置对渲染动画序列降噪。需要降噪数据通道并且输出为 OpenEXR 多层文件对Cycles和其他光线跟踪渲染器的渲染结果进行降噪使用所选降噪器在每次预览更新后为图像降噪在3D视图中使用图像降噪使用所选降噪器为图像降噪。在渲染后对图像降噪对渲染图像降噪降噪器降噪降噪反照率降噪数据降噪设备输入通道降噪降噪法向降噪预过滤降噪品质降噪已完成指示物体是否由另一个物体生成密度物体内所含流体的密度 (kg/l),用于创建模拟内部流体重量的静液压梯度,或者来自周围流体的浮力 (如为负数)密度添加尝试密度属性密度系数密度栅格密度遮罩密度最大值密度方法密度强度目标密度密度被作为默认的密度系数而计算 (取决于粒子大小)空气分子的密度。 0表示没有空气,1表示城市型空气灰尘、污染物和水滴的密度。 0表示无气溶胶,1表示城市型气溶胶臭氧层密度。 0表示无臭氧,1表示城市型臭氧密度新体积的密度密度值 (kg/m^3),如果使用 "自定义" 预设,则允许自定义数值场景数据中的依赖依赖关系图依赖关系图物体实例依赖图更新从属循环解算期间需更新依赖关系图已弃用废弃说明已弃用移除版本弃用版本已弃用的操作符,请以 screen.keyframe_jump 代替已弃用,分块始终处于启用状态已弃用,请改用 'uv'、'vertex_select'、'edge_select' 或 'pin' 属性已弃用,以 use_data_display 代替已弃用. 使用Cryptomatte节点代替深度3D深度深度 A深度 B深度合成深度合成节点深度目标景深深度偏移深度排序选择的深度偏移景深景深设置云纹的计算深度噪波的深度固实地面在水面下的深度卷曲的深度偏移深度值过大从给定的字符串表示形式中推导出数值参照其他网格体生成纹理坐标描述被重写属性描述覆写属性的重写操作的描述条目用途的描述节点树的描述工具提示的属性说明描述:弃选取消选择末端取消选择连接到现有选择的面弃选已合并项空白位置取消全选取消选择那些位于各选区边界上的UV顶点取消选择连接到现有选择的顶点弃选所有字符弃选全部元素取消选择所有指定到活动顶点组中的顶点当游标下方没有物体时全部取消选择取消选择活动骨骼集合的骨骼取消选择由范围选中的各粒子的键按活动材质槽取消选择取消位于各选区边界上的控制点的选中状态从选中的顶点 / 边 / 面中按照指定的元素间隔数量执行弃选从活动点中按照指定的元素间隔数量执行弃选弃选孤岛的末尾选中项的关键帧取消选择相连的UV顶点, 而非选择它们取消选择相连的控制点, 而不是选择它们取消选择相连的键, 而不是选择它们取消选择在父级/子级关系边界的物体弃选集合中的物体添加操作完成后,弃选先前选定的片段取消选择而不是选择项目取消选择那些位于各选区边界上的样条线控制点取消选择那些位于各选区边界上的骨骼取消选择此姿态中使用的骨骼取消选择位于各选区边界上的顶点弃选各选区边界处的点、边、面弃选项已弃选来自 %s 的骨骼一个轴向上所需的体素数量所需的体素边长度桌面去斑去溢色去溢强度目标指示器宽度匹配的目标层目标帧脱离脱离连接脱离节点脱离输出脱离并重连现有连接线脱离节点, 移动并附加到框中脱离所选节点的输出端并维持输入端的连接将选中节点从父级脱开细节细节模式细节百分比细节改善方法细节糙度细节缩放细节大小细节类型方法细节侦测拐角侦测闭合曲线侦测图像序列侦测序列检测UDIM自动侦测拐角,并使用非对齐控制柄从材质侦测图像槽检测选定的 UDIM 文件并加载所有匹配的分块检测到的影片帧区间检测影片剪辑的帧率,以帧/秒为单位行列式测定决定烟雾消散的速度 (值越低,烟雾消散速度越快)确定如何导入资产确定资产的导入方式,除非被资产浏览器覆盖确定指定锥化物体时如何计算样条线点的有效半径决定几何终点系数映射到样条线的方式决定几何起点系数映射到样条线的方式确定如何构建曲线的倒角几何体测定如何使用特征边线选中项的可见性定义渲染线程数确定生成笔画上方的光度阈值决定噪点是否返回灰度或 RGB 值确定哪些其他物体会遮挡图像确定流体和障碍物的分离距离 (调高数值将导致流体远离障碍物,调小则将使流体向障碍物内部移动)确定障碍单元中允许的流体量 (值越高会更容易将边界单元标记为障碍物并降低边界平滑效果)确定如何选择要合并的图层确定在将位图分解为路径时如何解决分歧确定是识别简单图像还是完整序列确定物体可见性、修改器等属性,这些属性视渲染和视口而异确定各行的砖块偏移量确定每像素的光线数。更高的精度使用更多的内存。决定每条曲线中点的顺序确定与节点组相关的某些用户界面元素的可见性确定物体可见性、修改器设置和其他具有不同设置的视图和渲染区域确定笔刷是添加还是删除曲线确定网格的哪个内部将产生体积效应确定从次级粒子创建哪些粒子系统确定性按需为已修改的函数曲线的生成值开发选项开发者工具开发开发筹资设备用于计算 (使用 Cycles 进行渲染) 的设备用于渲染的设备使用设备的上/下方向来控制3D视图的Z轴方向诊断斜向斜向转盘操控器直径直径 根直径比例物体或灯光的原点显示直径, 像素单位笔刷直径 (单位为BU)新点的直径HDRI 参考球体的直径笔刷直径笔刷的直径像素值操控器直径水滴直径,以微米为单位菱形菱形锐化中间带点的菱形切分用摄像机切分率切分率渲染在剪贴板上未找到任何资产未写入, 无多层图像无法写入,保存立体图像时发生意外错误逝去时间碰撞后消失消逝差值色差抠像差值模式顶点组A与B的权重差值相对于父级骨骼的姿态和静置之间的差异在 RGB 和 alpha 通道中打包不同的图像,且不相互影响。游戏引擎通常使用通道打包来节省内存。不同风格的色差拾色器部件的不同样式差量备份漫射漫射 BSDF漫射反弹漫射颜色漫射颜色 蓝漫射颜色系数漫射颜色 绿漫射颜色 红漫射深度漫射直接光漫射系数漫射间接光漫反射乘积 MIS漫射粗糙度漫射可见性具有卡通灯光效果的漫反射和光泽着色器材质的漫射颜色漫射反射乘数扩散膨胀尺寸膨胀或腐蚀栅格的活动区域。这会改变哪些体素处于活动状态,但不会改变它们的值。使用指定大小的圆形结构元素膨胀或收缩计算出的蒙版。负数大小表示收缩,正数表示膨胀使用在指定大小给定衰减处的反距离操作来膨胀或收缩计算出的边缘蒙版。负值表示收缩,正值表示膨胀膨胀/收缩膨胀 / 腐蚀扩张半径扩张阈值尺寸规格规格尺寸模式遮罩镂版在视图中的尺寸镂版在视图中的尺寸导出文件的尺寸矢量接口的维度尺寸:直接光直接着色直接光直接光采样直接光强度直接末端控制将帧数转换为秒数不支持直接执行仅使用前向路径跟踪采样直接光贡献仅使用下一事件估算采样直接光贡献直接关联的库数据块,单击转为本地项,Shift+单击创建库重写DirectX方向方向 (Y 轴)片段上一个相邻点开始的方向每条曲线从根部到梢部的方向日光的照射方向缩放元素的方向在全局坐标系中定义方向在局部坐标系中定义方向视轨的方向视图平移的方向线的方向色差效果的方向填充方向用于阴影和高光的光照方向曲线根部线段的方向柱形或球形的方向笔刷达到最大厚度时的笔画方向 (0°为水平)曲线梢部片段的方向波的方向日光的源照射方向直线的方向。此矢量的长度无关紧要循环通过的方向表面的循环方向活动骨骼集合移动的方向移动活动选择集的方向:向上(默认)或向下活动书签的移动方向活动导出器的移动方向活动层的运动方向活动层的移动方向活动线条集的移动方向活动材质的移动方向在列表中移动活动顶点组的方向把选择的修改器往前移把选择的样式单元往前移插入时偏移节点的方向指向层级中的选择定向定向模糊定向四叉树定向采样类型定向面光定向面光源定向锥形光源定向锥形光源指向面拐角邻边中心的定向矢量散射的方向,零表示各向同性,负数表示向后,正数表示向前次表面中体积散射的方向性。零为所有方向上均匀散射,值越高,向前散射越强烈。例如,皮肤已被测量为具有0.8的各向异性直接输出 OpenColorIO 处理后的图像。这通常并不正确,但可在已知系统配置与物理显示设备确实与所选显示器匹配时使用直接设置吸收系数 "sigma_a" (这不是最直观的给毛发上色的方法)文件夹目录路径在文件浏览器中显示文件所在目录文件所在目录包含流体缓存文件的目录纹理的保存目录保存动画的目录/名称, 使用#字符来定义帧编号的位置和填充脏旧角度仅脏旧污迹禁用在退出调整模式后,禁用任何NLA轨道上的 "solo",恢复一般界面禁用骨骼设置禁用骨骼形状禁用碰撞禁用函数曲线解算禁用 MetalRT(使用 BVH2 布局进行相交查询)禁用 NLA 片段解算禁用 NLA 轨道解算禁用量化禁用选中项禁用棚灯编辑对其他对象禁用视口禁用执行的动作禁用工作区的插件禁用并卸载扩展禁用自动打包, 保留所有已打包的文件禁用受约束刚体间的碰撞禁止对边界线进行编辑在平面光照探头中禁用在渲染中禁用在球形光照探头中禁用在表面拾取中禁用在视图禁用在体积光照探头中禁用禁用内核优化。渲染速度最慢,没有额外的后台 CPU 占用文件加载中禁止库重写自动重新同步检测和数据处理 (有助于修复损坏的文件). 更多请看 "--disable-liboverride-auto-resync" 命令行选项开启 / 关闭渲染视图禁用量化,将生成无扩展的、更大的 glTF 文件禁用选中的标记禁用视图中的选中项在视图禁用选择 • Ctrl 隔离集合 • Shift 设置到内部子集合与物体在视图中禁用选择 • Shift 设置到子级对所有选中的动画通道禁用特定设置禁用带alpha材质的镂版与重叠自交错禁用片段使其不产生任何输出在选择、吸附和深度拾取操作期间禁用表面影响。通常用于避免半透明物体影响场景导航禁用资产编号器会强制每次资产库刷新时从磁盘完全重新读取资产在拖动中禁用默认的资产拖动。这有助于通过自定义快捷键实现自定义拖动。关闭选择模式在视图层中禁用视图显示当使用一张图像代替真实z-缓冲作为输入源时, 则禁用此项 (如果不是基于图像的节点, 将自动启用, 例如时间节点)禁用 / 启用所选标记禁用禁用的标记已禁用轨迹启动时禁用, 覆盖偏好设置.已禁用, 未使用Bullet编译Blender已禁用, 未使用OBJ I/O编译Blender已禁用, 未使用OpenSubdiv编译Blender已禁用, 未使用OpenVDB编译Blender已禁用, 未使用PLY I/O编译Blender已禁用, 未使用STL I/O编译Blender已禁用,OpenVDB 版本过旧已禁用, 在没有OpenColorIO的情况下构建已禁用, 未编译OpenSubdiv已禁用, 未使用 OpenImageDenoise 编译已禁用, 平台不支持已禁用: {}禁用音频输出, 仅供视频渲染禁用视频输出, 仅供音频渲染尚不支持禁用主题禁止顶点在 X 轴向上发生改变禁止顶点在 Y 轴向上发生改变禁止顶点在 Z 轴向上发生改变关闭 X 轴上的运动关闭 Y 轴上的运动关闭 Z 轴上的移动丢弃分布后,基于一个遮罩纹理舍弃点断开断开骨骼连接断开所有毛发系统与发射体网格间的连接断开毛发与发射体网格间的连接将与输入端相连的节点断开将点或边线从所连接的几何体上断开分离覆盖碟形磁盘缓存色散置换置换系数置换几何体置换毛发曲线置换修改器置换类型置换矢量沿法向置换根据模拟结果, 对现有几何体执行置换操作通过偏移量迭代置换几何体置换 alpha 网格的几何使用偏移矢量来置换像素位置沿任意方向置换表面沿表面法线置换表面将顶点从平面置换移开。置换基准置换置换方法仅置换置换空间置换与凹凸置换方向在物体空间中置换,受物体缩放影响在世界空间中置换,不受物体缩放影响置换修改器置换偏移矢量从笔画开始时应用的位移从笔画结束时应用的位移应用到笔画顶点的X坐标的偏移应用到笔画顶点的Y坐标的偏移沿自身法线应用到主方向线的位移基于各种选项通过矢量置换毛发曲线显示显示2D游标显示3D 游标叠加层在编辑模式中显示 3D 曲线法线显示所有边显示数量显示骨架显示为显示宽高比显示此剪辑的宽高比, 不会影响到渲染结果显示此图像的宽高比, 不影响渲染显示轴线显示背景显示背景图显示倒角权重显示骨骼配色显示边界显示边界类型显示缓存文件显示摄像机显示通道显示通道显示颜色显示折痕显示游标显示曲线显示自定义骨骼形状显示自定义法线显示数据显示数据 (已弃用)显示数据尺寸显示仿真显示面中心显示面显示文件选择器显示过滤显示帧数显示 Freestyle 边标记显示 Freestyle 面标记显示 Freestyle 的标记边, 用于 Freestyle 渲染器显示 Freestyle 的标记面, 用于 Freestyle 渲染器显示图形显示蜡笔显示栅格显示栅格平面显示毛发显示控制柄显示隐藏显示实例显示晶格显示灯光显示光照探头显示线条样式显示材质显示网格显示融球显示模式显示修改器应用后的边显示修改器数据显示影片剪辑显示名称显示名称显示节点显示法线显示物体信息仅轴向对齐时显示Display P3显示粒子显示粒子显示当前帧前后固定帧数内的姿态路径显示指定范围内的姿态路径显示播放帧率 (FPS)显示点云显示用途显示 RGB重复显示显示场景显示缝合线显示设置显示着色器效果显示形态键显示锐边显示尺寸显示尺寸 X显示扬声器显示拉伸显示概要显示纹理显示纹理空间显示精简显示变换显示透明显示类型以像素为单位显示UV坐标,而不是从0.0到1.0显示 UV 展开缝合边显示 UV显示顶点法线显示视图名称显示体积显示波形图显示线框显示世界显示 X 轴显示 Y 轴显示 Z 轴显示与图像关联的Z缓冲 (映射自摄像机的可视距离)在此视口中显示一组不同的集合显示面选择叠加层在蜡笔图纸上显示一个栅格显示从摄像机出发指向雾场区域的一条直线展示一个包含当前可能相关资产的区域(如绘制模式中的笔刷,或姿态模式中的姿态)显示无任何时间重映射的动作 (当未固定时)显示实际粒子将额外的粒子数据以某种颜色显示为开发人员显示高级设置和工具显示网格物体的全部边显示所有本地重写数据块及其被重写的属性和用于编辑它们的按钮显示 Alpha 透明通道显示额外的 '汇总' 信息行 (仅对摄影表编辑器有效)在弹出面板中显示一个资产架除场景可见性之外,孤立显示物体子集显示并允许为当前帧设置分数帧值显示当前帧前后的标注洋葱皮在数值输入框中显示用于增加或减少数值的箭头显示名称以句点开头、供内部使用的属性绘制黑色边线显示群集康度显示骨骼轴线显示骨骼配色显示骨骼名称显示骨骼形变组, 如同所有被锁定的形变组都被删除, 其余的形变组被重新规格化显示骨骼 (仅禁用显示运动路径)以方条样式显示骨骼, 显示插值样条的细分效果以球状挤出样式显示骨骼, 可显示形变的影响量以八面锥样式显示骨骼以八面锥样式显示骨骼 (默认)以带点的 2D 简明线条样式显示骨骼以细线样式显示骨骼, 可显示插值样条的细分效果显示骨骼为其自定义形状显示体积树中节点的边界盒显示为盒状边界显示为胶囊形边界显示为锥形边界显示为柱形边界显示为球状边界为包含8×8体素的每个叶节点的显示盒子显示编辑器上下文的面包屑导航在摄像机视图中显示中心构图参考线无论选中任何物体均显示当前通道在视图层中显示集合与物体在文字背后显示背景框显示细分表面修改器创建的折痕无论选择任何物体均显示当前图像以 -1 至 1 的规格化范围显示曲线,便于编辑不同范围的多条曲线绘制混合的黑白边显示属于视频序列编辑器的数据显示当前文件及关联库的数据显示未用到的和/或当文件重新加载后会丢失的数据显示带有库重写的数据块,并列出其覆写属性显示调试报告信息在摄像机视图中显示对角中分构图参考线显示每个节点的上次执行时间如果切换节点,则显示每个节点的预览显示应用修改器后的边在编辑模式下显示效果在视口中显示效果显示错误文字在实体着色模式下启用面选择时显示面中心用线显示面法线根据 UV 及其 3D 坐标的拉伸幅度使用不同的颜色对面进行绘制 (蓝色为低度拉伸, 红色为高度拉伸)显示为平直面在图像之上显示面显示为平滑面 (使用顶点法线)显示系数为百分比显示系数为介于0到1之间的数值以详情列表显示文件以水平列表显示文件以垂直列表显示文件以简短列表显示文件以缩略图显示文件在视口中显示填充笔画以灰度模式显示帧显示为帧数而非秒数显示完整波形显示常规信息显示 glTF UI 以管理动画在摄像机视图中显示黄金比例构图参考线在摄像机视图中显示黄金三角切A的构图参考线在摄像机视图中显示黄金三角切B的构图参考线在摄像机视图中显示均衡A的构图参考线在摄像机视图中显示均衡B的构图参考线以原始大小显示图像以正交模式显示图像以透视模式显示图像标准 RGB 色彩显示图像使用 RGB 颜色和 Alpha 透明度来显示图像使图像的显示与大多数其他应用程序保持一致,以便预览用于导出的图像和视频。此模式会尽最大努力在实际显示设备上仿真所选显示器。以正交模式显示以透视模式显示显示该插件的信息与用户设置显示关键帧手柄类型和非贝塞尔插值模式显示层染色显示库重写关系显示为线型, 而不是填充型展示Blender的底层数据和属性在物体中显示材质透明度显示之前执行过的操作显示图像元数据属性序列视图的显示方法文件列表的显示模式在编辑模式显示修改器结果在视图中显示修改器结果显示修改器显示名称。用于视图显示时,这是通过限制色域和 HDR 颜色来模拟的显示设备。用于图像和视频输出时,这是用于写入的显示空间。在视图纹理着色模式下显示节点显示来自预览器节点的非最终几何显示该数据的共享用户数量 (点击以创建一份单用户副本)以平坦照明和基本表面着色来显示物体为每个中间树节点显示一个框或点对循环动画显示洋葱关键帧使用透明色淡化显示洋葱关键帧显示当前帧前后的洋葱皮只显示几何体边缘而无表面着色仅显示指定了当前所显示图像的面在文本周围显示轮廓显示 UV 层的叠加显示叠加层文本显示叠加层显示叠加,比如UV贴图和元数据显示叠加层为彩色或虚线线框显示叠加层, 如游标和标注显示叠加层, 如操控器和轮廓线显示之前执行过的最后一步操作参数显示源文件的路径或源数据块的名称在非烘焙情况下非精确仿真效果的显示百分比为体积树中节点的显示点使用完整分辨率或不同的代理分辨率显示预览显示属性编辑器上下文菜单显示重建数据,基于活动的影片剪辑在 3D 视图的物体后方显示参考图显示区块上下文菜单在片段顶部显示重定时关键帧在摄像机视图中显示九宫格构图参考线在视口中显示采样数据以调试捕获的灯光显示场景统计信息文本显示场景和其中的视图层, 集合和物体显示所选边线的夹角, 当在变换面板中设置时, 使用全局值显示所选边线的长度, 当在变换面板中设置时, 使用全局值在文字背后显示阴影在编辑模式下显示形态键 (仅用于网格物体)显示用于拆边修改器的锐边显示整个栅格的单边界盒在3D视图中显示法线的尺寸显示衰减编辑区大小创建新集合实例时显示的空物体大小显示基于重建数据的轨迹尺寸显示所选跟踪点的速度曲线启动时显示欢迎画面显示戳记标签 ("摄像机" 名称显示在摄像机前,等等)显示与网格相关的统计信息显示粒子轨迹的步长显示片段淡入淡出的偏移量显示片段不透明度/体积曲线使用蜡笔层顺序和笔画顺序显示笔画,以定义深度使用蜡笔图层显示笔画以定义排序使用3D空间中真实的3D位置显示笔画当显示洋葱皮时,使用此颜色显示笔画UV边线的显示样式显示支持级别显示文本为粗体显示文本为斜体显示所选边的夹角值, 当在变换面板中设置时, 使用全局值显示所选面的面积值, 当在变换面板中设置时, 使用全局值在片段内显示音频波形显示物体边界在旋转过程中显示中心和坐标轴在摄像机中显示剪切范围及焦点在立体3D中显示图像在主视图外重复绘制图像显示所选点线面的编号在电子表格编辑器中显示输入数据以实体样式显示物体 (当视图中开启实体绘制时有效)以线框模式显示物体以纹理样式显示物体 (当视图中开启实体绘制时有效)显示物体边界显示物体名称显示物体的原点和轴线显示物体的纹理空间在实体着色结果上显示物体线框显示操作符日志在旋转过程中显示轨道中心显示最终渲染的区域显示序列场景的渲染结果而非活动场景显示所选轨迹的重映射错误曲线在序列编辑器中显示片段颜色标签在主区块上方显示工具栏/属性栏显示工具提示 (禁用时,可按住 Alt 键并悬停以强制显示)在 3D 视图中显示透明锥体,便于查看所包含的物体用于遮罩样条的显示类型在所有物体的前方或后方显示显示双位单位 (比如 1m 0cm)显示无权重顶点显示波形绝对值的上半部分使用平直光照显示使用快照材质和光照进行显示使用棚灯显示显示矢量场为 MAC 栅格显示矢量为细指针显示矢量为流线显示顶点法线为直线显示各面顶点法线为直线显示视口性能测试结果: • 评估:评估依赖图的时间。 • 同步:GPU缓冲区构建所需时间。显示警告根据片段设置显示波形为所有声音片段显示波形显示用于倒角修改器的权重在编辑模式下显示权重在预览视图中显示所用的追踪算法绘制白色边线绘制黑色轮廓的白边在着色器编辑器中显示 glTF 材质输出节点(菜单添加>输出)显示 glTF UI 以管理材质变体显示全局值显示自身值此文件中的显示、视图或色彩空间已丢失,并已进行更改此文件中的显示、视图或色彩空间已丢失并已更改。融并正交边消散烟雾消融速率消融时间融并顶点消除已屏蔽的节点并重新连接融并全部未选中控制点融并面边界之间的所有顶点融并面边界间的所有顶点 (仅用于平面类型)融并并相交融并边, 合并面融并面基于选择模式融并几何结构融并几何体, 以形成平面多边形融并所选控制点之间的控制点融并仅连接到两条边的剩余顶点从骨架中融并所选骨骼融并选中的线和点,受周边几何结构夹角的限制融并所选控制点以对数方式消融烟雾。起初消散得很快,但残留时间较长。融并顶点,合并边或面融并面积为零的面及长度为零的边融并相邻的面,并与新的网格相交距离距离剔除距离衰减色距抠像间隔度量距离最小值间距样式距离参照平方间隔距离阈值淡出间隔生成插值曲线的每个引导线周围的距离烘焙过程中考虑的探头体积周围的距离灯光影响被设定为 0 的距离跟随者与父级物体的距离点合并的最小间距线段的合并间距A与B的间距棋盘格的拼格间距关键帧间的距离, 也称为 GOP 尺寸, 影响文件尺寸和可寻性文本的行距点间距所选轨迹的间距波形顶端与波形基面间的距离, 值越高, 则波形越窄两点之间的距离波浪间距两个骨骼或物体的间距用于物体缩放的两点束间距用于场景缩放的两点束间距沿曲线的两个采样点的间距体积采样点之间的距离。较低的值能渲染出更多细节,但会牺牲性能。若设为零,步长将根据体素大小自动确定。渲染体积时,体积着色器采样点之间的距离(较低的值可产生更精确、更细腻的结果,但也会增加渲染时间)与曲线半径属性相乘的距离系数,用以定义最终管半径到摄像机的距离到物体的距离执行选择前到中心的距离与标记停止追踪时所处的图像边界之间的距离与被切除顶点的切分平面的距离从生成的点到原点的距离距地平面距离与用于缩裹的表面的距离将权重值映射为0.0的距离将权重值映射为1.0的距离将权重值映射为0.0的距离将权重值映射为1.0的距离间距样式, 用于计算间距衰减使用鼠标绘制时笔画所含像素的移动间距副本间距影响环境光遮蔽 (AO) 效果的物体距离影响cavity/边缘效果的物体距离曲线头部的随机展开距离沿法向的置换偏移距离实例到原点的距离点到原点的距离顶点到原点的距离雾效淡入距离执行选择后的距离阈值 (0为禁用)导向周围衰减的距离阈值到边缘的距离到引导线的距离与目标的间距沿法向置换表面的距离与目标之间的距离粒子与发射源间保持的距离曲线离开曲面的距离UV移动距离平行于其法线方向移动曲线的距离偏移的距离沿输入几何体法线偏移每个实例的距离沿表面几何法线偏移每个实例的距离将实例从面拐角偏移的距离到曲线上前一点的距离搜索距离,用于有效的捕捉位置以防止照明伪影与焦点之间的距离, 用于景深与视图位置的距离边界边自动生成保护顶点免受完全遮罩边缘的距离被简并几何元素的合并间距搜寻匹配顶点的距离与镜像顶点的合并间距与对称顶点的合并间距与影响球域有关的容许距离畸变最大畸变量最小畸变量变形节点畸变噪波畸变畸变量畸变栅格畸变模型用于摄像机镜头的畸变模型模拟失真的焦外成像用于计算的畸变方式分布点于栅格内分布点于体积内分布点于面上均匀分布断点从左侧分布断点跨设备分配内存越靠近摄像机分布越多的采样在体积内随机分布点在表面上随机分布点在体积内以栅格模式分布点在表面上随机分布点,同时考虑点之间的最小距离分布分布遮罩分布方法分布形状分布类型抖动量抖动强度抖动散度相除相除模式顶点组A与B的权重值相除相除并向上取整,即大于或等于 A 的最小整数相除并向下取整,即小于或等于 A 的最大整数相除后将结果向零四舍五入在不更改形状或体积的情况下将网格面划分为较小的网格面,使用线性插值来放置新顶点使用Catmull-Clark细分方法划分网格面以形成平滑的表面将帧区间分隔为若干阶段将每个曲线段划分为指定数量的分段Division畸变模型更适用于广角摄像机Divisions进行旧版替换不合并动画进行涂抹执行大小写匹配移除当前帧右侧的所有间隙执行倒序追踪通道对结果是否有影响 (切换通道是否启用)在两个所选声音片段间应用淡化音量动画在当前帧和下一帧之间进行交替淡入淡出混合在场景帧之间执行附加帧, 以确保平滑运动不影响非流形边界边不影响峰尖上的顶点,基于表面曲率不影响属于面组边界的顶点不影响缝隙内的顶点,基于表面曲率不允许倒角边线/顶点以彼此重叠不允许沿 X 轴形变不允许沿 Y 轴形变不允许沿 Z 轴形变如果光标下方的对象已被选中,则不更改选中状态,仅激活它如果它们的长度小于给定值,不要将曲线塌陷成单点。塌陷行为的存在是为了兼容性。不要创建blend预览不创建骨骼形状当绘制笔画时不显示填充色不导出颜色属性不导出材质,并组合网格基元组,丢失材质槽信息不导出材质,但对每个网格写入多个基元组,保留材质槽信息不导出顶点颜色当多边形的法线与新计算的自定义顶点法线不一致时,不翻转多边形不沿着绘图路径或对象旋转,并与视口保持对齐不导入USD自定义属性不导入颜色属性不要导入不可见的 USD 基元。仅适用于具有非动画可见性属性的基元。具有动画可见性的基元将始终导入不导入/导出颜色属性不加载来自此层的数据不要用于图片的艺术加工请勿在显示时执行任何色彩变换操作, 请将旧的非色彩管理技术用于显示不要在加载时执行任何色彩转换, 已将颜色视为场景线性空间中的颜色不保留物体之间的父子关系不向上游传播任何消息不从队列中删除修改器不渲染该集合不重复纹理且仅钳制到一个实例使用缩放变形模式时,不要旋转该段不设置面强度不为面设置锐边若使用光标位置则不滑动相连的片段不同步, 播放每一帧不使用任何压缩不使用计算设备不要将此表面用作采样的光源自求交或自求并您是否要安装以下 {:s}?文档ID文档减淡模式函数曲线确认会影响结果不支持将单个原点作为轴心不执行任何操作,阻止添加实际覆写 (未使用)这个工具使用喷绘画布吗杜比数字 ATRAC 3滑动前 / 后移动视图域域物体域设置域大小域类型域和几何类型的组合不受支持域数据属性的域解算场所在的域解算场所在的域用于评估场的域"%s" 属性不支持的域不保存不要从原始数据块添加资产元数据或标签不添加新约束不允许播放帧超过帧范围不计算凸面的齐整度不在新片段上校正叠加不在线框模式下显示体积不为任何声音片段显示波形不作用不导出图像不使用填充编辑时不填充多边形不导入纹理不将分割传递到相连的片段上不移除锐边,锐边对于面着色平滑是冗余的不移除锐边。已标记的边将维持锐利不吸附像素点不要对背景进行采样, 速度更快, 但可能会导致非实体背景产生噪点不缩放 Y 轴不缩放 X 轴和 Z 轴在下笔时不显示叠加不要在几何节点修改器界面中显示输入值不要吸附隐藏的片段不吸附到声音片段请勿拉伸物体不要在角上使用任何箭头/样式不要使用任何固定对齐方式,填充可用空间在线条画中不使用此集合不要将此物体用于线条画渲染不将功能通道用于降噪不要写入深度缓冲动画摄影表摄影表叠加层动画摄影表空间数据用于追踪数据的动画摄影表视图动画摄影表/时间线动画摄影表排序部分多普勒系数多普勒速度点点划线点乘点双倍双击双击速度双击超时双边遮罩双精度矢量双精度双倍密度向下下载并安装扩展下载的包文件会在安装后删除正在下载 "{:s}"正在下载...下载Draco网格压缩拖拽拖拽操作拖动开始拖动阈值允许点击事件传递到工具,增加了一点延迟将锚刷从一边拖向另一边将元素拖放到另一个位置拖放到数据集或数据集中的条目上与速率的平方值成比例的拖拽分量与速度成比例的拖拽分量拖拽效果器权重将材质拖动到属性的材质槽在大纲视图中拖拽材质至物体上在大纲视图中拖拽物体到场景在大纲视图中拖拽, 以清除父级拖动以继续采样,完成后松开拖拽移动至大纲视图中的集合在大纲视图中拖拽, 以关联父级拖动 {} 文件DraineDraine 相位函数,主要用于星际尘埃中的光散射绘制绘制切割线绘制函数曲线时使用抗锯齿(禁用可获得更好的性能)绘制自由线绘制蜡笔绘制模式绘制法线绘制多段线绘制区块绘制区块并切换绘制直线在后侧绘制笔画绘制窗口绘制窗口并切换使用圆形轮廓笔画绘制蓝图使用椭圆轮廓笔画绘制蓝图使用方形轮廓笔画绘制蓝图在您想要剪切掉的片段部分周围画一个选框绘制自由曲线手绘样条曲线绘制一条线对所选顶点应用一个权重渐变绘制一条线以设置选定笔画的填充材质渐变根据间隔绘制一条虚线在活动的蜡笔物体上绘制新的笔画绘制曲线绘制暗控制器用瞄准轴射线绘制暗色控制器绘制自由笔画在与视口对齐的平面中绘制在垂直于表面的平面中绘制在表面的平面上绘制绘制亮控制器用瞄准轴射线绘制亮色控制器延迟绘制线条以实现平滑的笔画 (绘制时按住Shift键可关闭)在活动的蜡笔物体绘制顶点颜色绘制区块绘制区块并切换绘制直线段在 3D 游标位置绘制笔画在物体的原点绘制笔画使用一条连续线绘制笔画使用分离的点来绘制线条使用分开的正方形绘制笔画使用纹理绘制笔画使用实体颜色绘制笔画使用Freestyle绘制样式化笔画将菜单接口绘制成展开的下拉菜单绘制从父级头部到子级头部的关系线绘制从父级尾部到子级头部的关系线在活动蜡笔物体的笔画点上绘制权重绘制窗口绘制窗口并切换绘制:绘制绘制平面绘制类型滴移使用选中的目标驱动该属性的所有分量驱动周边刚体或沿单一轴向驱动使用选中的属性驱动该属性的当前分量已驱动被驱动属性被驱动属性:选中的已驱动项驱动器驱动器在 '%s[%d]' 中已存在驱动目标驱动器值:驱动器变量驱动不能在过去计算, 应跳过对外部值的响应的驱动驱动器无变量可供复制未能在该动画数据中找到驱动器驱动器类型驱动器变量类型驱动器:驱动器: {:s} ({:s})驱动器驱动器:无人机落点 X落点 Y拖放一个世界至场景拖放颜色到按钮如果回放速度过慢, 将按需执行弃帧弃帧以维持帧率将名称拖放到按钮上拖拽 {} 至槽 {} (活动槽) 于 {} 上拖拽 {} 至槽 {} (替换 {}) 于 {} 上拖拽 {} 至槽 {} 于 {} 上拖动 {} 到 {} (槽 {})拖动 {} 到 {} (槽 {}, 替换 {})干化干化时间对偶网格由于NLA堆栈设置, {:d} 个关键帧未被插入.由于设置 '只在必要时插入', {:d} 个关键帧未被插入.伪双色调复制复制动作复制骨架复制摄像机复制曲线复制曲线复制元素复制蜡笔复制毛发曲线副本编号复制关键帧复制晶格复制灯光复制光照探头复制连接的选中的NLA片段,添加新的片段到新的轨道复制遮罩复制材质复制网格复制融球复制融球元素复制节点树复制节点复制物体复制粒子复制点云复制所选骨骼复制设置复制扬声器复制片段复制曲面复制文本复制体积复制所有层上的活动关键帧复制全部沿鼠标指针方向复制并挤出选中的顶点、边、面沿局部X轴复制并镜像所选粒子复制颜色属性在队列中的相同位置复制约束复制曲线并移动在队列中的相同位置复制效果顶点索引集中复制索引 %d复制到窗口内重复键复制遮罩并移动复制网格并移动在粒子的位置处复制网格复制网格边,并断开与周围面的连接在队列中的相同位置上复制修改器复制节点但不复制节点树,关联到原始数据复制物体但不复制物体数据, 而是关联至原始数据复制活动物体中的粒子系统复制所选的非线性动画片段, 并将新片段添加到新的轨道中将所选区域复制到新窗口复制选中的控制点复制所选控制点及所含片段复制选定的融球元素复制所选节点复制所选节点并移动复制所选节点并移动,同时维持输入端的连接复制选定的节点,但不复制其节点树,并移动它们复制所选物体复制并移动选中的片段复制所选片段但不复制其数据,然后移动复制所选的时间标记复制选中的顶点、边或面也复制参数设置,因此新粒子系统使用其自己的设置复制片段但不复制片段数据, 而是关联至原始数据复制笔画到一个阵列中像镜子一样复制笔画复制活动几何节点组并将其指定给活动修改器复制活动形态键复制当前的实例物体复制当前行复制当前已分配的合成节点组。复制修改器列表中的修改器以指定的数目对物体进行复制以适应指定长度的数目对物体进行复制复制选中的物体并移动复制所选物体但不复制其数据,然后移动复制选中的点复制已选择的片段已复制 %s复制的关键帧副本在一个半径内复制确定倍数的毛发曲线重复项:{}持续时间(帧) 范围内的图像 (为1就不是视频/序列)冻结帧区段的持续时间淡化的持续时间 (以秒为单位)时长: %s (帧 %i/%i)在数据块 %s 的重新同步过程中,删除了 %d 个过时的重写,这些重写由用户定义了本地修改在面属性校正期间,合并与同一顶点相连的属性在变换操作期间,使用Alt来控制3D视图,注意,如果禁用此项,“衰减编辑”、“自动约束” 和 “自动IK链长度” 的快捷键则需要按住Alt键荷兰语 - Nederlands正在消逝动态动态 BVH动态基础网格动态栅格大小动态网格动态模式动态绘画动态绘画修改器动态绘画画布设置动态绘画修改器动态拓扑雕刻发现动态拓扑: %s, 已禁用动态栅格雕刻时, 动态拓扑会改变网格的拓扑结构动态绘画: 烘焙完成! (%.2f)动态绘画: 烘焙失败: %s基于顶点组或骨架动态隐藏顶点动力动态拓扑动态拓扑将不会保留颜色, UV 或其他属性EEVEEEEVEE 调试EEVEE光追选项EEVEE设置场景的EEVEE设置用于追踪反射的EEVEE设置EQ曲线映射数据错误: 无任何输入, 驱动器无用错误: Python 表达式无效错误: 目标通道无效错误:类型 "{:s}" 不存在!ESC/鼠标右键 退出, 回车/鼠标左键 确定, 滚轮/移动 调节系数各条音轨将被渲染为单声道文件每个集合 (数据块) 作为一个文件,不包括子集合的内容活动场景的每个集合 (包括主数据块,非数据块) 作为一个文件,包括来自子集合的内容每个场景的每个集合 (包括主,非数据块) 作为一个文件,包括来自子集合的内容每个控制点在其样条线上的编号每个面都被视为一个中等界面,给未包含内部元素的流形几何体提供正确的结果。每个面的雕刻面组的值每个输入几何体都将转换为单独的实例每个输出场必须对应于其上方的几何体每个场景单独导出为文件缓动淡入淡入淡出淡出缓动基于插值使用的类型自动选择缓动类型 (例如 '缓入' 为过渡类型, 而 '缓出' 为动态效果)东离心率边边的夹角边的夹角文本边中点边碰撞边拐角数量边成本边数量边折痕边数据边数据类型边线数据:边缘检测边线显示类型边线编号边的长度边长模式边的长度文本边映射标记边边标记边模式选中项边相邻数量场边的邻面视图边平移边路径到曲线边路径到选中项垂直交线边位置场并排边边缘调整并排边划界边选中项边选中项边锐度边线滑移边线滑移: 拆边边标记边缘染色边类型边线类型组合边线类型排除边类型边的顶点边的顶点场边权重边线宽度添加至外侧边线的倒角权重网格数据块的边边线编号边未与任何面相连UV 空间中的边长框选的边长顶点的边边选择模式 - Shift+单击选择多重模式,Ctrl+单击扩展选中项或减选边选择模式用于创建锐边的拆边修改器边弹簧摩擦当长于静止长度时的边线弹簧硬度当短于静止长度时的边线弹簧硬度边缘阈值边到边用于倒角修改器的边线权重值成对循环边未相连循环边未相连边到边拆边拆边修改器边边线数据:面与面之间朝向交替的方向的边边从 %d 变为 %d边也参与碰撞拐角的边顶点的边网格的边边线接收到一个来自周边媒介的拖曳力当边线经过周围媒介时, 接收到一个抬升力由两个以上面共享的边边到面组要转换为曲线的边用于标记展开网格时 “切割” 位置的边用于将面拆分为单独组的边编辑编辑骨骼骨骼编辑的矩阵编辑骨骼编辑骨骼编辑曲线映射编辑格式编辑蜡笔编辑蜡笔笔画编辑线条编辑元数据编辑方法编辑模式编辑模式平滑线框编辑路径编辑棚灯编辑纹理空间编辑树编辑活动按钮的UI源码对于不支持的属性类型,直接编辑Python值编辑激活骨骼的约束编辑活动物体的约束在外部图像编辑器中编辑3D视口截图编辑场景中的所有关键帧编辑并保存通过扩展安装的主题对显示为二维曲线的动画 / 关键帧进行编辑编辑任何几何节点组以用作操作符编辑资产信息比如目录, 预览图像, 标签或作者编辑序列修改器的合成节点组编辑当前场景的合成节点组编辑驱动器及关键帧插值在外部程序中编辑图像编辑活动物体级别的动作关键帧编辑活动物体的形态键动作的关键帧使用节点编辑材质、灯光和环境着色在骨架数据块内的编辑模式骨骼编辑节点组从活动物体的活动修改器编辑节点组编辑物体纹理空间数据编辑持久配置的设置编辑活动物体及相关数据块的属性编辑脚本及内建文档编辑选中的蜡笔笔画在线条样式中编辑着色节点编辑物体的着色器节点编辑世界的着色器节点编辑原理化BSDF配置的自动纹理检测标签在笔刷选项中编辑节点纹理在线条样式中编辑纹理节点在世界选项中编辑节点纹理使用节点编辑纹理为高亮按钮所表示的关联属性编辑驱动器编辑文件编辑自定义属性的值编辑当前网格的可见性对顶点组中的点进行权重编辑编辑缓存文件数据块的时长为遮罩编辑器的样条编辑时序编辑文件中所有蜡笔线条的时序编辑用户设置和系统设定编辑: {}, {}, {}在此NLA轨道上可编辑的NLA片段此通道的关键帧的可编辑性可编辑可编辑空腔曲线可编辑衰减曲线编辑已编辑物体编辑编辑类型编辑显示的上下文编辑毛发字符格式编辑设置尚不支持编辑模式的晶格编辑器编辑器边界编辑器轮廓编辑器类型用于基于节点的着色与合成工具的编辑器包含UI元素的编辑器标题栏包含按钮的编辑器菜单编辑器编辑当前活动面组EEVEE材质转换错误,错误详见控制台特效效果 '%s' 未作用于物体 '%s'效果淡化效果淡化位置效果不透明度效果实体半径效果片段片段的色彩特效特效类型影响蜡笔物体的效果无法为物体 '%s' 添加效果作用效果于全部或者 +/- Z 方向特效模式效果名称影响关键帧本身作用于左控制柄作用于右控制柄作用于被追踪帧量低于指定帧量的轨迹作用于二次投射误差较大的轨迹特效 / 链接有效范围有效可见性压缩效率高, 但速度低有效地将影片转换为图像序列,忽略不完整或丢失的帧以及帧速率的变更效果效果器效果器数量效果器集合效果器编号效果器设置效果器类型效果器权重物理模拟的效果器权重效果影响物体显示的效果选择曲线或实例根据光标下曲线的最小距离添加或删除曲线要么直接通过输入值,要么输出回退值纯曲线或曲线实例起始帧(表示正速度)或终止帧(表示负速度)弹性弹性极限元素元素编号在颜色渐变中定义的颜色位置的元素在元素集合或最后一个元素中找不到元素曲线元素, NURBS, 贝塞尔或多段线, 或文本物体式字符预览器路径的元素节点空间的树状路径元素用于计算距离的目标几何元素要变换的元素类型逐个元素元素方框内的元素椭圆形椭圆遮罩椭圆形椭球体内嵌纹理FBX 二进制文件的内嵌纹理 (仅供 "复制" 路径模式!)嵌入的数据EmbreeGPU上启用Embree光追'GPU上启用Embree光追' 可在英特尔的GPU上使用硬件进行光线追踪,从而提供更好的整体性能自发光自发光系数自发光颜色自发光强度发射时间发射时间系数每个面的发射位置 (0 = 自动)自发光着色器自发光颜色自发光发射源从网格表面或体积发射流体以随机次序发射元素使用应用了修改器的网格发射粒子 (视图和渲染必须使用相同的细分级数才能获得正确的结果)从粒子发射烟雾每单位距离射线的每个颜色通道的自发光辐射度发射体发射距离在运动路径中突出关键帧的位置空物体空物体空物体的显示尺寸空物体的显示尺寸: %.3f空物体的显示类型空白填充空栅格空图像深度空白关键帧空白材质空白场景空白空间空标识符不可用于显式标识符之后。例如,"{} {x}" 可以,但 "{x} {}" 不行。模拟三键修饰键模拟三键鼠标使用Alt+鼠标左键模拟鼠标中键 (如果您使用左键选择, 那么选择循环边将切换成 "双击", 而且选择并排边不能用了!!!! 这里推荐用右键选择)模拟数字键盘启用在包含活动片段的NLA轨道上启用 "孤立模式",以编辑它而不看到NLA堆栈的效果启用插件启用资产浏览器编辑器和操作将数据块作为资产管理,而非仅姿态启用骨骼设置允许骨骼对几何体进行变形启用碰撞启用 Cycles 渲染引擎插件以使用 Cycles为开发人员启用 Cycles 调试选项启用失活性为开发人员启用 EEVEE 调试选项启用函数曲线修改器解算启用函数曲线修改器启用GPU加速计算队列中的最后一个表面细分修改器启用栅格显示以使用范围突出显示!先启用引导!默认为流体速度开启 IK 拉伸为相交查询启用 MetalRT启用多视图启用输出为选定文件启用Python评估开启自碰撞编辑网格叠加层开启菲涅尔效果. 对于非常浓密的网格提升形状可读性, 但在低模下会增加视觉疲劳启用工作区的插件为新曲线数据块启用其他功能在安装完成后启用启用角度机动开启轴向镜像启用 HP Reverb G2 控制器的绑定。请注意,这可能不受所有 OpenXR 运行时的支持启用 HTC Vive Cosmos 控制器的绑定。请注意,这可能不受所有 OpenXR 运行时的支持启用 HTC Vive Focus 3 控制器的绑定。请注意,这可能不受所有 OpenXR 运行时的支持启用华为控制器的绑定。请注意,这可能不受所有 OpenXR 运行时的支持启用目录,使包含的资产在资产架中可见启用基于曲线平面长度的链式裂解启用链按点划线图案裂解启用链形特征边启用集合实例在雕刻时启用与表面的碰撞启用具有后域边框的碰撞启用具有底部域边框的碰撞启用具有前域边框的碰撞启用具有左域边框的碰撞开启与其他物体的碰撞启用具有右域边框的碰撞启用具有顶域边框的碰撞开启用于权重绘制的色彩区间启用视差修正体积的自定义设置对体积计算启用自定义的裁剪始末距离启用单个虚线笔画闭合为静止的刚体启用失活性 (可提升性能和稳定性, 但可能会导致问题)启用默认VR控制器动作,包括控制器姿势和触觉启用沿 X 向的法线置换启用沿 Y 向的法线置换启用沿 Z 向的法线置换借助可自定义的元数据 (如预览、描述和标签),通过资产浏览器更轻松地重新使用选定的数据块借助可自定义的元数据 (如预览、描述和标签),通过资产浏览器更轻松地重用选定的数据块启用边数据传递在2D视图中启用对象超出视图边后自动平移启用编辑模式边缘平滑,减少锯齿 (需要重启)启用面拐数据传递启用面数据传递保存时压缩 .blend 文件开启文件过滤启用文件浏览器中的文件过滤启用流体扩散设置 (比如粘度、表面张力)启用流体引导启用流体网格 (使用放大)启用流体噪波 (使用放大)开启使用布料模拟的毛发动力学在新场景启用在视口上启用抖动阴影。(对于最终渲染,始终启用抖动阴影)。启用抖动的软阴影来提高阴影精细度 (除非在渲染设置中启用,否则在视口中也禁用),对性能影响很高。启用线性机动启用材质边界在 X 轴向上启用网格对称在 Y 轴向上启用网格对称在 Z 轴向上启用网格对称启用多帧编辑启用天然顶点球形自碰撞启用新的列表类型和节点在灯光上启用节点启用光线追踪降噪启用偏移安装后启用在系统偏好设置中启用联机访问启用或禁用所有标签启用或禁用虚线样式启用或禁用骨骼的调节与选择功能启用或禁用渲染该视图层启用或禁用纹理笔画在渲染笔画时启用或禁用此线条集在笔画渲染期间启用或禁用此修改器在渲染笔画时启用或禁用此样式模块启用叠加平滑线框,减少锯齿为开发人员启用绘画与雕刻调试选项启用谷脊线启用脚本启用选中的标记对所有选中的影片和图像片段启用选中的代理开启自碰撞启用光源的阴影投射简化场景设置以便进行快速的预览渲染启用吸附开启吸附辅助角度或间距选项变换关键帧时启用吸附在驱动器编辑器中,当变换关键帧时启用吸附在资产浏览器中启用一些额外的字段以帮助调试对所有选中的动画通道启用特定设置开启速度引导线在 X 轴上开启弹性在 X 转轴上开启弹性在 Y 轴上开启弹性在 Y 转轴上开启弹性在 Z 轴上开启弹性在 Z 转轴上开启弹性启用映射轮廓启用太阳阴影投射在 X 轴向上启用对称在 Y 轴向上启用对称在 Z 轴向上启用对称对区域半径启用数位板压感为抖动启用数位板压感启用数位板位移压感为尺寸启用数位板压感为间距启用数位板压感启用数位板力度压感先启用颜色渐变启用资产库启用合成节点组。启用曲线作为平移路径启用光线追踪模块启用存储库启用存储库并再次尝试。启用选择模式启用按某个最大平面长度值执行链形选择启用按某个最小平面长度值执行链形选择启用第一个N链的选中项启用接口在笔画和填充材质上启用灯光启用此约束在实体着色模式下启用该灯光启用当前修改器启用该物体作为物理系统的碰撞体启用该选项可以在后台运行导出,禁用该选项可以在导出时阻塞Blender.这个选项已弃用,执行(EXECUTE)此操作符令导出操作在前台运行,调用(INVOKE)它则令其在后台运行启用该选项可以在后台运行导入,禁用该选项可以在导入时阻塞Blender.这个选项已弃用,执行(EXECUTE)此操作符令导入操作在前台运行,调用(INVOKE)它则令其在后台运行启用后, 可使表层的变化随时间消失启用后, 可使表层的湿度随时间干化启用以使用游标下的区域进行模态执行启用顶点数据传递在摄像机视图中启用导航模式在叠加弹出窗口中为开发人员启用视口调试选项在视图层启用视图显示启用全局通配符开启/关闭约束已开启仅已启用插件仅已启用的启用旋转范围启动时开启, 覆盖偏好设置.启用飞行模式导航,但向前推摇帽时,即使镜头朝下也不会改变摄像机的高度。开启高品质边界盒计算, 以获得旋转/缩放复杂网格体的完美效果 (速度较慢)在着色器节点编辑器中启用预览可将 3D 鼠标当作摄像机使用。将鼠标推入场景,摄像机就会向前移动到场景中。您进入场景时就像在场景中飞行一样。这也会反转二维视图的平移与缩放封装式PostScript (.eps)将选中的点包含到凸面体中编码编码速度设置关键帧时遇到未处理过的错误结束终点 (系数)终点 (长度)端箭头样式末端物体终点系数结束帧结束帧 (从 UI 操作)结束帧 (原始值)结束帧 (当启用了限制帧范围时)结束控制柄结束控制柄缓动结束控制柄缩放结束位置终点映射类型末端偏移量端点结束半径末端数量结束顶点层叠阴影贴图的最大距离 (仅用于透视视图)体积效果的结束距离结束帧钳制到有效的渲染范围在应用偏移之后, 序列编辑器中所显示的结束帧烘焙的结束帧路径范围的结束帧显示/计算(不适用于 “附近帧上” 洋葱皮方式)NLA 片段的结束帧。注意:更改此值也会更新片段重复或其动作结束帧的值。如果只应更改结束帧,请参阅 "frame_end" 属性。导出的结束帧, 使用默认值从当前场景获取结束帧洋面烘焙的结束帧存储区域的结束帧导出结束帧所选内容末尾行此帧结束路径的结束时间端点端点选择端点选择节点端点 U端点 V结束于敌人强制沿轴对称 (包括形状及拓扑结构)强制对称,复制选中项或使用现有引擎引擎 '%s' 对场景 '%s' 不可用 (可能需要安装或启用插件)用于渲染的引擎英语 (英国) - English (UK)英语 (美国) - English (US)增强细节增强高频表面细节增强表面细节增强对比度、颜色、清晰度和锐度。确保修改器确保全部骨骼封套顶点组在权重绘制或指定给顶点时增加至1.0确保数据块被保存, 即使未被使用 (例如, 对于运动库及材质库而言)确保数据块预览可用且为最新状态 (与.blend文件一起保存,仅适用于一些数据类型,比如材质、纹理等)确保所选关键帧的控制柄具有相等的长度,可以选择使其水平。自动、自动钳制或矢量控制柄类型将转换为对齐确保数据有效(禁用时,可能会导入数据导致显示或编辑崩溃)确保数据块被保存,即使它不再标记为资产回车进入编辑模式键入一个 Unicode 代码点十六进制值添加一个新物体后自动进入其编辑模式添加该物体后直接进入编辑模式根据光标位置进入或退出节点组进入当前活动片段的动作块调节模式, 以编辑其自身的关键帧进入/退出蜡笔笔画的绘制模式进入/退出蜡笔笔画的雕刻模式进入/退出曲线的雕刻模式进入/退出蜡笔笔画的顶点绘制模式进入/退出蜡笔笔画的权重喷绘模式全部阵列条目索引逐项取绝对值逐项向上取整逐项求余弦逐项相除逐项向下取整逐项取最大值逐项取最小值使用 fmod(A,B) 逐项求模运算逐项相乘逐项乘方逐项四舍五入到最接近的整数。如果分数部分为0.5,则向上取整逐项求符号逐项求正弦逐项求正切逐项循环枚举定义(已弃用)枚举定义项目枚举标志枚举项枚举项定义枚举枚举枚举作为字符串封套封套控制点封套形变距离封套形变权重封套间距封套函数修改器封套头部半径封套叠加封套尾部半径封套权重封套笔画效果修改器封套: %3f封套: %s环境环境纹理ε (Epsilon)等于相同的轴等于均化半径均衡音频等长化被选中关键帧的两个控制柄等长化被选中关键帧的左控制柄等长化被选中关键帧的右控制柄等角等角立方体贴图面等距圆柱(ERP)等距圆柱型或经纬型投影擦除擦除/移除绘画, 而非添加擦除标注笔迹擦除多级精度置换擦除绘画绘画时擦除 Alpha擦除整个笔画仅擦除可见的非闭合线擦除框选区域内的点擦除套索区域内的点擦除笔画控制点擦除笔画,淡化点强度和粗细橡皮擦擦除笔刷资产引用橡皮擦模式擦除半径错误错误 (详见控制台)错误图标前景误差限制边际误差报错信息从物体 "%s" 上烘焙时出错创建文件 '%s' 时发生错误删除 '%s' 时出错 (忽略)误差距离阈值 (以物体单位)"%s" 文件写入时出错计算数字错误,详见信息编辑器选中物体处理出错初始化音频流时出错初始化视频流时出错读取网格采样时出错;控制台查看更多细节点采样读取错误;控制台查看更多细节注册节点工具 "%s" 时出错,发现 %d 个重复项注册节点工具 "%s" 时出错,%s注册节点工具 "%s" 时出错,该操作符已注册错误渲染场景 %s 预览: %s.重置临时文件时出错 (请检查文件 '%s' '%s')写文件 '%s' 时发生错误帧写入错误写入渲染结果出错, %s (见控制台)写入目标资产 %s 时出错错误:错误:无法分配辐射分段纹理错误:无法分配阴影图集。很可能是GPU内存不足。错误:曲线物体包含过多点。请降低曲线分辨率或减少曲线数量以解决此问题。错误:辐射栅格分配失败错误:畸形的辐射栅格数据错误:没有足够内存用于烘焙 {}.错误:已达到最大阴影更新。错误:阴影缓冲满了,可能导致阴影缺失和性能降低. ({} / {})错误:AOV过多错误:可见栅格过多错误:场景中辐射栅格过多错误:场景中灯光过多。错误:阴影更新太多,一些阴影可能不正确。错误: {:.5f} .. {:.5f} (平均. {:.5f})错误: {:s}错误错误和警告渲染中出错。更多信息请参阅系统控制台。Esc世界语 - Esperanto基本的稳固大洋稳固大洋 (尖海浪)计算变换已估算的轨迹预估旋转矩阵预估缩放矩阵欧几里德欧几里得间距欧拉欧拉 (原生)欧拉 (XYZ)欧拉 (XZY)欧拉 (YXZ)欧拉 (YZX)欧拉 (ZXY)欧拉 (ZYX)欧拉顺序欧拉旋转欧拉旋转函数曲线有非法编号 (ID='%s', 路径 ='%s', 编号=%d)以弧度为单位的欧拉旋转角层的欧拉旋转欧拉 转换为 旋转使用XYZ欧拉旋转顺序使用XZY欧拉旋转顺序使用YXZ欧拉旋转顺序使用YZX欧拉旋转顺序使用ZXY欧拉旋转顺序使用ZYX欧拉旋转顺序使用默认欧拉旋转顺序使用目标的欧拉旋转顺序解算闭包解算节点 ID计算上层堆叠在编号处评估在域上评估在全局空间计算源网格与目标网格计算直至光标处的名称空间, 并提供选项列表, 如果仅有一个选项, 则补全名称解算闭包已解算当前元素的估算场评估骨架空间中骨骼的最终变换修改器的已解算几何体未包含蜡笔几何体修改器的已解算几何体未包含网格修改器的已解算几何体未包含点云修改器的已解算几何体未包含曲线迭代指向已计算物体计算已被此迭代实例化的对象在依赖关系图中已估算的对象此副本物体的实例所属的粒子系统被解算表面网格为空被解算的表面缺少UV映射: "{}"被解算的表面缺失属性: "rest_position"评估估算系数解算帧估算时刻解算模式为绝对形态键计算时长估算时间, 单位为秒均匀均匀分布均匀分格均匀边距离均匀厚度均匀厚度反转偶数位的棋盘格拼贴即使在成功执行时,也将传递事件,以便基于此执行其他操作均匀的厚度计算,将面之间的夹角考虑在内奇偶每个点每一个点均受多重弹力的作用每个追踪循环, 追踪此数量的帧准确完全匹配精确外形精确外形(凹形)遮罩前散布实例的确切数量精确解算器,较慢,可应对更多情形扩大或者缩小选择的关键帧值按照补间姿态夸大当前姿态排除排除间断帧排除首项排除末项排除模态排除非流形排除不可选中从吸附中排除背面朝向的几何元素排除边界边在活动视图层中排除该集合排除轮廓排除折痕边排除标记边排除材质分界边将现有间断关键帧排除为插值极端值排除外部轮廓在视图层中排除在视图层中排除该集合排除非流形极点排除脊边与谷边排除选定的阻断器从活动发光体投射阴影排除选定的接收器接收来自活动发光体的光排除轮廓边排除影射轮廓随机化时排除第一个 (原始) 副本随机化时排除最后一个副本排除的路径已排除的路径不再有效排除被平滑的边界顶点排除排除异或执行按钮对网格和光标画出的多边形状执行布尔操作对网格和光标画出的矩形执行布尔操作对网格和光标画出的形状执行布尔操作执行指定的闭包执行具有动态重复次数的节点按下按钮执行操作 (仅限非模态操作)在松开按钮执行操作 (仅限非模态操作)执行选择文件将当前控制台行命令作为Python表达式执行执行时间现有的引导映射存在退出保存后退出Blender退出以活动片段为参照的动作块调整模式扩展展开 (打开) 全部所选可展开的动画通道使用线性衰减扩展展开所有通道 (不只是所选)展开一个层级的所有项目扩张或收缩遮罩展开或折叠标题栏的下拉菜单扩张或收缩所选曲线控制点的半径展开此框以列出原理化纹理配置的所有命名标签展开此处以列出此插件功能的所有快捷键列表展开 / 折叠所有项目扩展/收缩展开 / 折叠一个层级的所有项目扩展/收缩权重扩展扩展多项式在曲线编辑器展开用户界面的扩展槽的扩展状态扩展布料的尺寸期望文件颜色在线性色彩空间中期望文件颜色在 sRGB 色彩空间中预期位置预期旋转预期缩放需要一个数字需要一个活动的时间线/动画区域需要一个 3D 视图区块需要一个 3D 视图区块和编辑曲线需要一个 3D 视图区块和编辑网格预期一个 zip 文件 {!r}需要一个大纲区块需要一个活动大纲需要一个活动的编辑字体物体期望一个活动的动画区域需要一个数字数组: [n, n, ...]需要从另一个选定的网格物体复制试验特性实验特性显式缩放结果帧以补偿原始镜头的变焦明确指定欧拉旋转顺序明确指定输出的欧拉旋转顺序爆破爆破淡化爆破修改器爆破风格爆破淡化在表中浏览几何数据基于粒子系统的爆破效果修改器指数指数模式指数指数钳制指数分布指数型采样指数间距样式带钳制的指数型间距样式指数型缓动 (大幅度)指数衰减抛物线反弹, 类似物体碰撞时正弦波指数衰减, 类似一条橡皮筋导出同时导出 (生成) 一个 POT 文件导出包含文本片段的 .srt 文件无材质时导出活动顶点色导出所有顶点色导出动画导出动画指针(实验性)导出动画的模式导出属性 (以下划线开头时)导出颜色导出曲线为NURBS导出自定义属性仅导出变形骨骼仅导出变形骨骼导出面导出几何节点的实例网格导出蜡笔为PDF导出蜡笔为SVG导出毛发导出处理程序为集合配置的导出处理程序将插帧集导出为 Python 脚本使用PBR扩展导出MTL库(糙度、金属度、边缘光泽、涂层、各向异性、透射)导出 MTL 库。必须有一个原理化 BSDF 节点才能将图像纹理导出到 MTL 文件导出Mantaflow脚本导出材质组导出材质使用 PBR 扩展导出材质导出方法导出法向导出物体组导出选项导出原生 PBR 高光导出 POT导出粒子导出基元时使用共享访问器处理属性导出属性导出在视口中看到的场景,但按对象分割动画导出选中的物体导出平滑组导出表面细分将 TRS 和权重导出为动画指针。使用 KHR_animation_pointer 扩展导出纹理导出分块导出三角化网格导出UV坐标将 UV 布局图导出为文件导出UV导出带网格 UV (纹理坐标)导出顶点属性导出顶点色导出顶点组导出顶点法向将动作(活动的和NLA轨迹上的动作)导出为单独的动画仅导出活动场景导出活动顶点颜色导出附加的动画。 这不是标准功能,需要外部扩展才能包含在 glTF 文件中导出所有骨架动作导出当前网格的所有 UV (不只是可见的)导出绑定到单个骨架的所有动作。警告:选项不支持导出包含多个骨架导出全部摄像机导出全部曲线导出渲染帧范围内的所有帧,而非仅当前帧导出所有灯光导出内含物体使用的所有材质导出所有网格导出所有点云即使未被任何材质使用也导出所有顶点色,如果网格材质中未使用顶点色,则会创建一个假的 COLOR_0,以保持材质不变导出所有体积将骨架以及附有骨架修改器的网格导出为USD骨架和蒙皮网格使用静置位置作为静止关节姿态导出骨架。禁用时,当前帧的姿态用作静置姿态位于集合中心导出在集合根对象的集合质心处导出导出烘焙的关键帧动画将烘焙过的场景导出为单个动画导出摄像机导出颜色属性导出线性色彩空间的颜色导出 sRGB 色彩空间的颜色将当前场景导出为USD档将当前场景导出为Alembic档导出曲线与NURBS曲面为网格以参数化形式导出曲线,而非导出为网格导出自定义属性导出自定义属性为USD属性将自定义属性导出为 glTF 附加信息将自定义属性导出到 Alembic .userProperties导出自定义顶点属性将重复对象的数据导出为 Alembic 实例;加快导出速度,且可禁用以兼容其他软件导出定向光, 点光源和聚光灯. 使用 "KHR_lights_punctual" glTF 扩展导出各动作作为一个分离的FBX的动画堆叠,而不是全局场景动画 (注意,动画物体将获得所有与其兼容的动作,其它将什么也无法获得)若有非屏蔽NLA片段,则导出为一个分离的FBX动画堆叠,而非全局场景动画导出每个物体为单独分离的文件将面导出为填充笔画以 ASCII 格式导出文件,否则导出为二进制文件导出完整的层次结构,包括中间集合将指定插件的翻译数据导出为一个PO文件导出毛发粒子系统为USD曲线导出未分配给任何材质的图像纹理节点,此功能不是标准功能,需要外部扩展包含在 glTF 文件中导出任何材质都未使用的图像将单个NLA轨道导出为单独的动画将实例化物体导出为USD中的引用,而非真实物体将键位配置导出为一个Python脚本导出松散边 (作为两点多边形)使用第一个材质槽中的材质导出松散边为线条使用第一个材质槽中的材质导出松散点为 glTF 点导出材质、灯光和摄像机动画作为动画指针,仅用于烘焙的动画模式 'NLA Tracks' (NLA轨道) 和 'Scene' (场景)导出材质导出矩阵操作使用Alembic的细分模式导出网格导出视图显示属性中定义的最小材质导出多个帧,而非仅当前帧导出法向按照在渲染中的设置导出物体按照在视图中的设置导出物体将导出位于活动集合中的物体只导出 [0, 1] 之间的 UV当没有采样动画时,"仅导出形变骨骼" 不可用仅导出法向,而非边和面的平滑数据只导出活动集合内的物体 (和其子级)只导出该集合内的物体 (和其子级)仅导出选中的物体仅导出选定物体,而非所有受支持的物体导出原生的 glTF PBR 高光,而非 Blender 原理化着色器高光按面导出着色群组分配信息如果是平直着色,则导出每个面的法向;如果是平滑着色,则导出每个拐角的法向导出每个顶点的颜色将多边形面 (四边和多边) 导出为三角面仅导出可渲染的物体导出场景为glTF 2.0文件通过USD文件导出场景,以便与USD文件导出进行准确比较仅导出选中且可见物体仅导出选择的物体导出设置类别导出形态键 (形变目标)导出所有形态键动画 (形变目标)导出形态键为USD混合形状导出蒙皮 (骨架) 数据导出平滑信息 (优先 '仅法向' 选项, 如果您的目标导入器支持自定义法向)导出特定顶点法线(如果可用),否则导出计算的法线导出启用填充的笔画使用统一的宽度导出笔画将细分表面导出为网格将纹理导出到USD文件旁的 'textures' 文件夹将 UV 布局导出为二维图形将 UV 布局图导出为位图将 UV 布局图导出为矢量的 EPS 文件将 UV 布局图导出为矢量的 SVG 文件将最后一个 Catmull-Rom 细分修改器导出为 FBX 细分 (即使启用了 "应用修改器",也不应用修改器)导出面的顶点组的名称。它是通过选择面顶点中成员最多的顶点组来近似的导出当前动画帧中的场景。禁用时,第0帧用作物体的静置变换以 UDIM 编号方式导出分块:1001 + u_tile + 10*v_tile以 UVTILE 编号方式导出分块:u(u_tile + 1)_v(v_tile + 1)导出未变形的网格顶点坐标使用 EXT_mesh_gpu_instancing 导出,仅限于空物体子级,多维材质可能会被忽略使用 glTF 标准导出,+Y 朝上导出顶点颜色属性当被材质使用时导出顶点颜色以此名称导出顶点颜色随网格导出顶点法向导出带形态键的顶点法向 (形变目标)随网格导出顶点切向导出带形态键的顶点切向 (形变目标)将材质的视图设置导出为 USD 预览材质,并将材质指定导出为几何体子集仅导出可见的物体使用移动、定向四元数和缩放 Xform 操作导出使用移动、旋转和缩放 Xform 操作导出已导出 %d 个文件, 来自 %d 个集合已导出 %d 个文件, 来自集合 '%s'已导出 '%s'导出器编号导出器正在导出 Alembic...正在导出 USD...根据已修改的网格导出 UV导出单个文件,所有数据都打包成JSON.效率比二进制格式低,但后续更易于编辑导出单个文件,所有数据都以二进制形式打包。此法最高效且可移植,但后续编辑较为困难导出活动的动作和NLA轨道作为 glTF 动画导出毛发粒子系统为动画曲线批量导出多个文件,分别包含JSON、二进制和纹理数据。后续编辑最容易导出非毛发粒子系统暴露节点组内部的连接数据作为其输入接口将 缩放 和/或 扭曲 通过粘合传导至调整控件来将其视为父级运动,或者通过使用 “合并父级旋转和缩放” 的其他链。否则,它只在该链内部传导曝光度在显示转换前应用的曝光度 (档位),乘以 2^曝光度(2 的曝光度次方)作为帧速率系数的运动模糊的曝光量表达式用于脚本表达式表达式:表达式: {:s}表达式: {}扩展扩展边界延伸已外扩项延伸水平线扩展范围扩展选择扩展选择延伸顶点向外扩展边界像素将图像的边界扩展到透明区域或遮罩区域以重复图像边线像素的方式进行扩展扩展当前可见集合扩展当前选中项向两端扩展循环边越过面UV的外延颜料部分, 用于降低接缝效果 (作用于像素点, 速度较慢)扩展报告选中项扩展选择扩展选择激活扩展选择, 而不是先取消选择漫游时扩展选中项扩展选择而不是清除现有的选择以直线延伸笔画使用衰减梯度扩展角度范围并入当前选区将场景的持续时间延长到BVH的持续时间 (从不缩短场景)扩展选中项沿距离鼠标最近的边延伸顶点延伸顶点并移动扩展可见性扩展资产浏览器关于依赖关系图对象迭代器的扩展信息 (警告: 这里的所有数据都是 '计算过的', 而不是原始的.blend ID)用来扩展操作项管理文件的功能,比如增加文件拖放支持将烘焙结果扩展为后期处理滤镜扩展名扩展名过滤扩展项目扩展存储库扩展存储库扩展设置扩展标签有可用的扩展更新 ({:d}){:s}有可用的扩展更新 ({:d}){:s}扩展 X扩展 Y扩展操作项未找到 "%s"未找到扩展存储库支持远程扩展存储库扩展扩展被阻止扩展调试扩展平台扩展标签与存储库筛选设置扩展更新范围范围 X范围 Y范围 Z外径外径 / 内径外部关联数据所在的外部 .blend 文件外部轮廓外部数据打包在 .blend 文件中的外部文件外部库数据外部库的数据不可编辑外部着色器脚本扩展名须为 .osl 或 .oso, 或模块名消光附加额外动画额外控件额外形变额外的末端控件额外 FK 控件额外 IK 控件额外 IK 层额外选项增强着色饼菜单项额外起始控件额外步数额外用户针对扩展的额外调试信息与开发者支持工具在物体的旋转基础上增加的额外旋转值 (当使用欧拉旋转时)在物体的旋转基础上增加的额外旋转值 (当使用四元数旋转时)添加到物体原有缩放上的额外缩放数据特殊扭结特征解析度的额外步数添加到物体原有位置上的额外位移数据提取从图像提取蜡笔笔画从较大的字符串中提取一个字符串段落提取图像中使用的所有颜色并创建调色板提取为实心提取遮罩为带实体化修改器的实体物体延伸外插运动外插范围外插曲线或水平延伸曲线外插其他项极端极端关键帧选中的极端关键帧挤出挤出的上下文挤出控制柄类型挤出各个面挤出网格挤出模式只挤出边线只挤出顶点挤出点整体挤出挤出笔画控制点挤出曲线并移动结果沿着各自的法线挤出每个面挤出边线并移动结果自由挤出或沿轴线挤出仅分别挤出各边仅分别挤出各面仅分别挤出各点沿法向挤出流形区域挤出选区并移动挤出的元素多面整体挤出沿着局部法线挤出整体区域沿平均法向整体区域挤出围绕轴心点与当前视图轴来挤出所选边界行挤出选中的控制点挤出所选控制点并移动在当前视图中, 以游标为中心挤出选中的循环点以当前视图中的光标为中心, 将选中的点以螺旋样式挤出多次挤出所选顶点、边或面挤出选中项挤出选中的点挤出顶点并移动挤出, 融并所在面构成平直面的边线, 并交叉新增边线挤出: %.3f挤出眼球和虹膜形变吸管眼睑分离选项眼睑附着{}眼睑跟随的默认值眼睑跟随{}眼睛函数曲线该通道包内已经存在函数曲线 '%s[%d]'函数曲线群组函数曲线组函数曲线高质量绘制函数曲线修改器类型函数曲线修改器存在无效设置,将不进行解算函数曲线修改器仅会应用到特定的帧区间以便使其遮罩在脱离时能连贯显示函数曲线修改器名称函数曲线修改器的影响效果将被暂时以一个默认参数替代在 UI 中展开函数曲线修改器面板函数曲线修改器函数曲线名称过滤器函数曲线采样函数曲线已有关键帧函数曲线已有采样点在函数曲线编辑器中隐藏函数曲线和其关键帧函数曲线数据路径为空, 非法参数一段时间内函数曲线的定义值函数曲线没有任何关键帧,因为它只包含采样点函数曲线无关键帧函数曲线没有采样点选择可编辑的函数曲线函数曲线实时过滤字符串未在函数曲线中找到函数曲线修改器 '%s''%s[%d]' 丢失函数曲线修改器,因为其类型未知函数曲线修改器将在编辑器中显示设置函数曲线未找到函数曲线仅包含函数修改器在曲线编辑器中的函数曲线可见性无法编辑函数曲线的设置函数曲线用于操控片段的影响与时序的函数曲线函数曲线没有有效尺寸当前组中的函数曲线函数修改器函数修改器也能为其生成曲线光圈光圈级数比 (使用较低的值可得到更大程度的散焦效果, 使用较高的值可得到更锐利的图像效果)F1F2F82 色调FBX全部FBX自定义缩放FBX IO 网格, UV, 顶点颜色, 材质, 纹理, 摄像机, 灯光和动作FBX 导入: 无法导入文件 '%s': '%s'FBX 导入: 无法打开文件 '%s'FBX单位缩放FBX 格式用来表示 Blender 骨架的FBX节点类型 (物体) (通常使用空值, 除非您在使用其它程序时遇到问题, 因为其它选择可能无法完美导回到 Blender 中…)FFmpeg预设FFmpeg 设置FFmpeg 视频使用的 FFmpeg 音频编码器用于视频输出的 FFmpeg 编码FFmpeg 对 DV 只支持 48khz/立体声音频!与 FFmpeg 相关的场景设置FFmpeg 视频编码 #1FILTER_ITEMFK 控件FLACFLIPFLIP 比率帧率FPS平均采样基本FPS系数面面的拐角面的角度文本面的顶角面的面积面积与角度面的面积场面的面积文本面向摄像机面中心面碰撞面拐面拐角角度面拐角数量面拐数据面拐数据类型面拐映射面数量面数量: %s面剔除面数据面心点尺寸面组边界面群组 ID面编号面影响面循环划界面映射面标记条件面标记过滤面标记反向条件面标记面模式选中项面最近面最近步数面相邻数场面的邻项面法线面朝向面朝向 背面面朝向 正面面投射面重新拓扑面选中项面组全网格面组从编辑模式选中项创建面组从被遮罩面创建面组从可见面创建面组面组面组边界面组边界自动遮罩面组编辑面组FK面组初始化从倒角权重创建面组从折痕边创建面组从面组边界创建面组从松散块创建面组从材质槽创建面组从网格法向创建面组从锐边创建面组从UV缝合边创建面组面组叠加层透明度当前为0面锐度面平滑度分离面面步长捷径跨面面强度面强度模式面夹角限制UV 空间中的面积边界框中心由顺/逆时针旋向(朝上或朝下)定义的面朝向拐角所属面面选择模式 - Shift+单击选择多重模式,Ctrl+单击扩展选中项或减选用于绘画的面选区遮罩面选择模式面沿顶点拆分面和边当面具有不同的连续面时,它们才被视为中等界面。只要不超过最大光线深度,就能得到正确的结果。与快速方法相比,内存开销较大。沿边拆分面一并考虑面与面的碰撞, 将会很慢拼排孤岛时要考虑的面参与展开操作的面带有此材质的面将表现得好像它已设置遮挡层数面元法向面朝向朝向偏移面向摄像机面向X轴负方向面向Y轴负方向面向Z轴负方向面向X轴正方向面向Y轴正方向面向Z轴正方向面向摄像机的主导轴系数系数 (非均匀)蓝色系数密度系数系数显示类型末尾系数绿色系数高光系数最大系数最小系数系数模式半径系数红色系数斥力系数静止长度系数阴影系数起点系数考虑刚性粘度相对于半径大小添加的系数,以限制布料模拟效果应用于曲线分布密度的系数应用于视口密度的系数体积变化与拉伸之间的系数值音频音高缩放的系数。布料收缩量控制岛屿处理精度的因素 (越高,效果越好)控制孤岛处理精度的系数 (一般0.1就足够了,较高的值会让处理非常缓慢)环境光遮蔽混合系数填充边界精度的系数,值越高越准确,但速度也更慢Cavity脊线系数Cavity谷线系数脊线曲率的系数谷线曲率的系数用于卷发末尾的半径系数卷曲起始位置的半径系数用于染色的系数模糊系数简化系数使用自适应算法的简化系数不透明度系数笔画硬度系数编织的最大半径系数用于编织最小半径的系数最大半径系数最小半径系数染色颜色的系数与置换量相乘的系数根据偏移频率确定的特定行调整砖宽度的系数混合整体效果的系数控制运动模糊程度的系数决定单个线段的长度对最终计算曲率产生多大影响的系数。系数越大,小线段对整体曲率的影响越小。影响旋转角度的系数与粗细相乘的系数笔刷大小的缩放依据系数整体置换比例系数缩放UV的系数在对目标应用数据时使用的系数 (具体行为取决于混合模式)将数据应用到目标物体时使用的系数 (具体行为取决于混合模式,若指定顶点组则与顶点组的权重相乘)用于混合顶点颜色以获得最终颜色的系数已分解多项式初始启动仅初始启动应用模板淡化渐隐距离淡化持续时间淡化系数淡化几何体淡化蜡笔物体淡化除活动物体外的蜡笔物体淡入淡入淡出淡化非活动几何体淡化非活动层淡化非活动物体淡化层淡化物体淡出淡入时间淡化类型使用全色图层淡化所有视图对象,以提高可见性淡化中心使用内建默认的渐隐效果 (通常创建与效果片段一样长的过渡)淡化系数从时间轴光标下的片段开始淡化至当前帧从时间轴光标处淡化至重叠片段的末尾淡入所选片段淡入、淡出,同时淡入和淡出、淡入或淡出当前帧。默认是同时进入和退出使用视图背景颜色淡化非活动几何体淡化笔画不透明度的影响淡化笔画宽度的影响给定临界角度后, 衰减眼间距离到 0非活动蜡笔层的渐隐不透明度从一个视频淡出并淡入另一个视频淡出所选片段淡出笔画,而非直接切断与当前帧相距较远的消退路径和键淡化所选片段基于时间淡入块淡出每个生成的笔画的宽度淡化华氏失败的轨迹分配渲染结果失败, 内存溢出访问物体 "%s" 的网格信息失败,请确保渲染时可见添加Alpha修改器失败添加颜色修改器失败添加几何修改器失败添加线宽修改器失败无法分配内存未能对某些物体应用旋转未能指定数值: {:s}未能创建 OpenGL 屏外缓存, %s无法创建 OpenGL 屏外缓存: %s无法创建棚灯路径无法创建一个与时间序列显示模式一致的窗口无四缓冲支持, 创建窗口失败, 您可能会看到闪烁创建用于保存资产的资产库目录失败无法创建预设路径创建立体图像缓冲失败无法创建重写操作创建窗口失败删除资产库文件失败无法执行预设: {:s}未能找到 '%s'找不到动作槽。未能找到用于绘制的标注数据无法找到绑定解算 (可尝试提高精度)无法获取棚灯路径无法获取插件路径无法获取主题路径路径为 '%s[%d]' 的函数曲线插入关键帧失败,确保它没有被锁定或采样,并尝试移除函数修改器加载资产库失败加载图像纹理 '%s' 失败使用 Vulkan 加载失败,改用 OpenGL.载入体积失败:未能合并任何动画. 注意不可合并 NLA 片段打开文件失败 '%s'无法打开文件浏览器!打开窗口失败!读取 blend 文件 '%s' 失败: %s读取文件 '%s' 失败, 这不是 blend 文件读取帧错误无法删除blobs目录 %s无法删除元数据目录 %s解析属性的路径失败, 请尝试使用插帧集手动指定寻帧失败设置预览失败: 上下文中没有ID(上下文错误?)设置临时动作失败未能设置新的栅格变换。未能设置值全屏时切换时间序列模式失败向 %d 个物体传递网格数据失败未能将 .oso 文件写入外部 .osl 文件旁, 路径为 {:s}写入到资产库失败无法写入属性 "{}", 域为 "{}", 类型为 "{}"无法对 "%s" 执行外部文件操作平顺位置平顺切向伪用户回退到追加数据块而非打包数据块回退回退颜色回退工具衰减沿链曲线衰减衰减角度衰减曲线衰减梯度衰减不透明度衰减力度衰减半径衰减渐变衰减形状衰减尺寸衰减类型衰减曲线系数:0 是线性,值越大影响越大。设置为 -10 可完全禁用影响衰减曲线试图在 +1 处形成一个圆,而不是抛物线聚集效果的衰减距离(0表示没有衰减)衰减是沿着链的曲线计算的,而不是投射在连接起点和终点的轴上从尖端到每条曲线根部应用的衰减衰减编辑模式的衰减类型羽化的衰减类型衰减:假假彩色当函数曲线在过去无法被解算时应设置为 False, 因此会在解算时跳过当包含任何层、槽或旧式函数曲线时返回值为False(假)当此属性是RNA函数中的可选参数时为False(假)扇形远端远平面远端厚度阴影摄像机的远裁距离快速快速编辑快速GI近似快速 GI 方法快速 GI 近似法快速高斯快速全局照明快速运动快速导航快速但变化不太精确通过原生Hydra集成实现快速交互式编辑快速映射适用于大多数情况,但是忽略了柔性骨骼的静置姿态的曲率快速但不支持自交叉更快的渲染更快的解算器,有一些局限最快最快的解算器,只适用于流形网格,但结果更好支持原始数据或缓动曲线偏爱左侧帧或右侧帧畏惧系数羽化羽化控制点羽化法向缩放: %3f羽化法向缩放: %s羽化尺寸特征感知特性输出功能集功能集:特性权重特征探测需要有效的剪辑帧功能集目录已存在: '{:s}'反馈用于纠错的反馈系数, 平均响应时间为1/反馈值英尺英尺每秒英尺每秒平方吹程场场吸收场平均值场系数场极值力场设置场方差力场权重场依赖于:视野鱼眼焦距的视野范围力场起源于物体的所有顶点力场起源于物体的局部XY平面力场起源于物体的局部Z坐标源自物体中心的场力场起源于物体的表面物理仿真的物体力场设置在迭代域上估算的场将在上方几何体上作为属性存储的场场 转换为 栅格场 转换为 栅格 项目场 转换为 列表场 转换为 列表 项目场战斗战斗距离文件打不开文件 '%s'无法加载 '%s' 文件未找到文件 '{:s}'文件底部文件浏览器文件浏览器显示类型文件浏览模式在 Blender 外部被删除的文件文件扩展名文件夹文件格式文件句柄类型文件包含未保存的变更文件修改日期在 Blender 外部修改的文件在 Blender 外部及内部修改的文件文件名文件名冲突文件未找到文件输出文件输出项目文件路径文件路径:文件路径文件预览类型文件引用文件选择资产过滤文件选择条目文件选择ID过滤文件选择参数文件大小文件后缀文件顶部文件早已安装至 {!r}文件关联由包管理器控制文件关联已注册文件关联已注销绝对自动复制自定义目录目录填充匹配路径路径模式相对去除URL卷标文件浏览器空间数据文件包含无效的 UTF-8 字符无法读取文件,检测到关键数据损坏此文件不存在文件导出成功文件格式文件格式需要线性色彩空间在文件 "%s" 中文件格式不支持UV 布局图的导出文件格式将渲染图像另存为文件格式.blend 文件保存的文件格式版本未找到文件句柄 '%s'文件句柄未找到未找到文件句柄操作符 '%s'文件已保存文件名文件名, 覆盖现有文件未找到未找到文件 '%s'文件路径文件路径 "%s" 无效文件路径 '%s' 不是有效的文件需要降噪的图像文件路径。如果未指定,则使用场景中的渲染文件路径和帧范围用于合并的图像文件路径合并后的图像文件路径未设置文件路径属性未设置文件路径文件由较新的Blender保存 ({}), 可能会丢失数据文件排序模式文件过长 %s文件由较新版本的 Blender 二进制程序 (%d.%d) 生成, 可能会造成数据丢失!未找到文件 {!r}文件/资产浏览器文件:文件: %s文件: *{:s} (未保存)文件: {:s}文件句柄id名文件浏览器参数文件名文件名 '%s' 太长 (最大长度 %zu, 原长 %zu)影片或序列文件的文件名文本文件的文件名仅文件名文件路径未设置文件路径导出文件的文件路径导入文件的路径文件填充填充封盖填充色填充色重写路径填充色重写设置填充色路径填充曲线填充洞面填充模式填充偏移仅填充填充的不透明度填充区域填充边缘填充旋转填充规则填充缩放填充段填充段必须至少为1个填充解算器填充阈值使用生成的图像填充分块填充类型用面填充所选循环边以渐变色填充区域以图像纹理填充区域以径向渐变填充区域以实色填充区域填充摄像机框,溢出框外为倒角的曲线封盖为生成的图像填充颜色根据两组循环边填充栅格切片遮罩后填充孔填充洞面 (有界循环边)如果尚未遮蔽任何内容,则填充遮罩填充切口填充内部区域填充反相区域填充完全透明使用生成的图像填充新分块仅填充视图中可见区域德洛内解算器的填充规则根据所选网格对象和源对象(用户指定的对象或当前摄像机)之间的最小/最大距离,填充范围最小/最大条目使用当前绘制颜色填充活动顶点色层用当前绘制的权重填充活动的顶点组使用生成的图像填充当前分块用封盖几何体填充管形末端的孔使用 UV 测试栅格图填充图像为断开后的间隙补面用指定值填充整个遮罩, 或将值反转填充工具需要活动材质填充特定颜色使用颜色填充笔画形成的形状圆角曲线填充沿画布边缘适配,必要时进行裁剪,同时保持宽高比胶片FilmicFilmic LogFilmic sRGB电影向滤镜(过滤)过滤 .blend 文件过滤动作过滤将被导出的动作过滤插件过滤Alembic文件过滤角度过滤资产类型过滤 Blender 文件过滤 Blender 备份文件过滤 Blender ID按工具筛选笔刷筛选扩展按标签和存储库筛选扩展过滤面标记过滤文件过滤文件夹过滤文件夹过滤字体滤除光泽过滤ID类型过滤图像过滤匹配项过滤影片滤镜节点过滤OBJ文件过滤物体过滤OpenVDB体积文件规律排序过滤 Python过滤 Python 文件过滤脚本过滤设置过滤尺寸过滤声音过滤源过滤文本用于选择有问题轨迹的过滤阈值过滤类型过滤USD文件用于显示的过滤顶点组过滤体积过滤宽度按类别筛选插件过滤存档文件按名称筛选资产过滤备份 .blend 文件基于按键绑定过滤基于操作项名称过滤过滤 btx 文件按名称过滤按存储库筛选按类型过滤按类型过滤:按插件名称、作者和类别筛选按扩展的名称、作者和类别筛选按层组名称过滤按照名称或标签过滤,支持通配符 '*'按存储库筛选扩展基于面标记边界过滤特征线使用Freestyle面标记过滤特征线过滤文件夹过滤字体文件过滤图像文件过滤体素中的内核半径过滤方式过滤影片文件可见模糊的过滤尺寸(已弃用)过滤声音文件过滤强度过滤文本过滤文本文件要应用于遮罩的滤镜按标签筛选用户界面用于合并结果、漫射、光泽、透射和次表面通道的过滤器过滤在运动曲线上存在怪异尖峰的轨迹过滤宽度, 以像素为单位, 用于计算凹凸贴图的方向. 对于多数纹理, 默认值 0.1 即可实现子像素过滤, 获得稳定的效果; 对于阶梯状纹理, 可以使用更大的宽度来获得类似倒角的边缘效果过滤集合过滤器从显示的数据中剔除行的筛选器最终应用约束和驱动器后的最终4×4矩阵,在骨架物体空间中最终缓存大小最终图像最终品质最终渲染最终世界矩阵最终遮罩帧 (用于序列编辑)回放 / 渲染区间的结束帧区间内的尾帧合并活动项键位映射和插件配置的最终按键配置, 可被用户编辑物体或骨骼的最终变换即可运行脚本查找查找与替换查找全部查找文件查找链接操作查找文本查找换行在搜索路径查找所有文件 (不只是缺失项)查找未填充代替填充区域的边界查找具有相同 ID 值的面组之间的边界上的边查找比距离阈值更靠近的顶点组,然后将其合并在文件夹中查找在字符串中查找使用到曲线起点的距离查找曲线上的采样位置使用总长度的一个系数查找曲线上的采样位置查找特定文本查找特殊的文字并设置为已选在表面上找到每条曲线的根点的最近点,并将根移动到那里在骨尾位置找到控件,并使用它重新链接TARGET(目标)或任何约束,而不指定子目标或重新链接规范查找最接近某个位置的几何元素,类似于 “最近编号” 节点使用每个样条线长度的系数查找端点位置使用到每个样条线的起点的长度查找终点位置查找步数最少的路径,无视空间距离在组中查找最近的元素,类似于 “采样最近” 节点查找给定字符串在另一个字符串中出现的次数以及首个匹配位置沿网格边查找选定的结束顶点的最短路径,可自定义每条边的评估查找/替换精细微调纹理在 X, Y 和 Z 位置上的映射松开按键确认操作完成有限体积芬兰语 - Suomi火焰火焰 + 烟雾起始点首次发现第一个控制柄类型第一点第一点编号QI 范围的起始 QI 值第一个刚体物体约束目标首末副本四阶布朗-康拉迪径向畸变的第一项系数二阶布朗-康拉迪切向畸变的第一项系数二阶Nuke畸变的第一项系数二阶细分畸变的第一项系数切向Nuke畸变的第一项系数三阶多项式径向畸变的第一项系数用于效果的第一颜色新插值曲线的第一个控制点位置最小/最大速度之间的第一个三次样条线控制点所用动作的起始帧路径动画的起始帧动作所使用的起始帧动作时间线的第一帧遮罩的第一帧 (用于序列编辑)回放 / 渲染的区间起始帧区间内的首帧线段内的首帧转换的起始帧为效果片段的第一个输入用于重建初始化的起始关键帧图像的首次打包文件屏幕空间中截图的第一个点优先尝试滑动羽化区而非顶点首个顶点组的名称鱼眼等距等立体角型鱼眼鱼眼焦距鱼眼镜头多项式鱼眼多项式 K0鱼眼多项式 K1鱼眼多项式 K2鱼眼多项式 K3鱼眼多项式 K4适配适配曲线适配长度匹配方法适配类型适应视图大小将整个图像适配至摄像机框中边框适应到视图区域在背景图中匹配显示图像将复制的物体适配到曲线适配到选定项适配至传感器高度适配至传感器宽度根据图像分辨率适配传感器的宽或高将图像边界适配到画布内,避免裁剪并保持宽高比匹配修复极点修复切变修复在烘焙物理学时,选中的欧拉旋转函数曲线由于旋转值被剪切而产生的大幅度跳转和翻转固定到摄像机固定固定交替固定宽高比固定数量固定帧固定位置固定细分图元固定网格: %s固定/场景流体域的标记栅格标记火焰火焰栅格火焰比率火焰烟雾火焰场叶片数扩张长度扩张开放度张开参数Flash切换时闪烁Flash 视频目标物体切换模式时闪烁平面平直拐角法向平直面平直着色XY 平面平整开放边缘形状平直度平化展平骨骼层级展平骨骼层次,在不可分解变换矩阵的情况下有用展平控制柄摊平层级展平物体层级展平物体层次,在不可分解变换矩阵的情况下有用展平所选点的角度展平所选顶点的夹角展平一个平滑过渡的控制柄平整所选的面 (多用于顶点不共面的多边形)逃逸距离逸出到此距离翻转翻转轴向翻转轴向翻转颜色渐变翻转颜色翻转效果翻转面翻转组名称水平翻转翻转快照材质翻转模式翻转名称翻转法线翻转姿态翻转U向偏移翻转UDIM翻转V向偏移垂直翻转翻转 X翻转 Y沿各轴翻转部分副本沿单独的轴翻转部分实例将矩阵沿对角线翻转,将列变为行,行变为列沿指定的轴翻转图像翻转面内侧的 UV 坐标方向翻转面内侧的面拐颜色属性方向翻转效果翻转填充颜色翻转图像水平翻转图片垂直翻转图片翻转车削面的法线沿 X 轴翻转沿 Y 轴翻转翻转四元数值以达到期望的旋转结果, 同时保持原始方位不变按照选择的镜像线翻转选择的关键帧水平翻转背景图片垂直翻转背景图片翻转所选面的法线方向 (以及顶点的法线方向)翻转图像水平翻转图像垂直翻转图像翻转纹理的 X 轴和 Y 轴将当前帧作为镜像轴线, 翻转所选关键帧的时间将首个选中的标记参照点, 翻转所选关键帧的时间根据选择的镜像线翻转选择的关键帧在底部显示翻转至左侧翻转至右侧在顶部显示翻转所选关键帧的值 (例如负值变正值等)以游标值 (Y/水平分量) 为镜像线翻转所选关键帧的值翻转顶点组的名称翻转沿 X 轴翻转翻转不允许翻转区块至顶栏翻转 (并纠正) 所选骨骼名称的轴向后缀翻转切片的方向翻转选定四边形的密铺浮点全浮点半浮点浮点数列浮点属性浮点属性值浮点缓存浮点颜色浮点颜色属性浮点颜色属性值浮点曲线浮点场浮点式图标像素浮点式图像像素浮点节点接口浮点数节点接口界面浮点阈值浮点值浮点矢量属性浮点矢量属性值浮动动作,表示数字或模拟按钮浮点数 转换为 整数浮点值浮点2二维浮点属性二维浮点属性值浮点3浮动区块浮点矩阵浮点四元数旋转节点的浮点数值接口浮点数值几何属性中的浮点值聚集使用所选细节设定批量填充网格基面基面约束基面位置向下取整模式流流动行为喷出设置流来源流体类型流体流体集合流体密度流体流动流体流动效果器权重流体互动流体水平集流体修改器流体预设流体速度流体域设置流体流动设置流体发射时带有的部分初始速率流体的互动半径流体静止密度流体模拟修改器流体: %s 取消于 %d 帧!流体: %s 已完成 (%.2fs)流体: %s 失败于帧 %d: %s流体: 无法创建缓存目录 '%s', 重置为默认 '%s'流体: 无法使用默认缓存目录 '%s', 请手动指定一个有效缓存路径流体: 空缓存路径, 重置为默认 '%s'分散对齐清空活动编辑模式的编辑数据飞行飞行 & 行走飞行速度飞行速度系数飞行模式双手交换时进入飞行模式飞行速度(米/秒)泡沫泡沫 + 气泡水沫覆盖度水沫消退水沫层名称泡沫和气泡粒子保存在相同的粒子系统中焦距聚焦焦点骨骼焦点距离焦点距离: %.3f专注模式焦点物体聚焦区域聚焦到骨骼聚焦到物体雾晕雾体积用于放置纹理文件的文件夹。相对于 .gltf 文件搜索图像文件的文件夹文件夹跟随跟随柔性骨骼跟随当前帧跟随曲线跟随引导对象跟随路径路径跟随约束未找到路径跟随约束遵循偏好设置跟随场景沿表面法向跟随轨迹跟随轨迹约束根据激活的四边面, 沿连续的循环面拆解 UV跟随 X跟随 Z跟随一个群簇或被指定物体按照自定义的变换来定义VR视角的基础姿势在编辑器中跟随当前帧跟随父级链中的分支跟随线条的首端跟随鼠标光标跟随鼠标光标位置仅跟随物体旋转计算头部/尾部位置时遵循柔性骨骼的形状与绘图路径和对象的旋转对齐使用场景活动摄像机定义VR视图基础姿势按照笔画的曲率按照一个物体的变换来定义VR视角的基础姿势跟随当前物体而不是群体字体粗体粗斜体字体文件斜体字体节点接口字体节点接口界面字号字体样式字体不可编辑未打包字体字体未指定文本字体。默认会退回界面字体。字号,以点数表示用于显示标签的字体大小用于显示文本的字体大小节点的字体接口字体字体库路经脚部轴心素材素材设置底栏用于所有用户For Each 遍历元素For Each 遍历元素 {} 生成的For Each 遍历元素 {} 主要For Each 遍历几何元素For Each 遍历几何元素输入For Each 遍历几何元素项For Each 遍历几何元素输出For Each 遍历几何元素区对于蜡笔物体,应用修改器到所有关键帧对于平行四边形,上下边之间的X向相对差值。对于梯形,在正X轴向上移动顶部边的量对于姿态骨骼的路径, 当计算此路径时, 使用骨骼的头部位置RGB 曲线, 色彩的黑色映射RGB 曲线的白色映射用于树形 IK: 控制此目标的权重朝向对于 IK 树: 当前目标的位置控制权重值对于给定的入射矢量 A、表面法向 B 和折射率 Ior,折射返回折射矢量 R为所有WebP纹理创建一个PNG回退纹理仅向后兼容对于骨骼运动路径,查找关键帧的整个动作而非仅在编组中匹配名称 (更慢)两面之间的混合量, 用于方形投射对于具有循环外插的通道,在周期时间范围内自动重新映射关键帧插入,并保持结束点同步。新添加到具有手动帧范围和循环动画的动作中的曲线将自动变为循环曲线。物理模拟碰撞体的参与度,控制修改器堆栈中的哪个级数用作碰撞表面约束名称的形式比如 'base@bonename',在所有骨骼创建后使用 '@' 后的部分作为新的子目标,使用 '@CTRL'、'@DEF' 或 '@MCH' 简单地替换前缀对于曲线、点云和蜡笔,计算边界时会考虑半径属性。对每个动作槽位指定的动画通道列表对于包含多条影片流的文件, 使用指定的流编号对于已创建重写的库,显示自动定义/控制的重写值 (比如,使重写数据块的用户指向重写数据,而非原始关联数据)对于网格物体,合并共用一个顶点的 UV 坐标,以将某些修改器中的不精确性考虑在内对于应用了修改器的网格,未应用形变修改器的顶点的坐标,作为用来生成纹理的坐标对于网格, 输出法线时不考虑自定义法线属性对于多级精度, 在操纵视图时显示低精度对于基于纹理的节点, 决定将使用哪个输出节点对于点,指的是沿控制点的样条线的距离,对于样条线,指的是沿整个曲线的距离对于点,指的是控制点处样条线总长度的部分。对于样条线,指的是该样条线在整个曲线中的系数目标物体上的粒子系统编号, 针对反应器系统存在目标粒子系统的物体 (若为物体自身, 则留空), 用于反应器系统出于安全原因, 禁止自动执行此文件中的 Python 脚本:对于选定的关键帧,选择/取消选择关键帧本身及其控制柄的任意组合对于模板,阻止用户删除预定义的操作 (未使用)对于透明效果,使高于不透明阈值的表面保持粗糙常力力场轴向强制背面剔除力场集合强制连接子级强制删除外力衰减力场力场1力场2力场设置力场强制交叉强制保持物体通道强制保持骨骼通道强制重载强制正方形强制于始末处插帧强制完全重新加载UI翻译强制将子级骨骼连接到其父级, 即使其计算首/末位置不匹配 (可用于纯关节类型骨架)力场效果器权重强制导出每个物体上的动画,当使用约束或者驱动器会比较有用,导出选择内容时也比较有用哟(^U^)ノ强制为所有骨骼导出至少一个动画键 (一些目标应用程序需要,比如UE4)基于纹理的力场流体域的力场外力被碰撞物体吸收强制加载的ID标记为间接关联(仅在重新加载上下文中使用)如果已在Blender中的别处打开,则强制重新载入图像让曲线适应指定的区域强制路径视图匹配定义的边界强制解锁失败: {:s}强制解锁中可能会崩溃或者卡机,强制更新依赖项 - 仅在驱动器更新不正确时使用此选项强制使用此中心值 (当设置时)基于兰纳-琼斯的潜在外力场外力场基于粒子的速率力场强制 Rigify 删除并重建所有绑定小部件物体。默认情况下,现有小部件将按原样重复使用,以方便手动编辑强制将所有关联的数据视为直接关联。BAT (Blender studio pipeline tool) 中当前问题/限制的解决方法强制使用自动合并和拆分前景调试图标的前景色错误图标的前景色信息图标的前景色操作图标的前景色属性图标的前景色警告图标的前景色叉状曲线的形式格式格式化项目格式预设格式化字符串格式化字符串项目格式包含不支持的 "{}" 字符: "{}"多视图媒体格式不按帧显示计时的时候,显示的时间码格式格式指定符未关闭: "{}"使用与 Python 和路径模板兼容的语法格式化字符串。例如,"Count: {}" 将用第一个输入值替换 {}.用于重新保存此文件的格式格式使用的输入比提供的多。该文件句柄支持的文件扩展名列表,用格式化字符串表示,每个扩展名开头应为 ".",并以 ";" 分隔。 例如:``".blend;.ble"``碰碰运气 (可能看起来更好,不太准确)向前前进轴前向路径跟踪将模拟输入节点的输出直接转发到输出节点,并忽略模拟区中的节点前/后发现冲突的捆包签名发现冲突的闭包签名Fournier-ForandFournier-Forand 相位函数,用于水下环境中的光散射第四四阶布朗-康拉迪径向畸变的第四项系数Foveon (适马)分形分形布朗运动, 使用布朗噪波作为基值分形噪波算法分形随机系数分数分数模式向后散射的部分光线黑色素中的一部分褐黑色素,与真黑色素的褐色到黑色相反,呈现黄色到红色分数障碍分数障碍改善和平滑流体障碍边界帧帧 %d帧 %d / %d帧 %d: %s帧 '%s' 未找到, 动画必须完整基于帧的速度帧数帧优化结束帧帧文件路径帧插值帧已锁定新的帧映射旧的帧映射嵌入方法框节点帧编号帧序号帧偏移帧叠加帧范围帧范围之前帧范围 起始帧率帧率预设相对帧帧缩放框显所选框住所选节点在动画摄影表中的帧选择起始帧帧步长框类型在帧数 %d 位置已经存在帧在帧数为 %d 时已存在帧模拟的结束帧位置模拟的起始帧位置当前图层上显示的帧在帧数 %d 位置未存在帧绝对形态键选择用于动画摄影表编辑的帧标注层中未能找到帧标记所插关键帧的帧号输入片段的帧数与当前帧紧邻的后一关键帧数与当前帧紧邻的前一关键帧数输入片段的帧数基于场景时间和体积参数, 体积栅格将加载的帧位置粒子发射的起始帧号用于停止发射粒子的帧数参照动作的解算帧从缓存加载模拟时使用的帧偏移量。烘焙模拟时不考虑该值,仅在加载模拟时考虑。模拟开始的帧位置模拟开始的帧 (这将是烘焙的第一帧)模拟停止的帧位置模拟停止的帧 (这将是烘焙的最后一帧)IRIDAS 的帧播放器可用于帧微调的外置播放器在非动画渲染中指定的开始/结束帧修改器效果结束的时间帧 (仅在约束了帧范围时使用)修改器的作用结束帧 (若可用)修改器效果开始的时间帧 (仅在约束了帧范围时使用)修改器的作用起始帧 (若可用)框显曲线编辑器中当前游标下的属性框显整个阵列内容而不是只显示游标下的条目控制点发生作用的帧渲染动画的结束帧。若未指定,则将使用场景的结束帧。此选项仅在进行动画渲染时指定插入关键帧的帧位置渲染动画的起始帧。若未指定,则将使用场景的起始帧。此选项仅在进行动画渲染时指定帧传导行为的终止帧 ('指定帧之前' 选项下可用)添加关键帧的区间可被吸附片段上的帧所选片段被切断的位置烘焙结束的帧烘焙起始的帧帧:帧: %d帧: %d / %d帧: - / %d帧: {:d} ({:s})FrameCycler基本帧率帧率, 由每秒多少帧来表示帧当前帧后当前帧前帧限制场景帧绝对范围内的帧蜡笔关键帧相对范围内的帧每秒帧数在当前片段之后插入的帧数帧 {} - {}帧: {}自由自由轴向释放整个流体模拟释放流体数据释放流体引导释放流体网格释放流体噪波释放流体粒子自由控制柄选中的自由控制柄自由查看自由无损音频编码器取消生成并释放烘焙自由画线簿用于定义部分草图的手绘曲线用于定义当前帧草图的手绘曲线正在释放流体...FreestyleFreestyle AlphaFreestyle 动画Freestyle 颜色Freestyle 几何Freestyle 线条Freestyle 线条集Freestyle 线条样式Freestyle线条样式Freestyle标记Freestyle 模块Freestyle 设置Freestyle 笔画Freestyle 纹理Freestyle 线宽Freestyle 线条样式, 可供多个样式集重复使用用于视图层数据块的 Freestyle 设置Freestyle: 网格加载中Freestyle: 笔画渲染中Freestyle: 视图映射创建中新建平滑冻结剔除冻结操作项冻结视图剔除边界法语 - Français频率截止频率 (Hz)编织的频率系数卷曲的频率系数柏林噪波频率触觉振动的频率,单位赫兹。0.0 为 OpenXR 运行时的默认频率。菲涅尔菲涅尔类型基于每个颜色通道复合折射率的菲涅尔导体用于金属染色的菲涅尔方法Fribidi 库文件摩擦摩擦系数布料碰撞摩擦如果碰撞发生设置阻力 (更高的值表示更少的移动)自作用时摩擦 / 阻力友军毛糙弯曲弯曲毛发曲线从来自活动项自当前帧按封套分配权重来自实例从左边从最大值来自 X 的最大值来自 Y 的最大值来自 Z 的最大值从最小值来自 X 的最小值来自 Y 的最小值来自 Z 的最小值来自混合来自模式来自节点从右边来自阴影来自接口来自活动节点来自椭圆形 (形状由边界范围的尺寸定义,目标是可选的)来自节点来自连接到所选节点的节点来自接口来自连接到所选节点的接口从第一个到最后一个关键帧从第一个选定的关键帧到最后一个关键帧前正面 (X-Z)仅前面的面正交前视图透视前视图前面衰减前 / 后燃料燃料场完整完整的集合层级完整复制完整全局照明库.blend 文件中的完整 ID 名称 (包括两个打头的 'ID类型' 字符)完整的库路径全名完整路径完整的SMPTE时间码 (格式为 HH:MM:SS:FF)全采样按间距全部合并包含活动资产的Blender文件的完整路径全精度最终渲染为全精度,否则为半精度全分辨率全画幅函数节点毛发材质浪碰撞时的绒面特性, 使用较高的值时, 处理速度较快, 但稳定性较差模糊GGXGGX 结合多重散射的额外修正,节省能量并防止在高粗糙度下意外变暗GL 纹理限制GLSLGPUGPU后端GPU 计算GPU实例GPU细分要使用的 GPU 后端 (需要重启 Blender 才能使更改生效)蜡笔层蜡笔调色板添加喷枪全部锚定自动缓动后两者弹跳边界间断笔刷类型端点类型投射阴影圆状克隆闭合模式同时三次型曲线自定义消融融并其间融并未选中点拖拽点动态效果淡入淡入淡出淡出缓动缓动 (通过力度)弹性指数型扩展极端填充填充样式按类型过滤平头蜡笔生成抓起渐变照亮照亮 (封闭形状)插值抖动关键帧关键帧类型关键帧直线线条画线性材质模式混合模式惯性延续新建无夹捏点推二次型四次型五次型半径随机圆头顺序阴影阴影区域过滤正弦平滑实体间隔步进强度/力度笔画描画方法笔画模式笔画样式苏珊娜纹理粗细扭曲类型波浪蜡笔插值: 蜡笔雕刻设置Gabor 纹理增益游戏手柄伽玛伽玛校正伽玛交替渐隐片段伽玛校正色调映射后应用的伽玛校正系数伽玛校正值, 以 颜色^伽玛 的形式应用. 伽玛值控制中间调相对于全黑和全白的相对强度间隙间隙 1间隙 2间隙 3间隙闭合连续频率的间隔相邻频率之间的间隔,深度需要大于 0 才会有效果垃圾垃圾回收率垃圾遮片气体高斯高斯模糊效果高斯模糊片段高斯模糊效果高斯过滤常规常规信息一般质量值常规重写常规数据块管理操作点运动的常规媒介摩擦力蜡笔笔画雕刻工具的常规属性常规设置属性的一般类型生成生成 "过渡", 在蜡笔帧之间平滑地插值生成 '内部' 预览 (材质、纹理、图像等)生成控件生成数据层生成形变骨骼生成水沫创建 Gabor 噪波生成毛发曲线从场景几何体生成线条画从选定的来源生成线条画笔画生成法线生成蒙皮生成浪花贴图在曲线几何体上生成 UV 属性数据生成UV根据到随机点的距离生成沃利噪波。通常用于生成纹理,如石头、水或生物细胞从给定的控制点和控制柄生成一条二维贝塞尔样条线将材质生成为一个 MaterialX 网络的描述信息基于缝合边生成 UV 贴图生成一张单色图像生成类似于散焦的散景类型模糊。与散焦不同,在合成器中定义了对焦区域生成棋盘格纹理生成环形边生成锥体网格生成具有可变边长和细分的长方体网格从网格生成曲线使用分解多项式扩展多项式生成一条曲线使用标准数学函数生成一条曲线 (如 sin、cos 等)生成柱体网格生成默认UV映射生成一个致密的体积,该场根据其位置控制每个栅格体素的密度基于凹腔生成脏旧贴图渐变在场景开始和结束时间之间生成一个系数值 (从 0.0 到 1.0),使用曲线映射在每个点周围生成雾体积球体创建一个输入节点接口在体积的 “表面” 上生成网格在体积栅格的 “表面” 上生成网格生成一个位于XY平面的网格,面全部位于输入曲线的内部为每个点云点生成网格顶点生成更准确的cryptomatte通道生成移动的海洋表面生成新的表面, 使用跟随输入网格形态的常规拓扑生成法向量和点积创建一个输出节点接口使用曲线实例存储每个字符,生成具有特定字体的文本段落从高度纹理生成扰动法向以用于凹凸贴图。通常用于伪造高细节表面从 RGB 法线贴图图像生成扰动法线。通常用于伪造高细节的表面如果在任何库文件中都找不到,则生成占位符 (空 ID)在 XY 平面上生成平面网格通过沿曲线采样位置生成点云从网格的顶点生成点云从体积栅格的活动体素生成点云生成位置和半径由文本框数值定义的点云生成一条多段样条弧线生成一条多段样条圆环为每个输入样条生成多段式样条使用控制点位置生成一条抛物线形的多段式样条线生成一段螺旋形的多段式样条线通过交替连接两个圆环上的点,生成一条星形的多段样条线使用两点生成一条多段样条直线从四点创建多边形生成程序化的天空纹理生成由程序纹理构成的砖块生成迷幻色彩纹理以给定输入值作为种子生成随机整数在每个输入点生成对几何体的引用,而不复制其基础数据从活动的元骨骼骨架创建一个绑定生成一个单独的IK脚趾控件以实现更好的 IK/FK 捕捉生成一个滑块,以便在脚趾尖端而不是脚趾底部向前转动脚跟生成由大小相等的三角形构成的球形网格生成由四边面构成的球形网格,顶部和底部为三角面将给定输入值生成为字符串表示形式为各向异性BSDF生成切向创建一个 FK 控制链为触手生成 FK 控制链为几何中使用不同材质的每个部分生成OBJ组从文件或文本数据块生成 OSL 着色器。 注意:GPU 不支持 OSL 着色器生成原理化BSDF节点网络的近似USD预览表面着色描绘生成随机数量的各被选中输入元素副本在烘焙期间从当前域设置生成和导出 Mantaflow 脚本。只有在烘焙模拟后直接(在 Blender 外部)分析 Mantaflow 中的缓存(比如查看栅格、速度矢量、粒子)时,才需要这样做。在折射表面的阴影中生成近似焦散。灯光、投射器和接收器物体必须设置阴影焦散选项才能启用此功能生成集合预览生成拐角角度加权法向生成点划线风格的笔画生成面积加权法向为此集合生成特征线为此物体的数据生成特征线生成浮点缓冲以顶点色通道的形式生成水沫蒙板生成分形柏林噪波生成犀利噪波 (锐利过渡)生成具有散景形状的图像以与散景模糊滤镜节点一起使用根据输入矢量生成插值的颜色和强度值生成相交线,即使物体禁用了交叉从参考灯光物体生成光/阴影分隔线以顶点色通道的形式生成浪花方向贴图使用 Cryptomatte 渲染通道为单个对象和材质生成蒙版为选中的物体生成运动路径围绕原始笔画生成多个新笔画从一个笔画生成多个笔画通过在现有曲线之间进行插值,在点上生成新曲线将选定的物体/骨骼固定到摄像机,在未有关键帧的位置生成新的关键帧基于当前形状生成新的网格拓扑从被选中元素生成新的顶点、边或面,并基于偏移量移动,保持其通过边界相连在蜡笔笔画中生成噪波抖动生成物体预览以指定的精度生成洋面几何体在实例的原点生成点。 注意:嵌套实例不受此节点的影响在体积内生成点在体积栅格内生成点生成摊开分布在网格表面的点生成有噪波的程序性波纹或环生成场景预览为选中的.blend 文件生成预览通过向网格的边或顶点添加几何结构来生成倾斜的拐角为每组平滑面生成平滑组标识符,默认为唯一整数值生成柔和噪波 (平滑过渡)从Freestyle标记边生成笔画从遮挡级数范围生成笔画从材质之间的边界生成笔画从轮廓线生成笔画从折痕边生成笔画从交集生成笔画从松散边生成笔画从该集合中的物体生成笔画从该物体生成笔画生成系统信息并保存为文本文件根据UV贴图生成切线方向使用内建函数生成值基于到物体的距离生成顶点权重基于笔画角度生成顶点权重生成在一条直线上的顶点,并以边线相连生成生成坐标生成的几何体生成高度生成关键帧选中的生成关键帧生成矩阵生成类型生成宽度生成的坐标位于流物体中心在父级物体空间中创建坐标为测试 UV 映射而生成的栅格图像由程序生成的图像生成图像的高度生成图像类型生成图像的宽度为测试映射而生成的改进型 UV 栅格图像生成的中间点, 用于非常快速的鼠标移动 (设置0为关闭)生成面积与角度共同加权的法向在世界空间生成变换矩阵生成一组随机色以在视口中渲染面组使用网格对称配置生成对称网格在表面网格上生成新的毛发曲线生成圆角法线。 注意:仅在 Cycles 中受支持,可能会减慢渲染速度生成与 Cycles/EEVEE 兼容的材质,但在 {:s} 引擎中不可见正在生成棚灯图标...正在生成图标预览...正在生成着色预览...正在生成着色预览...正在生成片段预览...正在生成片段缩略图...生成生成项目生成引发了异常: 检测到生成修改器!生成器函数修改器泛型一般量化位泛型弹簧非色彩常规数据,不会对该数据使用任何色彩变换(例如法线贴图)通用雕刻扩展操作测地线测地线步数计算快速GI和环境遮蔽时表面的几何厚度,减少漏光和漏接遮蔽。要通过接合元素来合并到一起的几何体几何数据几何属性几何属性约束几何组件几何自定义群组几何数据几何终点系数几何体输入几何体项目类型几何形状修改器几何节点几何节点编辑器几何节点接口几何节点接口界面几何节点树几何节点几何节点实例(实验性)几何节点列表几何偏移几何处理几何接近几何采样几何集几何空间几何起点系数几何阈值几何属性存储2D整数矢量的几何属性存储8位整数的几何属性使用单通道32位将RGBA颜色存储为浮点值的几何属性使用单通道 8 位将RGBA颜色存储为正整数值的几何属性存储于四乘四浮点矩阵的几何属性存储布尔值的几何属性存储浮点二维矢量的几何属性存储浮点三维矢量的几何属性存储浮点值的几何属性存储整数值的几何属性存储旋转的几何属性存储字符串的几何属性几何属性无法从被编辑物体自身检索几何体无法从修改器物体中检索几何体几何颜色属性几何组件:迭代的几何域在其上生成实例的几何元素类型当前迭代中生成的几何数据,将与所有其他迭代中的几何数据合并无法移除几何修改器 '%s'用来改变线条几何的几何修改器几何节点在每次置换步骤后应用的几何处理节点的几何接口在点上实例化的几何体在散布点上实例化的几何体几何到实例几何中心 -> 原点在每条曲线末端添加的几何体在每条曲线开头添加的几何体要指定材质的几何体要在上面投射光线的几何体要计算边界框的几何体. 实例必须先被实现, 才能计算出完整的边界框要从中删除元素的几何体要复制元素的几何体要解算给定的场并存储属性计算结果的几何体. 支持除体积外的所有几何类型要搜寻最近点的几何体要获取捆包的几何体要获取域大小的几何体. 仅考虑根级几何, 不考虑嵌套的实例要获取统计数据的几何体要覆写其捆包的几何体要覆写其名称的几何体要从中移除属性的几何体要替换材质的几何体要对数值采样的几何体要缩放其元素的几何体要设置平滑的几何要对其元素排序的几何体要拆分为单独实例的几何体要分离为单独组件的几何体要拆分为两部分的几何体要以给定名称存储新属性的几何体要变换的几何体要更新 ID 属性的几何体要更新材质编号的几何体要更改选择状态的几何体用于毛发扎带实例的几何体(优先)元素被迭代的几何体要 (部分) 实现实例的几何体几何节点格鲁吉亚语 - ქართული德语 - Deutsch获取捆包项目获取扩展获取几何体捆包获取列表项目获取已命名栅格远离被指定的物体或最显著的被指定信号源获取几何体的捆包获取文本格式的节点树路径获取体积几何体中特定名称的体积栅格入门残影残影吉瓦万向给予对此模态键位映射项(#KeyMapItem.propvalue)的可能事件值的访问权限,以便 API 自检为终未产生作用的粒子赋予活力为路径长度赋予一个随机变量为所修改的函数曲线指定随机量为粒子寿命赋予一个随机变量为粒子大小赋予一个随机变量为初始速度赋予一个随机变量操控器操控器 A操控器 B操控器组属性操控器高亮主要操控器操控器属性次要操控器操控器大小操控器视图对齐操控器组 '%s' 已设置了 '持续' 选项!未找到操控器组 '%s'!该操控器所属的操控器组未找到操控器组类型 '%s'!操控器目标 '%s.%s' 预期 '%s', '%s.%s' 是 '%s'操控器目标属性 '%s.%s' 需要长度为 %d 的数组操控器目标属性 '%s.%s' 需要长度为 %d 的数组, 已找到 %d未找到操控器目标属性 '%s.%s'操控器目标属性 '%s.%s', 索引 %d 必须在 %d 之下用于调整摄像机焦距长度或正交缩放的操控器调节摄像机对焦距离的操控器 (必须视图显示内的限制打开)调节图像尺寸和位置的操控器调整位置的操控器调整旋转的操控器调整缩放的操控器调节聚光灯和面光源尺寸的操控器调节灯光方向的操控器调整力场的操控器操控器类型 '%s' 用于三维操控器组。在将用到 'test_select' 的位置设置了 'draw_select' 回调。未知操控器类型 '%s'操控器活动修改器的操控器在该视图中隐藏操控器操控器:眩光玻璃 (碎裂的)玻璃 (坚实的)玻璃 BSDF在掠角混合折射和反射的玻璃状着色器通配符过滤全局全局+X坐标全局+Y坐标全局+Z坐标全局-X坐标全局-Y坐标全局-Z坐标全局坐标系全局重力全局毛发全局照明全局影响:全局变换全局类型全局撤销全局 X全局 Y全局 Z在屏幕底部的全局栏显示常规状态信息在屏幕顶部的全局栏显示每个全局窗口的设置全局子粒子比例渲染时的全局子粒子比例全局重力权重该条目在界面所有条目中的全局索引当前顶点组修改结果的全局影响量最大全局细分等级渲染时的最大全局细分等级全局设置此影片在全局场景中的起始播放帧号 (影响所有与剪辑关联的数据)全局字符间距影片/序列的全局起始帧, 假设第一帧图像名称包含#1序列的全局起始帧,假设第一帧名称包含#1为全局撤销保存完整的操作历史记录至内存, 这会消耗额外的内存在自动估算的步长基础上,全局调节体积渲染的细节精度。较高的值会降低渲染时间,较低的值则会渲染出更多细节平面光照探头全局禁用在渲染中全局禁用全局禁用渲染 • Ctrl 隔离集合 • Shift 设置到内部子集合与物体全局禁用渲染 • Shift 设置到子级球形光照探头全局禁用在视图中全局禁用全局禁用视图显示 • Ctrl 隔离集合 • Shift 设置到内部子集合与物体全局禁用视图显示 • Shift 设置到子级体积光照探头全局禁用光泽光泽光泽 BSDF光泽反弹光泽颜色光泽深度光泽直接光光泽间接光光泽可见性具有锐利或微有面元分布的光面折射,通常用于透光的材质辉光辉光颜色辉光效果辉光片段辉光下辉光效果辉光模式仅对带有alpha的区域使用辉光 (常规混合模式不支持)粘合模式将刚体粘合到一起前往被指定的物体或最显著的被指定信号源找到最近的一个敌人并厮杀回到父级节点树进入姿态模式复制姿态骨骼颜色目标目标 (顶点目标位置) 摩擦目标 (顶点目标位置) 弹簧硬度目标阻尼目标默认目标最大值目标最小值目标硬度目标顶点组密度笔刷的曲线根之间的目标距离最大目标, 顶点组权重扩大到此范围最大目标值, 放大顶点权重以匹配此范围最小目标, 顶点组权重缩小到此范围最小目标值, 放大顶点权重以匹配此范围目标物体黄金黄金分割黄金比例黄金三角切A黄金三角切B良好适用于从 Blender 导出的 glTF 文件重新导入,再 Blender 编辑后重新导出 glTF,骨尖放置在其局部 +Y 轴上(glTF 空间中)良好的平滑度和速度蜡笔设置抓起抓取活动顶点拖拽光标抓取剪影抓起 UV试图自动遮罩该物体轮廓的抓取梯度渐变渐变颜色渐变填充模式上部渐变色 / 无渐变时的纯色下部渐变色渐变映射渐变间隔渐变笔画模式渐变纹理渐变类型渐变宽度从点和框笔画中心的渐变 (设置为1时为实体笔画)渐变染色克花岗岩 (碎裂的)花岗岩 (坚实的)曲线编辑器曲线编辑器中二维光标的X向分量曲线编辑器中二维光标的Y向分量曲线编辑器实例项中存有部分残影曲线的信息曲线编辑器空间数据曲线编辑器/驱动器图形定义均衡度两个部分的图形定义三个部分的图形定义显卡驱动和操作系统设置曲线图重音键/波浪键动作砂砾重力重力重力系数重力衰减X, Y, Z方向的重力重力或外力矢量灰度灰度用于移除散布实例的灰度图纹理蜡笔蜡笔笔刷设置蜡笔颜色蜡笔颜色修改器蜡笔点划线修改器蜡笔绘制蜡笔绘制蜡笔编辑模式蜡笔封套修改器蜡笔擦除半径蜡笔的几何间距蜡笔帧蜡笔帧蜡笔组蜡笔插值蜡笔插值设置蜡笔关键帧蜡笔晶格修改器蜡笔图层蜡笔图层组蜡笔层蜡笔的曼哈顿间距蜡笔遮罩层蜡笔遮罩层蜡笔材质槽蜡笔镜像修改器蜡笔噪波修改器蜡笔物体不支持此设置原点操作蜡笔物体蜡笔偏移修改器蜡笔不透明度蜡笔不透明度修改器蜡笔选项蜡笔绘制蜡笔渲染蜡笔雕刻蜡笔雕刻引导蜡笔雕刻模式蜡笔雕刻绘制蜡笔设置蜡笔纹理修改器蜡笔线宽修改器蜡笔时移修改器蜡笔染色修改器蜡笔顶点蜡笔顶点绘制蜡笔顶点绘制笔画选中的蜡笔顶点蜡笔顶点尺寸蜡笔权重绘制蜡笔权重绘制笔画蜡笔线条编辑蜡笔建形修改器用于材质的蜡笔颜色设置包含图层和曲线数据的蜡笔组件要转换为曲线的蜡笔数据要合并层的蜡笔数据蜡笔数据块蜡笔数据块蜡笔帧曲线或网格物体转换为蜡笔蜡笔层组蜡笔图层在视图中可见指定给生成笔画的蜡笔层蜡笔层蜡笔长度修改器指定给生成笔画的蜡笔材质在图层树中的蜡笔节点。可以是图层或组场景的蜡笔设置蜡笔细分修改器蜡笔 转换为 曲线要更改颜色的蜡笔要设置深度排序的蜡笔要设置柔和度的蜡笔编辑模式下的蜡笔线框颜色蜡笔蜡笔: {} 层蜡笔大于大于大于模式大于或等于希腊语 - Ελληνικά绿绿色通道绿色通道颜色场的绿色分量绿-品红绿:灰色灰度栅格栅格 1栅格 2栅格颜色栅格旋度栅格膨胀和腐蚀栅格显示栅格散度栅格填充栅格梯度栅格信息栅格拉普拉斯栅格级数栅格线栅格平均值栅格中值栅格名称图像上的栅格栅格随机性栅格比例栅格缩放单位栅格形状源栅格细分对齐栅格与图像中的像素栅格允许水平和垂直线栅格允许等距和垂直线按场景单位设置来缩放栅格单元尺寸转换为网格的体积物体的栅格栅格 转换为 网格栅格 转换为 点栅格树已加载到内存中栅格类型不受支持栅格线栅格地面反照率轻微反射到天空中的地面颜色群组组 '{}' ({})添加组群组 ID组编号组输入组名称组节点组输出移除组组接口节点群组接口通过NLA轨道打组将面编组到由所选边界边包围的区域蜡笔图层的组ID 组的属性几何属性组顶点组, 用于骨架形变或其他用途将选定的片段组合为一个复合片段分组群组方式对函数曲线进行分组以便在摄影表和曲线编辑器中显示组函数曲线组生长扩展面组生长遮罩增长可见性通过均匀更改大小而非使用修剪或外插来增长或收缩曲线将选择增加一点基于网格拓扑增长一个面的可见性根据网格拓扑沿面组边界扩展一个面猜测原始绑定姿态引导引导曲线引导直射光引导距离引导群组 ID引导毛发引导编号引导映射引导遮罩引导模式引导父级引导选择引导朝上引导速度用于选择的导向曲线的导向曲线或点用于操作引导编号映射用于映射的引导编号,此输入具有优先级引导线间距流体域的引导速度场从粒子生命的结束到牵引 - 自由的时间基于入射光分布和余弦乘积(闭合形式乘积),指引漫反射BSDF组件引导绘图引导线引导引导分布类型引导线导向糙度阈值引导模式引导尺寸 (值越高会导致涡流较大)引导源引导速度因子 (值越高,引导速度越大)引导权重 (值越高,滞后程度越高)HH.264H.265 / HEVCH264 MP4H264 MatroskaH264 Matroska 用于滑动HDRHDR 显示不支持HDR 需要 10 或 12 比特HDR 需要 H.265 或 AV1HDRIHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP 光追HIP 光追可在 RDNA2 及以上版本中启用 AMD 硬件光线追踪HP Reverb G2HSLHSVHSV (色相, 饱和度, 明度) 色彩空间HSV 限定通道HTC Vive CosmosHTC Vive FocusHTJ2K毛发毛发附着信息毛发 BSDF要使用的毛发BSDF分量毛发曲线毛发曲线噪波毛发动力学毛发动力学预设毛发栅格最大值毛发栅格最小值毛发栅格解析度毛发长度毛发材质毛发半径毛发形状发圈发圈输入类型发圈缩放毛发曲线数据块毛发曲线的毛发数据块已禁用毛发动力学全局坐标空间中的毛发关键体毛发色素。指定其介于0和1之间的绝对量毛发糙度,低值会产生金属外观用于效果器的毛发硬度发股一半半浮点精度光晕控制柄控制柄 1控制柄 1 位置控制柄类型 1选中控制柄 1控制柄 1 的选择状态控制柄 2控制柄 2 位置控制柄类型 2选中控制柄 2控制柄 2 的选择状态处理所有事件控制柄长度处理重叠边控制柄平滑控制柄类型控制柄类型选择控制柄类型选择节点控制柄顶点选中的控制柄顶点控制柄顶点尺寸处理鼠标动作 / 手势的范围动作区域点击选择非线性动画片段手柄点击以选择NLA轨道扩展URL拖放句柄将每个像素颜色作为置换的单个矢量进行处理 (仅适用于区域平面映射)处理动画通道上的鼠标点击处理鼠标点击来激活/选择项目当文本不匹配文本框时,处理文本显示方式控制柄类型设置选择关键帧的控制柄类型控制柄类型控制柄触觉振幅触觉持续时间触觉频率触觉匹配用户路径触觉名称触觉应用模式触觉持续时间,单位秒。0.0是支持的最小持续时间。触觉模式触觉振动输出动作,与持续时间、频率和振幅一起应用犀利强光硬编码的非线性, 伽玛值: 1.7硬化硬化法向硬度硬度系数谐振谐波阻尼谐振效果器权重均衡三角切A均衡三角切B均衡具有堆积特性有无Alpha具有自动光滑特性具有自动平滑压力存在点束具有颜色具有折痕/夹捏系数有自定义法向含有数据含有数据块存在方向存在动态拓扑有残影曲线存在重力具有硬度具有硬度压力具有高度特性有 IK具有抖动特性有层具有线性色彩空间使用最大值使用最小值存在运动路径存在邻项具有法向半径有叠加具有持久特性具有挤压系数具有平面深度具有平面高度具有平面偏移具有半径有倾斜系数存在随机纹理角度值具有雕刻平面具有次级颜色特性具有尺寸压力具有平滑笔画特性具有间隔衰减特性具有间隔特性有高光亮点存在力度压感拥有纹理的角度源具有倾斜具有拓扑倾斜有视图存在权重有导出集合已将当前会话作为 .blend 文件保存到磁盘有未保存的更改哈希哈希值编译字节码的哈希值, 用于快速等项检查自定义着色器编译后的字节码哈希值,用于快速等值检查包含节点实例数据的散列表哈希: {:s}将最近的编辑结果保存到磁盘头部选择头部头 / 尾标题栏标题栏背景标题栏位置标题栏文本标题栏文本高亮标题栏和侧栏可见性切换标头查找失败头健康状态热度热度栅格希伯来语 - תירִבְעִ百克脚后跟 IK 影响值高度流体从网格表面上方喷射的高度(以域栅格单位计)。更高的值会导致喷射点远离网格表面。如果此值和发射器大小小于域栅格单位,则不会创建流体高度最小值表面之上的高度. 请将高度贴图纹理连接到此输入端距离海平面的高度屏幕坐标中的标记图块高度屏幕坐标中的标记搜索块高度创建的平面高度生成的圆锥体的高度节点高度浪高高度:直升机模式帮助绘制平滑干净线条的帮手。按 Shift 可反转效果 (即使此选项未激活)辅助器Henyey-GreensteinHenyey-Greenstein, 光散射的默认相位函数七边形赫异向地形启发式放置骨骼, 尽量使骨骼变得漂亮Hex十六进制三元组颜色 (#RRGGBB).含透明的十六进制三元组颜色 (#RRGGBBAA).六边形六角栅格隐藏隐藏 %d隐藏隐藏 (非) 选定的 UV 顶点隐藏 (未) 选定的控制点隐藏 (未) 选定的融球元素隐藏 (未) 选中的顶点、边或面隐藏没有资产元数据的数据块的 .blend 文件项隐藏活动面组隐藏快捷键列表隐藏键位映射隐藏层隐藏混合节点隐藏操作属性隐藏面板隐藏选中项隐藏值隐藏活动/非活动的蜡笔材质隐藏全部, 除了此集合及其父级隐藏除活动面组之外的所有面组隐藏集合中的所有对象和集合隐藏所有面板 (专注模式)隐藏元素隐藏过滤选项隐藏指定帧范围以外的帧在修改器中隐藏在视图中隐藏隐藏非活动材质代替活动材质隐藏或显示包含在所选项中的顶点隐藏或显示未包含在所选项中的顶点隐藏或取消隐藏区块从各笔画的终点隐藏点到起点 (比如用于模拟擦除线条的效果)以在各笔画出现的顺序隐藏点 (比如模拟墨水褪色或绘制后消失的效果)在曲线编辑器视图隐藏所选曲线隐藏所选面隐藏选中的物体与集合隐藏所选的粒子隐藏选中的轨迹隐藏所选顶点隐藏选中/未选中的蜡笔图层隐藏小的几何体基元以提高性能隐藏活动面组在活动视图层中隐藏该集合隐藏接口隐藏接口的输入值即使接口未连接,也隐藏接口输入值隐藏实体网格并将叠加层向视图偏移。除非启用透视模式,否则选定内容会被非活动几何体遮挡在编辑模式下隐藏该曲线隐藏未选中项而不是已选中项隐藏未选中的曲线而不是选中项隐藏未选中的层而非已选中的隐藏未选中的物体而不是选中的物体隐藏未选定的顶点而非已选定的将物体设置为限制渲染以不参与渲染隐藏未选中的轨迹隐藏顶点在阈值之上隐藏/显示全部已遮罩顶点隐藏或显示全部顶点隐藏或显示一些顶点隐藏除被框显之外的所有函数曲线层级层级层级根ID高高彩色高对比高精度高品质高品质法线高粘度解算器高性能高品质高质量像素插值时步上限 (单位为秒), 用于自动分步使用反遮罩锐化 (USM) 增强高频对比度值越高,视窗中的解析度越高值越高, 笔画越平滑值越高,更改越生硬值越高,频率截止越硬最高最大尺寸最高频率X 向最高允许值Y 向最高允许值Z 向最高允许值最高分形维数粒子的最长可能寿命高亮高亮角度高亮关键帧行高亮突出显示范围仅突出显示类型为空的单元仅突出显示类型为流体的单元仅突出显示类型为流入的单元仅突出显示类型为障碍的单元仅突出显示类型为流出的单元高亮选定的文件突出显示单元,无论其类型如何高亮显示当前行使用范围内颜色映射场的值突出显示体素高亮印地语 - हिन्दी铰链微调直方图查看图像统计的直方图历史命中颜色命中距离命中法向命中位置保持按住 Alt 可在通常需要操控器时使用活动工具 使用 Alt 键时与输入首选项 “模拟三键鼠标” 不兼容按住 Alt-鼠标左键 (而不是只按左键) 放置游标,允许工具在按下而非拖动时激活。 使用 Alt 键时与输入首选项 “模拟三键鼠标” 不兼容保持前进为多个帧保留函数曲线中的各插值, 无需更改时标若轨道中片段之前没有片段则保持为第一帧,片段之后始终保持最后一帧按下此修饰键模拟鼠标中键保持末端点关键帧的值阻隔保持孔洞优化孔洞主目录蜂蜜钩挂钩挂中心钩挂修改器钩挂修改器, 用于修改笔画点的位置钩挂修改器, 用于修改顶点位置将选中的顶点钩挂到新建的物体将所选顶点钩挂到首个选中的物体钩挂水平水平对齐到螺旋线末端处Z轴的水平距离到螺旋起点处的Z轴的水平距离水平视场水平列表水平分割水平宽高比 (仅用于摄像机投射源)水平的长宽比 - 应用于变形或非正方形像素输出烘焙贴图的横向尺寸烘焙贴图的横向尺寸 (仅外部)窗口的水平位置相对于物体原点的横向偏移文本框相对于位置的水平位置球体的水平分辨率水平比例 (仅用于摄像机投射源)图像传感器区域的水平尺寸 (毫米)水平文本对齐水平扭曲图像创建通道/颜色偏移效果Hosek / WilkieHosek / Wilkie 2012 (旧版)主机名小时波形的显示方法指定标注笔画在三维空间如何定位画笔如何动画 (譬如是出现还是消失)浮点值需要有多接近才能视作相等从笔刷边缘开始的笔刷衰减的接近程度如何比较主高光与阴影系数值的显示方式控制点沿其曲线的距离偏移动画的帧距离每个边的操作有多远,来平均关键帧值颜色与湿图的混合速度收缩效果在画布表层的运动速度扩散效果在画布表层的移动速度速率方向的随机变化速度毛发的平直度流体的不可压缩度高光反射的强度 (亮度)声音的大小程度在一条线上的群体数量IK 效果中所包含的骨骼数量 - 0 表示使用所有骨骼链中包含的骨骼数量碰撞迭代次数 (值越高则质量越好,但速度越慢)显示笔画的多少副本用于制造另一个渲染区段所需的路径弯曲角度旧映射会持续多少帧淡化效果所需的帧数量制造新粒子所需的键数量用作效果器的粒子数量 (0代表使用所有粒子)路径为制造另一个渲染区段而需要覆盖的像素数量每帧要计算多少采样,有助于处理子帧数据每个体素应该生成多少片路径的显示步数 (2的幂次值)路径的渲染步数 (2的幂次值)显示路径步进值要添加的分块数量将在后台显示多少个分块密度笔刷尝试添加新曲线的次数对所有元素执行模糊该值的次数重复滤镜多少次平滑步骤需要重复多少次颜色变化对遮罩生成的影响簇集效果对扭结幅度的影响量折痕和谷线被强化的程度水沫随时间的积聚量 (仅用于经过烘焙的洋面)跟随光标旋转的拖拽量在拖拽过程中,可将顶点拉出表面的量权重映射对加权参数化的影响程度,0 表示无影响中间的新生边收缩/膨胀程度在与其它物体碰撞中损失多少效应力 (百分比)新生成的法线与已有法线的混合程度平滑时保留原始形状的程度最终形状的平滑程度,忽略高频细节打磨表面应用的平滑程度在笔画不透明度之上应用多少强度淡化在笔画强度之上应用多少强度淡化表层滴移效果的加速程度影响表层滴移的速率大小施加的力通过布料的传播程量布料保留原始形状的程度,充当软体折痕笔刷夹捏程度与表面 (比如布料) 平行时,力的消减程度材料抵挡弯曲的程度材料抵挡压缩的程度材料抵挡切变的程度材料抵挡张力的程度精简后的新曲线相对原始曲线允许的偏移量物体的 '重量',抛开重力因素每个顶点的位置对最终结果的影响程度用于连接内部点的光线与顶点法线的可偏离程度改变弹簧的静止长度所需的拉伸/压缩量在超越弹性极限之后, 弹簧的静止长度的可变程度笔的倾斜度对笔刷的影响程度。负值表示倾斜方向相反。波浪相互间的排列程度混合到默认值的程度混合多少到平滑曲线常规四边形网格以及与现有四边形相接的四边形的优先级有多高简化烘焙值的程度 (0.0禁用, 越高越简化)Z 向分量的恒定速率大小如何在导入时计算法向行的偏移频率,值2表示隔行偏移。“压扁的” 砖块组成行的频率解算动画值的频率 (以帧为单位)粒子在视图中的显示方式粒子的渲染方式如何处理离开域的粒子平面相对于彼此的局部轴向的定向方式应用笔刷时的影响力度力场强度随着距离而衰减的速度有多快如何解算滚动角度笔画应该如何开始出现/消失每层叠联阴影之间过渡的平滑程度群簇着陆的平滑度在运笔过程中,平面中心的稳定程度。取值为 0 表示使用当前中心,取值为 1 表示使用初始中心。在运笔过程中,平面法线的稳定程度。取值为 0 表示使用当前法线,取值为 1 表示使用初始法线。笔画是如何构建的影响着陆群簇所需的起始作用力距离对音量的影响强度, 视距离模式而定流体试图避免群集的强势度 (硬度系数)选择移除属性的方式如何跨边界应用笔刷衰减封盖几何体的输入方式笔刷的变形将如何影响物体视频在摄像机中的匹配方式几何体输入的公开方式图像在摄像机框中的适配方式超出原始边界的图像外插方式实例几何数据块的参数公开方式实例几何体输入的参数公开方式如何细分网格以创建新级数轮廓几何输入的公开方式如何解算列表中的规则如何控制触手的延展纹理影响的计算方式 (RGB 与旋度需要一个 RGB 纹理, 否则将使用梯度)如何将变换应用于目标变换将如何指定如何指定体素大小追加操作是如何处理此项的。仅在数据已追加时设置如何自适应细分网格如何影响 (生成) 法线如何使用来源数值影响目标元素如何对齐平面如何在生成的 FBX 文件应用自定义和单位缩放 (Blender 导入时使用 FBX 缩放来检测单位,但是其它程序处理方式不一样)如何选择圆角上的顶点数量如何创建引导速度如何定义坐标以自定义法线指向如何确定旋转的极向轴物体在视图中的显示方式粒子在所选元素上的分布方式如何将Blender场景导出到Hydra渲染引擎如何导出顶点颜色如何找到修剪后的样条线的端点位置如何在表面上找到要附着的点如何从输入曲线生成点图像的生成方式如何处理极点处的面导入材质时如何处理命名冲突相邻体素之间的数值插值方式如何匹配源层与目标层如何将已有法线与生成的法线混合解决变换后的重叠的方法如何采样背景光如何简化笔画用于解决文本内置和外置之间不同造成的冲突如何为新网格指定细节程度如何指定采样数量如何指定采样数量如何储存此项目的代理四边面角的细分方式 (除直接切分之外, 其他任何方式都可以避免产生多边形)回放的同步方式如何解包如何使用单视图层采样方式设置在线条画计算中如何使用此集合如何在线条画计算中使用此物体权重被映射到新值的方式顶点组B的权重对顶点组A权重值的影响方式发出灯光的扇形范围,如同栅格柔光箱的情形围绕当前帧缩放到帧的方式Huang式模型华为色相色相校正色相抖动色相模式序列片段的色相校正修改器色相水平色相旋转偏移,从0(-180°)到1(+180°)。请注意,0和1具有相同的结果色相、饱和度、亮度色相、饱和度、明度色相 / 饱和度色相/饱和度/明度色相:HuffYUV包壳错误可读名称匈牙利语 - Magyar混合式多重分形HydraHydra调试Hydra渲染引擎Hydra StormHydra Storm 属性Hydra Storm 渲染引擎场景的Hydra设置HypHyper按住 Hyper 键,-1表示任意状态Hyper 键被按下,Linux 上可以配置的附加修饰键,通常替代 CapsLock双曲余弦模式双曲正弦模式双曲正切模式国际化 (I18n) 分支I18n更新翻译棱角球ID动作动作剪辑骨架骨架模糊骨骼骨骼约束骨骼笔刷笔刷缓存文件摄像机摄像机集合集合上色约束曲线曲线数据数据块类型效果空物体按类型过滤翻转字体辉光蜡笔蜡笔V3版蜡笔毛发曲线ID 类型图像键晶格晶格库灯光光照探头光照探头灯光线条样式遮罩材质材质网格网格融球融球修改器影片剪辑节点树节点物体物体输出绘制曲线调色板粒子粒子物理像素化点云渲染边缘光场景场景屏幕序列片段着色器类型阴影声音扬声器扬声器片段片段修改器曲面漩涡目标 ID 类型文本纹理纹理类型工具类型未指定视图层体积体积散射体积波浪畸变窗口管理器工作区世界环境ID %s 的 lib 指针不匹配!ID %s 在库 %s 中时具有 null lib 指针!ID %s 作为本地数据库, 当从库 %s 内链入时!ID %s 未在库 %s 中找到!ID %s 使用了形态键 %s,但其 'from' 指针无效 (%p),修复中...ID '%s' 已关联,无法编辑其重写ID '%s' 不是重写ID/编号ID 数据ID 数据操作ID 源ID 项使用 ID 指针ID 库重写ID 库重写属性ID 库重写属性操作ID 遮罩ID 材质ID 名称ID 属性ID 属性组标识类型ID已保持链接ID 名称项目的 ID 名称被调用的菜单 ID 名每条曲线的ID要删除的目录 ID对象IDID或编号ID或编号场用于将曲线组群以创建引导映射的IDID 类型 '%s' 对物体无效项目的ID类型ID 值ID 块表示源数据的 ID 块,通常是 ID_SCE (即场景)为插帧集插入关键帧的ID块的目标添加位置 (仅用于绝对插帧集)ID 块:可以被指定找到的 ID 块 (要先设置 ID 类型属性)遮罩元素将作为其父级或其属性的ID块IDIES 文本IES 纹理IES 灯光的路径IKIK 控制IK 链接权重IK 线性控制IK 局部位置IK 参数IK 旋转控制IK 旋转权重IK 解算器IK 拉伸IK 类型IK 腕部轴心IK X 限制X 向 IK 锁IK X 最大值IK X 最小值IK X 硬度IK Y 限制Y 向 IK 锁IK Y 最大值IK Y 最小值IK Y 硬度IK Z 限制Z 向 IK 锁IK Z 最大值IK Z 最小值IK Z 硬度这些被定义参数所应用的目标 IK 解算器X 轴向的 IK 僵度Y 轴向的 IK 僵度Z 轴向的 IK 僵度IK->FK ({:s})折射率(IOR)折射率(IOR)等级IRISISO 编码 (比如 "zh_HANS")ITEM_NEVER_SHOWITU 601ITU 709冰 (压碎的)冰 (坚实的)棱角球图标图标 Alpha图标边界图标颜色图标ID图标像素图标饱和度图标尺寸图标可见图标像素分量,以浮点数表示 (RGBA 连接值)图标像素,以字节表示 (始终 RGBA 32 位)适用于全景, 忽略传感器尺寸已识别 {:d} 条问题轨道标识符资产库的标识符 (不一定是唯一的)标识符回退此动作中一组通道的标识符,数据块可以使用该标识符指定其动画内容Python脚本目录的标识符资产目录的标识符,用于 Blender 查找资产的目录路径。必须是符合 RFC4122 的 UUID.该烘焙的标识符,即使烘焙节点重命名、分组或取消分组,该标识符也保持不变调用方的标识符 (在插件调用此导出器的情况下)。在其他插件添加扩展的情况下可能很有用操作的标识符,用以调用动作事件调用输入事件的操作符标识要显示的资产架标识符待移除的项ID待还原的项ID列表标识符,如果有传递到 "template_list()" 的 "list_id" 参数接口的标识工具标识符随机化所用的每个元素的标识符指向资产库的标识符ID 块的标识类型若值为0, 则代表全局; 若值为1, 则基于像素光强度若值为0, 所有通道一致; 若值为1, 则相互独立如果已存在同名文件,则使用该文件而非复制如果已存在具有相同名称的材质,则引用该材质而非导入如果纹理以WebP格式存在,则加载WebP纹理,而不是回退的PNG/JPEG纹理如果某顶点超出偏移面, 将不受影响如果物体变换的所有关键帧都相同,则强制保持最小动画如果绑定中的所有关键帧都相同,则强制保持最小动画。禁用该项后,骨骼的所有可能通道都将导出,即使为空(最少2个关键帧的动画)如果存在标记,则在编辑器底部的显示标记为单独一行若开启, 更新场景的开始和结束帧以匹配 Alembic 文档的内容如果启用此项, 将忽略视野外的边线若启用,将使用场景始末帧来确定烘焙范围如果启用,截图的高度将与宽度相同如果启用,可以为每个颜色通道指定溢出强度。如果禁用,溢出通道将具有单位比例,而其他通道将为零如果导出平滑组, 则为组生成 'bitflags' 值, 而不是唯一的整数值. 相同的位标记值可重复用于不同的平滑面组, 只要它们没有公共的锐利边或锐利点即可如果为否,面将被取消选择如果为否,顶点将被取消选择若值小于0, 将降低图像亮度; 否则将增加图像亮度如果加载栅格失败,则错误消息包含详细信息如果不为零,则表示其他表面对快速GI近似值有影响的最大距离若为非零值, 则代表采样最大值, 较高的值将被按比例缩小, 以避免产生过多的噪点以及缓慢的聚敛, 以牺牲精确度为代价若为非零值, 则代表间接光采样最大值, 较高的值将被按比例缩小, 以避免产生过多的噪点以及缓慢的聚敛, 以牺牲精确度为代价若为非零值,则代表在体积内间接光取最大值。较高的值将被按比例缩小,以避免产生过多的噪点以及缓慢的聚敛,代价是牺牲精确度。用于光照探头。若为非零值,则代表在表面上间接光取最大值。较高的值将被按比例缩小,以避免产生过多的噪点以及缓慢的聚敛,代价是牺牲精确度。用于光线追踪和光照探头。若为非零值,则代表在体积内灯光贡献取最大值。较高的值将被按比例缩小,以避免产生过多的噪点以及缓慢的聚敛,代价是牺牲精确度。用于灯光物体。若为非零值,则代表在表面上灯光贡献取最大值。较高的值将被按比例缩小,以避免产生过多的噪点以及缓慢的聚敛,代价是牺牲精确度。用于灯光物体。如果非零,则表示将在世界光探头内部记录的世界贡献最大值,多余的贡献将转换为太阳光,这可以减少由非常亮的光源引起的光溢出。如果不为 '无', 则表示物体实例化所用的方法如未指定,渲染将被原地降噪如果不使用, 则设为1如果非零,UI面板内用于此集合的行按钮将显示如果不为0, 则表示钩挂与影响的结束位置间的距离如果提供,所有名称不同的输出都将被隐藏移除不连贯部分后, 组件的最小维持尺寸, 作为最大组件中的多边形数量比如果设置,添加一个给定路径的变换图元作为所有导出数据的父级如果设置,导出自定义属性名称时添加给定的命名空间作为前缀。仅适用于尚无前缀的属性名称 (比如,名称 'bar' 会应用此名称,但 'foo:bar' 不会) 并且不适用于总是在 'userProperties:blender' 命名空间中导出的 Blender 物体和数据名称如果设置,则使用指定骨骼来控制方向如果启用了导入USD预览选项,则材质混合方法将根据着色器的不透明度和不透明度阈值输入自动设置如果颜色与 CrCb 空间中的关键色彩之间的角度大于这个最大角度,则不抠像如果颜色与 CrCb 空间中的关键色彩之间的角度小于这个最小角度,则抠像如果两幅图像之间的平均色差小于此阈值,则抠像如果两幅图像之间的平均色差小于此阈值,则部分抠像,否则不抠像如果颜色与关键色彩的色相差异小于这个阈值,则会被抠像如果颜色与关键色彩的饱和度差异小于这个阈值,则会被抠像如果颜色与关键色彩的明度差异小于这个阈值,则会被抠像如果给定颜色空间中颜色和关键色彩之间的色距小于此阈值,则进行抠像如果给定颜色空间中颜色和关键色彩之间的色距小于此阈值,则部分抠像,否则不抠像如果文件包含多条音轨, 将渲染为单一整体如果物体是个实例,那么生成它的父级物体如果轮廓样条线是闭合的,则用多边形填充生成网格的末端是否旋转选中项以匹配游标将选中项作为一个整体吸附或吸附各物体的中心如果工具使用笔刷并且仅限于特定的笔刷类型,笔刷类型的标识符如果存在一条邻边,其对比度比当前边大 对比度限制 的倍数,则当前边将被舍弃。这可以消除虚假的交叉边如果设置了此项, 插帧集将获取一个自定义 ID, 否则将使用类名称来定义插帧集 (例如, 若类名称是 "BUILTIN_KSI_location", 且 bl_idname 并未被脚本设置, 则 bl_idname = "BUILTIN_KSI_location")如果设置了此项, 资产将获取一个自定义 ID, 否则将使用类名称来定义该资产 (例如, 若类名称是 "OBJECT_AST_hello", 且 bl_idname 并未被脚本设置, 则 bl_idname = "OBJECT_AST_hello")如果设置了此项, 文件句柄将获取一个自定义 ID, 否则将使用类名称来定义该文件句柄 (例如, 若类名称是 "OBJECT_FH_hello", 且 bl_idname 并未被脚本设置, 则 bl_idname = "OBJECT_FH_hello")如果设置了此项, uilist 将获取一个自定义 ID, 否则它将使用类名称来定义 uilist (例如, 若类名称是 "OBJECT_UL_vgroups", 且 bl_idname 并未被脚本设置, 则 bl_idname = "OBJECT_UL_vgroups")是否应当在当前操作器中使用该语言如果为真, 则特征边的链于材质边界处拆分如果为真, 则仅衔接同一物体上的特征边如果为真,则校正将应用于蓝色通道如果为真,则校正将应用于绿色通道如果为真,则校正将应用于红色通道如果为真 (true), 操控器将显示于屏幕空间. 否则将显示于物体空间如果为真,则接口当前由正在运行的作业锁定,不应从应用程序计时器修改数据。否则,正在运行的作业可能与处理程序冲突,从而导致意外结果甚至崩溃。若启用, 则不同调显示空间噪波若启用, 则平滑显示空间噪波如果顶点被多条相邻边共用, 那么它会直接附在其上如果您信任其来源,请添加存储库并再次尝试。如果要将VC用于顶点颜色以外的任何其他用途,则应该使用自定义属性。忽略忽略背景点击忽略连接忽略叶骨忽略材质锁定忽略被屏蔽的片段忽略选中项忽略锐度忽略吸附忽略声音片段忽略透明忽略文件中的 Alpha 通道信息并使图像完全不透明忽略背向视角的面 (较快)忽略预览范围之外的帧忽略生成的时间码,根据计算的时间戳在影片流中请求忽略父级缩放,不补偿父剪切。复制禁用原始继承缩放复选框的效果。忽略各渲染层的采样数值在确定外延形状时,忽略与邻项偏离超过此角度的笔画点忽略轴向, 使用最短转角进行对齐忽略该操控器的键位映射忽略在各链末尾的最后骨骼 (用来标记先前骨骼的长度)当骨骼匹配到曲线时, 忽略其相对长度当元素已被选中时,忽略选择操作忽略的输出已忽略 {}已忽略 {} (与 {} 不是相同类型)光源 A光源 B光源 C光源 D50光源 D55光源 D65光源 D75光源 D93光源 E光源 F1光源 F10光源 F11光源 F12光源 F2光源 F3光源 F4光源 F5光源 F6光源 F7光源 F8光源 F9光源 LED-B1光源 LED-B2光源 LED-B3光源 LED-B4光源 LED-B5光源 LED-BH1光源 LED-RGB1光源 LED-V1光源 LED-V2照明过滤图像后双面方盒棋盘格裁剪切边方盒立方体边缘空图像前后侧扩展扩展填充平直翻转前生成的图像序列映射镜像混合影片新建新建...投影重复单张图像来源球形管形UDIM分块预览器未能将图像 '%s' 保存至 '%s'图像 '%s' 未包含任何图像数据图像 '%s' 加载图像缓冲失败图像 '%s' 被忽略掉,不支持打包影片或图像序列图像 1图像 2图像边界图像边界修剪图像坐标图像显示方式图像边缘图像编辑器未找到图像编辑器图像编辑器图像文件图像格式图像识别符图像信息图像遮罩图像名称图像节点接口图像节点接口界面图片不透明度图像轮廓图像绘制图像绘制能力图像绘制无镂版图像绘制无可供绘制的纹理图像钉固图像像素图像预览图像品质图像查找图像序列图像尺寸图像片段图像纹理图像纹理图像阈值图像分块图像用户图像和 UV 编辑器空间数据在 3D 视图中背景图的显示设置图像位深图像亮度比图像缓冲像素, 以浮点值表示无法保存图像, 无效的文件路径: "%s"无法保存图像,使用一个不同的文件格式: "%s"未能找到图像未能找到图像数据图像数据块名称解包的图像数据块名称引用自外部图像或已打包图像的图像数据块图像数据块在当前空间中显示和编辑的图像在剪辑编辑器中编辑时显示在轨道中的图像无法启动图像编辑器,请确保 用户偏好设置 > 文件 中的路径有效,并且 Blender 有权限启动它将图像保存为外部文件时使用的文件路径图像格式不是影片格式图像已改变, 且并未保存图像有左右视图图像有一个以上视图图像高度图像不可编辑图像已打包,编辑前需解包使用纹理矢量的X轴和Y轴对图像进行平面投射使用Z轴作为中心,将图像从圆柱形进行投影使用Z轴作为中心对图像进行球形投射使用不同的组件向物体空间边界框的各个面投射图像图像节点图像未打包图像物体只能在物体模式下添加图像与背景色的不透明融合度图像 / 影片未设置图像路径找不到图像路径 {!r},图像可能已被打包或未保存图像像素分量, 以浮点数表示 (RGBA连接值)图像像素, 以字节表示 (始终 RGBA 32位)图像工程数据无效图像需要四个颜色通道进行绘制图像需要四个颜色通道来绘制: %s图像保存失败: 无效的表面图像保存失败: 没有足够内存节点的图像接口图像片段图像过小用作画布的图像用作克隆源的图像用作绘制目标的图像用作镂版的图像图像宽度将应用 RGB 颜色变换的图像/颜色输入图像 / 影片的文件名称图像/影片的文件名称 (无数据刷新)图像/UV编辑器图像图像 & 声音在最大化的图像编辑器中渲染图像在新窗口中渲染图像在图像编辑器中渲染图像在不改变用户界面的情况下渲染图像保存渲染图像的 RGB 色彩信息保存渲染图像的 RGB 和 Alpha 数据 (需格式支持)渲染时图像不能拷贝保存图像为8位灰度模式 (仅支持PNG, JPEG, TGA, TIF)导体折射率的虚部,通常称为k立刻直接子级英制分离闭包时隐式类型转换分离捆包时隐式类型转换蕴含导入导入所有材质导入动画导入为导入 CSV导入枚举为字符串导入FBX动画导入 FBX 到当前场景中将FBX的细分信息导入为表面细分修改器导入信息导入方法导入 OBJ将 OBJ 组导入为顶点组导入OpenVDB体积文件导入 PLY导入路径从过往版本导入偏好设置导入 STL导入SVG为曲线导入SVG至蜡笔导入场景附加内容导入场景为集合导入设置导入细分方案导入文本导入纹理导入USD预览将 'userProperties' 命名空间中的USD属性导入为Blender自定义属性。命名空间将从属性名称中剥离导入USD场景图形实例为集合实例向当前场景导入USD舞台导入未使用的材质与图像导入 VDB导入WebP纹理从一个STL文件导入网格从一个PLY文件导入点云从一个文本文件导入字符串将所有USD自定义属性导入为Blender自定义属性。命名空间将保留在属性名称中将所有选定图像导入为单一图像序列。图像序列无需与 Blender 的编号序列模式匹配,因此无法推断占位符导入PLY文件为物体导入STL文件为物体如可用,则导入自定义法向 (否则 Blender 将重算)如可用,则导入自定义法向 (否则 Blender 将重算)导入自定义顶点属性将每种FBX材质导入为唯一的Blender材质将每个 OBJ 'g' 作为单独的物体导入将每个 OBJ 'o' 作为单独的物体导入将每种USD材质导入为唯一的Blender材质导入最终渲染几何从一个CSV文件导入几何体从一个OBJ文件导入几何体从PO文件中导入指定插件的翻译数据导入引导几何从 Python 脚本导入键位配置导入未指定给任何网格的材质和图像仅导入已定义的 USD 基元。禁用时,允许导入未定义的 USD 基元,例如具有重写分类符的基元只导入给定路径的图元及其子级,可以在列表中用逗号或分号分隔指定多个路径导入选项类别导入代理几何导入场景并将其设置为窗口中的活动场景将场景附加内容作为自定义属性导入。现有的自定义属性将被覆盖将按顺序编号的图像导入为动画图像序列,而不是单独的平面导入目标类型将纹理作为打包数据导入导入资产为被复制数据块,同时避免多个副本嵌套,通常是很重的数据。比如,材质资产的纹理或物体资产的网格不必每次导入此资产时都进行复制。资产实例共享数据导入资产为复制的数据块,不与原始资产数据块关联将资产作为关联数据块导入,并将其打包到当前文件中(确保在库数据被修改或不再可用等情况时,其内容保持不变)导入资产为被复制数据块,同时避免多个副本嵌套,通常是很重的数据。比如,材质资产的纹理或物体资产的网格不必每次导入此资产时都进行复制。资产实例共享数据。导入资产为复制的数据块,不与原始资产数据块关联导入资产为关联数据块将场景作为集合导入导入用户属性为自定义属性导入顶点颜色属性从一个.vdb文件导入体积数据导入 {} 文件导入 - 导出从骨架物体导入-导出BVH导入-导出为 glTF 2.0重要性权重重要值映射尺寸为分辨率 x 分辨率/2; 较高的值有助于减少噪点, 但会耗用较多的内存, 并会降低处理速度导入的ID正在导入 Alembic...正在导入 USD...不可能重新同步数据块 %s 及其依赖关系,因为它的关联引用缺失改善并稳定增强后的形状增强型 Perlin冲量钳制冲量阈值, 约束断开时的所需的临界值在 %s 中: 解析后的路径 %s 超出了路径缓冲区长度.在激活组在空中在前面帧区间内X轴向首端Z轴向首端在本地重写摄像机中,此背景图像是来自关联的参考摄像机,还是来自重写的本地在本地重写数据中,此NLA轨道是来自关联的引用数据,或者对重写而是本地的在本地重写物体中,此约束是来自关联的引用物体,或者对重写而言是本地的在本地重写物体中,此修改器是来自关联的引用物体,或者对重写而言是本地的除了切换可编辑性, 也影响可见性在框选刀片模式下,闭合已切割片段间的空隙,并接连移动同通道上的后续片段在框选刀片模式下,会对所有片段进行切割,即使它们未被选中动态拓扑模式下,如何计算网格细节大小动态拓扑模式下,如何添加或移除网格细节偏移模式下,这指的是每个轴上每个接口之间的距离。在端点模式下,指的是最终顶点的位置进行中在调整模式下,在调整的片段上方显示轨道的效果间帧调整非活动英寸英寸入射包括包括活动项包含全部骨骼影响包括已编辑包含焦距包括控制柄包括标签包含缺失的非线性动画包括嵌套集合包括未编辑在命名空间中使用 'self' 变量,这样驱动器可以引用正在变化的数据 (物体、骨骼等)在图像/视频元数据中包含自定义注记包括活动集合与嵌套集合包含所有关键帧类型在导出中包含全部网格UV贴图包含所有场景帧包含所有可见物体将第二输入接口的 alpha 包含到当前操作包含无NLA数据的动画数据块 (仅限于NLA编辑器)包含骨骼尾端, 作为链的最末元素包含不可见物体/骨骼的通道将该集合加入活动视图层在 “仅显示错误” 过滤器中包含返回值发生回退的驱动,即使它们已经评估成功在预设中包含焦距计算范围时包括关键帧控制柄导出时包含网格颜色属性在导出中包含被导出网格的法向仅包含活动帧仅包含活动物体包括选定的阻断器从活动发光体投射阴影包含选中帧包含选中的物体包括 选中的接收器来接收来自活动发光体的光在图像/视频元数据中包含 .blend 工程的文件名在图像元数据中包含活动摄像机的镜头在图像/视频元数据中的包含当前日期在图像元数据中包含帧编号包含渲染该帧的主机名称渲染视图层时包括遮罩层在图像元数据中包含活动摄像机的名称在文本信息叠加中包括活动物体的名称和当前帧编号在图像/视频元数据中包含活动场景的名称在图像元数据中包含前景序列片段名称在图像元数据中包含最后一个标记的名称在文本信息叠加中包含视图方位的名称在播放动画时,在文本信息叠加中包含每秒显示的帧数在图像元数据中包含内存峰值使用量在图像元数据中包括渲染时间在图像/视频元数据中包含渲染帧范围将已渲染帧的时间码以 HH:MM:SS.FF 的格式包含到图像元数据中在输出中包含太阳自身包含此集合,但不生成交叉线包括此物体,但不生成交叉线复制到剪贴板时包括此选择集,如果未指定,则将复制所有选择集。包含工具子群组包括由目标父对象诱导到目标局部空间的变换将未使用的关联数据块纳入删除将未使用的本地数据块纳入删除包含蜡笔相关动画数据和帧的可视化包含线条样式相关动画数据的可视化包含修改器关联数据块相关的动画数据的可视化包含骨架相关动画数据的可视化包含缓存文件相关动画数据的可视化包含摄像机相关动画数据的可视化包含曲线相关动画数据的可视化包含毛发相关动画数据的可视化包含晶格相关动画数据的可视化包含灯光相关动画数据的可视化包含光照探头相关动画数据的可视化包含材质相关动画数据的可视化包含网格相关动画数据的可视化包含融球相关动画数据的可视化包括影片剪辑相关动画数据的可视化包含节点相关动画数据的可视化包含物体层级相关动画数据的可视化 (通常为变换效果)包含粒子相关动画数据的可视化包含点云相关动画数据的可视化包含场景相关动画数据的可视化包含形态键相关动画数据的可视化包含扬声器相关动画数据的可视化包含纹理相关动画数据的可视化包含体积相关动画数据的可视化包含世界环境相关动画数据的可视化包含引入不兼容的输出节点不兼容,应为 %s非兼容的内置插帧集, 缺少一些类型信息类型 '{:s}' 的骨架不正确骨架不正确...运行数据块伪用户切换的上下文不正确未关联字体的运行环境不正确未关联物体数据的运行环境不正确提高对比度混合系数增加 0.01混合系数增加 0.1提高以获得均匀的偏移距离增加跳跃高度增大或减小置换量增加或减少所选关键帧与相邻项之间的数值关系增加段数增量文件名中的自动递增编号递增渐近地重新匹配曲线 (高质量)缩进选定的文本缩进所选文本或自动补全使用空格缩进使用制表符缩进编号编号 %d 非法基于编号编号场编号层名称散射粒子的折射率编号切换切换条目的索引与快捷键对应的编号,例如数字键1对应编号1等..曲线中的编号面上的编号工具栏上的编号"颜色编号" 通道的编号数字"层编号" 的通道编号用于材质编号渲染通道的编号数值用于物体编号渲染通道的编号数值缓存文件的目录值顶点组的编号用于下推操作的NLA动作轨道编号最近编号高光反射和透射的折射率(IOR)。对于大多数材质,IOR介于1.0(真空和空气)和4.0(锗金属)之间。默认值1.5是玻璃的一个很好的近似值用于进入次表面的光线的折射率(IOR)活动AOV的编号活动标注层的编号活动书签的编号 (若无则为-1)语言集合中的活动语言的编号所有遮罩层列表中的活动层编号活动灯光组的编号活动线条集槽位的编号活动材质槽编号活动物体的编号活动粒子系统槽的编号活动姿态标记的编号活动的最近打开的文件夹的编号 (若无则为 -1)活动系统书签的编号 (若无则为-1)活动系统文件夹的编号 (若无则为-1)活动绘制纹理槽编号活动纹理槽编号旋转稳像轨迹列表中的活动轨迹编号平移稳像轨迹列表中的活动轨迹编号活动的体积栅格编号选区末行中结尾选区字符的编号克隆纹理绘制槽编号文本行集合中当前文本行编号当前字符在当前行中的编号, 同时也是选中内容中字符的起始编号, 如果存在每条曲线的编号所选内容最后一行文本的编号材质槽编号, 用于渲染粒子三角形所属的网格面的编号最近元素的编号片段上先前相邻点的编号薄膜的折射率 (IOR)折射率决定光线弯曲的程度,1.0 时射线像在透明材质中一样直接穿过,值越高角度偏转越大,默认值是 1.55 (角质蛋白折射率)源权重在活动顶点组中的编号蜡笔层的索引编号在特定域中活动元素的编号活动项的编号活动物体的编号偏好设置界面中资产库编号每条生成的曲线的最近引导曲线编号要分配所选骨骼的集合的编号。当操作符要创建新骨骼集合时,使用 new_collection_name 定义集合名称,并设置此参数为新骨骼集合的父级编号要更改可见性的集合的编号当前选中骨骼的移动目标集合的编号。当想要该操作符创建一个新的骨骼集合时,不应使用此参数,而应使用 new_collection_name当前迭代的编号。从零开始计数当前活动的选择集的编号源几何中的元素编号。请注意,当一次迭代多个组件时,同一编号可能会出现多次在偏好设置界面中编辑的扩展存储库的索引每个边界边缘区域内的面组的编号此面的首个循环编号用于每个点的实例编号。只有当启用选择实例时,才会用到。默认情况下,使用点编号每条曲线的主引导曲线编号用于生成笔画的材质的索引 (0 保持原有材质)报告编号曲线的根点编号要删除的脚本目录的索引要删除的线段编号每条曲线所属编织内的发股线索引用于编辑的标签集的编号曲线发梢点的编号该骨骼集合在 armature.collections_all 阵列中的编号。需注意,搜寻此编号需要扫描所有骨骼集合,因此访问时应慎重。该集合在其父级的子级列表中的编号。需注意,搜寻此编号需要扫描所有骨骼集合,因此访问时应慎重。该曲线编号此条边线的编号该面编号此循环结构的编号该循环三角面的编号该点的编号该顶点编号编号超出范围移除的编号应用后函数曲线将要影响的属性目录可用的指定设置编号编号表明此接口的标签对于理解其含义并非必需。这可能导致在某些情况下跳过显示该标签表明这是一个纠正动作,纠正动作将基于另外两个动作的激活而激活,(如果两个输入都在其结束帧处,则使用结束帧,如其中一个输入在起始帧处,则使用起始帧)表示由用户定义键设置键位映射被定义为记录用于响应操作符的模态事件表示最近一次变量评估使用了回退值表示自导入笔刷或从文件中读取笔刷以来,任何用户可以看到更改表示手势的阶段指示是否设置了额外用户 (主要用于内部/调试用途)编号编号和权重必须有相同的长度索引值不能有副本索引值必须在范围内编号必须按升序排序构成三角形的网格循环编号三角面顶点编号绑定到修改器的顶点编号。对于贝塞尔曲线,控制点计为附加顶点。顶点编号, 用于顶点父子关系中间接光间接光间接光强度仅间接间接库数据块,无法转为本地项,Shift+单击创建库重写层级仅间接各面各自中心单独图像各自的原点单个剪影各面分别执行内插带有场景视图定义前缀的各视图的单独文件骨架中的独立姿态骨骼印度尼西亚语 - Bahasa indonesia行业兼容推断结构类型膨胀膨胀网格按指定的烘焙距离膨胀活动物体。这有助于匹配更靠近选定物体外侧的点按指定的烘焙距离膨胀活动物体。这有助于匹配更靠近选定物体外侧的点。使布料膨胀流入流入水平集影响影响距离影响范围影响阈值与物体的影响距离光照探头的影响距离使修改器改变属性的影响系数融球元素的影响新近创建的轨迹对最终解算的影响针对镜头位置的稳像算法影响量针对镜头旋转的稳像算法影响量针对镜头缩放的稳像算法影响量模拟中目标密度的影响添加的约束的影响形变影响量下巴对于下嘴唇链的影响锁定嘴巴时下巴的影响值脚后跟控件旋转上次要IK的影响值滚动速度对缩放因子的影响这条轨迹对二维稳像的影响这条轨迹对最终解算的影响影响量的设置由一个函数曲线控制, 而不是自动决定信息信息图标前景当前缓存状态信息信息空间数据信息已写入 %s 文本数据块!信息已更新的ID的信息关于实体的信息,使资产系统能够将该实体作为资产处理关于 blend 文件中数据块所使用的色彩空间的信息继承继承结束扭转继承旋转继承缩放继承父级缩放的所有效果继承缩放,但删除其余方位的子级切变继承表示父级中体积整体变化的均匀缩放初始初始化 i18n 文件更新操作的设置初始初始颜色初始位置初始查询初始静止长度初始温度初始速度基于 2D 游标的初始对齐基于活动 UDIM 的初始对齐基于 UV 平铺栅格的初始对齐基于孤岛边界框的初始对齐出生时的初始健康状态层面的初始颜色初始化扩展操作的衰减从初始位置开始排列孤岛初始化面组使用该颜色初始化该片段初始化网格中的所有面组内侧内侧锥角内角内侧折痕内侧遮罩内斜接内侧邻近内半径内部选中项内部厚度内侧顶点内部面厚度 (仅用于软体)瑕疵修复输入输入 1输入 2输入色彩空间输入场输入文件路径输入项目输入项目输入矩阵输入名称输入节点输入采样输入类型输入白点输入一个图像数据块输入色彩空间设置应该映射为黑色的输入颜色应该映射为白色的输入颜色输入配置, 包括按键功能映射表输入曲线没有贝塞尔类型用于模拟区的输入数据输入不存在: "{}"输入要求为场或单一值输入要求为列表输入要求单一值输入要求为体积栅格输入几何体在迭代域中没有元素。输入几何体包含不受支持的类型: 输入的栅格有不兼容的变换输入图像或影片文件从影片剪辑数据块输入图像或电影,通常用于运动追踪交互控制的可输入行数从一个遮罩数据块输入遮罩,创建于图像编辑器中生成置换矢量的输入方式将规格化常规数值输入到节点树中的其他节点将数值输入到节点树中的其他节点一个节点的输入或输出接口输入或输出接口类型待定输入 {}操控器输入属性操控器组输入属性从场景渲染中输入渲染通道使用急转弯时的输入状态阈值输入新网格中的目标边长输入新网格中的面数输入纹理坐标以秒或帧为单位输入当前场景时间输入几何体作为实例。(进一步处理可能需要非实例几何体)按钮/轴动作的输入阈值浮点/二维矢量动作的输入阈值接口未连接时使用的输入接口,需要 “隐藏值”。用于场景片段的输入类型用于未连接接口的输入值不存在索引为 {} 的输入。目前,最大可能的索引是 {}。您是想使用 {{:{}}} 吗?输入/输出类型输入输入:插入插入在之后插入在之前插入插入关键帧 - 仅必要时插入关键帧 - 可视若未定义, 则为插帧集菜单中所指定的项目插入关键帧此模式不能插入关键帧仅为已经动画化的属性插入关键帧插入点向曲线段插入点插入 Unicode 字符在所有可编辑层中插入一个空白帧在当前场景帧上插入空白帧为阵列中的所有元素插入关键帧为角色绑定中所有可能进行动画设置的属性插入关键帧 (仅选中骨骼)为角色绑定中所有可能进行动画设置的属性插入关键帧在当前活动 UI 属性中插入关键帧为每个柔性骨骼形状属性插入一个关键帧为选中的函数曲线在游标点位置添加一个关键帧为活动函数曲线在光标位置插入关键帧使用各曲线的当前值在所有可见且可编辑函数曲线内插一个关键帧在已有的各条函数曲线上插入关键帧在各个位置及旋转通道上插入关键帧在各个位置及旋转通道上插入关键帧, 将约束器的影响计算在内在各个位置及缩放通道上插入关键帧在各个位置及缩放通道上插入关键帧, 将约束器和关系的影响计算在内在各个位置通道上插入关键帧在各个位置通道上插入关键帧, 将约束器和关系的影响计算在内在各个位置、旋转和缩放通道上插入关键帧, 将约束器和关系的影响计算在内在各个位置, 旋转及缩放通道上插入关键帧在各个旋转及缩放通道上插入关键帧在各个旋转和缩放通道上插入关键帧, 将约束器和关系的影响计算在内在各个旋转通道上插入关键帧在各个旋转通道上插入关键帧, 将约束器和关系的影响计算在内在各个缩放通道上插入关键帧在各个缩放通道上插入关键帧, 将约束器和关系的影响计算在内使用各曲线的当前值在所选函数曲线上插入一个关键帧在活动的函数曲线上使用曲线当前值插入关键帧从当前帧内所选轨迹中插入关键帧一个参考的若在 subitem_reference_name/_id 或者 _index 中,集合插入一个新的条目一个参考的若在 subitem_reference_name/_id 或者 _index (NOT USED) 中,集合插入一个新的条目面板后插入接口后插入面板前插入接口前插入在当前帧与右侧首个片段间插入间隙, 不依赖片段的选择或锁定状态插入到面板基于 '可视变换' 插入关键帧为附加的位置偏移插入关键帧为附加的旋转偏移插入关键帧为附加的缩放系数插入关键帧在指定通道中插入关键帧使用活动插帧集在当前帧上插入关键帧,如果没有插帧集处于激活状态,则使用用户偏好设置插入关键帧在光标位置插入换行符为当前帧处的活动遮罩层的插入形态键为活动函数曲线在光标位置插入新的关键帧将选中的节点插入到一个节点组中在光标处插入文本使用与 Python 和路径模板兼容的格式化语法,在字符串中插入值插入关键帧失败:在 {:d} 数据块插入关键帧已被跳过,因为缺失动作槽。在 {:d} 数据块上插入关键帧已跳过, 因为它们的RNA路径无效.在 {:d} 数据块插入关键帧已被跳过,因为没有可以接受关键帧的层。在 {:d} 数据块插入关键帧已被跳过,因为没有可以接受关键帧的片段。在 {:d} 数据块上插入关键帧已跳过, 因为它们不可编辑.在 {:d} 数据块上插入关键帧已跳过, 因为它们不可动画.内插面边界在选中的面中新增内插面沿已有的边线内插区域向内标注区域内部内边距到要开始平移的区域边缘的内部距离,单位为UI单位内斜接类型为圆弧内斜接类型为锐边检查图像或渲染结果检验编号检查编号超出范围安装安装用户自定义灯光安装插件安装应用模板安装自定义HDRI安装自定义快照材质安装自定义棚灯从文件安装扩展到一个本地管理的存储库安装此文件已安装安装键位映射失败: {:s}实例实例边界实例集合实例化集合权重实例化集合追加时实例化集合关联时实例化集合实例数量实例空物体大小实例面缩放实例编号实例修改器实例物体实例化物体数据实例偏移实例化于实例随机ID实例的旋转实例的缩放实例随机种实例的变换实例变换场实例类型实例化已有集合实例几何集合实例几何体输入实例几何物体集合的实例或集合中所有子项的实例实例化于元素上实例化于点上实例化选中的集合至活动场景实例集合实例物体实例实例实例被忽略实例作为图层忽略输入几何体中的实例实例编号 '%d' 与变换大小 '%d' 不匹配物体或集合的实例实例到点要转换为点的实例要独立旋转的实例要独立缩放的实例要独立变换的实例要独立平移的实例实例: {}实例化将子物体实例化到所有面将子物体实例化到所有点上将集合实例化为空,而不是将其关联到当前视图层实例化物体数据 ID (例如需要,为它们创建物体)该功能使摄像机瞬间旋转一个固定角度,而非平滑转向不同于对每个笔刷设置颜色, 颜色在笔刷之间可共享不同于逐个笔刷设置输入采样, 各笔刷可共用此值不同于单独笔刷尺寸, 各笔刷可共用该尺寸不同于单独笔刷力度, 各笔刷可共用此力度值不同于单独笔刷权重, 此权重值可供各笔刷共用不在按下鼠标时选择,而是等待是否发生拖动事件。否则在鼠标释放时选择整型2D整数整型8整数64位整数整数数列整型属性整型属性值整数场整数运算整型节点接口整数节点接口界面整数值整数矢量节点的整型数值接口整数像素坐标几何属性中的整数值集成将此修改器输入的变形与网格缓存坐标集成 (对于形态键很有用)积分积分方案整合类型积分器预设检测到英特尔二进制文件, 预计性能会下降.强化细节强度触觉振动的强度,范围从0.0到1.0噪波的强度边缘光泽层的强度,模拟表面的细小纤维质感移动时出现的暗角强度互动半径交互范围是与 4 倍粒子尺寸有关的一个系数交互漫游交互式Python控制台交互式编程控制台, 用于高级编辑及脚本开发交互式添加物体用交互方式改变当前帧序号用交互方式定义帧的播放范围在场景中进行飞行漫游以交互方式环绕场景导航 (用于模式 (步行/飞行) 首选项)将摄像机和灯光交互式地指向一个位置 (使用Ctrl键平移)交互式设置当前帧数和值光标在场景中进行行走漫游交互行走或自由浏览场景截距界面界面字体该节点树的接口声明内部带宽内径交错交错类型交错内置内部属性内部错误 - 动画数据块无效内部错误:边数组大小错误:%u 而非 %u内部错误:面数组大小错误:%u 而非 %u内部错误:循环组大小错误:%u 而非 %u内部摩擦内部 IES 文件内部连线内部弹簧最大偏离内部弹簧最大长度内部弹簧内部弹簧顶点组内部剪贴板没有姿态数据内部剪贴板为空内部剪贴板没有材质数据内部剪贴板数据不是姿态模式内部错误!内部错误, 未知状态!{:s}从输入端到输出端的内部连线, 用于禁用模式的显示内部所有者内部姿态库错误,取消操作用于定义着色器的内部着色器脚本内部调用 (用于编辑 data_path 的属性)内部渲染过程中将计算超过图像边界的内容,以避免屏幕空间效果的缺失需要访问互联网以安装和更新在线扩展。 需要访问互联网以从网络安装扩展。互联网:目间距插值插值曲线对帧之间的蜡笔笔画进行插值插值毛发曲线插值长度插值点数插值半径插值形状对所有目标边沿法向投影到的源边进行插值沿目标法向与目标物体的投影相交的所有源多边形进行插值在 2×2 采样之间插值使用估算时间滑块而非目标物体/骨骼,在动作开始和结束帧之间插值在新法线和原始法线之间插值在原始法线和新法线之间插值使用插值样条插补毛发在现有中插入新粒子使用所选的过滤器进行像素插补为所选点的半径执行插补运算从命中面的拐角插值该属性为所选点的倾斜执行插补运算为所选点的权重执行插补运算插值型在动作开始帧和结束帧之间插值将现有自定义法向插值到生成的网格中插值表面网格上的现有引导曲线插值插值曲线插值衰减插值引导线倾斜插值插值类型插值类型 U插值类型 V插值类型 W插值 U当前笔刷权重与键权重之间的插值系数当属性未设置关键帧时,采样动画的插值回退插值方法从当前关键帧到下一个关键帧之间的函数曲线段所使用的插值方法用于烟/火体积的插值方法用于实体模式中的烟/火体积的插值模式用于体积的插值方法用于实体模式下的体积的插值方法下次 '插值序列' 使用的插值方法在运行在新添加的函数曲线上用于第一个帧的插值模式 (从之前帧至子序列帧之间的插值)用于解决由稳像导致的子像素偏移和旋转的插值方式绝对形态键之间的插值计算类型插值类型:交集交集模式与现有选中项相交选中面与非选中面计算交叉相交边交集仅交叉交叉优先级相交类型与轮廓的交集此集合生成的交叉将具有此遮罩值仅交叉交集喷枪的颜料间距视图导览模式中传送时的时间间隔向笔画引入抖动/随机在畸变过程中引入抖动,这可能更快,但会产生颗粒感或噪点的结果非法非法上下文错误无效距离非法输入非法输入错误无效的输出链接指定的UDIM编号范围无效旧动作的 UID 无效无效的 UV 贴图:UV孤岛不得重叠找到无效的锚点 ('%s'),需要从数据块 '%s' 创建库重写无效的包裹物体, 包裹物体的网格必须与激活的物体保持拥有的面数无效的调色板索引:%d非法上下文无效的插帧集上下文无效的上下文: "%s", %s无效的依赖树检测到网格 '%s' 的无效面数据。将使用自动修正,但很可能部分数据会丢失无效的字符串格式指定符: "{}"无效的格式指定符: "{}"无效的格式: "{}"无效帧范围 (%d - %d)无效的帧范围 (%d - %d). 起始帧大于结束帧无效帧总数无效的标头找到无效的层级根 ('%s'),需要从数据块 '%s' 创建库重写无效的标识符: "{}"索引 %d 对柔性骨骼分段 '%s' 无效!无效网格;控制台查看更多细节无效对象:验证对象路径无效的旧/新动作对 ('%s' / '%s')无效的旧/新 ID 对 ('%s' / '%s')无效的原始修改器编号 '%d'无效的面板标识符“文件输出” 节点中的路径模板无效。跳过文件写入。无效正则表达式 (查找): {:s}无效正则表达式 (替换): {:s}无效的分辨率截图区域选择无效无效的选择顺序无效的槽名称 '%s': 名称不能为空。{} 曲线上的表面UV无效无效目标 %r (必须为骨架或物体)无效的目标设置无效目标!无效的体积栅格变换无效变量名称, 点此查看详情顶点组编号无效无效的顶点编号 %d (预期值为 0 到 %d 范围)无效/未设定轴反向反向钳制反相颜色反向增益反转伽玛反向运动学反向提升反向矩阵反转偏移逆向父矩阵反转能量反向二次型反向缩放反转坡度反转平滑压感平方根取倒模式平方反比衰减反向间距样式带钳制的反向间距样式逆向层的父级变换矩阵建立父子关系时, 物体的父级反转矩阵反转选区 (若为真, 则重写 ‘全选’)反转模式反转反转 Alpha反转弧反转集合反转集合过滤反色反向剔除反转曲率反转置换反向动画摄影表的排序反转衰减反转栅格反转层反转层通道反转材质反转材质通道逆矩阵反转平移反转平移轴向反转合拢 (X) 轴反转压力对密度的作用反转压力对流量的作用反转压力对硬度的作用反转压力对湿润混合的作用反转压力对湿润持久的作用RGB值反相反转滚动 (Z) 轴反向旋转反向旋转反选反转轮廓过滤反转浪花反转未选中反转顶点组反转权重 A反转权重 B反向滚轮缩放反转 X反转 X 轴反转 Y反转 Y 轴反转偏航 (Y) 轴反转 Z反转 Z 轴反转缩放方向反转颜色,产生负片效果为笔画持续时间反转动作为笔画持续时间反转笔刷动作反转活动顶点组的权重反转受影响法向反转图像的所有 alpha 值反转 Alpha 通道反转并绘制相反的弧线反转蓝色通道反转颜色,产生负片效果反转目标笔画,与源笔画首尾相匹配反转现有选中项反转面标记过滤反向过滤查找反转过滤器 (显示隐藏的项目, 反之亦然)反转绿色通道反转图像的通道反转层过滤反转层通道过滤反转锁定活动物体的全部顶点组反转锁定活动物体的已选中顶点组反转锁定活动物体的未选中顶点组反转遮罩反转材质过滤反转材质通道过滤反转负缩放物体的法向。反转权重值输出反转选中项的钉固而不是设置它反转红色通道反转所有元素选中状态反转动画摄影表中通道的排序反转源顶点组值反转稳像功能,为图像重新引入运动反转 X 的位置反转 X 旋转反转 Y 的位置反转 Y 旋转反转 Z 的位置反转 Z 旋转反转鼠标缩放时的坐标轴反转凹凸映射方向,将其推入表面而不是推出表面反转笔画延长线的曲率反转扩展活动元素反转面的方向翻转线性映射的渐隐方向反转色彩增益反转色彩伽玛反转生成的遮罩反转顶点组A的影响反转顶点组B的影响反转色彩提升值反转所有顶点组的锁定状态反转遮罩反转遮罩的黑白反转压力对密度的调制效果反转压力对流量的调制效果反转压力对硬度的调制效果反转压力对湿润混合的调制效果反转压力对湿润持久的调制效果反转鼠标输入反转物体状态过滤反相偏移颜色反相能量颜色反转产生的衰减权重反转旋转角度反相坡度颜色反转浪花方向贴图反转镂版层反转顶点组的影响值反转所有顶点的可见性反转活动顶点组的权重反转为刮削或填充反转顶点组的影响度反转顶点组的影响量 (仅塌陷)反转顶点组遮罩影响度反转顶点组权重反转可见集合(已弃用)反转对物体与非物体的认定反相反转腔体遮罩可逆调用调用所有集合的所有已配置的导出器调用此集合的所有已配置的导出器调用导出操作涡流力的流入分量Iris (.rgb)铁无法创建辐射 Atlas 纹理辐射池尺寸辐射可见性尺寸激活的是归档是属性是否轴对齐是否烘焙是摄像机射线是控制器目标是控制器握持键是数据是漫射射线边是否为边界边是否松散边是否为流形边是否平滑着色可编辑的处于编辑模式空动作是否解算面是否平坦面是否平滑着色是否使用回退是否可见填充浮点型为生成的分块是光泽射线是蜡笔的是 HDR是隐藏项是否命中是否位于层级中是否间接是否为检查输出是实例接口是否锁定是内部的是分层动作是旧式动作已加载已本地覆盖微软商店安装名称是否合法打开是否正交输出是面板开关是否透视已钉固是否平面是进口光是反射射线是必需的是否为序列是阴影射线是单一射线是否闭合样条线是发股笔画起始是否可见笔画是否系统重写是否为分块是透射射线是否为UV接缝是否有效是否有效的偏移是否为视图是体积散射射线为当前帧禁用的标记是 IK 链的一部分AOV的名称是否冲突此 ID 块是否为间接关联这是驱动器变量的有效名称吗此图像分块是生成的当前按键设置是否被用户修改当前按键设置是否为用户自定义 (并不只是替换设置)孤岛孤岛数量孤岛编号孤岛边距孤岛选择当缝合孤岛时, 保持原地不动的孤岛孤岛精度隔离隔离动作隔离多用户数据将所选骨骼分离为单独骨架等距不能是Python的保留关键字不能留空不能包含小数点 (比如 'a.dot')不能包含空格 (比如 'a space')不能包含特殊 (非字母表/数字) 字符不能以数字开头不能以特殊字符开头,包括 '$', '@', '!', '~', '+', '-', '_', '.' 或 ' '意大利语 - Italiano斜体斜体字符的角度条目项目格式项ID条目类型项目没有用户,将被删除项目没有用户,将被删除. 单击以防止删除键位映射表中的项目节点树界面中的条目项目不受删除保护保护项目不被删除要复制到此界面的项目为不受支持的接口类型项目项目扩展未找到的项目动作映射中的项、将 XR 事件映射到操作、姿势或触觉输出按键功能映射表中的项目, 用于连接输入事件的相应操作节点界面中的条目节点面板中的条目迭代检查功能使用的迭代索引, 如预览器节点或接口检查迭代迭代输入必须是一个常数值迭代: {:d} .. {:d} (平均. {:d})迭代过程不收敛J2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)JPEG格式 (.jpg)JPEG 品质代理图像的 JPEG 品质基于256行图像数据块的类似JPEG的有损压缩基于32行图像数据块的类似JPEG的有损压缩JPEG2000日语 - 日本語抖动抖动摄像机抖动关键帧选中的抖动关键帧抖动压感抖动单位抖动笔刷颜色抖动摄像机位置,使用渲染采样创建精确模糊(仅用于最终渲染)新笔画的笔刷半径抖动系数基于屏幕空间或相对于笔刷大小执行抖动绘制时抖动笔刷的位置, 以像素为单位绘图时抖动笔刷的位置抖动抖动阴影抖动阴影 (视图)抖动量屏幕空间中的抖动, 单位为像素相对笔刷大小发生抖动合并合并区域加入捆包向下合并合并几何合并几何模式向左合并将节点并入框中合并调色板样本向右合并合并字符串合并笔画合并三角面向上合并如果侦测到控制点重叠, 则连接曲线端点 (如果禁用, 则不会闭合曲线)将蜡笔层组合并成一个将多个捆包合并在一起将选定区域合并到新窗口将选中的物体合并到活动物体合并选中的笔画到一个填充来创建洞合并选中的轨迹按距离将最后绘制的笔画与活动层中以前的笔画连接起来将新网格作为单独的几何体合并,无需执行任何布尔操作将所选笔画合并为一个连接选中的端点,合并曲线%d 个顶点的接合结果, 上限为 %ld关节绑定关节关节:%s/%s | 骨骼:%s/%s跳跃跳跃高度跳跃速率跳转单位向后跳转时间按帧跳转按秒跳转将光标跳转至行向前/向后跳转指定帧数或秒数跳转至行号跳转到属性编辑器中的其他选项卡文本编辑器跳转至一个文件跳转到当前路径的末端跳转到帧区间的首/末帧位置跳转到下一失败帧跳转到上一失败帧跳转到上一个 / 下一个关键帧跳转到上一个 / 下一个标记点跳转到指定帧跳转到当前路径的起始位置跳转到帧区间的末帧位置在步行模式下跳跃只添加边距,忽略任何UV缩放左右对齐K0K1K2K3K4KHR_materials_variants_uiKTX2 压缩维持保留锚点保持动画保持坐标轴保留边界维持端点保留已连接项保持轮廓保留拐角保留拐角、交汇点保留拐角、交汇点、凹面保持现有保持层级保留输入点保留最后一段保持长度保持循环保留修改器保留已命名的节点保持法向保持偏移量保持打开保留原有保持范围保持根部保持形态保持锐边保持锐边保持单组保留表面保持变换将 UV 与编辑模式下的网格选区保持同步保持用户界面保持世界变换清除预览后保存时为文件保存备份 (.blend1)生成预览后保存时为文件保存备份 (.blend1)保持所有当前纹理尺寸保持副本分布的均衡厚度当按住鼠标不放时, 持续应用颜料效果 (喷涂)保持子级节点保持现有标题栏对齐保持帧, 且不随时间改变与其他群集保持距离即使节点未被选中, 操控器仍保持可见保持材质分配到笔刷通过避免输入网格的双重变换,维持输入网格的非流形边界仅需要第0帧以上的帧在复制到配置文件夹之后保留原始文件保留原物体, 而不是替换保留原始笔画,并在重新投影之前创建副本如果可能,保留原始纹理文件。警告:如果您使用多个纹理,而pbr标准只需要一个纹理,则仅使用一个纹理。这可能导致意外的结果保留原始轨迹保持恒定的路径长度避免路径与发射器交叉以增加内存使用量为代价,保留渲染数据,以更快地重新渲染和动画渲染保持根键的未修改状态保留锐利的边缘,与默认的自定义法线计算一样,而不是为每个顶点设置一个单一的加权法线保持法线尺寸相对于3D视图不变粘贴时,保持相对于当前帧的片段偏移保持笔刷锚定至初始位置擦除时边缘不会变平,仍保持原本的端点形状保持群组的子级节点, 仅删除群组自身如果网格几何不变,保留计算出的视图映射,避免重新计算保持显示当前数据块保留输入点与已复制节点间的连线在渲染过程中保持液体物体可见使修改器保持在列表末尾保留原始输入几何体,并将其与实例几何体合并保留原始输入几何体,并将其并入散布几何体保留所有运算对象之间共有的栅格部分保留所有运算对象之间共有的网格部分保持IK链中最后一段的位置固定渲染时保持烟雾体可见无论各个笔画的长度如何,都保持纹理恒定长度在规格化其他物体时保持激活组的值保持剪贴板中笔画的世界变换不变在初始链中保持之字形 "噪波"精简时保留生成的三角面 (仅用于塌陷类型)清理时将顶点保留到至少一个组无视物体的缩放,保持体积的不透明度和细节程度不变回到物体模式时, 保留修改器将增加多边形数维持色调恒定开氏内核内核数据类型内核优化核心半径可以基于场景内容优化内核。在渲染开始时需要优化过的内核。如果优化过的内核不可用,则使用通用内核继续渲染,直到优化过的工具集在缓存中可用。这可能会导致在短时间内 (数十秒) 占用额外的 CPU 性能字距键键键 %d对所有骨骼插帧键块关键色彩按键配置按键配置按键配置关键帧键位映射键位映射项目键位映射角速度关键体插件可以扩展按键配置,并在处理事件时添加到活动配置关键体位置根据时间为粒子添加关键体的位置关键位置/旋转/比例以及自定义属性映射到可以移动以更改播放速度的特定帧的关键帧按键功能映射表为当前设置的一部分关键体四元数旋转关键体速度按键绑定按键配置设置无法移除按键配置 '%s'按键配置键位映射 "%s" (基本) 必须是用户键位映射键位映射 "%s" (其他) 必须是插件或活动键位映射键位映射 "%s" 不匹配 "%s"键位映射项 "%s" 不是键位映射的一部分键位映射 '%s' 在键位配置 '%s' 中未找到键位映射项目由于更新未完成,键位映射项目结果可能不正确,请调用 `context.window_manager.keyconfigs.update()` 以确保找到匹配项。键位映射条目 '%s' 在键位映射 '%s' 中未找到键位映射是相同的键预设键盘键控关键体状态键控计时关键粒子目标有效关键帧关键帧A关键帧动画片段关键帧B关键帧边界选中的关键帧边界仅在需要时插入关键帧插入关键帧饼菜单关键帧间隔关键帧序号关键帧点关键帧缩放系数选中的关键帧关键帧选择来自最终变换的关键帧 (应用了约束)函数曲线中无激活的关键帧在蜡笔或遮罩模式下无法使用关键帧粘贴在遮罩模式下无法使用关键帧粘贴供设置的关键帧已插关键帧已插帧的轨迹关键帧关键帧后关键帧前放大视图 (以2D光标为中心)无法将关键帧加到已采样的函数曲线上插入关键帧插入关键帧设置抠像屏幕抠像插帧集插帧集名称插帧集路径插帧集路径, 用于定义被一同插入关键帧的设置项插帧集定义了要插入关键帧的指定路径/设置项 (即, 不依赖于上下文信息)插帧集不包含任何路径插帧集全部插帧集插帧集 '%s' - 成功添加了 %d 个关键帧未找到插帧集 '%s'无法添加插帧集插帧集无法插入任何关键帧插帧集无法移除任何关键帧插帧集已激活,这可能会无法添加插帧集路径无法移除插帧集路径插帧集路径无法移除插帧集路径插帧集键位映射按键功能映射由用户定义关键体帧步长Khronos PBR 中性sRGB 显示的 Khronos PBR 中性图像编码Khronos PBR 中性 sRGB消除粒子消除碰撞的粒子千克千赫千米千米每小时千瓦运动学运动学约束动能可能最大值扭结扭结振幅扭结振幅系数扭结频率扭结频率系数扭结类型克什风筝结模式已知的相对原始的拍摄偏移,将被减去,例如用于摇摄韩语 - 한국어极小 Kr 导数极小 Kr 导数, 用于计算影射轮廓Kuwahara桑原滤镜吉尔吉斯语 - Кыргыз тили库: %s: '%s' 直接关联自 '%s' (父级 '%s'), 但是一个非可关联数据类型库: %s: '%s' 缺失自 '%s', 父级 '%s'库:.blend 文件 %s 似乎已损坏,未在关联的数据块 %s 中找到所有者 '库' 数据。请尝试重新保存文件。库:.blend 文件 %s 似乎已损坏,未在打包的关联数据块 %s 中找到所有者 '库' 数据。请尝试重新保存文件。库:数据指向主.blend 文件:'%s',来自 %s库: 场景中丢失物体: '%s'鼠标左键LZW标签标签字体大小标签大小基于相连转接点的已有标签对转接点进行标记界面上接口子类型的标签用于显示UI中接口类型的标签间隙度Lambda 边界Lambda 系数Lambda 系数边界内Lambda系数Lambertian 和 Oren-Nayar 漫反射Lambertian漫透射Lambertian自发光着色器灯光着陆独占空间着陆粘滞力着陆平滑度地标地标控件地标语言语言 ID语言名称语言标签 (比如 "法语 (Français)")选择用于翻译的语言语言在工作存储库中要更新的语言拉普拉斯拉普拉斯拉普拉斯形变拉普拉斯形变修改器拉普拉斯平滑修改器所选顶点的拉普拉斯平滑拉普拉斯形变拉普拉斯平滑巨大从大到小结束点最后的动作槽标识符末帧QI 范围的结束 QI 值所用动作的结束帧动作所使用的结束帧动作时间线的最后一帧线段的最后一帧转换的末尾帧世界空间中最后已知的视角姿势的位置 (两眼之间的中心)世界空间中最后已知的视角姿势的旋转 (两眼之间的中心)最后选择的元素未找到前次选中项围绕一个轴向进行车面,将输入的网格视为轮廓纬度最小值晶格新建晶格形变晶格修改器晶格数据块, 定义一个用于使其他物体发生形变的栅格晶格数据块晶格形变修改器用以形变的晶格物体U方向的晶格分辨率V方向的晶格分辨率W方向的晶格分辨率晶格晶格在非离线模式下启动Blender以 "--offline-mode"(离线模式)启动,无法更改层在物体 '%s' 中找不到层 '%s'上一层下一层层集合图层数量图层组图层组已被锁定或不可见层组层编号层映射图层模式层物体图层不透明度层通道层采样层选择层步进层权重活动层上方的层已添加层活动层下方的层层集合层集合子级多层图像的层图层已作为遮罩添加层已被锁定或不可见已为动画摄影表选择目标编辑层图层名称在标注数据中未能找到层缓存层,用于加载或重写来自第一层的数据网格数据块中的顶点颜色层层通道过滤分层分层记录层层染色图层作为实例FK控件要启用的层用于启用可选 IK 控件的层要打开的主控件层要打开的次级控件的层要打开的调整控件的层插值中包含的层缓存层用作边界的图层层:%s | 帧:%s | 笔画:%s | 点:%s布局布局面板无法在此上下文使用懒人连接通过接口菜单进行懒人连接懒人混合懒人源!懒人目标!铅类似访问工具的关键功能首叶体素皮革保持原样保持当前状态保留坐标不变左左眼左控制柄左控制柄场左控制柄偏移选择左控制柄左控制柄类型左侧关键帧左邻正交左视图透视左视图左控制柄选择状态左奇异矢量相对于标记的规格化坐标中的搜索区块左下角左 / 右右控制柄相对于片段内容结束点的向左帧偏移量腿旧式插件旧式插件旧的方式传统计算设备类型旧版噪波旧版法向旧式覆盖旧式目标路径遗传追踪约束可用于纠正形变痕迹旧式唯一节点类型标识符,与 bl_idname 属性冗余旧版顶点颜色层。已弃用,改用颜色属性。模型的法律权限和条款长度平均长度长度系数长度模式长度修改器长度单位长度权重初始位置的间距几何空间中的长度占笔画长度的比例A的长度笔画采样中度量一个虚线循环的长度子粒子轨迹长度逐帧显示轨迹长度每条曲线的长度每条卷曲曲线的长度每帧的长度每条边的长度每条线段的长度3D 空间中的边长第一个贝塞尔控制柄的长度 (仅用于柔性骨骼)未从其他曲线插值时,新添加的曲线的长度光线长度, 定义表面产生闭塞效果的距离重新排序索引的长度必须与曲线的数字相同第二个贝塞尔控制柄的长度 (仅用于柔性骨骼)尺寸长度必须与选择尺寸相同虚线上第一条划线的长度第一条裂解短划线的长度虚线上第一条间隙的长度第一条裂解划线间隙的长度虚线上第二条划线的长度第二条裂解短划线的长度虚线上第二条间隙的长度第二条裂解划线间隙的长度虚线上第三条划线的长度第三条裂解短划线的长度虚线上第三条间隙的长度第三条裂解划线间隙的长度弧的长度骨骼的长度骨骼的长度。更改移动尾端。沿曲线在局部Z方向中添加的深度长度,垂直于其法线编织根部的扩张长度生成的毛发曲线的长度毛发的长度线头长度线尾长度从左控制柄到右控制柄的片段帧长度片段的帧长度,或添加多个片段时每个片段的长度底层片段源素材的帧长度,不包括控制柄要移除的尖端长度阵列的匹配长度对被选中的关键帧的贝塞尔控制柄调整后的长度兰纳琼斯分子力兰纳琼斯效果器权重镜头镜头色散镜头畸变镜头单位镜头的焦距 (mm)小于小于小于模式小于或等于将色调范围角限定在 90 度以下启用烟雾随时间消逝的效果让驱动器计算该属性的值让发射器物体轴向赋予粒子一个初始速度让鼠标在视图边界内折回,以使鼠标移动不会受到屏幕大小的限制 (用于变换、拖动UI控件等)让物体赋予粒子一个初始速度让表面法线赋予粒子一个初始速度让表面切向为粒子赋予一个初始速度让目标粒子赋予粒子一个初始速度使文本溢出到文本框外让不在目标粒子位置的矢量为粒子赋予一个初始速度级别结束级数水平集开始级数所添加的紊流噪波的精细度级别包含形状变化的卷曲路径的平滑等级细分级数流体的水平集表达流入的水平集表达障碍的水平集表达流出的水平集表达级数层级 视图库重载:通过重新加载一个失败的数据块替换所有对旧数据块 '%s' 的引用,旧数据块 (%d 个剩余用户) 必须保留并重命名为 '%s'库库库 "%s" 需要重新同步重写库 '%s' ('%s') 是打包数据的归档存储,但没有实际的父级库。'%s' 库似乎已损坏,它包含无效的 ID 名称。这可能会导致关联数据丢失。'%s' 库是由 Blender 的未来版本创建的,其中包含的 ID 名称长度超过了当前支持的长度。这可能会导致关联数据丢失,请考虑使用当前版本的 Blender 打开并重新保存该库。'%s', '%s' 库拥有多个实例, 保存并重新加载!库 (物体数据)Blend导入上下文数据中的库 (blend文件) 引用,目前仅作为只读数据公开给 预/后 blend导入处理程序库浏览器库可编辑库 ID %s 中的库 %s, 这不应该发生!库 ID %s 未在预期路径 %s 处找到!库ID表示从中导入ID的blend文件。在ID被链接或追加之前为无库名称库操作库重写库重写 ID库重写库重写操作库重写排错操作库重写视图模式库重写库重写需要重新同步库路径库弱引用库数据块具有空库数据块指针的库数据库!数据块所关联的库文件库文件, 加载空场景用作该ID所在重写层级的根的库重写ID库重写数据库重写数据块仅支持磁盘缓存存储关联数据块的库重写,单击以完全本地化,Shift + 单击以清除库重写并切换是否可编辑库重写模板已被移除:从数据块 '%s' 移除所有重写数据库路径 '%s' 不存在, 请在保存前纠正库路径 '%s' 不可用, 请重新加载库库路径不可编辑,使用重新定位操作要重载的库要重定位的库许可证使用GNU通用公共许可证授权生命周期生命周期生命周期系数粒子寿命生命周期生命周期随机性波形寿命, 单位为帧, 0 代表无限提升升力提升/伽玛/增益灯光面光自动背面自发光采样正面正面和背面灯光光照探头快照材质新建无平面点光功率球形聚光强度棚灯日光类型使用色温体积世界环境光适应灯光角度: %.3f灯光颜色灯光轮廓光照方向光线衰减灯光组灯光组光强度比例灯光链接灯光链接专用项%s 的灯光链接灯光物体灯光输出光程光程灯光能量: %.3f光照探头体积光照探头光照探头体积背面剔除光线采集物体的光照探头数据块光照探头数据块光照探头光照探头光照探头体积池灯光半径: %.3f灯参考灯光采样阈值灯光尺寸 X: %.3f灯光尺寸 Y: %.3f灯光尺寸: %.3f光照阈值灯光树灯光类型灯光颜色灯光的色温,单位为开尔文用于场景照明的灯光数据块灯光数据块向四面八方发射至整个区域的光能,单位为辐射功率 (W)灯光将选定的阻断器链接到活动的发光体灯光链接选择的接收器到活动的发光体灯光链接设置物体和集合的子集合灯光链接设置集合的灯光链接设置集合物体的灯光链接设置物体或集合的灯光或阴影接受的状态捕捉平面上单个方向入射光的光照探头捕获体积内的低频照明的光照探头可在空间中的单个点捕获来自所有方向的精确照明的光照探头粗糙表面上的光散射分布用于光线阴影采样的光源尺寸 (光线追踪的阴影)应用衰减修改之前的光强度在实体着色模式下棚灯所用灯光灯光光照探头新建变亮变亮模式压力越轻, 则越平滑灯光组灯光组同步物体所属的灯光组世界所属的灯光组光照实体/纹理视图光影的照明方式光照模式用于世界数据块的照明亮度亮度:灯光灯光影响蜡笔物体用于在实体绘制模式下显示物体的灯光用于在实体着色模式下显示物体的灯肢体段数肢体类型肢体节点石灰岩 (碎裂的)石灰岩 (坚实的)限制限定距离限定距离约束值限定函数修改器限制帧范围限定位置限定位置约束限定方式极限模式限制半径限定旋转限定旋转约束限定缩放尺寸限制尺寸限制约束限定强度极限表面限制视图为内容限制 X限制 Y限制 Z限制合并点的范围在此阈值以下按指定间隔进行涂刷单通道限制其他两个通道的平均值限制限制此集合碰撞限制碰撞体至当前集合通过移除最小权重, 将与某个顶点有关的形变权重限定为一个指定数值规格化坐标中的限定间隔将效果器限制在该集合中限制流体物体于此集合将中间的顶点吸附至坐标轴中心限制力场至当前集合限制灯光的最大数量将波形的最大斜度限制在模拟点之间 (使用更高的值得到更平滑的波形, 将损失一定的细节)限制合并几何体限制 X 轴上的移动限制 Y 轴上的移动限制 Z 轴上的移动将移动限制为查看器的初始方向在 X 轴上限制转动在 Y 轴上限制转动在 Z 轴上限制转动限制追踪速度, 以实现更轻松的目视反馈结果 (这不会影响追踪结果的品质)限制纹理尺寸为1024像素限制纹理尺寸为128像素限制纹理尺寸为2048像素限制纹理尺寸为256像素限制纹理尺寸为4096像素限制纹理尺寸为512像素限制纹理尺寸为8192像素限制用于最终渲染的纹理尺寸限制用于视口渲染的纹理尺寸限制自动缩放量在编辑模式下限制曲线控制柄的显示限定相对于目标物体的间距限制顶点可能受到影响的偏移平面的距离限定相对于目标物体的间距 (取0为禁用)限定被约束物体的位置限制半径的最大值以避免圆角重叠限制在线操作同时进行互联网连接的次数。零值表示禁用限制。限制渲染时间 (同步时间不包括在内),0为禁用该限制将精度限制在距离光源原点的一个单位,而非相对于阴影的像素限定被约束物体的旋转限定被约束物体的缩放通过限制纹理尺寸来节约显存限定已修改的函数曲线的时间 / 值的范围将时间轴高度限制为最大已用通道槽限制到限于帧范围限制回放范围限制到线段限于视图限制选择的颜色对辉光效果的影响在 X 轴上限制移动在 Y 轴上限制移动在 Z 轴上限制移动有限的全局照明限制防止数字失真伪影的限制策略限制限制属性值滑块限制在一个范围,范围以外的值必须以数字方式输入位置误差直线线条画线条画修改器线条画设置用于材质的线条画设置用于物体的线条画设置线条画笔画的源类型行首换行符线条颜色线条颜色 Alpha线条颜色 蓝线条颜色 绿线条颜色 红行尾行错误行信息行输入行号行号背景行输出线条优先级线条半径线条采样线条集集合线条集名称线条集行间距线条样式线条样式 Alpha 修改器线条样式颜色修改器线条样式几何形状修改器线条样式修改器线条样式输出线条样式宽度修改器线条样式数据块线条样式线条宽度线条宽度模式线型线宽图像被分割的线角度用于Freestyle线条渲染的线条颜色要跳转到的行号文本数据块中的文本行图像被分割的线位置线条集 '%s' 无法被移除用于关联线条与样式参数的线条集线条集名称用于关联线条与样式参数的线条集线条样式设置基于随机噪波改变线条粗细基于两邻近面的角度的线宽基于3D网格表面曲率的线宽用于运动路径的线条宽度线条宽度 (像素)针对 Freestyle 的线条宽度模式要跳转到的行线条集线条集 %i线条样式线条样式纹理槽线性线性 3D 曲线带 ACES 白点的线性 AP0带 ACES 白点的线性 AP1线性 BT.2020,光源为 D65 白点线性 BT.709,光源为 D65 白点线性 CIE-XYZ D65线性 CIE-XYZ E线性钳制线性 DCI-P3 D65光源为 D65 白点下的线性 DCI-P3线性阻尼线性拖拽具有 D65 白点光源的线性 E-Gamut线性外插线性 FilmLight E-Gamut线性操控器线性渐变线性插值线性光线性光模式线性修改器线性机动线性 Rec.2020线性 Rec.709线速度失活阈值线速度低于此值时停止模拟物体线性间隔样式带钳制的线性间距样式线性衰减线性插值从最小值和从最大值之间的线性插值关键帧之间的线性插值线性预设线性粘度将平滑数据线性混合到选区的边框沿修改器空间的 Z 轴执行线性缩放线条画线仅线条文本行线条集专用项关联连接活动项到选中项连接活动项到选中项 (不替换连接)连接活动项到选中项 (不替换连接, 节点名称)连接活动项到选中项 (不替换连接, 输出名称)连接活动项到选中项 (菜单)连接活动项到选中项 (替换连接)连接活动项到选中项 (替换连接, 节点名称)连接活动项到选中项 (替换连接, 输出名称)关联动画数据关联集合关联字体到文本关联实例集合连接限制关联材质关联材质到关联物体数据链接操作编号链接状态基于各种规则连接活动节点到选中节点关联至集合后全部关联到骨骼全部关联到物体关联到集合前在集合之间关联节点树中节点之间的连线从 .blend 库文件中关联从此输出端连接从当前场景中链入集合 (浅拷贝)关联内部集合鉴于接口不可见, 已将连线隐藏连线已被屏蔽,可以忽略连线有效关联材质到物体还是物体数据将节点连接至组或节点树输出端关联物体至集合关联物体至新集合链接操作编号超出范围要在上下文接口上执行的链接操作关联选中的集合至活动场景将选定的片段连接在一起,以简化组选择将所选项关联到另一场景关联目标: {}关联物体或数据块而非追加关联至集合递归关联至集合关联至新集合连接到输出节点连接到预览器节点连接到预览器节点关联 {}关联/传递数据关联关联复制关联的数据已关联的数据块链接的控制柄关联 ID 会话 UID此重写引用的关联 ID关联打包链接的时间为每个选定的片段复制链接的动作.关联的骨骼集合不可编辑关联的数据块无法重命名关联的数据块不允许编辑缓存关联物体的烘焙需要启用磁盘缓存关联或库重写数据块不允许添加或删除缓存关联或追加自一个非常旧的 .blend 文件格式 (%d.%d), 不会进行动画转换! 您可能希望使用当前版本的 Blender 重新保存库文件链接链接只可进入区域而不可离开区域液体液体域液体域材质列表列出.blend 文件内容列表条目列表项目的颜色列表长度列表名称列出所有子目录的内容, 递归一个层级列出所有子目录的内容, 递归三个层级列出所有子目录的内容, 递归二个层级在一个文本块列出所有操作, 写脚本时非常有用列出鼠标位置下的所有物体 (仅物体模式)AOV列表灯光组列表遮罩层列表遮罩层列表骨架的所有骨骼集合的列表Alpha 透明度修改器列表背景图列表链接的动画片段列表操控器映射中的操控器列表栅格和元数据列表已加载到内存中骨骼的组列表,便于选择要搜索和导入该ID的库列表,ID将从包含它的列表中的第一个文件导入线条颜色修改器列表线宽修改器列表包含了蒙版用的物体和材质的crypto ID列表被重写属性列表属性的重载操作符的列表笔画几何形状修改器列表Blender源代码的提交者列表立陶宛语 - Lietuviškai实时编辑实时展开实时过滤字符串实时查找过滤字符串加载加载初始 "{}" 设置.载入初始 "{}" 启动文件与偏好设置加载初始Blender偏好设置载入初始默认启动文件与偏好设置加载初始 {:s} 偏好设置以调试模式加载 OptiX 模块:调低日志冗余级别,启用验证,并且调低优化级别加载用户界面加载一个 BVH 运动捕捉文件加载FBX文件加载 SVG 文件加载Wavefront OBJ场景加载缓存文件加载 glTF 2.0 文件从文件加载新字体加载预设加载一个帧序列或一个影片文件加载声音文件加载声音文件为单声道加载Alembic文档加载并应用一个 Blender 的 XML 主题文件还原默认偏好设置。使用 "保存偏好设置" 来永久保存修改还原启动文件和默认偏好设置。使用 "保存启动文件" 和 "保存偏好设置" 来永久保存修改加载上次保存的设置加载在线手册加载带音效的影片文件加载默认 ("初始启动") blend 文件。它独立于用户可以保存的正常启动文件从持久存储的 JSON 文件加载翻译设置从.blend 工程文件中加载用户界面设置从工程文件中加载用户界面设置从工程文件中加载用户的界面设置加载了 2.50 之前的 blend 文件,但尚未加载动画数据。使用 Blender 4.5 打开并保存文件以转换动画数据。加载 "%s" 失败: 正在加载资产库加载导出设置失败。删除了损坏的设置加载失败: 正在加载预览...正在加载纹理 (剩余 {})加载中...局部局部+X切向局部+Z切向局部-X切向局部-Z切向局部摄像机本地集合本地数据块锁定坐标局部矩阵局部姿态局部空间局部空间 (所有者方位)局部上/下局部视图局部带父系操控器的局部旋转. 仅当3D视图中用到局部变换时使用局部空间单位长度自定义此三角形的面拐的法线矢量此面的局部空间单位长度的法向矢量此三角形的局部空间单位长度的法向矢量此多边形的词顶点的局部空间单位长度的切向裂解矢量 (必须使用 calc_tangents 执行预计算)层的局部变换矩阵区域代码: ab. 翻译进度: 0%区域代码: ar_EG. 翻译进度: 23%区域代码: be. 翻译进度: 0%区域代码: bg_BG. 翻译进度: 1%区域代码: ca_AD. 翻译进度: 100%区域代码: cs_CZ. 翻译进度: 27%区域代码: da. 翻译进度: 3%区域代码: de_DE. 翻译进度: 37%区域代码: el_GR. 翻译进度: 1%区域代码: en_GB. 翻译进度: 99%区域代码: en_US. 翻译进度: 100%区域代码: eo. 翻译进度: 0%区域代码: es. 翻译进度: 100%区域代码: eu_EU. 翻译进度: 1%区域代码: fa_IR. 翻译进度: 3%区域代码: fi_FI. 翻译进度: 11%区域代码: he_IL. 翻译进度: 2%区域代码: hi_IN. 翻译进度: 4%区域代码: hu_HU. 翻译进度: 11%区域代码: id_ID. 翻译进度: 21%区域代码: it_IT. 翻译进度: 44%区域代码: ka. 翻译进度: 100%区域代码: ko_KR. 翻译进度: 98%区域代码: ky_KG. 翻译进度: 2%区域代码: lt. 翻译进度: 3%区域代码: ml. 翻译进度: 0%区域代码: nb. 翻译进度: 4%区域代码: nl_NL. 翻译进度: 8%区域代码: pl_PL. 翻译进度: 100%区域代码: pt_BR. 翻译进度: 43%区域代码: pt_PT. 翻译进度: 78%区域代码: ro_RO. 翻译进度: 2%区域代码: ru_RU. 翻译进度: 100%区域代码: sk_SK. 翻译进度: 100%区域代码: sl. 翻译进度: 51%区域代码: sr_RS. 翻译进度: 16%区域代码: sr_RS@latin. 翻译进度: 16%区域代码: sw. 翻译进度: 72%区域代码: ta. 翻译进度: 100%区域代码: th_TH. 翻译进度: 5%区域代码: tr_TR. 翻译进度: 78%区域代码: uk_UA. 翻译进度: 57%区域代码: ur. 翻译进度: 86%区域代码: vi_VN. 翻译进度: 93%区域代码: zh_HANS. 翻译进度: 100%区域代码: zh_HANT. 翻译进度: 62%全部本地化本地化全部追加数据, 包含那些间接关联自其它库的位置位置 + 旋转位置 + 缩放位置 (物体空间)位置轴位置影响度位置混合模式位置 X位置 Y位置 Z新增节点的位置新建物体的坐标值质心位置自定义代理文件的位置骨骼头部的位置骨骼的头部相对于骨架的位置骨骼的头部相对其父级的位置通道骨骼的头位置帧内标记的位置新建基本体的放置位置骨骼尾部末端的位置骨骼的尾端相对于骨架的位置骨骼的尾端相对其父级的位置通道骨骼的尾位置物体无法逾越的目标位置动作对应的控制器目标在世界空间中的位置要安装扩展的位置毛发键在其内部坐标系统中的位置, 相对于发射面物体空间的毛发关键体位置节点在整个画布中的位置节点在其所属框中的位置物体的位置文本位置文本数据中的字符位置 (仅用于文本曲线)区域空间内的顶点位置规格化空间中的顶点位置在确定查看器位置时,应用于基本姿势的位置偏移磁盘上存储烘焙数据的位置仅位置位置 -> 增量新增点的目标位置对齐孤岛的位置于代理文件的存储位置位置 + 旋转 + 缩放位置 + 旋转 + 缩放 + 自定义属性位置:位置锁定锁定活动项锁定调整锁定轴向锁定边界锁定摄像机到视图方位锁定方向锁定方向 (Alt)锁定海拔锁定海拔 (Alt)锁定发稍锁定帧锁定选中帧锁定水平锁定水平线,使其保持水平状态锁定IK X锁定界面锁定位置锁定标记锁定网格边界顶点锁定方法锁定物体模式锁定排序锁定钉固的孤岛锁定多边形法向锁定发根锁定旋转锁定旋转(4D角度)缩放时锁定旋转锁定旋转(4D)锁定缩放锁定形态锁定发梢锁定追踪约束锁定朝上方向锁定值锁定 X锁定 X 轴位置锁定 X 轴旋转锁定 Y锁定 Y 轴位置锁定 Y 轴旋转锁定 Z锁定 Z 轴位置锁定 Z 轴旋转锁定要执行的动作锁定要处理顶点组的动作锁定所有蜡笔图层,避免意外编辑操作锁定所有蜡笔材质,避免意外编辑操作锁定所有形态键锁定活动物体的全部形态键锁定所有顶点组锁定活动物体的全部顶点组锁定并隐藏任何未使用的材质锁定在任何所选笔画中未用到的材质在简化期间锁定边界顶点,以避免在连接的网格上产生间隙锁定通道锁定当前层的显示帧在回放和追踪时, 将曲线视图锁定到时间指针位置变换时锁定四分量旋转的 '角度' 分量编辑按分量锁定四个分量的旋转编辑 (而不是使用欧拉计算)变换时锁定位置编辑变换时锁定旋转编辑变换时锁定缩放编辑在渲染期间锁定界面,以便为渲染器提供更多内存将运动信息锁定给重建后的摄像机运动锁定运动为重建物体运动将运动锁定到目标运动轨迹上将运动锁定到目标路径锁定未固定!锁定存储库 - 测试锁定将旋转锁定在曲线两端之间的轴线上锁定活动物体的选定顶点组并解锁未选定组锁定选中的轨迹锁定活动物体的已选中顶点组锁定片段使其无法变换锁定片段使其无法变换锁定已显示项目的顺序 (用户无法更改)锁定发根点位置锁定模拟衰减区域中顶点的位置,以避免缺陷,并创建与未受影响区域的更柔和过渡将视图锁定至活动物体 / 骨骼平滑时锁定尖端位置锁定到骨骼锁定到游标锁定到物体锁定到选中项锁定到时间指针锁定活动物体的未选中顶点组将侧视图的视图旋转锁定到顶部/正面/右侧在回放时, 将视图锁定到选中的标记锁定相对锁定/屏蔽锁定/解锁全部层锁定 / 解锁选中的轨迹已锁定锁定轴锁定的影响锁定的标记锁定追踪锁定追踪约束已锁定轨迹已锁定 {:d} 个存储库锁定对数带色度插入和原色旋转的 Log 编码,并且具有25个档位的动态范围日志级别基于 filmic shaper 的 Log,使用 16.5stops 的宽容度,以及 25 stops 的动态范围对数转化伽玛参考黑点的对数转换参考白点的对数转换操作、警告和错误信息的日志在终端中记录通道列表信息。此操作仅在 Blender 的调试版本中可用以B为底取A的对数对数模式对数式消融逻辑 AND逻辑 OR长毛发长帧选中的长关键帧长列表最长最长对角线经度最小值风格效果向前看朝向查找给定笔刷类型最合适的工具并激活从外部文件查找变换矩阵从外部文件查找变换循环环线颜色循环计数环切循环对环切线滑移循环起点总循环数循环三角面循环并反转来回循环从相反方向开始来回循环在形变编辑网格的显示状态下循环切割工具将会丢失精度网格数据块中的循环在父级中循环循环动画回放循环环线不是由线框/边界线连接网格的循环 (面拐角)轮廓两侧的循环松散松散作为轮廓松散边松散边作为轮廓松散点松散边将有轮廓类型无损无损输出基于高吞吐量 JPEG 2000 编码的无损压缩。它生成的文件体积更小,但因技术较新,目前尚未获得其他软件的广泛支持。无损游程编码压缩小波无损压缩,对嘈杂/颗粒状图像有效16行图像数据块的无损zip压缩无损ZIP压缩,每个图像行单独压缩16位浮点图像的无损压缩,2.3:1 固定比率32位浮点图像的无损压缩 (每个浮点存储24位)低低彩色低对比低等品质低分辨率网格使用反遮罩锐化 (USM) 增强低频对比度下限要添加到顶点组的顶点的权重下限下界小写下界凹度左下更少的内存右下较低的 X 角度限制较低的 X 向限制X角度下限较低的 Y 角度限制较低的 Y 向限制Y角度下限较低的 Z 角度限制较低的 Z 向限制Z角度下限时步下限 (单位为秒), 用于自动分步控制点封套的下边界突出显示范围的下界映射所应用的输入范围的下界值用于将流体单元格标记为波峰的钳制阈值下界 (值越低,标记的单元格越多)用于标记空气滞留的流体单元格的钳制阈值下界 (值越低,标记的单元格越多)钳制阈值下界,指示单元格开始发射粒子时的流体速度 (值越低,通常粒子越多)参照值与下界之间的距离, 默认影响量为1:1对于更多的投影组, 使用较低值; 对于较轻的畸变使用较高值纹理的下半部分用于笔画的尖端较低的 X 转向角度限制较低的 X 轴移动限制较低的 Y 转向角度限制较低的 Y 轴向移动限制较低的 Z 转向角度限制较低的 Z 轴向移动限制偏离 +Z 方向的倾斜度下限网格凹度下界 (调高数值会平滑和填充凹面区域)小写或大写值越低曲线越平滑降低数值将减少背景向前景元素出血形变的下限及上限最低最低频率最低品质X 向最低允许值Y 向最低允许值Z 向最低允许值视差边框的最低处粒子的最短可能寿命亮度亮度波形亮度亮度通道亮度抠像亮度噪点MAC栅格鼠标4键鼠标5键鼠标6键鼠标7键MDDMFTMKV鼠标中键鼠标中键动作MP2MP3MPEG-1MPEG-1 音频层 IIMPEG-2MPEG-2 音频层 IIIMPEG-4MPEG-4 (divx)MPlayer麦科马克隐式扩散控制的麦科马克 (MacCormack) 方案。在保持稳定性的同时减少数值耗散幻彩迷幻纹理磁力磁效果器权重放大模长A的绝对值主标签使用1至0键来模拟小键盘 (适用于笔记本用户)主动作主标注主骨架主轴主笔刷主缓存文件主摄像机主集合主曲线主字体主要几何体主蜡笔主毛发曲线主图像主要项目主晶格主库主光照探头主灯光主线条样式主遮罩主材质主网格主融球主影片剪辑主节点树主物体主绘制曲线主调色板主粒子设置主点云主场景主屏幕主声音主扬声器主文本主纹理主体积主窗口管理器主工作区主世界环境运动的主轴主基础设置呈现一个 .blend 文件及其所有数据块的主数据结构波浪 (部分) 对齐时的主方向维持体积维持体积约束在单一缩放轴向保持恒定体积保持父子关系维持飞行或行走漫游的速率维持轴向对称在拉伸时保持物体体积更改播放速度时,保持音频的原始音高维护顶点组的相邻权重值通过调节锐角来维持厚度 (较慢, 不需要时可禁用)由社区开发者进行维护维护者主栅格线主环半径主环段数主环 / 小环上限值体积的上限透射率多数生成使用循环 (函数修改器)数据单用户化生成空洞加载为内部文件转为本地项使雕刻模式工具改变基础网格形状,同时预览较高细分级数的置换使所选物体变为单用户使所选片段变为单用户使其独立化使其独立化使一致使其独立化复制选定的关键帧复制并移动所有选中的关键帧创建一个活动蜡笔帧的副本创建活动蜡笔层副本复制活动蜡笔图层到新选定的物体为当前活动顶点组合创建一个副本建立一份当前场景完整副本选择的输出 / 输入接口间建立连接从一个接口连接到另一个接口通过单击端点闭合样条线使活动曲线成为 闭合/开放 的循环使活动的样条线成为 闭合 / 开放 的循环加载文本文件为内部文件使所有被影响的法线平行将全部外置文件设置为绝对路径将路径设置为与当前工程关联的外置文件使所选数据块的所有用户使用新选择的数据块使已选中的数据块的所有用户使用当前 (点击的) 数据块创建一个额外围绕于手指尖的IK手部控件从最大3D视图生成一张用于重新投影的图像为活动的数据创建标注将当前设置写入资产库,使任何目录的任何编辑永久化使端盖与管身之间的边缘过渡平滑,而非锐利当光标悬停在片段上时,框选操作将传递给序列滑动在此可见通道下方建立通道组在节点编辑器中复制节点时复制节点组生成选中元素的副本并移动它们生成所选蜡笔笔画的副本并移动它们在同一骨架中复制所选骨骼在同一骨架中复制所选骨骼并移动复制并移动所有选中的融球元素并移动使曲线路径的子物体沿路径旋转即使未选择片段也进行切割,切割后保留选择状态使数据单用户化,应用修改器,并从列表中移除。使边 'sail'使面与点的法线朝向网格外侧或内侧让面使用顶点中最小的顶点权重 (保证新的面与已有的面平行,较慢,不需要时可禁用)从所选节点创建组降低毛发的蓬松度让毛发更长改变毛发长度增加毛发的蓬松度让毛发更短使毛发挺立使位于半径以外的图像透明将附加到该物体的实例独立化使实例在视图中可见渲染时使实例可见加载为内部文件使关联库数据块本地化到当前文件使链接的动作于每个片段本地化使各物体的关联数据单一化将材质本地化至各数据块加载后将模块设置为内部文件通过在互连的设备 (例如通过 NVLink) 之间分配内存,而不是复制内存,留出更多空间以适应大型场景将物体动画数据本地化至各物体将物体数据 (网格、曲线等) 动画数据本地化到各物体只让活动层可见/可编辑相对于当前 blend 文件为 blend 文件库创建路径使以前隐藏的曲线在曲线编辑器视图中再次可见使选中的毛发长度一致通过添加动画数据,使选中的物体显示在 NLA 编辑器中使选中物体爆破使选中物体变为液体设为相对形态键, 否则将使用时长解算将形态键作为序列播放使模拟维持基础网格物体外形的变形建立单用户物体数据建立单用户物体使选定顶点的蒙皮半径在每个轴向上均等确保活动颜色将首先导出,这很重要,因为一些其他软件可能会丢弃除第一个颜色属性之外的其他颜色属性使目标物体成为主体的 "可分离" 父级加载后将文本设置为内部文件将文本内置将文本内置 (单独的副本)固定HDR旋转,而非跟随摄像机使活动布尔接口成为其所属面板的切换开关使控制骨骼成为用户不可见且仅受约束影响的机构骨骼保存当前文件为默认启动文件使当前姿态与其补间姿态更接近使当前姿态与静置姿态更相似,或更远离静置姿态保存当前用户设置为默认使环切边形状匹配相邻循环边使图像在所有物体之后渲染在物体的前侧显示该层使光照固定并且不跟随摄像机在其他物体的前方显示该物体使物体跟随另外一个物体,使用各种方法/约束如有需要,使物体的数据成为单用户所有使面板开关成为独立的接口通过将数据合并到块或内部节点中,使体积栅格的存储更高效加厚表面使被选中关键帧的控制柄的数值与各自关键帧相同使此 Blender 版本对所有用户注册 blend 文件,需要提升权限。将其作为节点纹理使用此笔刷在移动的同时对已有图案进行涂抹使此集合为活动使此曲线或曲面形成 U 向的闭合循环结构使此NURBS曲线或曲面在 U 向表现得像贝塞尔样条线使此NURBS曲线或曲面与U向上的端点相遇使此NURBS曲面在 V 方向上表现得像贝塞尔样条线使此NURBS曲面与V向上的端点相遇将该形态键设为新的基型键, 从而有效地将其应用到网格上. 注意, 这会以100%的值应用该形态键使该样条成为闭合的循环将样条封闭将此表面在 V 方向上近距离拉近根据骨骼名称的对称性,为左侧和右侧骨骼制作小部件,并为右侧骨骼添加负 X 缩放的链接副本使路径引导确定,这意味着每次都可以使用相同的像素值再现渲染。此功能会减慢训练速度马拉雅拉姆语 - മലയാളം管理管理UI翻译管理未使用数据管理通过扩展安装的插件管理当前文件中的资产并访问关联的资产库强制性为避免在不久后与其他群簇及导向器物体碰撞的机动行为曼哈顿曼哈顿间距清单验证失败: {:s}流形操作描边和填充纹理坐标控制光强度如何随距离而降低。通常用于非物理效应;在现实中,光总是以二次型衰减在三维环境中操控物体仅操作填充纹理坐标仅操作笔画纹理坐标手动手动校准手动细节手动帧范围手动朝向手动帧范围手动缩放手动挤压和拉伸手动调整稍后手动创建稍后手动创建 (单个)根据需要手动添加 ORG, MCH 或 DEF.手动定义线程数手动确定帧范围手动设置栅格划分手动设定带旋转的控制柄,与其配对锁定在一起手动设置扩展的存储路径。禁用时会创建一个用户扩展目录。手动设置采样映射的分辨率, 较高的值较慢, 需要更多内存, 但减少噪点手动指定动作的预期播放帧范围 (某些工具会用到此范围,但不影响动画解算)映至映射自映射范围贴图精度映射锥化映射至映射到 X 源映射到 Y 源映射到 Z 源映射类型映射 UV根据与材质关联的图像的纵横比调整 UV 映射当表面细分修改器被应用后将UV映射到顶点位置将 UV 映射到顾及分辨率和宽高比的摄像机区域直接映射 X 向与 Y 向坐标使用 UV 坐标映射纹理,将纹理应用于合成中的物体将所有低于0.5的值映射至0.0, 其余映射至1.0将动作映射至骨骼变换轴将输入浮点数映射到曲线并输出浮点值映射锥化物体的效果到曲线的倒角部分使用曲线映射输入矢量分量将一组颜色映射到另一组颜色,近似高动态范围的效果映射绘图板压感为曲线半径将几何系数映射到段的长度及段细分级数将几何系数映射到样条线的长度将几何系数映射到样条线的细分级数 (U向分辨率)将纹理强度映射到颜色渐变。请注意,alpha 值用于图像纹理,为没有 Alpha 通道的图像启用 "计算 Alpha".将目标体的变换结果映射到该物体上使用法线矢量进行映射基于最小和最大像素值,将数值映射到0至1区间使用渐变将值映射到颜色将 Z 作为中心轴进行映射映射映射曲线映射起点映射类型映射 X从目标几何体映射到命中点大理石纹大理岩 (碎裂的)大理岩 (坚实的)大理石纹理边距边距列定距方法边框类型添加到流体周围的边缘区, 用于将边界干预降至最低摄像机空间剔除的边距用于减少与相邻孤岛的边距容差在绘制过程中修复UV缝合线时要考虑的余量。调高数值可提高mipmap的接缝修复,但会降低性能。标记标记松散点标记根点标记为缝合边沿倒角边标记缝合边标记锐边对无函数曲线的动作进行标记, 用于对存储及重载文件后所保留的 "动作库" 进行删除标记倒角边为锐边以边界线为缝合边以边界线为锐边与相邻键比较, 在键值流向改变的关键帧上做标记将所选的UV边标记为缝合边将选定的点标记为松散将选中的点标记为根标记/清除 选择的顶点为松散标记标记 %.2f 偏移 %s标记 %d 偏移 %s标记显示标记名称标记名称标记轮廓选中的标记标记设置时间轴上未指定的标记已在当前帧禁用标记已在当前帧启用标记标记偏移 %s帧内标记的规格化坐标位置标记的选择状态标记标记被锁定为当前动作指定的标记, 用于标记姿态当前场景中所有时间线上的标记遮罩绘制均匀羽化偏移填充遮罩工具新建平滑遮罩边框遮罩颜色遮罩显示遮罩编辑用作修改器的遮罩输入项的遮罩 ID遮罩输入遮罩层遮罩层遮罩映射遮罩修改器遮罩节点接口遮罩节点接口界面对未归组顶点进行遮罩父级遮罩遮罩压力模式遮罩设置遮罩法向缩放遮罩样条线点遮罩样条点遮罩样条线 UW 点遮罩样条遮罩镂版尺寸遮罩镂版位置遮罩片段遮罩纹理遮罩纹理不透明度遮罩纹理图的叠加 Alpha遮罩纹理槽遮罩时间遮罩 转换为 SDF遮罩工具遮罩 UV 循环层遮罩 UV 循环层编号遮罩 UV 循环层编号遮罩值遮罩顶点组遮罩活动图层与之上方或者下方的图层遮罩动画与场景帧同步遮罩动画偏移至片段起始位置从线条画集合设置匹配的遮罩位从线条画材质设置匹配的遮罩位在活动视图层中遮蔽该集合用于定义合成的遮罩数据块在当前空间中显示和编辑的遮罩适合被选择用作于引导的曲线遮罩遮罩层 '%s' 不包含指定的样条遮罩层 '%s' 未在遮罩 '%s' 中找到遮罩层名称未能为给定样条线找到遮罩层当模式为 "值" 时, 所用的遮罩级别; 0 表示无遮罩, 1 表示完全遮罩序列片段的遮罩修改器遮罩修改器, 用于隐藏部分网格未找到遮罩仅遮罩连续颜色区域在视图层屏蔽集合中的物体在视图层遮盖集合中的物体 • Ctrl 隔离集合 • Shift 设置到内部子集合遮罩叠加层透明度当前为0根据网格几何腔型绘制遮罩节点的遮罩接口遮罩样条此片段所使用的遮罩整体效果遮罩与密度相乘的遮罩通过指针定义的线的一侧来遮罩在由光标定义的方形内遮罩在由光标定义的形状内遮罩遮罩层遮罩遮罩纹理遮罩纹理遮罩顶点组名称遮罩遮罩数据块质量质量单位质量顶点组以尺寸集合每个模拟粒子的质量粒子质量主要主控制快照材质快照材质匹配区分大小写匹配编号匹配交叉匹配遮罩匹配输出匹配点密度匹配引用匹配字符串匹配类型将绝对/相对设置匹配到输入路径运动匹配设置新倒角面法向匹配相邻面 (在平滑倒角的同时不影响原始面法向)基于名称匹配输出顶点组寻找与此值匹配的路径使用IES文件匹配真实世界灯光,IES文件存储光源的方向强度分布按名称匹配受影响的目标数据层按顺序(索引)匹配受影响的目标数据层匹配纹理空间到物体的边界框匹配网格物体的顶点组名称的开头,留空时匹配所有设置摄像机渲染输出为1:1尺寸对齐表面法向用于追踪的摄像机运动匹配数据追踪的匹配运动数据运动匹配的动画摄影表数据用于追踪的标记运动匹配数据匹配运动的物体追踪及重建数据用于追踪的运动匹配镜头追踪平面标记数据用于追踪的镜头追踪轨迹数据源自轨迹的摄像机运动匹配重建数据源自轨迹的运动匹配重建数据用于追踪的运动匹配轨迹数据匹配光源类型材质Alpha 混合Alpha 钳制Alpha Hashed混合模式布料立方体平面流体毛发新建不透明预渲染类型着色球球形厚度由于混合模式和阴影模式不同,无法转换材质 %s(需要手动调整)由于非平凡的alpha混合,无法转换材质 %s(需要手动调整)材质 '%s' 未能找到材质属性材质边界材质边界材质边界材质组材质编号材质层类型材质线条画链接材质至材质遮罩材质模式材质名称材质名称冲突材质节点接口材质节点接口界面材质偏移材质输出材质覆盖材质通道材质预设材质预设材质预览材质属性材质用途材质选择材质选择节点材质槽材质槽材质专用项材质步进材质变体材质数据块, 用于为渲染定义几何体的外观该材质槽使用的材质数据块材质数据块倒角面材质 (-1表示借用相邻面材质)所生成面的材质编号,-1为自动材质已指定给物体数据,该数据已关联/打包,因此不可编辑。请改为将此材质槽关联至物体,或使物体数据本地化。新绘制槽的材质层类型生成毛发曲线的材质材质通道材质设置材质着色器节点物体上的材质槽该字符的材质槽编号该曲线的材质槽编号该面的材质槽编号该三角面的材质槽编号材质槽名称用于渲染粒子的材质槽物体上的材质槽节点的材质接口此视图层中的所有材质使用此材质覆盖用于过滤的材质用于轮廓笔画的材质用于此笔刷的备选笔画材质用于此笔刷的笔画材质无置换效果时的材质值材质MaterialX网络材质材质&纹理运算数学运算节点矩阵矩阵属性值矩阵行列式矩阵场矩阵节点接口矩阵节点接口界面矩阵物体矩阵坐标系矩阵SVD矩阵世界在应用约束及父级影响之前, 接入位置、旋转和缩放 (包括增量) 的矩阵混合骨骼位移与旋转的复合矩阵 (即骨骼头端的位置、朝向及旋转角度), 基于骨架空间 (不包含/支持骨骼的长度/尺寸)结合游标位置/旋转的矩阵矩阵含有切变表示骨骼位置、旋转和缩放属性的矩阵待分解的矩阵,仅使用其中 3x3 的部分几何属性中的矩阵值节点的矩阵值接口Matroska (MKV)蒙版蒙版ID:蒙版节点蒙版物体蒙版物体:蒙版最大值最大 2D 角度最大 2D 边长最大空中加速度最大空中角速度最大空速最大角度最大B帧最大B帧最大弯曲最大模糊最多反弹次数最大子粒子最大压缩最大创建偏离最大曲率最大深度最大置换最大距离最大元素距离最大边际误差最大面夹角最大高度最大脉冲最大着陆加速度最大着陆角速度最大着陆速率最大纬度最多灯光最大经度最大邻项最大比率最大光线距离最大采样最大缝合力最大形状夹角最大切变最大缩放最大尺寸最大速度最大弹簧创建长度最大步长最大步数最大细分最大细分最大张力每个场的最大纹理内存最大厚度最大阈值最大速度测地线移动预览的最大顶点数最大顶点置换最大 XX 最大值:最大 YY 最大值:最大 Z最大天顶角布料最大收缩量此接口允许的最大连接数景深焦外成像形状的最大尺寸 (越小越快)最大步长 / 帧的最大解算数量比例上限最大弹簧长度 * 球尺寸每个气泡的最大速度 (CFL 值越大,仿真步骤数越少,计算时间越短。)最大化区域最大化区域最大化最大值用于链式裂解的平面最大夹角值最大曲率最大距离最大误差最大间隙中心圆柱镜头的最大高度值最大迭代动能可能最大值最长寿命中心圆柱镜头的最大经度最大值模式最大化半径距离最大半径最高精度可能滞留空气最大值最大值最大音量最大可能波峰最大值 X裁切边界框的最大 X 编号为框选渲染设置 X 轴的最大值图像的 X 轴向最大裁切值最大值 Y裁切边界框的最大 Y 编号为框选渲染设置 Y 轴的最大值图像的 Y 轴向最大裁切值最大值 Z裁切边界框的最大 Z 编号空中最大加速度 (相对于最大速率)着陆时的最大加速度 (相对于最大速率)来源元素与目标元素允许的最大距离 (对非拓扑映射)插值时考虑的邻近引导曲线最大量将被视为平滑的面法线之间的最大角度选择时可包含的法线与目标的最大角度旧法线与新法线之间的最大角度最大显示角用于修改宽度的最大角度最大 IK 限定角角度机动的最大脉冲值空中最大角速度 (相对于180度)着陆时的最大角速度 (相对于180度)抗弯刚性的最大值一个像素可以覆盖的最大模糊距离栅格的最大边界(世界空间)体积的最大边界基于邻域的抑制散景噪点时需要考虑的最大亮度 (越低越快)每秒攻击造成的最大伤害压缩刚度的最大值执行链形选择的最大曲线2D长度值当奇值接近 0 时的最大阻尼系数 (值越高, 则越稳定, 反应越少)毛发的最大密度新贝塞尔曲线与原始骨干几何体之间允许的最大距离合并元素之间的最大间隔初始笔画和其拓扑间的最大近似距离焊接顶点之间的最大间隔最大吸附距离,单位为像素场的有效工作最大距离音量的最大计算距离,不管物体相距多远笔刷到网格表面的最大影响距离被攻击的最大距离元素到选择中心的最大距离物体在各轴向上的最大位移距离在网格中查找断开的松散元素的最大距离动态拓扑雕刻的最大边长 (为 Blender 单位为除数 - 值越大意味着边长越小)用于动态拓扑雕刻的最大边长 (为笔刷大小的百分比)用于动态拓扑雕刻的最大边长 (单位为像素)子步进中的最大误差平滑边的最大面角度用于衡量宽度的最大值滑块的最大值最大跳跃高度子步进中的最大迭代关节的最大速率, 单位是弧度/秒全景镜头的最大纬度 (垂直角度)粒子颜色矢量的最大间距物体空间中的深度交叉最大值 (0.0 代表禁用)用于影响波形的最大交互表层 (0.0为禁用)最大的光照作用以降低噪点线性机动的最大脉冲值全景镜头的最大经度 (水平角度)体积场纹理的最大内存(Mb)(除非被场图元覆盖)允许使用的最大内存量,单位为MB (0为不限制)非双向预测帧之间的最大B帧数量, 影响文件大小和可寻性在渲染时允许使用的最大CPU核心数 (适用于多核CPU)附加单元的最大数量背景灯光对渲染贡献的最大反弹次数光线在渲染时的最大反弹次数最末关键帧之后所允许的最大循环次数在首个关键帧之前所允许的最大循环次数 (0 = 无限)形变权重的最大次数最大漫反射反弹次数, 按最大值总数执行反弹此模拟中允许的最大流体粒子数创建效果可运行的最大帧数 (除非在此时间之前已有其它蜡笔关键帧)当前帧后要显示的最大帧数当前帧之后要显示的最大帧数 (0 = 当前之后不显示任何帧)当前帧前要显示的最大帧数当前帧之前要显示的最大帧数 (0 = 当前之前不显示任何帧)最大高光反射反弹次数, 按最大总数执行反弹执行会聚重复迭代时的最大迭代次数用于存储控制台缓存的最大行数生成的笔画的最大遮挡数每个捕获的空气单元每帧生成的最大粒子数每个波峰单元每帧生成的最大粒子数每个单元的最大粒子数 (确保每个单元最多具有此数量的粒子)最近打开的文件的最大数量为一帧执行的最大模拟步数解算迭代的最大次数在放弃之前穿越体积的最大步数,用以避免因物体过大或步长过小而导致极长的渲染时间加入纹理的最大数量 %d最大透射反弹次数, 按最大值总数执行反弹透明反弹的最大次数。该设置独立于其他反弹的最大次数在移动扩展的原点时,用于使用测地线衰减的网格中顶点的最大数量。如果顶点的总数大于该值,则移动时衰减将设置为球面体积散射事件的最大值顶点组A与B的权重最大值线框显示模式下骨骼的最大不透明度映射的最大输出值场的有效工作最大半径距离根级与末级之间的最大角 (长发的末级距离/根级距离)最大旋转各轴向上的最大旋转角度使用光追的最大糙度,越高的粗糙表面将使用 “快速GI近似”,值为1表示禁用 “快速GI近似”。各轴向上的最大随机缩放值缝合力的最大值剪切刚度的最大值阴影贴图像素的最大尺寸,较高的值使用较少的内存,但会牺牲阴影质量。最大跳跃速率最大速度,单位为UI单位每秒空中的最大速率着陆时的最大速率样条曲线控制骨骼支持的最大缩放系数精确体积相交方法使用的最大表面相交计数。如果超过,将创建伪影。数越高,VRAM (显存) 的使用率就越高。火焰的最高温度 (值越高,火焰上升速度越快)最大的紧绷硬度的值最大厚度主方向上的最大厚度最大值剪切的最大值目标通道范围的最大值最大体积拉伸度最大音量, 无论物体距离有多近渲染分块可能效果不佳融球平均值平均倒角权重:平均折痕:平均 X 向半径:平均 Y 向半径:平均半径:平均倾斜:平均顶点折痕:平均权重:测量以相对于场景的方式计量笔刷大小以相对于视图的方式计量笔刷大小以相对于视图或场景的方式计量笔刷大小测量距离与角度 • 在任意位置 {:s} 重新测量 • 拖动量尺线段测量角度 • {:s} 移除活动量尺 • 拖动时按住 Ctrl 吸附 • 拖动时按住 Shift 测量表面厚度测量媒体类型用于回放视频/图像序列 (PNG/JPEG/SGI) 的播放器质心质心质心点质心面中心质心:中等中等对比中高对比中低对比中等品质中画幅 (哈苏)兆瓦黑色素黑色素浓度黑色素红内存:%dM, 峰值: %dM内存内存 & 限额内存缓存限值内存缓存限值 (MB)内存: %s菜单未找到菜单 "%s"菜单阴影的颜色菜单背景菜单错误菜单展开菜单 ID 名菜单条目菜单栏目的颜色菜单项目菜单丢失:菜单名称菜单节点接口菜单节点接口界面菜单切换菜单未定义菜单部件的颜色选中骨骼的菜单选中物体的菜单节点的菜单接口要搜索的菜单菜单值必须是常数值菜单合并合并相加合并动画合并动画合并间距合并端点合并系数合并层尽可能合并材质槽合并节点 (添加)合并节点 (Alpha 上叠)合并节点 (自动)合并节点 (颜色, 相加)合并节点 (颜色, 相除)合并节点 (颜色, 相乘)合并节点 (颜色, 相减)合并节点 (深度合成)合并节点 (相除)合并节点 (大于)合并节点 (小于)合并节点 (数学运算, 相加)合并节点 (数学运算, 相除)合并节点 (数学运算, 大于)合并节点 (数学运算, 小于)合并节点 (数学运算, 相乘)合并节点 (数学运算, 相减)合并节点 (相乘)合并节点 (相减)合并重叠合并父级的旋转和缩放合并所选节点使用几何节点合并所选节点使用数学运算合并所选节点使用混合来合并所选节点使用着色器合并所选节点合并相减合并阈值合并类型如果可能,将 USD 基元与其 Xform 父级合并,USD 不允许嵌套的 UsdGeomGprims,当遇到对象层级时,将定义中间的 Xform 基元,以确保 USD 文件的有效性。合并共用一个顶点的 UV 坐标,以将某些修改器中的不精确性考虑在内合并UV合并顶点在激活时合并活动工具属性 (不会覆盖现有的)将相邻三角面合并为四角面合并相邻点 (螺旋偏移必须为 0)合并所有选中的相邻点,无论它们是否相连合并所有相交的几何体合并所有声音通道为一个按动作合并按距离合并按NLA轨道名称合并合并所选顶点的自定义法向当角度为一整圈时合并头尾尽可能合并材质槽使用的合并方式按距离合并重叠点。(必须启用实现实例)合并父级 Xform按间距合并点将面合并, 而非创建若可能,将选定组的输入节点合并为一个合并所选节点允许选中顶点与未选中顶点合并合并所选顶点将单独生成的几何体合并为单个几何体将选定物体的动画合并到活动物体的动作中,动作不会被删除,但最终可能会零用户尽可能将三角形合并为四边形使用相加或混合着色器来合并使用Alpha上叠节点来合并使用深度合成节点来合并使用数学运算节点来合并使用网格布尔或合并几何节点来合并使用混合节点来合并基于靠近程度合并顶点以相邻重复项合并顶点以首末两处的重复项合并顶点合并给定距离内的顶点或点对合并阈值之内的顶点进行合并合并:合并 %d ID 从 '%s' Main 到 '%s' Main;%d ID 和 %d 库已经作为 Main 目标的一部分存在,%d ID 从 Main 目标遗失,与 Main 源一起被释放合并的动画名称按距离合并顶点网格相邻面数量连接边数量边的邻面数量孤岛中的面数角度角度吸附面积3D面积平均倒角两者边界形状圆环范围限制塌陷锥体共面檐板造型折痕皇冠造型立方体柱体方向显示拉伸类型距离面的顶角填充填充颜色平展平直/平滑Freestyle 边标记Freestyle 面标记栅格棱角球长度3D长度直线材质测量模式修改器影响新建无法向物体物体编号周长钉固平面平面多边形边数预设相对边缘圆形屏幕缝合边锐度平滑球体喷雾阶梯支撑环苏珊娜类型反细分顶点折痕顶点组翻转/未翻转网格 %s 存在无效面,可能由 2.90.0 版中的流形挤出工具引起。在 5.1 版之前打开并保存文件应可解决此问题网格 '%s' 没有蒙皮顶点数据网格 '%s' 包含具有 4 个以上顶点的多边形,无法为其计算/导出切向空间网格 '%s', 属性 '%s' (域 %d, 类型 %d) 无法转换到 USD网格 1网格 2网格分析网格属性网格布尔网格边界网格边界自动遮罩网格缓存网格圆环网格形变网格边网格边网格编辑模式网格编辑模式叠加层网格生成器网格孤岛网格直线网格循环网格循环三角面网格循环三角面网格循环网格模式网格法向矢量网格法向网格多边形网格多边形网格雕刻网格选择模式网格选择模式网格序列缓存网格简化比率网格蒙皮顶点层网格源网格统计可视化网格纹理绘制网格UV层需要网格UV映射网格顶点网格顶点的颜色网格顶点颜色层网格顶点绘制网格顶点网格可视化统计网格体积网格体积 + 邻近度网格权重绘制包含点、角、边和面数据的网格组件仅包含三角面的网格, 与凸包相比, 可允许更复杂的交互定义几何体表面的网格数据块网格数据块网格形变修改器使用其他网格进行形变的网格形变修改器网格细节不会在每个描边上更改, 仅在使用 "批量填充" 时更改网格细节会按照细节尺寸在世界空间中保持恒定不变网格细节与笔刷尺寸相关网格细节与笔刷大小和细节大小有关网格没有活动颜色属性 "%s"网格面和顶点在空间上重新排序从曲线、曲面、融球、文本、点云物体转换为网格网格生成器网格没有UV数据网格没有顶点色数据网格面的面积为零网格没有可供指定材质的面曲线可以附着到的网格物体用于形变参照的网格物体用作前端封盖的网格物体用作末端封盖的网格物体进行布尔运算的网格物体网格物体没有活动顶点/边/面要在其上分布点的网格要在其上散布的网格要搜寻最近点的网格或点云网格缩放网格设置网格应在多数据烘焙前被展开要执行收缩的目标网格要从第一个网格中减去的网格网格 转换为 曲线网格 转换为 密度栅格网格 转换为 点网格 转换为 SDF栅格网格 转换为 体积网格转体积修改器要计算对偶的网格其内部体积要转换为雾体积几何的网格要转换为曲线的网格要挤出其元素的网格要搜寻最近表面点的网格要翻转面的网格要覆写面组属性的网格要设置自定义法向的网格要细分的网格要三角化的网格要使用其UV贴图的网格要拆分边的网格其元素要转换为点的网格其内部体积要转换为密度栅格的网格其内部体积要转换为有符号距离场栅格的网格网格网格没有形态键网格: {} 顶点, {} 边, {} 面网格缓存网格形变网格形变修改器网格序列缓存MeshUVLoop (已弃用)网格要合并或相交的网格消息词条提取过程失败!融球复合堆栈复合片段复合片段选中的复合片段复合片段堆栈, 最后一个选择将成为激活项复合片段融球新建融球 '%s' 不包含指定的样条融球元素融球元素融球数据块来定义球团的表面融球数据块融球的编辑更新性能表现融球元素融球类型融球融球元数据元数据背景元数据输入元数据文本MetalMetalRT用于光线追踪的 MetalRT 在大量使用曲线的场景中使用较少的内存,可以在特定情况下提供更好的性能金属度金属 BSDF具有微表面分布的金属反射和金属菲涅尔元骨骼范例写入到文本数据块 {:s}元骨骼写入到文本数据块 {:s}米米每单位米数米每秒米每秒平方方法方法 四边形布尔的运算方法平面尺寸的计算方式控制片段之间的合成方法沿拐角偏移的定向方式扩展UV顶点选择的方法使用户界面文字渲染锐利的方法读取输入时间码的方法用于渲染次表面散射(SSS)的方法采样输入方法用于创建高精度流体的采样方式在新生面上设置材质的方法平滑像素之间数值的方法拆分多边形为三角面的方式四边面拆分三角面的方式沿主曲线生成 X 贴图坐标的方法沿轮廓曲线生成 Y 贴图坐标的方法按元素选择子实例的方法3D视口中的抗锯齿方法渲染 3D 视口时的抗锯齿方法渲染最终图像时的抗锯齿方法混合遮罩层的方法桥接多个循环边的方法计算体空气动力互动的方法对齐位置的计算方法合并粘贴帧的方式几何体的修改方式现有函数曲线的修改方法投射深度的方法在动画摄影表视图中排序通道的方法旋转角度的计算方法确定副本数量的方法回放时间的控制方法定义散布实例数量的方法3D视图中的物体显示/着色方式用于在传感器中适配图像与视野角度的方法偏移参数的解释方法使用3D纹理矢量向物体投射2D图像的方法依据摄像机边框缩放平面的方法设置笔刷段的旋转原点的方法UV 环状边的分布算法用于指定权重值的方法用于散布点的方法用于拆分的方法置换方式用于切线的方法用于排列副本的方法用于合并活动动作和 NLA 堆结果的方法片段结果与累计结果间的合并方式用于删除蜡笔帧的方法删除网格数据的方法用于确定骨骼的 X 轴和 Z 轴缩放的方法用于确定骨骼Y轴在形状顶部的缩放比例和曲线本身的缩放比例的方法用于在屏幕上显示图像的方法用于融并笔画点的方法用于解算首末关键帧区间外部函数曲线数值的方法用于拼排 UV 孤岛的方法用于简化笔画点的方法用于平滑的方法用于构建头尾两端几何形状的方法用于将浮点数转换为整数的方法用于定义轮廓形状的方法定义组名称的方法用于描述旋转的方法在曲线编辑器中确定函数曲线色彩的方法用于确定控制柄的方法用于确定半径和位置的方法用来确定向关键帧传导姿态的终止时间的方法映射源边线至目标边线的方法映射源面至目标的方法映射源面拐至目标的方法映射源顶点至目标的方法用于匹配目标和被驱动属性的方法用于引用路径的方法用于存储数据的方法公制表面的微表面粗糙度(0.0表示完美镜面反射,1.0表示完全粗糙)Microfiber (超细纤维)基于Microflake的法线取向纤维间多重散射模型微米微秒微软应用商店安装微瓦中间级中间中间控件位置中间控件鼠标中键动作中间值中点中点吸附中点中间调中间调末端中间调开始Mie可能比克制 (平均) 更好,但也可能有错误。子骨骼的头部放置在它的根级骨骼上。注意,非均匀的缩放可能会导致糟糕的结果英里英里每小时毫克毫米毫秒毫瓦最小值最小 2D 角度最小 2D 边长最小空速最小角度最小曲率最小距离最小高度最小纬度最小光线反弹最小经度最小/最大最小比率最小采样最小步长最小厚度最小透明反弹最小体素X 最小值X 最小值:Y 最小值Y 最小值:Z 最小值最小天顶角最小值和最大值相同!最小/最大迷你迷你坐标轴的明亮度迷你坐标轴尺寸迷你坐标轴类型最小步长 / 帧的最小解算数量最小信息最小弹簧长度 * 球尺寸两特征间的最小容许距离匹配图块与参照图块之间的最小相关性, 该参照图块仍被视为追踪成功最小化最小化拉伸. 混合 %.2f最小值用于链式裂解的平面最小夹角值用于自适应采样的最小AA采样数,在停止采样前发现噪点特征。根据噪点阈值自动设置为0用于自适应采样的最小AA采样数,在停止采样前发现噪点特征。基于噪点阈值自动设置为0,用于视图渲染最小曲率最小距离最小误差最小栅格间距中心圆柱镜头的最小高度值最小迭代动能可能最小值最小长度最短寿命中心圆柱镜头的最小经度最小值模式最小半径距离最小拉伸可能滞留空气最小值最小扭转最小值最少顶点最小音量最小可能波峰最小值 X裁切边界框的最小 X 编号为框选渲染设置 X 轴的最小值图像的 X 轴向最小裁切值最小值 Y裁切边界框的最小 Y 编号为框选渲染设置 Y 轴的最小值为图像的 Y 轴向最小裁切值最小值 Z裁切边界框的最小 Z 编号两个散布实例中心之间的最小允许距离。增加该值可使分布更均匀。一个单元在被认为是空之前, 它可以容纳的最小流体量栅格值(烟雾密度、燃料和热度)影响包络所需的最小振幅值最小显示角用于修改宽度的最小角度最小 IK 限定角栅格的最小边界(世界空间)体积的最小边界X 轴上的最小坐标(栅格编号空间)Y 轴上的最小坐标(栅格编号空间)Z 轴上的最小坐标(栅格编号空间)执行链形选择的最小曲线2D长度值包含栅格点的体积单元的最小密度包含栅格点的体素最小密度碰撞布料表面的最小碰撞发生距离碰撞物体间的最小碰撞发生距离节点间自动偏移的最小距离两条引导线之间的最小距离用于新引导映射的两个引导之间的最小距离场衰减的最小距离在选择继续之前, 与前一点间的最小距离在笔画继续之前, 与前一点间的最小距离子步进中的最小误差用于衡量宽度的最小值滑块的最小值最低辉光强度子步进中的最小迭代全景镜头的最小纬度 (垂直角度)一个灯光贡献给照明的最小灯光强度全景镜头的最小经度 (水平角度)最小遮罩值,以考虑从原始网格中提取面的顶点有效光线反弹的最小次数。设置较高的数值可降低第一次反弹时的噪波,但对于曲线和体积等更复杂的几何形状,效率也会降低生成的笔画的最小遮挡数量每个单元的最小粒子数 (确保每个单元至少具有此数量的粒子)2D 视图中栅格线之间的最小像素值为一帧执行的最小模拟步数透明反弹的最小次数。设置较高的数值可降低第一次反弹时的噪波,但对于曲线和体积等更复杂的几何形状,效率也会降低顶点组A与B的权重最小值映射的最小输出值场衰减的最小半径应用最小压力时 (也是锥化时) 的半径根级与末级之间的最小角 (长发的末级距离/根级距离)阴影贴图像素的最小尺寸,较高的值使用较少的内存,但会牺牲阴影质量。空中的最小速率 (相对于最大速率)火焰的最低温度 (值越高,火焰上升速度越快)最小厚度垂直于主方向的方向上的最小宽度最小值剪切的最小值目标通道范围的最小值随机选中的最小值顶点权重的最小值创建面组时,将某一属性视为边界的最小值最小体积拉伸度最小音量, 无论物体距离有多远闵可夫斯基闵可夫斯基 1/2闵可夫斯基 4闵可夫斯基指数闵可夫斯基间距闵可夫斯基指数小环半径小环段数少数分镜像镜像为骨骼名称镜像轴镜像球镜像骨骼镜像编辑镜像修改器镜像物体控件镜像镜像选中骨骼的 Rigify 类型和参数到另一边,名称应以 L/R 结尾镜像变换镜像 U镜像UDIM镜像 V镜像VR会话镜像顶点组镜像顶点镜像权重镜像小部件与父级镜像镜像 X镜像 Y镜像所有控制点, 不反转晶格形变镜像所有顶点组的权重绕物体原点,沿局部 X、Y 和/或 Z 轴镜像环境贴图的镜像球映射沿 X 轴镜像笔刷沿 Y 轴镜像笔刷沿 Z 轴镜像笔刷镜像组被锁定, 操作终止沿一条或多条坐标轴镜像选中元素在翻转偏移点处镜射 U 向的纹理坐标在翻转偏移点处镜射 V 向的纹理坐标镜像X轴镜像Y轴镜像Z轴镜像选中的骨骼沿局部 X 轴镜像当前形态键沿 X 轴镜射重复图像沿 Y 轴镜射重复图像绘制时镜像左/右顶点组。对称轴由对称设置决定。将一个控制柄的移动镜像到另一个控制柄上镜像新的形态键值沿各分块的中心镜像纹理坐标镜像顶点组, 反转权重和名称, 仅编辑选择的点, 当两个面都被选择时反转否则仅复制非选择的点镜像顶点组 (如 .R->.L)镜像权重镜像%sU轴向上的镜像UV偏移V轴向上的镜像UV偏移骨骼 {:d} 的镜像参数镜像修改器杂项杂项丢失颜色缺少 %s%s%s 欧拉旋转分量, ID='%s', RNA路径='%s'上下文中缺少 'window'缺失插件缺少内置插件数据缺失缺少几何缺失材质丢失菜单: %s缺少 OpenColorIO 配置丢失面板缺失镂版缺失纹理缺少 UV 贴图用于在被解算表面上附着曲线缺少 UV 贴图用于在原始表面上附着曲线缺失UV缺失骨骼名称缺少标头缺少库丢失节点工具标识符 ({})丢失操作标识符缺失输出端缺少输入接口 "%s" 的属性缺失脚本文件表面网格缺失检测到%s%s%s%s 缺失!丢失: %s丢失: %s.%s雾场雾场通道世界数据块的迷雾设置Mitch斜切角度斜接外侧斜接轮廓形状斜接形状混合混合 (旧版)混合颜色混合系数混合系数设为 1.0混合位置混合模式混合节点混合节点位置混合旋转混合缩放混合着色器混合笔画系数混合矢量混合相邻元素的属性值混合系数顶点位置的混合系数混合模式用给定的阈值作为系数,将源值与目标物体的值混合将场景音与声音文件混合混合两个顶点组的权重混合两种输入颜色将两个着色器混合在一起。通常用于材质分层按系数混合数值将声音混合为单声道混合缓冲区模态模态事件模态键位映射模态操作符不支持插件键位配置的模态键位映射模式模式 (Alt)模式类型定义合并规则的模式用于计算旋转通道数值的模式曲线法向评估模式将图像适配到画布的模式如何指定所需体素大小的模式导入选定图像的模式为物体和骨骼开启自动插入关键帧的模式 (为新场景的默认设置)颜色处理模式曲线填充模式用于投影绘制的操作模式音高偏移的模式工具从接口获取输入的模式定义长度的模式关键帧显示模式绘制边缘的限制模式加载图像视图所用的模式加载影片视图的模式创建笔画时使用的模式应用纹理的模式用于混合纹理输出颜色的模式在一个体积中模拟所有三个物理过程,以它们的系数表示模式已修改修改日期修改后的边已修改 {:d} 组骨架的动画修改时间: {}{}{}修改器块状常值模式锐利平滑目标体素修改器 "%s" 不在物体的修改器列表中修改器 "%s" 不在片段的修改器列表中修改器 '%s' 未作用于物体 '%s'修改器 '%s' 未被复制到任何物体修改器操控器修改器名称修改器操作修改器属性修改器类型修改器 UID影响物体几何数据的修改器修改器会影响/生成自定义法线仅可为物体 '%s' 添加一次修改器该修改器无法应用到带有形态键的网格上 (解决方法: 如想应用该修改器需先删除形态键)包含节点的修改器已禁用无法添加修改器 (请查阅控制台中的错误信息)修改器无法被添加至 (%s : %s) (请参考控制台的打印信息)修改器已禁用序列片段的修改器针对函数曲线值的修改器修改器已烘焙数据已禁用修改器修改器关闭或返回错误, 略过应用 (请尝试关闭渲染属性里面的简化, 并再次应用)修改器关闭, 略过应用 (请尝试关闭渲染属性里面的简化, 并再次应用)修改器名称未分配给分类的修改器节点组资产. 可在资产浏览器中指定分类要指定的修改器编号要移除的修改器数量修改器需要数量多于 3 的输入面修改器需要原始数据修改器需要原始数据, 队列位置不佳修改器状态将物体铸成其他形状的修改器从一个来源网格传递某些数据的修改器堆栈中未找到修改器修改器修改器在参考动作中影响函数曲线影响物体几何数据的修改器影响函数曲线形状的修改器影响该片段的修改器无法为物体 '%s' 添加修改器修改器无法添加至物体: {:s}无法在编辑模式下应用修改器修改器无法应用至重写数据修改器无法应用至多用户数据使用弹性变形修改整个网格修改修改活动项修改曲线弯曲修改隐藏修改遮罩镂版修改节点标签修改姿态资产修改锐度修改主层镂版或遮罩镂版修改填充及笔画颜色仅修改填充颜色修改所有选中节点的标签修改顶点组的权重修改曲线顶点半径、字体大小和骨骼封套等属性仅修改笔画颜色修改笔画硬度修改活动面组,而非创建新的修改基础网格使其与置换后网格一致交互式修改动态拓扑的细节尺寸修改表面法线的方向使用加权方法修改表面法线的方向修改这个光照探头采集的光照强度可交互式地修改网格体素的大小,在体素网格重构中使用修改笔画构型, 使其迎合主方向线修改笔画构型, 使其趋于多边形化模块化调节条斑和残影的颜色, 产生光谱色散效果模块模块调试模块名称模块名待禁用的插件模块名称要启用的插件模块名称要展开的插件模块名称要删除的插件模块名称已安装模块 ({:s}),从 {!r} 到 {!r}模数模式对负操作数和正操作数都是周期性的模模数是指 A / B 的余数单声道等宽字体基于眼睛生理学的更先进算法,作者:Reinhard 和 Devlin有多个集合被选中选择了多个项目有多个可用的渲染引擎更不均匀的结果 (随位置变化),更类似于真实地形更多...加选/减选变形成球体灰泥灰泥尺寸灰泥平滑最基本的厚度计算最紧凑的表示方法, 使用 '+' 符号, 在时间码的左右方来间隔表示临近帧数运动运动模糊运动模糊位置运动模糊步数运动模式运动路径缓存运动路径的控制点运动路径控制点运动路径设置元素的运动路径用于动画可视化的运动路径设置可视化运动路径设置运动路径运动步数动作阈值运动追踪未找到要转换的运动追踪约束未找到运动追踪物体运动路径帧非法延长 %s (从 %d 到 %d)%s运动路径会被烘焙到活动摄像机的相机空间中。这意味着只有在当前摄像机下预览时,运动路径才会正常演示。通过标记切换摄像机是不支持的。运动步数运动追踪工具机动鼠标鼠标定向约束鼠标拖动阈值鼠标事件鼠标位置鼠标位置 X鼠标位置 Y鼠标选择鼠标敏感度鼠标 X 向鼠标 Y 向用于选择的鼠标按键在模态操作时保留鼠标光标样式鼠标位置以鼠标位置为规格化坐标, 0.0至1.0为图像的边界范围用于选择轨迹的鼠标指针位置用于选择最近对象的鼠标指针位置用于记录此类轨迹的运算器的鼠标轨迹值移动移动当前控制柄移动方向移动整个点移动点移动线段移动片段移动类型按合并的结果移动UV沿轴向移动UV移动节点使其脱离连接移动点或其控制柄移动活动项目移动到集合后首先移动所有选中的元素,保持它们的相对次序。 警告:这也将影响到未选中元素的编号将活动物体上动作的所有槽移动到新创建的单独动作中。这些槽的所有用户都将被重新分配新动作。当前动作不会被删除,但将清空,最终可能没有用户沿 X 轴移动沿 Y 轴移动沿着控制器的前轴向移动沿着漫游后轴向移动沿着漫游下轴向移动沿着漫游前轴向移动沿着漫游左轴向移动沿着漫游右轴向移动沿着漫游上轴向移动沿着查看器的后轴向移动沿着查看器的前轴向移动沿着查看器的左轴向移动沿着查看器的右轴向移动上下移动列表中的条目移动现有的曲线段移动并附加移动区域到此将资产从任何目录中移出将资产移动到目录将资产从任何目录中移出将资产移动到目录移动到集合前在集合之间移动在列表中下移群体规则在列表中上移群体规则在列表中下移群体状态在列表中上移群体状态移动骨骼到一个集合按UDIM移动按动态栅格移动按像素移动移动目录 {} 进 {}将目录 {} 移动到树的顶层在约束队列中向下移动约束控制器在约束队列中向上移动约束控制器将当前帧向前 / 向后移动指定的数量在文本中移动光标移动光标的位置移动光标到输入位置移动曲线,使第一个点正好位于表面网格上移动方向在队列中将效果下移在队列中将效果上移在导出器列表中上下移动导出器加快移动 (步行或飞行)一次向前移动几个单位移动帧至下一个或上一个编辑点通过数值积分方法,让栅格值在一个速度场中移动。该功能支持多种积分方案,以满足不同的精度和性能权衡需求自由移动新添加点的控制柄闭合样条线后移动控制柄将修改器中的输入和输出移动到新节点组移动到集合内 (Ctrl 为关联)移动到集合内 (Ctrl 为关联, Shift 为父级)在列表中向下移动实例物体在列表中向上移动实例物体移动受吸附设置影响在列表中移动层,列表下方的层将覆盖更上层中的数据在队列中将修改器下移在队列中上下移动修改器在队列中将修改器上移移动节点背景图移动节点并附加到框中将物体的几何中心点移动到物体的原点将物体的原点移动到 3D 游标位置移动物体到集合移动物体到新的集合在列表中向下移动粒子目标在列表中向上移动粒子目标把点挪开, 就像梳理它们一样移动所选区域的边界线将选中的文件移到回收站移动选中元素向外移动选中项至以几何中心为圆心的球面上将所选关键帧移动到相对于相邻帧的中间位置将选中的节点移至节点编辑器中心从局部视图内移出选择物体将选中的场景标记移动到活动的动作, 作为自身的 '姿态' 标记在列表中上下移动所选形态键若空间允许, 则将所选片段下移若空间允许, 则将所选片段上移将所选笔画移动其他层移动所选时间标记移动选中项到一个新层减慢移动 (步行或飞行)移动片段开始至指定的时间点移动片段后若有重叠,自动挪位片段以适配稍微向摄像机移动笔画以避免剪切,同时保持视图的深度上下移动纹理槽将3D游标移动到选定的VR地标在列表中上/下移动活动标注层在列表中上下移动活动颜色移动活动的蜡笔层或者组在选择集列表中上下移动活动的选择集在列表中上下移动当前书签上下移动活动虚线段将活动条目向下移动将活动条目向上移动在列表中上下移动活动层在列表中上下移动活动材质上下移动活动时间线段在列表中向上/下移动活动顶点组移动摄像机, 以便覆盖选中的物体移动克隆源的图像移动相邻顶点的较近控制柄自由移动控制点的当前控制柄上下移动当前所选的行选择时移动光标使用其控制柄移动整个点沿当前角度移动控制柄将实例移向面中心将关键帧移到媒体旁边移动修改器列表中的修改器移动鼠标以更改动态拓扑细节大小. 鼠标左键: 确认大小, ESC/鼠标右键: 取消, SHIFT: 精确模式, CTRL: 采样细节尺寸将选中的槽移动到新建的动作中移动视图移动视角框住选择物体移动视图到当前帧将视图移动到选中元素的中心移动至集合递归移动至集合移至首位移至末位移动到层移动到新的骨骼集合移动到新集合移动到新层移到中心并和周围保持一定的速度移动到下个文件夹移动到父级目录移动到父级节点树, 从组中移除移动到上个文件夹在局部或全局空间中移动顶级几何实例将变换后的片段移到最近的空白位置以解决重叠问题沿X轴移动顶点沿Y轴移动顶点若启用,将顶点移动至重复顶点群组的质心;否则,将使用最靠近质心的那个顶点。移动 {} 到 {} 之上移动 {} 到 {} 之下移动 {} 进 {}移动 {} {} 到 {} 之上移动 {} {} 到 {} 之下移动 {} {} 进 {}移动/合并/停靠区域移动/分割区域相对于VR查看器或控制器移动/转动已将 %i 个槽移至活动物体的动作中被移动的片段已经在提供的复合片段内被移动片段是提供复合片段的父级移动将所选骨架中 `hide` 属性的所有函数曲线移至物体对应的动作中。此操作仅作用于动作的第一个层和片段将捕捉点从表面移开以防止出现伪影瑕疵影片影片剪辑影片剪辑编辑器影片剪辑代理影片剪辑用户影片剪辑数据块要获取追踪数据的影片剪辑影片剪辑影片畸变影片文件影片文件影片格式影片物体影片平面轨迹影片片段影片追踪摄影表影片追踪标记影片追踪平面标记数据影片追踪平面标记影片轨迹在当前空间中显示和编辑的影片剪辑未找到影片剪辑此片段所使用的影片剪辑未设置要使用追踪数据的影片剪辑影片文件影片片段影片追踪的摄像机数据影片追踪数据影片的追踪标记数据影片追踪物体数据影片追踪的跟随物体要跟随的影片追踪物体 (如果为空, 则使用摄像机物体)影片追踪平面轨迹数据影片追踪的摄像机重建数据影片追踪重建数据影片追踪设置影片追踪稳像数据影片追踪轨迹数据用于跟随影片追踪轨影片剪辑活动轨道标注源点束剪辑动画摄影表曲线图保留原有标记标记遮罩模式平面追踪指数追踪追踪视图影片剪辑片段用于引用外部影片文件的影片剪辑数据块无法移除影片追踪 '%s'影片或图像序列不支持打包惯性延续移动保持关键帧选中的移动保持关键帧通过鼠标拖拽来移动物体, 释放按键为确认鼠标移动鼠标平移鼠标旋转鼠标智能缩放MsSubMov鼠标缩放找不到此类型的材质纹理多帧多输入多项输入排序 ID多重修改器多重作用多摄像机系统,单独的调节摄像机多重约束, 存在状态的 IK 解算器多层 EXR多次绘制多视图多词模糊过滤多字匹配查找多帧编辑Huang 等人在2022年提出的多重缩放毛发散射模型,适合远距离观察,支持椭圆截面,在前向散射方向有更精确的高光。多点触控手势多机位选择片段多镜头源通道多重分形多重帧多图层多精度绘制组被锁定, 操作终止多缓存多引擎多面多重重要性多重重要性采样多重重要性采样多重散射多重弹性多个笔画多视角找到多个同名插件!多个文件句柄可用,下拉选择要使用的一项多张图像文件, 作为一段序列无法将多个图像保存到相同的路径: "%s"多重重要性采样用于将来自下一事件估算和前向路径跟踪的直接光贡献结合起来多重散射天空模型(更精确)多个笔画同时出现/消失使用快走或慢走时的倍增系数乘法覆盖乘以开始/结束求得总共添加的点数乘数用于摄像机视图外几何的切分率的乘数。物体的切分率会随着物体在摄像机视图之外的进一步增加而逐渐增加。值越低,屏幕外对象提供更高质量的反射和阴影,而较高的值则使用更少的内存基于每个物体的自适应细分大小的倍增器基于每个物体的视口中自适应细分大小的倍增器用于将所选场缩放为色彩贴图的乘数矢量的缩放倍数3D 视图栅格线之间的间距乘数用于控制凹凸贴图的总体距离的高度值的倍增新笔画强度的乘数新笔画宽度的乘数用此笔刷的波形影响量倍值直径属性的乘数障碍速度乘数传向流体的源速度乘数 (仅当物体移动时,源速度才非零)用于控制时间效应的速度矢量的乘数正片叠底(相乘)乘后再加模式Alpha相乘将柔性骨骼首端缩放通道乘以起始控制柄的局部缩放值。这是在缩放缓动选项后执行的,且不受其影响。将柔性骨骼尾端缩放通道乘以结束控制柄的局部缩放值。这是在缩放缓动选项后执行的,且不受其影响。颜色乘数叠加深度乘数因子将粒子尺寸与质量相乘矩阵相乘相乘模式多重修改器法向相乘正片叠底 R相乘片段顶点组A与B的权重值相乘封套的多顶点组叠乘权重将alpha与颜色通道相乘将速度颜色渐变 Alpha 与笔刷的影响值相乘将速度渐变 Alpha 叠加到笔刷的交叉深度 (置换, 波纹)将颜色乘以 Alpha (推荐用于 Blender 输入)将两段视频的颜色通道相乘将分量值相乘倍增力场强度1/距离²将粒子速度与路线长度相乘将粒子尺寸与质量相乘将法向矢量与选中项相乘将位置和轮廓与亮度相乘将记录的绘图速度乘以一个系数用给定的阈值作为系数,将源值与目标物体的值相乘将柔性骨骼淡入通道乘以起始控制柄的局部Y向缩放值。这是在缩放缓动选项后执行的,且不受其影响。将柔性骨骼淡出通道乘以结束控制柄的局部Y向缩放值。这是在缩放缓动选项后执行的,且不受其影响。将计算后的权重与顶点组中的现有值相乘将当前场景帧乘以该系数将片段的当前速度乘以这个数字,或将当前帧重新映射到此帧通过插值操作来成倍增加过滤尺寸将最终缓动值与首端/尾端缩放系数相乘将输入图像的 RGBA 通道与 alpha 输入值相乘将实例缩放值乘以一个系数以校准所考虑的面积将每一像素的强度相乘将原始长度乘以一个系数将样条线点的半径乘以锥化半径变换矩阵相乘将所有骨骼的权重乘以骨骼封套,而不使用类似顶点组混合的方式。仍然使用指定的权重,并且只考虑列出的骨骼。乘以速度系数多级精度多级精度修改器多数据烘焙需要多分辨率物体多个修改器返回错误,略过应用多级精度多级精度网格修改器多重散射GGX马氏分形音乐必须处于点选择模式必须有一段可供添加 IK 约束的活动骨骼必须具有比阶数更多的控制点屏蔽屏蔽所选片段禁用镜头屏蔽通道屏蔽修改器扩展设置禁用镜头, 并以黑色作为替代显示背景屏蔽或启用所选的片段扬声器静音屏蔽当前修改器屏蔽未选片段, 而不是已选片段屏蔽被屏蔽片段最大码包尺寸码率最大码包大小 (字节)最大码率 (bits/s)多边形N 球体半径多边形拆分方法多边形N键打开一个饼菜单来开关区块NDOFNDOF 锁定水平NDOF 运动数据NDOF 视图浏览窗口管理器事件的 NDOF 运动数据多边面多边面-顶点NLA启用 NLA 解算NLA 片段NLA片段在相邻片段之间的 “过渡”NLA 片段控件NLA片段名称NLA 片段用作相邻片段的容器NLA 片段被激活使用逆序回放NLA片段 (仅当自动确定时序时)选择的 NLA 片段NLA 片段引用部分动作为扬声器表现声音事件的 NLA 片段NLA 片段在这个NLA轨道上的NLA片段将此片段用作容器的NLA片段 (如果其类型为复合)NLA 轨道NLA 轨道名称NLA 轨道已激活NLA轨道对自身进行计算 (即禁用活动动作, 以及其他所有处于相同动画数据块中的NLA轨道)NLA 轨道已锁定NLA 轨道已选中此动画数据块中, 只解析NLA轨道, 其他禁用NLA 轨道NLA 轨道 (即动画层)NLA 调节模式非线性动画编辑器空间数据解算此块的同时解算 NLA 堆栈NLA 片段 '%s' 未在轨道 '%s' 中找到NLA片段函数曲线NURBSNURBS活动U向线NURBS活动V向线NURBS U 向线NURBS V 向线U 方向上的NURBS阶数。值越高,每个点影响的区域越大,但性能越差。V 方向上的NURBS阶数。值越高,每个点影响的区域越大,但性能越差。NURBS 权重纳布拉名称调用的操作名称 (id)命名于名称冲突名称过滤以对象源来命名,带后缀名称冲突: 使用 unix 通配符 '*', '?' 和 '[abc]' 进行名称过滤为新网格物体和材质命名新绘制槽源的名称新预设的名称新笔刷资产的名称新姿态资产的名称来自载入图像的名称名称已被使用。另一个数据块已重命名为 ‘%s’供为该路径指定设置项的目标动作组名称要解包的 ID 块名称用于钩挂的父级骨骼名称 (如果可用), 同时重算并清除偏移用作目标的姿态骨骼的名称形态键名称UV 贴图名称定义锚点的顶点组名称顶点组的名称, 用于确定各点的修改器影响量顶点颜色层的名称文件列表中的文件名或目录名将要添加的骨骼集合的名称。当您想要创建新骨骼集合并将选定骨骼指定给它时才经由此参数。要指定给已有集合,请勿使用此参数而应使用 collection_index将要添加的骨骼集合的名称。仅当您想把当前选中骨骼移动到一个新骨骼集合时才经由此参数。如要移入一个已有集合,不应使用此参数,而应使用 collection_index颜色属性的名称要重新定义的修改器的名称要移除的修改器名称新属性的名称新颜色属性的名称新文件夹的名称新遮罩名称新遮罩层名称新近创建组的名称新创建的灯光组的名称调用动作事件的操作名称调用输入事件的操作符名称父级骨骼名称, 用于骨骼父子关系中父级骨骼的名称。仅当父级物体为骨架时使用。指定数据块中父对象的名称,父对象发生在该数据块中在明确指定的数据块中父级子物体的名称,对其进行父级处理要导出的单个 glTF 动画的名称表皮层的名称AOV名称此输出写入的 AOV 的名称用于生成运动模糊数据的 Alembic 属性的名称属性名称灯光组名称调色板名称要生成的 UV 贴图属性名称顶点组的名称, 用于确定各点的修改器影响量动作映射名称动作映射绑定的名称动作映射项的名称活动着色器AOV的名称要从中检索变换的属性名称分配给此骨骼的骨骼集合名字;为空以指定给活动骨骼集合新建骨骼集合的名称要解除分配此骨骼的骨骼集合的名称;空为从活动骨骼集合解除分配待检索骨骼的名称要从集合中解除分配的骨骼的名称;空为使用活动骨骼选取的集合名称要编辑的约束名称资产创建者的名字自定义变换坐标系的名称虚线段名称操作要使用的数据块的名称设备名称文件名称速度场的X轴分量的栅格名称 (如果该速度场被拆分为多维栅格)速度场的Y轴分量的栅格名称 (如果该速度场被拆分为多维栅格)速度场的Z轴分量的栅格名称 (如果该速度场被拆分为多维栅格)执行此动作时应用触觉动作的名称键设置的名称键位映射名称层的名称材质名称菜单名称修改器的名称包含节点的修改器名称要编辑的修改器名称工作中的修改器名称新集合名称自定义坐标系的名称新建层的名称新建层组的名称新增集合的名称新近创建骨骼的名称饼菜单名称预设的名称, 用于创建路径名引用骨骼集合的名称要生成范例的绑定类型的名称要编辑的着色器效果名称槽名称槽的名称,用于用户界面中显示。此名称与槽的数据块类型相结合在其动作中是唯一的接口的名称接口类型的名称源文件名称要编辑的片段修改器名称主题名称速度场的名称,或速度拆分为多维栅格时的基项名称用于水沫的顶点色层名称用于浪花方向贴图的顶点色层名称要追加和激活的工作区的名称该层集合的名称 (与它的集合名称相同)要导出的顶点颜色的名称顶点组的名称, 用于确定表面发射比率名称或者标签过滤用于此元素的在界面上可显示的名称映射到引用数据块的名称在脚本表达式/函数中使用到的名字 (不允许空格或点, 且必须以字母开头)此表层输出文件的存储名称名称: {:s}已命名属性已命名属性命名组指定图层选择命名的层节点名称命名空间AO贴图的命名组件Alpha贴图的命名组件基础色贴图的命名组件凹凸贴图的命名组件置换贴图的命名组件自发光贴图的命名组件光泽贴图的命名组件金属度贴图的命名组件法线贴图的命名组件粗糙度贴图的命名组件高光贴图的命名组件透射贴图的命名组件纳米纳瓦窄带宽度窄度自然自然绘制速度自然对数自然的滚动方向漫游漫游操控器漫游操控器尺寸通过单击文件夹而非双击来进入文件夹通过控制器抓取来漫游 VR 场景视图导航后控制器前下前左模式右左转右转上查看器后查看器前查看器左查看器右导航栏导航控件漫游位置导航模式漫游旋转漫游缩放导航栏/选项卡背景Ndof+Ndof-Ndof键1Ndof键10Ndof键11Ndof键12Ndof键2Ndof键3Ndof键4Ndof键5Ndof键6Ndof键7Ndof键8Ndof键9Ndof后Ndof主导Ndof适合Ndof前Ndof等轴1Ndof等轴2Ndof菜单Ndof移动Ndof平移缩放Ndof逆滚Ndof顺滚Ndof旋转Ndof逆旋Ndof顺旋Ndof保存视图1Ndof保存视图2Ndof保存视图3Ndof逆倾Ndof顺倾Ndof视图1Ndof视图2Ndof视图3Ndof←Ndof↑Ndof→Ndof↓近端近平面近端厚度阴影摄像机的近裁距离Chiang等人在2016年提出的近场毛发散射模型,适合近距离观察,但远距离观察时噪点较多。最近最近的拐角和最匹配的面法向最近的拐角和最匹配的法线最近面的最近拐角最近的边最近边插值最近的边顶点最近的面最近的面边最近的面插值最近的面顶点最近邻项最近的像素最近的表面点最近的顶点最近的顶点颈部位置颈部起始位置至少需要选中4个点轨迹来创建平面必要指针需要至少一对选定且在之间有间隔的片段抵消体积抵消体积内部的影响反向轴向对齐反转簇集顶点组的影响反转密度顶点组的影响反转力场顶点组的影响反转扭结顶点组的影响反转长度顶点组的影响反转旋转顶点组的影响反转糙度1顶点组的影响反转糙度2顶点组的影响反转糙度末端顶点组的影响反转尺寸顶点组的影响反转切向顶点组的影响反转扭曲顶点组的影响反转速度顶点组的影响求反负向负轴向负数帧框外的将被裁剪反面负X轴负Y轴负Z轴粘度的负指数值 (用于简化输入较小的值, 如 5*10^-6)负向网格平滑顶点索引集中的负顶点索引邻近编号邻域抑制临近阈值两个节点都没有输出端嵌套节点的嵌套节点 ID不允许将节点组嵌套在自身内部网络网络连接限制网络超时中立中点位移值影响置换. 较低的值会导致表面向内移动,较高的值则会向外推从不从未无单击大纲视图中的图标时,不切换选项卡从不折叠新建的合并节点新建创建目录新曲线平滑模式新曲线工具新建数据新建函数曲线的颜色 - XYZ转换至RGB新功能新建文件新建组新的控制柄类型新ID新的 ID 会话 UID ,用于将所有选定 ID 的用户重映射到该 UID新建图像新建项目新关键帧类型新建层新建物体新建物体新建路径新建预设新 UV 贴图新窗口新骨骼名称与现有顶点组名称冲突, 顶点组名称保持不变. (%s::%s)新的置换以渐增形式添加到当前层的顶部新效果需要更少或更多的输入自2.8起可用的新执行新关键帧是贝塞尔类型新关键帧是常值类型新关键帧是线性类型不支持新行, 调用此操作多次标记新名称用于后续修改器的新采样值重定时区间的新速度从选定的点/笔画来创建新笔画新笔画在图层中所有笔画的下面绘制正滑动新创建的顶点牛顿下一个下一字符下一条边编号下一失败点下一关键帧下一行下一个标记点下个节点下一页下一个片段下一顶点编号下一单词下一个混合类型/运算符下一个元素已隐藏下一项或当前选项新输入的字符将与前一字符组合,特别是输入特殊字符下一事件估算NLA片段NLA轨道无法移除 NLA 轨道 '%s'在 %r 文件中找不到 "连接"在 %r 文件中找不到 "全局设置"在 %r 文件中找不到 "物体"未找到 '相对' 物体,请明确设置一个物体或确保存在活动物体找不到显示纹理的 (未钉固的) 属性编辑器未找到创建图像的3D视口没有动作槽被分配,因此取消分配也无事发生.blend 文件内没有动作无活动的动作无活动上下文无可供调节的动画数据块无可供调节模式使用的动画数据块无抗锯齿禁用资产拖放禁用资产编号无音频无激活的骨骼无修改无连接区域无交合未选择曲线无循环无数据块不打包数据块无融并没有需要修复的欧拉旋转函数曲线无可纠正的欧拉旋转无法纠正欧拉旋转, 请确保每个旋转都有所有分量的键, 并确保这些分量的函数曲线按XYZ顺序连续排列并选中无可供插入关键帧的函数曲线没有可用的函数修改器来拷贝无可供粘贴的函数修改器无翻转无万向轴锁定没有蜡笔数据无可用于绘制的蜡笔帧无可用于绘制权重的蜡笔帧场景中没有组输出或文件输出节点关键帧上无可删除的 ID 块/动画数据无交叉无项目没有可用的条目无激活的插帧集无库重写无限制无材质不合并没有新的约束无偏移无输出禁用重写自动重新同步无属性对于关键帧无有效的 RNA 指针返回值对该函数曲线没有有效的 RNA 指针返回值没有最近打开过的文件无重投影无可供添加刚体约束的刚体世界环境无可供导出的刚体世界环境无可供移除的刚体世界环境没有纹理未创建UDIM分块画布上没有UV数据名为 "%s" 的UV层未在物体 "%s" 中找到没有UV层未在已评估物体 "%s" 中找到 UV 贴图无视频无可供为名为 %s 的ID删除关键帧的动作没有活动动画数据块来使用 (首先选择数据块扩展器或在动画数据块上设置相应的标志)无活动曲线物体没有活动的函数曲线来添加关键帧,先选择一个可编辑的函数曲线无活动蜡笔图层没有可粘贴的活动蜡笔层无激活的插帧集无可供移除的活动插帧集路径无可供添加空白路径的活动插帧集无可供删除的活动插帧集无可供移除路径的活动插帧集无可供移除属性的活动插帧集无激活的插帧集未在物体 "%s" 中找到活动的 UV 层无活动动作可供操作无活动动作可供下推在材质 "%s" (%d) 中未找到活动和选定的图像纹理节点,对物体 "%s" 来说无活动资产没有活动属性无活动骨骼无活动骨骼集合无激活的骨骼集没有可复制的活动骨骼无可供复制的带约束的活动骨骼无活动笔刷无活动摄像机场景中没有动活摄像机未设置活动摄像机无活动集合无活动颜色属性可供烘焙无活动可编辑物体未找到活动元素!无活动面无可供删除的活动关键帧没有活动组在材质槽 (%d) 中没有找到活动的图片,对物体 "%s" 来说未找到活动图像, 请添加材质或烘焙至外部文件没有找到活动图像,添加材质或烘焙时没有分割材质选项无活动项无活动项可供重命名函数曲线中无活动关键帧没有活动层无可复制的活动层当前场景中没有活动的线条样式没有用于操作修改器的活动线条集和关联的线条样式没有要添加新线条样式的活动线条集无活动标记没有激活的网格物体没有活动影片剪辑无活动节点。无活动物体未找到活动物体没有可供添加约束的活动物体无活动物体,或者活动物体不是蜡笔物体没有活动物体,无法在渲染前应用动作无激活的平面追踪无可供添加约束的活动姿态骨骼没有活动片段!无可供调节模式使用的活动片段无激活的轨迹无可供接合的活动轨迹无可供添加片段的活动轨道,请选择现有轨道或添加轨道后重试无活动顶点组没有用于绘画的激活顶点组, 操作终止场景 "%s" 中没有找到活动视图上下文中没有活动窗口!没有指定插件模块!没有额外的包含等量顶点数的额外网格可供接合无角度吸附没有动画化的数据块,请报告为错误未选择有动画的骨架未发现创建资产的动画数据没有要在物体上转换的动画数据: {!r}在编号 %d 内无法找到动画轨道无标注源未修改骨架动画无资产目录从所选当前文件中选取的资产数据块 (资产必须存储在当前文件中才能编辑或清除)未选择/聚焦资产数据块路径 "%s" 中未找到资产上下文中无资产无选中资产使用此材质的物体不具有属性当前帧无可用通道。没有名为 '%s' 的骨骼集合没有指定骨骼集合的UI按钮-请检查骨骼集合的UI子面板未选择骨骼,无内容可分配至骨骼集合未选择任何骨骼,骨骼集合中没有可解除分配的内容无框选区域无选中笔刷未找到捆包签名未找到摄像机场景 "%s" 中没有找到摄像机场景 "%s" 中没有找到摄像机 (用于场景 "%s" 的合成)无需保存更改无可供插入关键帧的通道无可供操作的通道没有子层可合并没有剪贴板场景来粘贴视频序列数据未找到闭包签名无选中集合无可用的碰撞设置无颜色叠加层找不到 Cycles 的兼容 GPU剪贴板上没有兼容的图像无压缩无可供复制的约束无选中的控制点无选中的控制点无剔除输入中没有曲线数据没有曲线数据可合并无自定义HDRI配置无自定义材质快照配置无自定义棚灯配置无自定义 {:s} 配置内部剪贴板没有数据用于粘贴没有可供粘贴的数据无数据,活动体素的布尔遮罩未选择或激活数据块未选中被标记为资产的数据块未选择支持资产操作的数据块 - 应至少选择一个笔刷、集合、节点组、物体、姿态动作、场景,或世界环境没有用于创建已找到的资产的数据块 (或不支持用作资产)无设备 - 无音频输出无显示无间距衰减无可供复制变量的驱动器内部剪贴板没有可供粘贴的驱动器变量未删除任何驱动器未找到并排边无选中边无选中边无可编辑的蜡笔层无可编辑的资产库没有要转换的可编辑物体不导出无选中的面区域无选中面无已填充面未在物体 "%s" 中找到面无选中文件没有可用的文件句柄"%s" 没有文件路径未给出文件名未给出文件路径无选中的文件没有选中要打开的文件无翻转无选中的文件夹未渲染任何帧, 跳过以避免覆写在蜡笔物体中未选择任何帧无可供烘焙的帧节点 {} 没有空闲输入端没有找到全屏区域无 glTF 动画无相连的毛发 (如果粒子系统修改器为禁用状态, 则无法连接毛发)未选中空白图像没有可用的图像无图像被转换未在此节点树中找到要重新载入的图像没有图像被更改未找到可确定拓扑结构的输入栅格未标记可安装的包没有 安装的程序包 被标记没有已安装的包需要更新无插值无插值 (采样邻近纹素)关键帧之间没有插值无插值,使用最近的像素无插值, 直到出现B时将A保持住未发现交集没有设置反向校正,因此没有什么可清除的未检测到任何问题无项目未选择任何项目没有关节被选中无传送的姿态关键帧没有关键帧被拷贝至剪贴板未能从 %d 个物体删除关键帧未从 {} 个片段中删除关键帧没有可聚焦的关键帧无可供在其间滑动的关键帧未插入任何关键帧也未报告任何错误.没有关键帧或者片段选中未找到层没有要添加的层未应用任何限制。最快,但可能在高阶方案中产生伪影未选中标记未找到匹配的面区域未找到匹配的图像没有可供移除的材质未找到菜单条目没有可供合并的网格数据 (请检查要合并的物体是否都是网格,比如有一个物体是曲线。此功能仅能合并网格物体)活动物体中没有网格无网格物体未找到具有顶点组的网格无缺失文件此方向再无可供跳转的关键帧此方向再无可供跳转的标记不得多于 16 个局部视图所选物体与形态键之间没有匹配的名称未设置名称无被使用的已命名属性没有新的文件被打包未创建新的覆写操作,操作已存在未创建新的覆写属性,属性已存在未在当前节点编辑器中找到节点树。未选择节点。未找到可供操作的物体无选中物体使用游标,无选中物体无可供应用定向的物体没有物体,或不完全在姿态模式没有找到烘焙的物体无选中物体未选择要复制的物体无可供粘贴的物体未选择带有边界盒的物体未找到打开的曲线编辑器窗口上下文中无此操作无选项无可清理的孤立数据块无其他被选中骨骼无其他被选中物体无其他被选中物体没有其他选中物体具有可用于投影的线框或边界线无输出节点无打包文件没有可解包的打包文件未指定父级目录未指定权限无点云数据可合并无选中点无选中点没有姿态供复制无预过滤,当引导通道无噪点时使用没有可移除的预览当位于面后方时无投影当位于面前方时无投影无可用引用 {!r}, 在 '_rna_manual_reference.py' 中更新信息或回调至 bpy.utils.manual_map()没有可用的3D视图区块无可用的存储库未找到结果无匹配搜索过滤的结果不使用卷帘快门效果无场景资产。无可供插入关键帧的已选函数曲线没有用于粘贴的选中的函数曲线无选中资产无选中骨骼复制到无可供复制的已选数据块未选中可编辑物体以进行操作没有选中面未找到选中的帧无选中的关键帧,在预览范围内粘贴无选中的关键帧,在场景范围内粘贴无选中物体处于活动状态无选中物体作为复制源无选中的姿态资产无选中顶点没有包含视频片段的序列编辑器场景可供渲染无形状校正未找到单个下一项此动作中没有槽。未选择源网格物体未选择片段没有可供粘贴的片段没有要导出的字幕 (文本片段)活动插帧集中无合适的内容信息无合适的选中骨骼可复制未选择受支持的物体未添加目标骨骼没有目标物体要转换模式到未在节点中指定文本或文件, 无可编译对象无纹理尺寸限制未找到纹理用户上下文无纹理未选择可用轨道无用户存储库没有可供添加的有效动作没有有效的罩体无可供读取的有效数据!没有有效的驱动数据来创建副本未提供有效的现有关联 ID 以进行重定位没有找到可用的格式未选中有效格式的图像未选中有效节点未找到有效的根顶点 (每个网格孤岛需要一个要蒙皮的顶点)无有效的选中物体找不到用于重建较低级数的有效细分找不到用于重建较低级数的有效细分无有效目标网格选中的顶点中无顶点组没有顶点组数据网格未被指定任何顶点组未找到顶点组无可供操作的顶点组无选中顶点未绑定顶点没有可见标签.物体未包含权重 / 顶点组物体未包含权重/顶点组未找到 {:s} 修改器无操作节点节点背景节点颜色专用项节点编辑器节点编辑器叠加层节点编辑器节点格式节点组节点组节点 ID节点标识符节点输入节点实例散列节点标签节点连接节点名称节点轮廓节点输出节点输出节点预览分辨率选中的节点节点接口节点工具标识符节点树节点树界面节点树界面条目节点树界面接口节点树界面专用项节点树路径节点树子类型节点树类型 (不推荐使用,bl_idname 为实际节点树类型的标识符)节点树节点类型节点不支持节点宽度节点牧人节点牧人 (菜单)节点编辑器空间数据节点组资产未分配到分类. 分类可以在资产浏览器中分配节点组数据块节点组具有不同的类型节点组必须是几何节点树节点组必须具有颜色输出接口节点组必须具有几何输出节点组必须具有组输出节点节点组必须具有输出接口控制此修改器功用的节点组要编辑的节点组节点组的遮罩输入应为颜色类型节点组的第一个输出必须是颜色输出节点组的第一个输出必须是几何节点组的几何输入必须是第一个节点组的主图像输入应为颜色类型节点组不支持自动预览节点没有属性 {:s}节点标题栏颜色标签节点树中的节点节点必须作为工具运行节点仅适用于曲线物体此接口所属的节点节点选取状态所用节点着色器节点接口数据类型节点树 '%s' 包含未定义的类型 '%s'节点树 '%s' 不是一个合成节点组。正在显示和编辑的节点树节点树, 包含用于合成的所链接节点节点树,包含用于几何的相连节点节点树, 包含用于材质 (及其他着色数据块) 的相连节点节点树, 包含用于着色、纹理及合成的所链接节点节点树, 包含用于纹理的所链接节点基于节点灯光的节点树节点材质的节点树世界节点的节点树基于节点的着色器节点树节点纹理的节点树尚未定义节点树类型 %s用于显示和编辑的节点树类型节点树未在活动节点编辑器中找到。节点类型尚未定义节点类型 '%s'节点 {} 已删除节点节点组A绝对值相加反余弦反正弦反正切2反正切箭头B底方形向上取整向上取整闭包涂层染色颜色颜色加深颜色减淡比较比较常量转换余弦十字叉乘当前变暗差集距离相除除后向上取整除后向下取整除后四舍五入点乘绘制样式指数面朝前向下取整向下取模For Each 遍历元素分数框函数大于最大公约数色相双曲余弦双曲正弦双曲正切交集平方根取倒合并几何色键最小公倍数长度小于变亮线性光对数最大值中值最小值缺失数据块混合模式模数相乘乘后再加取负新建下一个规格化运算叠加乒–乓乒乓平坦乘方上一个投影反射折射重复圈数四舍五入舍入舍入模式饱和度缩放滤色边缘光泽染色符号模拟正弦平滑最大值平滑最小值吸附柔光高光染色平方根相减正切染色到角度到弧度顶三角函数截断截断取模并集未知明度循环节点节点修改器节点修改器烘焙节点修改器面板节点修改器警告噪波噪波振幅噪波基型噪波基型2噪波深度噪波畸变噪波函数修改器噪波强度噪波偏移噪波缩放噪波随机种噪波尺寸噪波纹理噪波阈值噪波类型噪波算法 - Blender原始型: 平滑差值噪波噪波算法 - 细胞格噪波: 二次型细胞格纹噪波算法 - 增强型 Perlin: 平滑差值噪波噪波算法 - 原始型 Perlin: 平滑差值噪波噪声算法 - 沃罗诺伊裂纹: 嵌套锐利边缘的沃罗诺伊噪波算法 - 沃罗诺伊图F1-F2噪波算法 - 沃罗诺伊图F1: 到最近特征点的返回间隔噪波算法 - 沃罗诺伊图F2: 到第二近特征点的返回间隔噪波算法 - 沃罗诺伊图F3: 到第三近特征点的返回间隔噪波算法 - 沃罗诺伊图F4: 到第四近特征点的返回间隔畸变噪波基型用于湍流的噪波基数噪波效果修改器停止采样的噪点级别,调低数值会减少噪点,但会延长渲染时间。基于AA采样数自动设置为0停止采样的噪点级别,调低数值会减少噪点,但会延长渲染时间。基于AA采样数自动设置为0,用于视图渲染非相邻发现非布尔值: {:s}[ ].{:s}非资产非色彩Blender 2.80 以及以后的版本中,非空物体 '%s' 无法再复制集合 '%s',已移除实例非键盘快捷键非着色器非均匀非零非实例的曲线被忽略非线性编辑器,用于场景、视频、音频及效果的编排与混合A 的非负值,abs(A)非物理、无单位照明。当曝光控制不可用时很有用无无(旧版)枚举/布尔为空没有骨骼集合被标记为 '孤立'没有任何物体可以兼容转换为 "%s"所选的骨骼都未分配到此集合中所选通道中没有一个是动作槽所选数据块均不支持预览无代理, 完全渲染非线性动画连线曲度或非法向法向偏移法线域法线编辑法线编辑修改器法向衰减法向场法线贴图法向偏移法向量化位法向半径法线屏幕尺寸法向选择法线尺寸法向平滑法线空间法向矢量法线权重附着点位置的表面网格法线方向法线方向矢量. • 在球体上鼠标左键点击并拖动以设置法线的方向. • 按住Ctrl同时拖动以吸附到45度旋转增量常规关键帧 - 例如用于关键姿态法线贴图使用 DirectX 规范,绿色通道中的 Y 轴朝下法线贴图使用 OpenGL 规范,绿色通道中的 Y 轴朝上用于降噪的法向通道表面法向用于复制、相加或相乘的法向矢量法向-切向法向/切向量化法线编辑规格化规格化规格化A规格化内核规格化权重将活动顶点的权重规格化对所有顶点组的所有权重值执行规格化, 以使各个顶点处的所有权重和转为 1.0根据照明面积对强度进行规格化处理,使总光照输出保持一致,不受尺寸和形状的影响追踪时将光线亮度规格化 (较慢)将输出距离规格化为 0.0 至 1.0 之间将输出规格化为 0.0 到 1.0 之间将“分段坐标”输出的 X 坐标归一化至 [0, 1] 区间,并将 Y 坐标偏移至 [0, 无穷大) 区间。当勾选时,纹理将被拉伸以适配每个角向分段。未勾选时,无法适配到每个角向分段内的纹理部分将被裁剪颜色规格化,提高对比度规格化生成的权重 (即将其钳制在 0.0 到 1.0 范围内)规格化所有顶点组的权重,以便对于每个顶点,所有权重的总和为1.0激活顶点的权重进行规格化操作 (如果受影响的组未锁定)规格化所有目标骨骼的权重活动顶点组规格化权重对活动的顶点组权重执行规格化, 让最大值对应至 1.0规格化规格化的正弦具有半像素偏移量的规格化坐标规格化的四元数旋转对内核函数进行规格化处理,使其积分和为1值通常为1, 但可用作代替亮度曲线的额外控制法向法线 ‘追踪’ (指向) 目标物体仅法向北东北西北挪威语 (书面) - Norsk bokmål非与非不等于不等于未设置不支持不是合成器节点树不是几何节点树不是一个几何或者合成节点树这不是库非模态键位映射不是非模态的键位映射不是着色器节点树不是着色器或几何节点树不是着色器、几何或合成节点树不是纹理节点树无可供挤出的有效选中项并非所有骨架物体都指定了动作和槽不是可编辑名称未指定给任何骨骼集合.不可用于Microsoft应用商店安装不删除锁定的函数曲线 '%s' 的关键帧,物体 '%s'不删除锁定的函数曲线 '%s' 的关键帧,场景 '%s'无法删除关键帧, 因为NLA片段影响 %s - %s '%s' 的函数曲线已锁定没有足够的显存来烘焙 "{}" ({} / {} MBytes)。 尝试降低点元分辨率或捕捉距离,以减小分配的大小。没有足够的内容来钳制片段内存不足无足够用作父级的顶点不根据照明区域过滤任何线条还未部署还对遮罩未部署不在节点组内没有启用 '--enable-event-simulate' 选项在动态拓扑模式下不受支持在动态拓扑雕刻中不受支持在动态拓扑模式下不受支持在多级精度模式下不受支持在雕刻模式下不受支持尚未定义开发中还未部署尚未指定。当此槽首次分配给数据块时,它将被设置为该数据块的类型注记请注意,完全兼容的 glTF 2.0 引擎/查看器,将使用它作为基础颜色的正片叠底系数。添加标注的注记/图层说明:注意:此组合绑定已弃用。说明无未有指示结果未选中任何项未选中任何项进行插帧无可供烘焙未删除任何内容无可擦除笔画无可供操作对象于: {:s}[ ].{:s}无可显示的内容...光标下无任何内容当前时间点没有地方存放蜡笔数据NukeNuke畸变模型空空动作空布料物体步长数编号数值栏数字部件的颜色柔性骨骼的段数模糊的采样次数模糊的采样次数 (0, 禁用模糊)切割次数面数帧数关键帧数量块数点数投射源数量顶点数增加两帧之间附加采样数,提升快速移动效果器的质量增加两帧之间附加采样值,提升快速移动流的模拟质量平铺的角分段数量。非整数值会出现不规则分段光圈叶片数量, 用于产生多边形散景效果 (至少为3)像素缓存中的通道数量分块像素缓存中的通道数量每个父级的子级数量用于渲染的每个父级的子级数量每对控制点之间 U 方向计算的点数用于填充圆环面的同心环数约束解算器在每步模拟中的迭代次数 (值越高, 结果越精确, 但速度越慢)新添加的曲线中的控制点数曲线中的控制点数使用添加笔刷添加的曲线数自定义法向数不是循环数 (%f / %d)自定义法向数不是顶点数 (%f / %d)循环重复次数重复次序中跳过的元素数量栅格数据类型的维度数输出噪波的维度数副本个数面上的边或点数将分组的元素数可更新扩展的数量额外样条曲线控制点的数量附加到末端控件附加到起始控件的额外样条线控制点的数量包含该顶点的面数与该面共用一条边的面数在修改器拥有任意效果前蜡笔关键帧后的帧数量在片段起始处产生渐入效果的帧数量缓存间的帧数量生成的插值帧之间的帧数显示的路径之间的帧数(不适用于 “在关键帧” 洋葱皮方式)随机化步数之间的帧数缓存的帧数量混入 / 混出所需的帧数量由重叠片段自动确定影响渐弱的结束帧号影响效果开始起作用的时间帧波形消失后, 其衰退所需的帧数要使用的序列的帧数量向前或向后跳转的帧数或秒数路径动画所需帧数需循环通过的帧数. 不受速度影响每个阶梯值保持的帧数从底层源素材末尾忽略的帧数。源内容被修剪,后续帧将转换为保持状态从底层源素材起始忽略的帧数。源内容被修剪,之前帧将转换为保持状态偏移的帧数量修正偏移原始关键帧数或者普通帧的数量显示当前帧后的帧数量(仅用于 “附近帧上” 洋葱皮方式)显示当前帧前的帧数量(仅用于 “附近帧上” 洋葱皮方式)烘焙各帧时, 向前跳过的帧的数量渲染与回放各帧时, 向前跳过的帧的数量所使用的频数曲线图数量栅格列数在透视视图中显示的栅格线条的数量在构成一个UV单元的UV空间中的栅格单位数量毛发段数渲染画面的水平像素数量影片中所使用的图像数量平滑笔刷的多重采样数量被阻止的已安装扩展数量条目数量应用过滤器的迭代次数运行 SLIM 解算器的迭代次数迭代运行的次数, 设置 0 时交互运算下为无限次网格平滑迭代数使用 “最小拉伸” 方法时的迭代次数每个顶层实例要实现的嵌套层级数肢体的分段数量要滚动的行数该面使用的循环数量围绕中心轴的镜像区域数量运动模糊的采样数倍波程数量 (例如, 柏林噪波的细节量)倍波程数量 (例如, 空间噪波的细节量)模糊边缘的像素值 (设置0为关闭)模糊阴影的像素值 (设置0为关闭)每英寸或每Blender单位的像素数认定光标移动所需的像素数 (用于在连续点击时切换所选项目)从底部裁剪的像素数从左侧裁剪的像素数从右侧裁剪的像素数从顶部裁剪的像素数对键盘与其他非鼠标/数位板输入设备,触发拖动事件需要拖动的像素数 (否则将触发点击事件)对鼠标/触控板输入设备,触发拖动事件需要拖动的像素数 (否则将触发点击事件)对触控板输入设备,触发拖动事件需要拖动的像素数 (否则将触发点击事件)填充膨胀或收缩区域的像素数螺旋线旋转一周的点数每个圆上的点数圆上的点数顶部和底部的圆的点数轮廓环上的点数。同时定义圆端盖的分辨率要将笔画视为松散的点数每单位体积的采样点数要从背面选择的点数从末端选择的点的数量要从前面选择的点数从起始端选择的点的数量所用投射源的数量烘焙时要评估的光线方向数每次着色器解释时要追踪的光线数一个草绘多重触点上的圆头数量轮廓笔画的圆角数量曲线中的采样点数采样数X轴向体积的采样数量Y轴向体积的采样数量Z轴向体积的采样数量渲染时单个像素的采样数每像素采集的采样,数除以最大采样数,分析自适应采样计算体积投影的采样值各像素的渲染采样次数在视图内渲染时的采样次数, 0 为无限采样针对各个面的测试采样数设置用于音频混音缓存计算的采样数采样数值,0为不限制GL 纹理收回计算的间隔秒数GL顶点缓冲物体垃圾回收器运行的间隔秒数圆滑边/顶点的分段数圆环体的主环段数圆环体的横截环段数将改变网格形状的反运动学链的段数重复次序中选择的元素数量音高偏移的半音数量。着色器编译线程或子进程的数量,限制在 CPU 支持的最大线程数(需要重新启动 Blender 才能使更改生效)。更高的数字会增加内存使用率,同时减少编译时间。值为 0 将使用自动配置。(仅限 OpenGL)填补洞面所需的外围边数 (若值为 0, 则代表填补所有的洞面)简化的步幅值 (值越大越降低填充精度)每帧的模拟步数 (值越高, 结果越精确, 但速度越慢)每个笔刷步骤的平滑迭代次数制表符代替的空格个数中间的样条线控制点数量0 和 1 之间的级数回转的步数吸附至最近面所需变换分解后的步数计算体积效果的步数。更高的步数会提高显存的使用量和质量。将完整置换划分的步数。在每个步骤前,法线、位置等场量会被重新评估。细分次数栅格细分等级背景中显示的点栅格的细分级数用于存储置换信息的细分级数骨骼的细分等级 (仅用于柔性骨骼)基本二十面体顶部的细分次数每个线段的细分数须在提取顶点位置及法线数据之前执行的细分次数3D视图中执行的细分级数渲染时所使用的细分级数雕刻模式中使用的细分级数视图中使用的细分级数用于基数曲线交互的细分级数 (幂值翻倍)最终渲染时每个像素的超采样抗锯齿样本数在一个本地单位距离内生成的面元数量(值越高,质量越高)层叠阴影贴图使用的纹理数量此分块覆盖的位置编号对每一帧物体数据的采样次数对每一帧中变换的采样次数几何体减面次数 (仅用于反细分)要应用滤镜的次数键控循环次数灯光在光栅格内重新投射的次数,0为禁用间接漫射光螺旋中完整旋转的次数当前数据块的引用次数简化操作的应用次数应用平滑的次数 (数字越大FPS越低)应用平滑的次数 (数字越大帧数越低)螺旋操作的应用次数颜色的模糊次数 (值越高越模糊)膨胀或侵蚀活动体素的次数重绘次数在动作区域内的重复次数新创建的笔画的光滑次数网格平滑次数对于新建的笔画进行细分操作,减少毛刺笔画反细分次数拖尾粒子数量沿着发股围绕父级的圈数可用的撤销次数 (较小的值可节约内存)用户数量渲染画面的垂直像素数量形状X侧的顶点数形状Y侧的顶点数形状Z侧的顶点数X方向上的顶点数Y方向上的顶点数圆上的顶点数线上的顶点数X 轴上的体素数X 方向上分块的体素数量,或者场评估为一个体素时为 1Y 轴上的体素数Y 方向上分块的体素数量,或者场评估为一个体素时为 1Z 轴上的体素数Z 方向上分块的体素数量,或者场评估为一个体素时为 1此槽特有的数字,在动作中是唯一的。 例如,在 动作关键帧片段 上为此槽查找 动作通道包字符编码的增减量同时显示的目录树级数数值型 ID数值型 ID (只读!)数值输入箭头数值输入运算数值问题平流的数值积分法OBJ 导出: 无法为 '%s' 创建 mtl 文件OBJ 导出: 无法打开文件 '%s'OBJ 导出: 无信息要写入OBJ 导出: 无法找到集合 '%s'OBJ 导入: 不能打开文件 '%s'关确定开OPEN_EXROS系统键OS Loop系统键OSL查询无法打开 %sOSL 脚本编译失败, 错误详见控制台已成功编译 OSL 着色器OSL 在此版本中被禁用物体群簇电荷曲线引导拖拽力场流体场常力谐振保留原有兰纳琼斯分子力磁力新建纹理场紊流涡流风力物体 "%s" 具有不可逆的变换矩阵,未应用变换物体 "%s" 不是网格物体 "%s" 不是网格或者不能转换成网格 (曲线, 文本, 曲面或融球)物体 "%s" 未启用渲染物体 "%s" 不在视图层中物体 "%s" 在估算的场景中未找到,它可能已被隐藏物体 %s 未包含姿态,渲染前无法应用动作物体 %s 已丢失数据物体 %s 不位于视图层 %s物体 '%s' 已包含一个刚体约束物体 '%s' 已在集合 '%s' 里物体 '%s' 不在视图层 '%s' 中, 所以无法隐藏!物体 '%s' 不在视图层 '%s' 中, 所以无法选中!物体 '%s' 无法创建用于寻找最近点的内部数据物体 '%s' 不支持 %s 修改器物体 '%s' 不支持变形物体 '%s' 没有已解算的曲线或蜡笔数据物体 '%s' 没有已解算的蜡笔或曲线数据物体 '%s' 无已解算曲线数据物体 '%s' 无已解算网格数据物体 '%s' 无已解算网格或曲线数据物体 '%s' 不在集合 '%s' 里物体 (曲线附着到表面)物体 (保持变换无反向)物体 (保持变换)物体 (无反向)物体 1物体 2物体动作物体对齐物体动画物体基础物体中心物体子级物体碰撞物体颜色物体约束属性物体约束物体内容物体数据物体数据动画物体数据属性物体显示物体解算状态物体杂项物体字体源物体物体操控器物体组物体编号物体信息物体实例物体灯光链接物体线条画物体线条画设置物体位置物体模式物体修改器物体名称物体节点接口物体节点接口界面物体偏移物体操作物体原点尺寸物体原点物体路径物体路径物体轴心物体属性物体旋转物体缩放物体螺旋选中的物体物体着色器效果物体解算物体解算器约束物体空间物体状态过滤目标物体物体变换物体类型物体速度物体 X物体 Y物体 Z物体作为摄像机基础物体的选择状态物体边界的显示类型物体在3D视图中投射阴影子物体将使用相对变换, 例如形变物体颜色物体颜色与 alpha, 当物体颜色模式被激活时可用来自背景集的物体来自实例的物体无法复制物体物体数据定义场景中物体的物体数据块物体数据块物体界定偏移包括空物体线框、摄像机以及其他可见辅助物的物体细节在 3D 视图中物体的显示设置物体没有几何数据Object文件格式 (.obj)自定义空间的物体用于极向旋转的物体物体几何体已更新物体的缩放比例为负, 雕刻可能有不可预知的问题物体的缩放为负,展开将会在一个未翻转的网格上进行物体不含可供移除的刚体约束物体不包含可供移除的刚体设置物体没有姿态物体没有顶点组物体的缩放比例不均匀, 雕刻可能有不可预知的问题 (请应用缩放 Ctrl + A)物体缩放比例不统一, 展开将会在一个未缩放的网格上进行物体的交互模式物体是一个本地库重写直接受控于动画系统的物体直接受控于模拟结果的物体物体不是曲线或文本物体不是网格物体物体不是骨架物体不在前面通过曲线半径缩放物体物体已显示在前面用于摄像机追踪的物体物体必须在物体模式下要放置的物体名称 (如果未设置此名称和 'session_uid',则使用活动物体)没找到物体一个集合的物体和集合的相关设置物体路径提供用于散布的实例几何的物体物体设置物体着色已更新物体需要是网格类型节点的物体接口物体空间法线映射物体空间法线映射,与 Blender 渲染烘焙兼容物体空间矢量置换映射用于定义此骨骼的自定义显示形状的物体拥有粒子系统的物体链接的物体基础要避开的物体用于计算顶点间距的参照物体用于定义螺旋轴的物体用于确定中心的物体用于确定旋转中心的物体要镜像的物体。留空并命名骨骼以始终镜像到活动骨架的骨骼上用于设置纹理坐标系的物体VR头戴设备的平移和旋转的变化量将应用到此物体的位置和旋转要传递的数据的所属物体变换起始处的物体变换目标处的物体用作罩体的物体,而非从带有罩体挤出的活动物体计算罩体用作罩体的物体,而不是从带有罩体挤出的活动物体计算罩体镜像参照物体用于映射变换的物体用作输入几何体的物体用于映射物体纹理坐标的物体用于纹理映射的物体相对于矩阵的物体物体变换信息已更新物体类型 "%s" 没有可编辑的数据对象类型不支持自动预览物体类型不支持顶点组物体类型不受支持物体类型不匹配,导入时Alembic物体路径指向了相机,但不再会有物体类型不匹配,导入时 Alembic 物体路径指向曲线,但不再发生。对象类型不匹配,导入时Alembic对象路径指向NURBS,但不再指向对象类型不匹配,导入时Alembic对象路径指向点,但不再指向点物体类型不匹配,导入时Alembic物体路径指向PolyMesh,但现在不再如此对象类型不匹配,导入时Alembic对象路径指向SubD,但不再指向对象类型不匹配,导入时Alembic对象路径指向XForm,但不再指向物体类型不匹配,Alembic物体路径指向了相机物体类型不匹配,Alembic 物体路径指向了曲线。对象类型不匹配,Alembic对象路径指向NURBS对象类型不匹配,Alembic 对象路径指向点。物体类型不匹配,Alembic物体路径指向PolyMesh对象类型不匹配,Alembic对象路径指向SubD对象类型不匹配,Alembic对象路径指向XForm源物体的物体类型不受支持用作构建起始位置的物体物体作为中心用作距离参照的物体不能删除用于摄像机追踪的物体用作参照点的物体用于确定渐变方向的物体用于发圈实例的物体用于定义摄像机空间景深的物体, 采用向其表面进行投射的方式用于定义置换空间的物体物体对于摄像机光线的可见性物体对于漫反射光线的可见性物体对于光泽光线的可见性物体对于阴影光线的可见性物体对于透射光线的可见性物体对于体积散射光线的可见性物体尚未经解算用于定义波形中心的物体Z轴定义重力方向的物体物体将跟随曲线的走向与倾斜趋势物体将保持锁定至曲线长度中的某单一点上, 不论时间点物体 {!r} 已具有粒子系统物体 {!r} 已经有 {!r} 条函数曲线,请将其删除后再重试物体空间坐标中的物体边界盒, 当不可用时, 所有的值为 -1.0物体用于偏移SDF表面的物体空间距离物体: {:s}, 网格: '{:s}' 无UV物体: {:s}, 网格: '{:s}' 有 {:d} 个循环 ({:d} 个面), 预期 {:d}物体物体 & 集合物体选中项数量物体可被单独更新, 但渲染速度较慢物体没有同样数量的顶点物体没有数据要变换该集合中物体仅 (通过阴影与反射) 在视图层起间接作用该集合中物体仅 (通过阴影与反射) 在视图层起间接作用 • Ctrl 隔离集合 • Shift 设置到内部子集合在活动插帧集中的物体物体已关联至 %s物体已移至 %s集合的对象及其父集合特定的设置共用纹理空间的物体, 将所有物体映射到单一UV 贴图中直接位于此集合中的物体集合及其子集合中的物体障碍障碍距离障碍水平集障碍阈值遮挡封闭橡皮擦遮蔽几何体较远的带环境色彩的闭塞属性物体遮挡遮蔽距离仅遮挡洋面洋面修改器海洋面已缓存八边形八面锥倍波程八叉树算法深度奇数奇数位的棋盘格拼贴关闭离轴汇聚到平面的离轴锥台官方版官方支持画面以外的切割比例画面外缩放偏移偏移(旧版)偏移量偏移角度面内拐角偏移偏移方向偏移距离偏移循环边均等偏移偏移系数偏移频率偏移矩阵偏移方法偏移物体偏移平面偏移曲线中的点相对偏移偏移比例偏移起始向自定义摄像机偏移偏移 U偏移有效性偏移矢量偏移量 X偏移量 Y在其曲线内偏移控制点编号通过世界空间距离偏移有符号距离场表面。在保持有符号距离特性的同时,进行膨胀(正向)或侵蚀(负向)操作当在表面上绘制时沿法向偏移偏移图像圆弧的偏移角度基于几何体缩放的偏移限值偏移循环边并滑移每隔 N 行的偏移量快门时间间隔的偏移,用于更改运动模糊轨迹从物体中心开始偏移从片段末端偏移的帧数距地平面的偏移量实例化时相对于原点的偏移量相对于时间帧的偏移从片段开头偏移的帧数从起始点偏移浮点偏移单位, 1.0是图像的宽度和高度子粒子随机数表中的偏移量, 用于获取不同的随机化结果随机数表中的偏移量, 用于获得不同的随机化结果每条曲线第一点的偏移指数在虚线段生成开始前,偏移到每个笔画中偏移关键帧以相同系数偏移层所生成面的偏移材质编号所生成凸面的偏移材质编号以相同系数偏移材质副本偏移量,-1到1 (从内到外)每个束在随机方向偏移基面与物体原点之间的偏移距离与文件名对应的镜头首帧偏移 (仅影响镜头的读取方式, 不改变剪辑的关联数据)添加时节点时与游标的偏移量轴心相对于目标的偏移 (当指定了目标时), 或与主体位置间的距离 (当未启用指定位置时), 或轴心点的绝对位置相对于笔刷半径的边界原点偏移使发梢变圆的曲线偏移相对于笔刷半径的姿态原点偏移边缘偏移阴影的偏移量来自父级关联点的轨迹偏移每条曲线的偏移相互偏移平面. 如果禁用, 将在同一位置创建多个平面从表面偏移光线,以减少低面几何体的阴影分界瑕疵。仅影响受几何偏移影响的三角形从表面偏移光线,以减少低面几何体的阴影分界瑕疵。只影响到灯光的掠射角上三角面在表面法线方向上对辐射栅格进行偏移采样,以减少漏光将辐射栅格在视线方向进行偏移采样,以减少漏光偏移起始点根据笔画绘制顺序以相同系数偏移笔画自填充偏移笔画向选定的摄像机偏移笔画,而非活动摄像机随机偏移副本相对于根关节, 对整条链进行偏移偏移整个笔画而非仅选中的点将面拐角上的实例偏移至各自对应的面随机偏移实例沿笔画走向产生噪波偏移对动画帧的数量进行偏移原点与形变坐标系偏移距离沿其轴向偏移旋转沿原始曲线偏移卷曲以保持形状从表面偏移笔画从中心位置开始偏移厚度当前场景帧的偏移量. 也可为负值导入时偏移帧来应用动画应用于动画时间戳的偏移量(以帧为单位)偏移至片段数据用于在其他几何体前面绘制编辑网格的偏移量要添加到笔画UV的偏移值偏移矢量基于纹理偏移顶点偏移将为一个绝对空间点位, 而不是相对于目标物体的位置目标变换偏移偏移/能量/斜率 (ASC-CDL)偏移:偏移: %.3f偏移量OggOgg Theora油原始旧的动作要替换的旧的动作会话唯一标识符旧ID旧ID '%s' 链接自库,数据块的间接使用不会重新映射用于重新映射数据的旧 ID 会话 UID旧物体面的面积帧中的旧映射值如果数据为空,省略稀疏访问器如果数据为空,省略稀疏访问器全向点光源全向点光源 (泛光灯)开启显示罩体点击时在当前帧在地上按下时在选定的关键帧到所选标记只考虑所选部分表面对于图像序列片段, 将为每张图像创建一个单独片段单面一个层级其中一个节点没有输出端圆上的三个点之一。点的顺序决定了圆的方向因过滤设置,一条或多条函数曲线不可见在 “实例化于点上” 节点用作原型的一个或多个物体,要么在其 “物体信息” 中没有启用 “作为实例”,要么原型本身就是基础几何体输入本身。这两种情况都会阻止有效的点实例化导出。如果是前者,请启用 “作为实例” 以避免错误的自我引用。一个唯一的图形定义OneDrive洋葱皮不透明度洋葱皮洋葱皮洋葱皮联机访问在线扩展需要在线访问才能检查更新。需要在线访问才能安装或更新。需要联机访问以安装或更新. 请在系统偏好设置内开启联机访问需要联机访问以安装或更新. 以非离线模式启动Blender需要在线访问才能安装更新。免费且开源的扩展的在线目录只允许 90 度旋转如选中则仅激活仅活动的仅活动函数曲线仅活动插帧集仅资产仅轴向对齐仅增强仅支持贝塞尔曲线仅可添加贝塞尔样条线仅通道仅曲线仅形变骨骼仅边和面仅端点仅面仅填充仅第一点只在可用曲线上插入只在必要时插入仅限内外仅局部仅位置仅松散边仅相邻几何仅边缘仅显示秒仅选择未选中仅选中仅选中的骨骼仅选择通道仅选定的关键帧仅所选关键帧的控制柄仅显示错误信息仅显示已选中仅显示所选函数曲线关键帧仅显示活动物体的槽仅平滑仅笔画仅未使用仅使用 Alpha只有X轴变换受到影响只有Y轴变换受到影响只有Z轴变换受到影响仅支持主图像和遮罩输入,其余输入均不支持且将返回零值仅支持单个字符仅当鼠标不在节点上时激活 - 可用于姿态调整仅活动层仅向活动函数曲线添加函数修改器仅添加指定类型的函数修改器至活动片段仅新增锐边,而不是先清除现有标记仅对原始数据添加边缘仅影响选中的元素仅影响未被其他面遮挡的顶点(性能较慢)在发射器区域内, 仅允许指定的密度值仅允许可选物体影响光线投射结果只允许单值输入,而不是场输入。 已废弃。将在 5.0 中删除。仅应用所选骨骼 (传播到子骨骼)仅支持骨架物体只有来自当前文件中的资产才能在目录之间移动仅在点选择模式下可用仅在使用角度弯曲弹性时适用。仅烘焙当前帧范围内的关键帧仅烘焙选中的体积光照探头仅烘焙活动的体积光照探头仅针对面夹角足够锐利的边进行倒角仅支持布尔输入接口仅支持布尔型, 整型, 浮点型和枚举型属性仅支持布尔型, 整型, 浮点型和枚举型属性仅计算强度仅清空所选骨骼的运动路径仅清除选定物体的运动路径只考虑与活动通道上的片段计算环境光遮蔽时仅考虑自身物体仅切割所选的几何体部分仅切割最靠前的几何体部分仅对与影响中心的距离在此范围内的顶点进行形变 (0 = 无限)只有形变修改器可以应用于形状仅删除选中的关键帧只删除选中的光照探头的烘焙灯光数据仅删除活动的光照探头烘焙灯光数据当前操作只能选择目录。仅显示,且仅考虑外围点仅显示每隔 n 帧的帧仅当图像与视图轴向对齐时才显示图像仅融并低于此值的角度 (仅平面)仅会考虑位于外侧遮罩内部的内侧遮罩边界。否则,将考虑内侧遮罩的所有边界只编辑对象的激活图层只有空物体支持集合实例仅导出形变骨骼及其父级仅导出选中的物体。所选物体的未选定父级将导出为空变换仅考虑那些与图像边界距离值大于边距像素值的特征点仅翻转所选元素的自定义循环法向仅为此集合生成交叉线仅保持最后一帧仅在多帧中仅包括关闭或出错的函数曲线和驱动仅在此视图层渲染输出中包含此图层 (留空以始终包括)仅包含与选择物体和数据相关的通道仅包括与选定元素相对应的行仅在图案的 Alpha 值高于现有时增加 Alpha 值仅在函数曲线中所需的相关位置插入关键帧只有整数输入值才可用作动态精度: "{}"只有整数输入值才可用作动态宽度: "{}"只对选中骨骼插帧 (仅烘焙姿态)只能以这种方式编辑键盘快捷键,否则请使用用户偏好设置仅关键帧和已选择的函数曲线为可见并且允许编辑仅最后一个区块可以被四等分仅关联数据,而不是追加仅关联的 ID 可打包仅列出当前目录的内容,不进行递归仅沿边缘合并仅沿现有边缘合并网格顶点。该方法速度可能更快仅镜像 rigify 参数到选择的骨骼,骨骼拥有和活动骨骼相同的 rigify 类型仅在指定的帧范围内修改笔画仅在最靠近第一个关键帧的末尾仅在最靠近下一个关键帧的末尾仅支持一个*只允许一种当前类型的效果只允许一种当前类型的修改器仅操作活动的骨骼仅在正处于笔刷下方的面上进行绘画 (较慢)仅绘制选定的笔画点仅绘制位于其他笔画之间的选中笔画点仅绘制选中的笔画仅在活动函数曲线上粘贴函数修改器仅向活动片段粘贴函数修改器只将存储的姿态粘贴到当前姿态中的所选骨骼上仅对物体本身进行射线投射仅读取颜色渐变 Alpha仅记录绑定时与顶点组匹配的顶点的绑定数据仅刷新活动存储库仅在此物体上渲染阴影和反射,用于合成渲染成真实的素材。具有此设置的物体被认为已经存在于素材中,没有此设置的物体作为合成物体被合成到其中。只渲染活动层,只在界面渲染模式下可用,命令行渲染将被忽略。只有当数据高于给定阈值时,才替换目标元素 (具体行为取决于数据类型)只有当数据低于给定阈值时,才替换目标元素 (具体行为取决于数据类型)仅雕刻选中的笔画点仅雕刻位于其他笔画之间的选中笔画点仅雕刻选中的笔画仅选择未合并的剩余三角形仅选定边仅选中的关键帧仅从被照亮区域选择线条仅从阴影区域选择线条仅显示插件仅显示并允许编辑已选者的关键帧仅显示适用于资产架中当前活动工具的笔刷,存储在偏好设置中,如果禁用自动保存偏好设置,则可能需要手动保存仅显示已启用插件。取消勾选查看全部已安装插件。仅显示此存储库中的扩展只显示匹配此名称的条目 (使用 '*' 作为通配符)只显示在全值下活动的形态键仅显示活动物体的槽。否则显示所有的动作槽仅显示主题仅支持 "TEMPORARY" (临时) 类型的区块 (弹窗)仅在多级精度模式下受支持仅在物体模式下支持仅同步活动片段的激活长度区间仅同步活动存储库只考虑第一个输出,其余的被忽略仅对包络振幅的正差进行汇总以产生输出仅传递激活的数据层仅变换物体位置,而不影响旋转或缩放仅考虑未使用的动作 (仅为伪用户)仅升级活动存储库仅使用此集合中的笔刷物体仅按大小写敏感搜索字符串仅查找与关键字全部匹配的字符串仅对流体使用给定几何体仅使用集合生成遮挡仅贴附到笔画的始末点仅使用物体数据生成遮挡仅用于烘焙。步数=1 时在每帧上创建一个关键帧,步数=2 时每两帧创建一个关键帧,依此类推对于这些设置,只能编辑视图变换和风格效果仅对摄像机与反射可见仅可见的/选中的骨骼四分视图只支持窗口区块只写入带形变的骨骼 (以及含有形变子级的非形变骨骼)仅写出基段骨骼的变换通道不透明度摄像机视锥体积的不透明度 (alpha)会聚平面的不透明度 (Alpha)摄像机视图中调暗叠加层的不透明度 (Alpha)不透明度系数不透明度强度编辑状态下顶点的不透明度线框中虚线的不透明度UV 叠加层的不透明度克隆图像的不透明度显示UV 叠加层中边的不透明度UV 叠加层中面的不透明度UV拉伸叠加层的不透明度当前可视化的属性的不透明度曲线雕刻模式下罩体叠加层的不透明度渲染区域外变暗叠加效果的不透明度边线显示的不透明度 (不透明为 1.0)图片的不透明度点的不透明度纹理绘制模式下镂版遮罩叠加层的不透明度权重绘制模式下叠加层的不透明度所选骨骼的不透明度不透明度: %3f不透明度: %s打开敞开全部开放箭头开放边界打开文件夹单击打开文件夹开放循环打开近期文件开放式着色语言 (OSL)打开一个 Blender 文件在此处打开命令提示符开启文件浏览器, 按住 Shift 打开文件, 按住 Alt 浏览所在目录选中目录时将其打开开启文件浏览器, 按住Shift打开文件, 按住Alt浏览包含的目录打开一个新的文本数据块在文件浏览器中打开路径打开一个对话框设置调试等级在弹出窗口中打开预定义的资产架打开预定义菜单打开预定义面板打开预定义饼菜单在浏览器中打开预设网站打开样式模块文件打开视图以与虚拟现实耳机配合使用,如果已打开,则关闭视图在网页浏览器中打开网站打开一个窗口以管理未使用的数据打开一个窗口,显示有关Blender的信息展开所有物体层级, 并收起其他项打开自动保存的文件以将其恢复打开文件浏览器, 按住 Shift 打开文件, 按住 Alt 浏览所在目录使用该版本的 Blender 打开 blend 文件打开扩展设置打开图像打开图像鼠标悬停时自动打开菜单按钮和下拉菜单打开新目录鼠标划过时开启菜单在浏览器中打开在线参考文档开源帧播放器打开包含活动资产的blend文件打开默认文件打开文件打开文件夹打开最后关闭的文件 ("quit.blend")打开操作搜索弹窗打开弹出工具栏或笔刷资产弹窗 当长按 '空格' 并用作修饰键时: • 按下工具绑定键可立即切换到该按钮。 • 将光标拖动到工具上并释放可激活它(如饼菜单)。 要播放请用 'Shift-空格'打开附带版本信息的启动画面在最大化的屏幕中打开临时编辑器在新窗口中打开临时编辑器展开树形结构并调整视图, 使活动物体居中显示打开窗口打开窗口OpenEXROpenEXR (.exr)OpenEXR 多层 (.exr)OpenGLOpenGL 或 DirectXOpenVDBOpenVDB (.vdb)OpenVDB文件OpenVDB错误: {}OpenVDB 文件格式 (.vdb)OpenVDB 体积OpenXR 组件路径OpenXR 组件路径OpenXR交互配置文件路径OpenXR 用户路径OpenXR用户路径在编织顶部的扩张开放半径运算对象类型操作系统设置按住系统按键按住系统按键,-1表示任意状态运算操作模式无法在编辑模式下执行该操作禁止从编辑模式使用该操作该操作需要一段活动的骨骼操作需要一个活动的插帧集要应用于网格的操作要对选定的文件或路径执行的操作操作分割及合并操作操作项全选 / 取消全选选中 / 弃选全部文件全选 / 弃选所有标记全选 / 弃选所有笔画选中 / 弃选首点选中 / 弃选末点全选 / 弃选所有标记网格 3D 标记关于Blender接受动作激活笔刷资产激活键位配置激活下一个相同类型激活下一个/上一个相同类型激活上一个相同类型激活VR地标激活预览器节点活动摄像机活动蜡笔图层组活动蜡笔图层添加添加 (带目标)...添加 AOV在所选之上添加添加动作片段添加活动项全部添加到插帧集添加 Alpha 透明修改器添加骨架添加资产库添加资产标签添加属性添加自动执行路径添加基础人类 (元骨骼)添加基础四足动物 (元骨骼)添加鸟 (元骨骼)添加群体规则添加群体状态添加骨骼添加骨骼集合添加骨骼集合引用添加骨骼约束将骨骼添加到选择集添加书签添加笔刷添加贝塞尔曲线添加贝塞尔圆环添加摄像机添加摄像机背景图添加摄像机预设从会话添加摄像机和VR地标添加画布添加猫 (元骨骼)添加圆环添加闭包区新增布料预设添加集合添加集合实例添加颜色添加颜色属性添加颜色渐变断点添加锥体添加约束添加约束 (预指定目标物体)添加Cryptomatte接口添加立方体添加曲线控制点并滑移添加自定义键位映射配置添加自定义法向数据添加柱体添加驱动器添加驱动器变量添加驱动器...为所选添加驱动新增副本向插帧集中添加边标记添加效果添加特效片段添加效果器添加空物体添加空白曲线添加空白组添加空图像/将图像拖入空物体添加空白插帧集添加空白插帧集路径添加条目添加导出器添加扩展存储库添加外部功能集添加函数曲线修改器添加函数修改器向插帧集中添加面标记添加淡化添加伪用户添加羽化顶点添加羽化顶点并滑移新增流体预设添加 For Each 遍历几何元素区添加 Freestyle 模块添加冻结帧添加冻结帧并滑移从主题添加添加蜡笔添加蜡笔笔刷预设添加蜡笔材质添加蜡笔材质预设添加栅格添加组输入节点添加毛发动力学预设添加马 (元骨骼)添加人类 (元骨骼)为骨骼添加 IK添加棱角球添加图像添加图像片段添加图像为节点添加导入节点添加积分器预设添加项目添加键位映射条目添加晶格变形器添加灯光添加光照探头添加灯光组添加线条颜色修改器添加线条集添加线宽修改器添加标记添加标记并移动添加标记并滑动点击时添加标记添加遮罩层添加遮罩节点添加遮罩片段添加材质添加材质槽添加材质变体新增复合片段添加融球添加元骨骼范例添加修改器添加猴头添加影片片段添加影片剪辑片段添加新的标注图层添加新缓存添加新组添加新层新建层组添加新遮罩层添加新的绘制曲线添加新绘制曲线控制点添加新的调色板添加节点添加节点集合添加节点颜色预设添加节点组添加节点组资产添加节点物体添加 NURBS 圆添加 NURBS 曲线添加物体添加物体约束添加物体数据实例添加重写添加重写添加绘制槽添加粒子系统槽添加被动项添加路径曲线添加性能预设添加平面添加点云添加基本体物体添加原理化纹理配置添加属性添加Python脚本目录添加随机曲线新增光线追踪预设新增渲染预设添加渲染槽添加渲染视图添加重复区添加存储库...添加转接点添加转接点添加重定时关键帧添加刚体添加刚体添加刚体约束添加刚体世界添加行过滤添加安全区预设新增采样预设添加场景资产添加场景片段添加线段添加选中的骨骼添加选中的骨骼到集合添加选中的骨骼到新集合将选中项添加到活动物体的集合中添加形态键添加鲨鱼 (元骨骼)添加简易UV添加模拟区添加单个重写将单项添加到插帧集添加蒙皮数据添加声音剪辑添加声音片段添加扬声器添加速度过渡添加速度过渡并滑移添加方形添加旋转稳像轨迹添加稳像轨添加标准添加片段修改器添加附带新场景的片段添加笔画几何修改器添加 NURBS 曲面圆添加 NURBS 曲面线添加 NURBS 曲面柱添加 NURBS 曲面片添加表面槽添加 NURBS 曲面球添加 NURBS 曲面环添加目标添加目标骨骼添加文本添加文本框添加文本编辑器预设添加纹理配置添加主题添加分块添加时间标记添加环体添加轨道在选中项上方添加轨道添加轨迹颜色预设添加追踪物体添加追踪设置预设添加轨道添加过渡添加 UV 贴图添加经纬球添加UV添加已用灯光组添加VR地标从摄像机添加VR地标从会话添加VR地标添加顶点添加顶点组添加点并滑移添加视图层新增视图采样预设添加体积添加白平衡预设添加狼 (元骨骼)添加工作区添加区域添加一个新的变体槽添加层添加范例添加到集合添加到插帧集添加到快速收藏夹添加到链接集合启用插件添加/移除 UI 行调整面光尺寸调整面光X向尺寸调整面光Y向尺寸调整空物体的显示尺寸调整挤出调整焦距调整焦点距离调整上一步操作...调整灯光能量调整灯光半径调整偏移调整姿态资产调整聚光的光束角度调整聚光混合调整日光角度调整层仿射后显帧数当前帧之后Alembic (.abc)Alembic 导入完成对齐活动摄像机对齐选中的物体活动摄像机对齐当前视角对齐骨骼对齐摄像机至视图对齐节点对齐物体对齐旋转对齐到变换坐标系全部全部变换允许联机访问Alpha 在上Alpha 在下动画路径动画变换 -> 增量动画步长标注标注橡皮擦标注直线标注多段线新建标注绘制标注标注取消关联追加追加并激活工作区追加...应用应用 (活动关键帧)应用全部应用摄像机图像应用约束应用默认设置应用修改器应用修改器为形态键应用物体变换应用父级反校正应用姿态应用姿态资产应用翻转姿态将当前姿态应用为静置姿态应用缩放将选中姿态应用为静置姿态应用解算比例应用变换应用可视变换将可视变换应用为新的姿态应用为形态键应用到基型应用到基础形态键圆弧区域选项骨架排列排列/对齐 孤岛箭头指定指定动作指定资产目录指定属性名称自动按骨骼指定将自定义属性值指定为默认值指定栅格名称指定层名称指定材质指定材质槽指定新的几何节点组指定选中的骨骼指定快捷键...指定到变体指定数值为默认值指定为原始按骨骼封套指定指定到活动组指定到集合指定到挂钩指定到新集合指定到新组指派到顶点组到中心到游标附加节点自动自动动画路径自动保存...前/后自动命名左/右自动命名上/下自动命名按轴向自动命名自动补全自动打包资源可用项平均孤岛比例平均化平均法向均化轨迹后退返回前一视图返回上一视图移动背景图放大背景图缩小背景图背景图适配背景图像移动背景图像缩放背景...背景图采样在历史记录中后退向后烘焙烘焙 (必须使用磁盘缓存)烘焙动作烘焙动作...全部烘焙烘焙所有动力学解算结果烘焙全部光照探头体积烘焙所有物理运算结果烘焙通道烘焙数据烘焙几何节点烘焙引导烘焙图像序列烘焙关键帧烘焙光照缓存烘焙线条画烘焙网格烘焙噪波烘焙物体变换至蜡笔烘焙物体变换至蜡笔...烘焙洋面烘焙粒子烘焙物理运算结果烘焙模拟从缓存烘焙烘焙到关键帧全部烘焙 - ESC 暂停烘焙数据 - ESC 暂停烘焙引导 - ESC 暂停烘焙网格 - ESC 暂停烘焙噪波 - ESC 暂停烘焙粒子 - ESC 暂停批量更改批量重命名批量重命名...批量清除预览批量清除预览...批量生成预览批量生成预览...面美化前显帧数当前帧之前弯曲所选标记区间内倒角边线倒角顶点倒角将摄像机绑定到标记切分刀片空白混合混合偏移混合偏移关键帧混合姿态混合姿态资产翻转混合姿态将姿态与静置姿态混合从形状混合混合到默认值混合淡出混合到缓动关键帧混合至邻帧Blender商店Blender网站模糊粗体骨骼封套骨骼尺寸骨骼操作骨骼框选视图两者双向两侧尾方框框选添加框选刀片框选面组框选隐藏框选遮罩框选框选 (轴范围)框选 (包括控制柄)框选已钉固项框选显示框选修剪间断间断桥接循环边桥接面亮度/对比度浏览图片笔刷笔刷编辑建立代理建立代理/时间码Butterworth平滑按属性按距离按边线倒角权重按边折痕按面组边界按松散块按材质按法向按锐边按笔画类型按UV缝合边贝塞尔曲线计算计算骨骼路径计算质量计算运动路径计算物体运动路径计算模拟到帧计算至帧计算...呼出资产架弹出框调用菜单调用面板调用饼菜单摄像机摄像机匹配帧 -> 所选摄像机镜头比例取消动画播放取消文件操作关闭渲染窗口捕获屏幕截图预览当前帧居中游标居中并查看全部居中至最末笔画居中节点视图中心对齐游标视图中心对齐鼠标变更活动项更改骨架的活动骨骼集合更改字符改变碰撞外形改变数据/文件改变效果类型更改系数变更帧更改插帧集...改变路径 / 文件更改场景更改场景...改换形状更改快捷键...更改字间更改可见数据源更改形态键锁定状态修改顶点组的锁定间隔式弃选子级圆环刷选刷选 (弃选)刷选 (扩选)圆点 •清理清理通道清理关键帧清理松散点清理松散点...清理轨迹清理操作项预设清理空间数据清理顶点组权重清理I18n工作存储库清理工作存储库清理清理书签清空清除活动组清除全部清除所有标记的程序包清除所有渲染限制清除动画清除动画数据清除资产清除资产 (设置伪用户)清除已烘焙线条画清空骨骼路径清除按钮字符串清除自定义法向数据清除数据块预览清除数据块预览...清除驱动器清除已编辑内容清除 FK 动作清除淡化清除淡化清除伪用户清除羽化权重清除筛选器清除 Freestyle 边清除 Freestyle 面清除残影曲线清理阻隔清除 IK 动作清理仅间接作用清除反向清除关键帧清除关键帧 (按钮)清除关键帧清除关键帧...清除标签清除库重写清空行坐标归零清除标记的程序包清除遮罩清空运动路径清除物体约束清除物体修改器清除物体路径原点归零清除重写数据清空父级清除父级逆变换清除姿态约束清空姿态位置清空姿态旋转清空姿态缩放清空姿态变换清空预览范围清空近期文件列表清除近期项目清除渲染框清除渲染槽清除显示限制清除扭转旋转归零缩放归零清除雕刻遮罩数据清除缝合边清除形态键清除形态键清除锐边为顶点清除锐边清除单个资产清除单项关键帧清除蒙皮数据清空解算清除状态清除片段偏移量清空片段变换清除主题清空倾斜量清除轨迹清空追踪路径清空无用动作清空用户变换清除预览器清除预览框单击单击插入关键帧剪辑剪辑...裁剪框裁剪框...克隆闭合关闭区域关闭窗口布料滤镜折叠收起通道塌陷边和面折叠并隐藏未使用的接口集合实例集合实例...集合线条画颜色色彩滤镜色彩混合当前帧所在列所选关键帧所在列所选标记所在列梳理锥体连接全部连接连接毛发关连刚体连接片段连接顶点对连接顶点路径连接到输出端控制台自动补全控制台横条控制台执行控制台语言约束目标约束操作约束到函数曲线上下文阵列循环上下文集合布尔设置上下文枚举循环上下文枚举菜单上下文枚举饼菜单上下文整型循环上下文菜单上下文模态鼠标上下文浮点缩放上下文整型缩放设置上下文上下文设置布尔上下文设置枚举上下文设置浮点上下文设置字符串上下文设置值切换上下文上下文切换值继续继续离线控制点行转换属性转换颜色属性转换曲线类型转换曲线为粒子系统图像空物体转换为网格平面转换粒子系统为曲线将粒子转换为网格转换旋转模式转换为转换类型转换体积转换空白字符转换为曲线转换为网格转换为网格平面转换为粒子系统凸壳复制复制活动项复制活动项到当前所选复制全部驱动器到选中项复制所有层到选中项复制全部材质到选中项全部复制到选中项全部复制到所选物体复制颜色复制颜色到选中的骨骼复制约束到所选将约束复制到当前所选骨骼将约束复制到当前所选复制数据路径复制驱动器复制驱动器变量复制驱动器到选中项复制驱动器到选中项复制效果复制函数修改器复制完整数据路径复制全局变换拷贝图像拷贝关键帧复制标签复制图层到选中项复制线条集拷贝标记到场景复制材质复制材质到选中项将材质复制到所选物体复制镜像 UV 坐标复制修改器复制修改器到选中项复制修改器到选中的物体复制物体仅复制参数拷贝选项到选择的绑定复制粒子实例物体复制粒子系统复制姿态复制姿态作为资产复制以往设置复制 Python 命令复制相对变换复制报告至剪贴板复制刚体设置拷贝 Rigify 参数到选中项复制选择集复制设置复制设置到默认复制单个到选中项复制样条线复制笔画复制棚灯设置复制文本复制纹理槽设置复制轨迹设置复制轨迹复制类型和参数复制UV贴图复制 UV复制矢量复制顶点组到选中项复制为新驱动器复制为脚本从活动项复制从激活的轨迹中复制从物体复制复制到资产库复制至剪贴板复制到剪贴板 (作为脚本)复制到选定项复制到选定片段复制到选定片段...版权符号 ©拐角角度矫正平滑绑定创建面组创建Freestyle笔画材质创建残影曲线创建遮罩创建新集合新建文件夹创建坐标系创建平面追踪创建姿态资产...创建选择集创建并添加骨骼到选择集贡献者名单交替渐隐声音交替渐隐立方体立方体投影当前烘焙缓存游标游标 -> 视图中心游标值 -> 选中项游标 -> 活动项游标 -> 栅格点游标 -> 原点游标 -> 像素点游标 -> 选中项游标 -> 选中项游标 -> VR地标游标 -> 世界原点曲线曲线笔曲线雕刻模式切换曲线映射工具曲线笔自定义摄像机更新自定义法向自定义...剪切切断连接剪切文本循环渲染槽循环空间上下文循环空间类型设置循环工作区柱体柱形投影景深距离 (拾取)数据堆栈拖放停用预览器节点调试通道列表调试菜单精简 (受允许修改)精简 (比例)精简曲线精简几何体精简关键帧降低对比度调低字距减少编号简并融并度 °影片反交错删除删除活动帧删除活动帧删除活动层的活动关键帧删除所有层的活动关键帧删除所有层的活动关键帧删除全部清除所有烘焙删除全部组删除所有物理烘焙删除全部选择集删除全部非锁定组删除资产删除资产目录删除烘焙删除骨骼集合删除书签删除间断帧删除笔刷资产删除缓存的模拟删除通道删除颜色渐变断点删除约束删除当前缓存删除曲线删除数据块删除驱动器删除驱动器变量删除驱动器删除所选的驱动清理重复帧删除循环边线删除边删除编辑删除函数曲线修改器删除面删除帧删除创建的关键帧删除几何节点的烘焙全局删除删除蜡笔组删除蜡笔层删除组删除层级删除较高级删除无效驱动器删除关键帧删除关键帧 (按钮)删除关键帧删除关键帧...删除插帧集关键帧删除插帧集关键帧 (按名称)删除结删除库删除光照缓存删除松散元素删除标记删除标记删除后一单词删除节点界面项目删除坐标系删除其他工作区删除重写数据层级删除调色板颜色删除物理烘焙删除点删除姿态资产删除前一单词删除代理删除报告删除重定时关键帧删除场景删除场景删除屏幕删除分段删除所选骨骼删除选中的文件删除选择集删除形态键删除单值驱动器删除单项关键帧删除片段 & 数据删除片段删除文本删除轨迹删除轨道删除未使用节点删除顶点删除权重删除工作区删除并复制后重连删除并重连动画降噪密度密度模式弃选取消选择(列表)全部弃选取消选择骨骼集合取消选择骨骼弃选材质槽弃选物体弃选物体弃选姿态骨骼取消选择选择集弃选顶点组脱离脱离连接脱离节点脱离输出脱离并移动细节批量填充探测特征开发者社区开发文档脏旧顶点色禁用插件禁用通道设置禁用集合渲染时禁用集合禁用标记禁用并保持变换禁用扩展从视图层禁用在渲染中禁用在视图禁用禁用主题扩展全部断开断开毛发连接断开片段不连续项 (欧拉) 过滤器显示变体融并融并骨骼融并边融并面融并所选骨骼融并选区融并顶点均匀分布断点从左侧分布断点不替换连接文档滑动视图滑动视图...捐助向 Blender 捐赠拖拽拖放自由线绘制曲线绘制曲线绘制面组放下活动形态键放置集合拖放颜色拖放扩展 URL拖放几何节点组到物体将材质放入材质槽中将材质拖放到物体上拖放名称将已命名材质拖放到物体上拖放物体到场景中拖拽场景拖放世界松开清除父级 (按住 Alt 不保持变换)拖放以导入文件松开设置父级 (按住 Alt 不保持变换)复制复制活动帧复制活动层的活动关键帧复制所有层的活动关键帧将区域复制到新窗口复制资产...复制集合复制颜色属性复制约束复制当前复制曲线复制空白关键帧复制条目复制关键帧复制层复制图层到新物体复制行关联复制复制关联集合复制标记将标记复制到场景将标记复制到场景...复制遮罩复制融球元素复制节点复制物体复制粒子系统复制所选骨骼复制形态键复制片段复制笔画复制时间标记复制顶点组动态绘制烘焙动态拓扑动态拓扑切换缓动缓动关键帧缓动模式缓动类型边倒角边权重边线折痕循环边并排边选择并排边边线滑移拆边编辑目录路径编辑驱动器编辑驱动器...编辑动态拓扑细节尺寸外部编辑编辑面组编辑组编辑元数据编辑元数据...编辑最小距离编辑模式编辑预览图像...编辑属性编辑属性值编辑源码编辑文本编辑值编辑体素大小编辑骨骼操作空物体空白毛发空物体图像启用插件启用通道设置开启集合在渲染中启用集合启用标记在下拉面板中开启存储库在渲染中启用在视图层中启用在视图启用启用主题扩展编码网格小部件为 Python对元骨骼编码对元骨骼范例编码编码元骨骼为 Python编码范例为 Python端点增强细节进入调节模式进入/退出组等长化控制柄擦除擦除置换非连续性欧拉过滤器欧元 €执行文件执行文件窗口执行一个 Python 预设退出组退出调整模式扩展展开活动面组展开通道按拓扑展开面组按法向展开遮罩按拓扑展开遮罩展开 / 折叠全部展开 / 折叠顶部菜单刷新爆破导出导出 Alembic导出全部导出所有集合导出 BVH导出 FBX导出键位配置...导出插帧集...导出 PLY导出 PO 文件...导出 STL导出字幕导出 USD导出 UV 布局图导出 Wavefront OBJ导出 glTF 2.0导出到文件导出为PDF导出为SVG导出...扩展包安装标记扩展包卸载扩展包卸载标记扩展报告同步扩展扩展子级扩展父级延伸顶点外部文件操作提取面组提取调色板从图像中提取调色板外插模式挤出沿法向挤出挤出的上下文挤出曲线并移动挤出边线挤出面沿法向挤出面挤出分叉项挤出各个面挤出各个面挤出各面并移动各自挤出并移动挤出流形沿法向挤出流形只挤出边线仅挤出边线并移动只挤出顶点只挤出顶点并移动挤出选区挤出选区并移动挤出区域并沿法向缩放重复挤出挤出笔画控制点挤出顶点沿各自法线挤出并移动沿法线挤出并移动挤出至光标挤出至光标挤出至光标或添加吸管吸取骨骼吸取色带吸取色带 (点)吸取数据块吸取深度吸取驱动器FBX (.fbx)FBX (.fbx) (旧版)FK捕捉IKFK转IK 动作FK捕捉IK 姿态面面的面积面法向强度面区域选取面并隐藏面组框手势面组提取面组套索手势面组划线手势从编辑模式选中项创建面组从被遮罩面创建面组从可见面创建面组面组可见性在光标移动处创建面按侧选面淡化平顺位置平顺切向伪用户回退工具饼菜单快速预览羽化重置动画文件拖拽填充在关节间填充骨骼填充洞面填充遮罩按选中项填充范围填充分块筛选过滤通道布料滤镜颜色滤镜网格滤镜过滤轨迹滤镜类型查找查找与替换...查找并设置选中项查找缺失的文件查找缺失的文件...查找下一个查找节点查找节点...查找...起始点适配背景匹配可用空间适配列宽在窗口中匹配预览固定到场景摄像机平直平直面展平控制柄翻转反转 (免畸变)翻转 (拓扑)翻转颜色渐变水平翻转翻转图像翻转快照材质翻转名称翻转法线翻转四边形密铺翻转四元数值翻转区块位置垂直翻转基面弗罗林 ƒ清空编辑飞行漫游专注模式沿活动四边面展开沿活动四边面展开...力场强制解锁活动存储库强制解锁存储库...前进在历史记录中前进向前框显全部框显完全匹配向后一帧摄像机边界框光标下的帧通道向前一帧帧偏移框显预览范围框显场景范围框显场景/预览范围框显所选框显所选 (四格视图)框显选择的通道自由全部释放释放数据释放引导释放网格释放噪波释放粒子来自活动节点的标签来自连接节点的标签来自连接输出端的名称毛发伽玛交替渐隐高斯模糊高斯平滑常规生成预览从物体生成预览生成绑定德文 Eszett ß获取帧范围参与进来操控器操控器选择操控器调整操控器组辉光转到当前帧转到上一级抓起攫取克隆抓起 UV梯度渐变渐变 (线性)渐变 (径向)重力蜡笔圆弧形状蜡笔框选擦除蜡笔方盒形状蜡笔圆环形状蜡笔曲线形状蜡笔绘制蜡笔套索擦除蜡笔吸管蜡笔填充蜡笔组颜色标签蜡笔插值蜡笔图层操作蜡笔直线形状蜡笔节点操作蜡笔绘制顶点蜡笔绘制权重蜡笔钢笔蜡笔折线形状蜡笔雕刻蜡笔修剪蜡笔为PDF蜡笔为SVG栅格栅格填充通道组通道组...插入到组扩展面组生长遮罩扩大选区增长可见性双尖括号 «双尖括号 »处理区域动作区控制柄类型处理拖放的 .blend 文件隐藏隐藏活动面组隐藏活动层隐藏全部内部隐藏集合隐藏曲线隐藏非活动层隐藏内部集合隐藏层隐藏遮罩作用项隐藏材质隐藏物体隐藏一个层级隐藏其他集合隐藏其他隐藏选中项隐藏选中的曲线隐藏轨迹隐藏轨迹清空隐藏未选项隐藏未选中曲线隐藏 / 显示隐藏/显示全部套索隐藏/显示划线隐藏/显示隐藏/显示遮罩作用项折线隐藏/显示文件高亮历史追加历史循环钩挂到一个新物体钩挂到选中的物体钩挂到选中的物体骨骼水平分割色相/饱和度/明度I18n 插件导出I18n 插件导入I18n加载设置I18n保存设置IK捕捉FKIK转FK 动作IK捕捉FK 姿态棱角球图像宽高比外部编辑图像图像绘制图像序列图像来自视图图像/序列…导入 Alembic导入 BVH导入 Blender {:d}.{:d} 的偏好设置导入 FBX导入图像序列导入图像为平面导入键配置...导入OpenVDB体积导入OpenVDB...导入 PLY导入 PO 文件...导入 STL导入 SVG导入SVG为蜡笔导入 USD导入 Wavefront OBJ导入 glTF 2.0导入...包含选中的物体提高对比度调高字距增加编号文件名中的自动递增编号缩进缩进或自动补全膨胀初始化面组初始化 I18n 更新选择语言初始化I18n更新设置初始化遮罩初始设置输入属性切换插入插入空白帧在活动层插入空白关键帧在所有层插入空白关键帧插入间隙插入到组插入关键帧插入关键帧插入关键帧 (按钮)插入关键帧 (按名称)插入关键帧菜单使用插帧集插入关键帧...插入关键帧插入换行符插入偏移插入形态键插入单项关键帧插入文本插入 Unicode插入节点组项目内插面安装安装插件安装应用模板...安装可用的更新安装扩展从文件安装功能集...安装灯光安装已标记项从文件安装模板...安装主题...从磁盘安装从磁盘安装...安装...实例集合实例化到场景灯光跟随到游标交互镜像内侧面插值插值序列插值模式交集 (布尔)交集 (切割)无效的变量名反选反转反转 Alpha 通道反转蓝色通道反转通道反转绿色通道反转图像颜色反转锁定状态反转遮罩反转钉固反转红色通道反选反转顶点组反转可见性反转可见反转权重反叹号 ¡反问号 ¿隔离隔离集合隔离层孤立材质斜体合并合并区域并入填充合并组输入合并节点将节点并入框中合并调色板样本并入选区合并轨迹合并为形变并入命名的框并入新框跳转按增量跳转时间跳转到...跳至动作槽跳转到端点位置在光标的位置跳至文件跳转到帧跳转到关键帧跳转到关键帧跳转到标记跳转到下一个标记跳转到下一片段跳转到下一片段 (中心)跳转到上一个标记跳转到上一片段跳转到上一片段 (中心)跳转到选定项跳至片段跳转到目标关键帧类型插帧集选项中添加所选插帧集选项中移除所选关键帧到采样切割投影切割裁刀拓扑工具拉普拉斯形变绑定拉普拉斯平滑顶点套索添加套索面组套索隐藏套索遮罩套索选择套索选择 UV套索显示套索修剪结束点最近的会话晶格选中项晶格变形懒人连接学习更多左左邻长度缩减选区层级许可证光照贴图拼排光照贴图拼排...限制每顶点的权重数目总限值限制总顶点组有限融并直线行首换行符行尾划线面组划线隐藏划线遮罩行号划线投影划线显示划线修剪关联连接活动节点到选中项链接阻断器到发光体关联集合链接拖动操作测试将空物体链接到轨迹链接节点将物体关联到场景关联物体到场景...链接接收器到发光体连接预览器关联至集合关联至场景连接预览器连接到预览器节点关联...关联/传递数据关联项关联复制相连的平展面连接的来源连接的去向切断连接列表过滤器加载加载自定义预览加载初始Blender偏好设置加载Blender初始设置加载初始设置加载初始设置加载初始 {:s} 设置加载持久设置于...加载设置加载预览图像局部视图本地化数据位置全部锁定锁定全部层锁定所有材质锁定全部存储库 (测试中)反转全部锁定状态仅锁定选中仅锁定未选中锁定选中锁定片段锁定轨迹锁定未选中项锁定未选中的材质锁定未使用项锁定未用到的材质环切环切并滑移环状选择松散几何元素生成设为基型使集合为活动创建边 / 面建立组创建实例面实例独立化(实现实例)加载为内部文件创建库重写生成连接生成连接转为本地项将标记自身化生成复合片段生成复合片段生成面板开关创建父级不使用反转方式建立父子关系不使用反转方式建立父子关系 (保持变换)路径绝对化路径相对化平整表面均匀分布创建线段将形态键设为基型键使其独立化建立追踪创建父级顶点生成并替换连接管理未使用数据管理未使用数据...手册标记全部标记所有程序包标记 Freestyle 边标记 Freestyle 面标记程序包标记缝合边标记锐边为顶点标记锐边标记为资产标记为单个资产框选标记遮罩遮罩框手势遮罩提取遮罩滤镜遮罩泛填充从边界创建遮罩腔体遮罩套索遮罩手势线条遮罩手势折线遮罩手势遮罩切片遮罩切片并填充孔遮罩切片到新物体按颜色遮罩Cavity遮罩面组边界遮罩网格边界遮罩与层上方一起遮罩与上层和下层一起遮罩与层下方一起遮罩遮罩...匹配关键帧匹配影片长度前一匹配匹配坡度匹配纹理空间材质最大化区域测量中等内存统计菜单搜索...合并全部合并合并动画向下合并合并组合并图像合并节点合并法向按间距合并UV按间距合并网格形变绑定网格滤镜网格平面...最小化拉伸镜像镜像关键帧镜像 Rigify 参数镜像形态键镜像类型和参数镜像顶点组镜像顶点组 (拓扑)X 向镜像Y 向镜像镜像混合节点混音模式修改器操作修改标签修改姿态资产猴头扩展选区更多...运动捕捉 (.bvh)鼠标点击通道NLA轨道上鼠标点击移动将活动修改器移动到编号将活动片段修改器移动到编号移至基型之后移动标注图层移动区域边界UI 行之间移动移动骨骼集合移动书签移动通道下移约束上移约束移动约束至编号移动光标移动虚线段下移下移群体规则下移群体状态下移效果下移实例物体下移修改器下移目标移动效果至编号移动条目移动导出器移动 Freestyle 模块移动项目移动层移动线条集向下移行向上移行移动行移动标记移动材质移动修改器移动原点移动调色板颜色移动线段移动所选在列表中移动选择集移动形态键移动槽到新的动作移动片段修改器下移片段上移片段移动纹理槽移动纹理空间移动时间标记上移上移群体规则上移群体状态上移效果上移实例物体上移修改器上移目标移动顶点组移动并附加移动层沿轴移动移动到骨骼集合移至底部移动到集合移至末位移动到层移动到行首移动到行尾移动到后一个单词转移到节点移动到前一个单词移至顶部从当前帧移动/扩展影片...多选循环边多选并排边多机位选择器多图像乘号 ×正片叠底 (相乘)应用多级精度的基形多精度置换擦除多精度置换涂抹打包外部多级精度数据多级精度重塑外部保存多级精度数据多级精度细分屏蔽屏蔽通道屏蔽连接屏蔽片段屏蔽未选择的片段NDOF 轨迹视图NDOF 轨迹视图, 带缩放NDOF 平移视图NDOF 平移/缩放NDOF 变换视图新建新建动作新建资产目录新建骨骼集合从VR地标创建摄像机新建集合新组合新建合成节点组新建合成器序列节点组从顶点创建边/面从边创建面新建文件夹新建几何节点组新建几何节点修改器新建几何节点工具组新建图像来自平面标记的新图像新建条目新建层新的灯光链接集合新建线条样式新建主窗口新遮罩新材质新节点树新建调色板颜色新建面板开关新粒子设置新粒子目标新建场景新建屏幕窗口新建选择集新建序列场景新建槽新建文本新建纹理新建窗口新建工作区新建环境从物体新建从翻转的物体新建下一个活动元素下一块下一字符下个文件夹下一行后一个词后一个工作区无可用的集合用于实例化节点选项节点预览节点输入项修改非流形无规格化规格化活动项全部规格化将全部顶点组规格化规格化顶点组将权重规格化法向矢量工具NURBS 圆环NURBS 曲线NURBS 圆柱NURBS 球体NURBS 曲面NURBS 环体物体物体 & 数据物体 & 数据 & 材质物体动画物体数据动画物体线条画物体模式菜单废弃已标记项偏移循环边偏移环切边偏移边线并滑移在选定的关键帧在所选标记处单个物体每行生成一个物体在线手册在线 Python 参考仅填充仅笔画不透明度打开打开Blend文件打开缓存文件打开缓存渲染打开剪辑打开驱动器编辑器打开外部文件打开文件位置打开字体文件打开图像打开图像打开外部位置打开偏好设置...打开预设网站打开声音打开单声道打开样式模块文件打开文本打开...展开/折叠操作项信息一览枚举饼菜单操作操作项预设操作搜索...相对视轨原点轮廓大纲的动画数据操作大纲约束操作大纲数据操作大纲编辑模式切换大纲 ID 数据复制大纲 ID 数据操作大纲 ID 数据粘贴大纲 ID 数据重映射大纲库操作大纲库重写操作大纲库重写排错操作大纲修改器操作大纲物体操作大纲姿态模式切换大纲场景操作大纲设置动作重写数据层级打包打包几何节点的烘焙打包图像拼排孤岛打包关联库打包资源打包声音绘制平移视图平移视图方向面板开关父级父级目录父级节点树粒子编辑切换粒子系统粘贴粘贴数据块粘贴驱动器粘贴驱动器变量粘贴函数修改器粘贴文件粘贴翻转粘贴全局变换粘贴图像粘贴关键帧粘贴线条集粘贴材质粘贴物体粘贴姿态粘贴已翻转姿态粘贴选择集粘贴样条线粘贴笔画粘贴文本粘贴纹理槽设置粘贴轨迹粘贴 UV粘贴矢量粘贴权重至选中粘贴 X 轴向翻转姿态粘贴并烘焙粘贴为新资产按层粘贴从剪贴板粘贴粘贴到所选关键帧路径曲线路径/文件暂停烘焙钢笔逐面组逐松散块千分号 ‰逐顶点透视/正交拾取最短路径钉固钉固场景到工作区夹捏夹捏 UV轴心点到活动顶点轴心点到遮罩边界轴心点到原点轴心点到游标下方表面轴心点到未遮罩放置游标放置物体于鼠标下方纯轴平面播放动画播放渲染动画点云将法线指向目标指向目标...点尖分面按边数选极点多段线多边形建形多边形构建在光标处删除多边形构建在光标处消融在光标处的多边形构建面多边形构建在光标处拆分在光标处的多边形构建变换折线折线添加折线面组折线隐藏折线遮罩折线显示折线修剪姿态补间器姿态通道操作英镑 £偏好设置...预读取预读取帧按下按钮上一个活动元素上一块上一字符上个文件夹上一行前一个词前一个工作区应用投射编辑投射投射图像投影线手势从视角投影从视角投影 (限界)传导姿态传递到形状保护通道蓬松清除全部清除清理未使用数据...推下推动作块从补间姿态推移姿态推拉推拉关键帧推 / 拉Python API 手册四格视图调整QuadriFlow网格重构数值化整量化顶点权重快速编辑快速爆破快速毛发快速液体快速烟雾退出退出Blender径向控制半径随机随机随机化颜色面组颜色随机化随机变换顶点随机化重新生成绑定重置选中形状的点重置形态点重置形态键时序读取视图层重新指定输入项重建重建BVH重建较低的细分重建代理及时间码编号重新计算控制柄重新计算内侧重新计算法线重新计算外侧重算扭转重置钩挂中心恢复自动保存的文件恢复最近的一次会话重置均衡器图重做重做目录编辑重做上一步重绘计时器参考...优化标记刷新全部刷新刷新存档刷新资产库刷新数据块预览刷新驱动器刷新文件列表刷新 I18n 数据...刷新实例物体刷新本地刷新远程刷新序列刷新动作列表区块区域 Alpha注册注册文件关联注册商标符号 ®常规重设关键帧松弛松弛面组松弛姿态到补间姿态松解 UV发布说明重载重新加载剪辑重新加载历史文件重新加载图像重新载入图像重载库重载脚本重新加载启动文件重新加载片段重新加载片段并调节长度重新加载翻译重定位重定位库重定位关联 ID重构网格移除删除 AOV移除活动组移除活动插帧集移除活动插帧集路径删除插件移除所有组移除所有材质移除所有粒子系统移除动画删除标注图层删除资产库删除资产标签删除属性删除自动执行路径移除群体规则移除群体状态移除骨骼集合移除骨骼集合引用从骨骼集合中移除骨骼从选择集中移除骨骼移除笔刷删除摄像机背景图移除画布从集合中移除删除颜色属性移除Cryptomatte接口删除虚线段移除重叠点移除驱动器删除空白动画数据移除导出器移除扩展存储库移除外部功能集删除文件关联移除填充引导删除 Freestyle 模块从灯光链接集合中移除移除间隙移除所有间隙删除蜡笔效果移除挂钩移除 IK移除条目移除键配置移除键位映射条目移除键位映射配置移除层移除层组删除灯光组删除线条集移除遮罩层移除材质槽移除复合片段移除复合片段移除修改器移除重写移除重写删除绘制曲线控制点删除粒子实例物体移除粒子系统槽移除粒子目标移除预览移除属性删除Python脚本目录删除渲染槽删除渲染视图移除存储库移除存储库和文件移除刚体移除刚体移除刚体约束移除刚体世界移除行过滤移除线段移除选定的骨骼从所有选择集中移除所选骨骼删除所选条目移除选定的项目从活动集合中移除所选从骨骼集合中移除选择体移除形态键移除快捷键移除单个重写移除旋转稳像轨移除稳像轨移除片段修改器移除表面槽移除目标移除文本框移除主题移除分块移除追踪物体移除 UV 贴图移除未使用移除未使用的骨骼集合移除未使用的集合删除未使用的灯光组删除未使用的材质槽删除未使用槽删除VR地标移除顶点组删除视图层从活动组中移除从所有组中移除从所有集合中移除从所有组中移除从集合中移除从框中移除从插帧集中移除从局部视图中移除从快速收藏夹中移除从顶点组中移除重命名重命名动作槽重命名活动骨骼...重命名活动项...重命名活动物体...重命名标注层重命名骨架骨骼集合重命名骨骼重命名骨骼集合重命名通道重命名数据块重命名编辑骨骼重命名文件或目录重命名蜡笔绘制重命名蜡笔层重命名蜡笔图层组重命名标记重命名修改器重命名NLA轨道重命名物体重命名姿态骨骼重命名顶点组重命名视图条目重命名视图层重命名形态键重命名...渲染渲染活动物体渲染动画渲染音频...渲染修改的层渲染图像渲染播放预览渲染播放预览关键帧区域渲染渲染框...渲染序列预览渲染序列动画渲染序列图像向后循环滚动渲染槽向前循环滚动渲染槽渲染定格预览渲染视图预览重新排序重新排序骨架骨骼集合重新排序列重新排序函数曲线修改器重新排序蜡笔遮罩层重新排序图层重新排序层空间网格重排序向后重排序向前重排序重复历史操作重复历史...重复上一步替换替换并设置选中项替换动作全部替换替换图像替换关键帧替换关键帧替换连接替换单项关键帧替换为新动作替换...回放操作项报告缺失的文件报告问题存储库重投影笔画重投影笔画...重置将多项重置为默认值重置背景图重设颜色渐变重置曲线轮廓重置距离重置羽化动画重置挂钩重置字距重置库重写重置节点重置节点重置框内节点恢复初始长度重置重写数据重置轮廓重置最近打开项重置重定时重置设置将单项重置为默认值重置为原始重置变换重置 UV重置非关键帧重置矢量重置顶点色恢复视图恢复到默认主题恢复到默认值缩放调整列宽调整图像大小缩放节点解决冲突恢复复原区域还原键位映射条目还原键位映射恢复操作默认值恢复上一步动作不渲染未选中的物体恢复重新同步重写数据层级强制重新同步重写数据层级重定时片段重定时恢复显示显示曲线显示面/顶点恢复显示隐藏项取消隐藏所选项反相颜色翻转 UV重新加载恢复笔刷资产恢复到资产恢复至自动保存的设置恢复已禁用的函数曲线右右邻Rigify 添加配色集Rigify 从主题中添加配色集Rigify 添加标准配色集Rigify 应用用户定义的 活动/选择 颜色Rigify 编码元骨骼Rigify 编码元骨骼范例Rigify 编码小部件Rigify 生成绑定Rigify 从当前主题中获取 活动/选择 颜色Rigify 移除所有配色集Rigify 移除配色集Rigify 升级元骨骼层Rigify 升级元骨骼类型断离断离边线断离区域断离顶点断离顶点并延伸断离顶点并填充扭转左倾右倾根级旋转旋转180°顺时针旋转90°逆时针旋转90°旋转颜色逆时针旋转边顺时针旋转边正交旋转图像旋转法线旋转选定的边旋转 UV旋转视图旋转...旋转旋转 - 极向切换添加量尺删除量尺运行 Python 文件运行脚本STL (.stl)SVG为蜡笔采样色彩取样采样细节尺寸采样组采样线采样顶点组采样权重采样到关键帧保存保存所有图像保存全部修改另存为另存为资产...保存为图像另存为...保存资产目录保存工程文件保存笔刷资产保存对资产的更改保存副本...保存自定义棚灯保存图像增量保存保存新的偏好设置保存持久设置到...保存偏好设置保存屏幕截图保存屏幕截图 (编辑器)保存屏幕截图 (编辑器)...保存屏幕截图...保存序列保存启动文件保存系统信息...保存主题保存预览器图像保存副本...保存为笔刷资产保存为形态键保存为棚灯可缩放矢量图形 (.svg)缩放平均缩放缩放平均关键帧缩放柔性骨缩放柔性骨缩放罩体缩放封套间隔缩放羽化缩放半径缩放区块尺寸缩放雕刻/绘图笔刷的大小缩放纹理空间缩放至适配从邻项缩放缩放至填充场景摄像机 -> VR地标场景线条画螺旋脚本节点更新滚动向下滚动向左滚动滚动页面向右滚动向上滚动回滚追加滚动条激活滚动条雕刻雕刻模式沿孤岛边界生成缝合边搜索菜单搜索操作搜索单个菜单搜索...选择选择 (连接的控制柄)选择 (连接的时间)选择(列表)选择 (帧的一侧)选择 (未连接的)选择活动摄像机全选按类型全选选择交替选择轴向选择骨骼选择骨骼集合的骨骼选择区域轮廓线框选按极点边数选择按笔画类型选择选择摄像机选择通道选择通道关键帧刷选选择已连接项选择约束目标选择控制点行选择文件夹选择端点选择扩展选择扩展(列表)按边数选面选择填充选择框中子级按组选择按组选择...扩选选择控制柄选择控制柄选择层级选择挂钩选择内侧面选择关键帧选择关键帧/手柄选择关键帧套索选择左 / 右选择缩减选择选择灯光链接阻断器选择灯光链接接收器选择行选择相连元素选择所有相连元素选择相连的平展面选择相连项的来源选择相连的拾取项选择相连项的去向选择相连的顶点选择相连的顶点拾取项选择循环选择循环线内侧区域选择松散几何元素选择当前帧之前/之后的标记选择材质选择材质槽选择菜单选择镜像选择模式扩展选择选择下一项选择下一个元素选择非流形选择物体选择物体层级选择物体选择集合中的物体选择坐标系选择重叠选择绘制曲线控制点选择父级骨骼选择所属框选择父级或子级按名称选择按名称...选择相连的拾取项选择已钉固项选择姿态骨骼选择上一项选择上一个元素随机选择选择报告选取根部选择相同集合选择 选择集选择锐边选择最短路径选择同侧选择帧的一侧选择相似元素选择相似区域拆分选中项选择旋转稳像轨选择稳像轨选择文本选择分块选择时间标记选取末端选择切换选择切换(列表)选择未归组项选择顶点组选择视图项选择单词按属性选择按类型选择选定的物体选择已钉固项选中项 -> 邻近未选项选中项 -> 游标选中项 -> 游标 (偏移)选中项 -> 像素点选中项选区绘制选中项 -> 活动项选中项 -> 当前帧选中项 -> 游标选中项 -> 游标 (保持偏移)选中项 -> 游标值选中项 -> 栅格点选中项 -> 最近的帧选中项 -> 最近的标记选中项 -> 最近的秒数分离分离骨骼分离填充分离图像分离槽滑动序列交换序列数据序列预览缩放比序列操作设置2D游标设置 3D 游标设置活动摄像机设置活动剪辑设置活动组设置活动插帧集设置活动层设置活动的材质设置活动修改器设置活动物体为摄像机设置活动形态键设置活动片段修改器设置活动顶点组设置属性设置轴设置 Blend 文件工作色彩空间设置端点设置大小写设置剪辑模式设置颜色属性设置颜色标签设置拐角类型设置光标设置游标至偏移量设置曲线端点设置曲线半径设置曲线分辨率设置曲线类型设置曲线控制点设置曲线表面物体设置闭合状态设置默认组节点的宽度设置结束帧设置扩展标签设置函数曲线外插设置基面设置帧 (片段预览)设置帧范围为片段设置几何体随机化设置目标权重设置控制柄类型设为阻隔设为仅间接作用设置反向设置关键帧A设置关键帧B设置关键帧缓动类型设置关键帧控制柄类型设置关键帧的插值模式设置关键帧类型设置库ID从面设置法向设置物体模式设置带子模式的物体模式设置相对游标偏移量设置相对物体偏移量设置原点设置重叠区域设置持续基准设置轴心位置设置平面设置预览范围设置预览范围为选中设置预览范围为片段设置范围为片段设置渲染颜色设置渲染框设置渲染尺寸设置精度设置显示限制设置扭转设置旋转模式设置缩放设置场景帧屏幕设置设置选择模式设置已选中片段代理设置选择按角度设置锐边设置解算比例插入解算关键帧设置速度设置样条类型设置起始帧设置起始点设置立体3D设置笔画类型设置样式设置主题按笔刷类型设置工具按编号设置工具按名称设置工具设置统一不透明度设置统一粗细设置用户区域设置顶点色设置视图背景设置立面设置权重设置 X 轴设置 Y 轴设置动作设置活动动作设为活动材质设为背景图从面设置来自活动节点的设置新建设置追踪场景自动平滑着色平直着色平滑着色按角度平滑着色着色器更新形状切割形变传导锐边锐利顶点锐化锐化遮罩切变切变关键帧切变关键帧最短路径显示显示活动项显示全部显示全部内部显示全部层显示所有材质显示集合显示驱动器编辑器显示隐藏物体显示隐藏的片段显示层级显示信息日志显示内部集合显示物体层级显示一个层级显示程序包清除显示程序包集显示重定时关键帧显示设置显示轨迹显示 / 隐藏一个层级显示 / 隐藏渲染窗口收缩面组收缩遮罩收缩可见性法向缩放快门曲线预设活动项的同侧帧的一侧简化简化笔画单向箭头单段骨骼单用户动作单用户世界环境创建蒙皮骨架标记/清除蒙皮松散蒙皮半径均化调整蒙皮尺寸蒙皮根部标记滑移滑动标记滑移绘制曲线控制点滑动平面标记滑移点滑动样条线曲率滑移顶点滑动滑动片段内容滑动片段小型大写智能 UV 投射智能 UV 投射...涂抹光滑平滑 (高斯)平滑 (旧版)平滑曲线半径平滑曲线倾斜平滑曲线权重平滑边平滑面平滑关键帧拉普拉斯平滑平滑遮罩平滑法向矢量平滑点平滑滚动平滑笔画平滑矢量平滑顶点色平滑顶点组平滑顶点权重平滑顶点平滑顶点 (拉普拉斯)平滑视图平滑 2D 视图吸附吸附游标游标值 -> 选中项游标 -> 活动项游标 -> 栅格游标 -> 选中项将游标吸附到所选点游标 -> 世界原点吸附曲线至表面帧吸附吸附选项选中项 -> 活动项将所选项吸附到游标将所选项吸附到栅格点吸附片段吸附片段至当前帧吸附至形变表面吸附至最近表面吸附到对称结构实体化面实体化解算解算摄像机摄像机运动解算物体运动解算元素排序排列网格元素调色板排序顶点组排序按骨骼层级排序按名称排序按列排序声音声音交替渐隐音频到采样声音…扬声器速度控制球形球形投影旋绕启动画面拆分分割区域拆分凹面切割多摄像机拆分非平面拆分法线分离片段在光标移动处拆分拆分笔画方形稳定旋转轨稳定轨迹斯坦福PLY (.ply)开始编辑暂存的动作开始调节动作片段 (全队列)开始调节动作片段 (下层队列)存放动作统计信息镂版笔刷控制缝合停止编辑暂存的动作停止调节动作段存储资产目录编辑的撤销快照拉伸拉伸至填充片段变换匹配笔画笔画曲线雕刻描画模式笔画笔画绘制模式切换笔画雕刻模式切换笔画顶点模式切换笔画权重模式切换强细分细分并排边细分笔画细分并平滑细分设置相减上标 ²上标 ³上标 ¹支持表面形变绑定表面平滑交换互换区域切换颜色交换数据替换为空白组交换输入交换连接替换节点替换节点组资产交换片段交换片段替换区域切换方向切换到极向切换到旋转对称同步动作块长度同步接口锥化临时笔刷切换类型测试内联着色器节点测试键配置冲突文本文本自动补全纹理渐变纹理绘制模式倾斜时间偏移时间偏移关键帧末级至三维物体到全部输出端至最末关键帧 (创建循环)到已连接的输出端到无连接的输出端小写至下一关键帧球形化大写切换粗体切换大小写切换通道的可编辑性切换通道设置切换注释切换闭合切换动画摄影表切换伪用户切换力场切换曲线编辑器显示 / 隐藏节点接口切换隐藏点文件切换斜体切换库重写可编辑切换局部视图切换锁定选择切换区域最大化切换复合片段切换复合片段切换静默禁用 / 启用节点切换节点选项切换节点预览切换物体选区切换输出层切换覆盖切换钉固切换钉固ID切换姿态模式切换四格视图切换区块切换选定切换选区切换序列编辑器/预览切换着色类型切换小型大写切换样式切换系统控制台切换活动类型切换下划线切换VR会话切换预览器节点切换可见性切换窗口全屏切换透视模式工具工具栏工具栏提示符首环体识别图像至蜡笔追踪标记轨道排序轨迹路径追踪设置设为默认轨迹球转换 FK 动画为 IK转换 IK 动画为 FK传递网格数据传递网格数据布局传递模式传递雕刻模式传递形态键传递 UV 映射传递权重变换变换操控器设置在光标移动处变换从操控器变换变换属性变换 -> 增量过渡三角面 -> 四边面面三角化修剪修剪框手势修剪套索手势划线修剪手势折线修剪手势排除故障调整扭曲类型USD 导入完成UV断离UV断离移动UV 选择模式经纬球反细分全部取消孤立解开复合片段解除分配槽未连接的接口下划线撤销撤销目录编辑重做历史推动撤销撤销并重做解散组解除通道组未归组顶点全部取消隐藏统一长度取消缩进卸载卸载已标记项卸载自定义棚灯通用场景描述 (.usd*)取消关联断开动作关联断开集合关联取消关联数据块断开物体关联卸除面板开关断开动作关联断开材质关联断开纹理关联断开世界环境关联全部解锁解锁全部材质解锁全部存储库 (测试中)解锁选中解锁片段轨迹解锁解锁未选中取消标记全部取消通道屏蔽取消屏蔽弃选片段取消屏蔽片段解包解包几何节点的烘焙解包图像解包项目解包关联库解包资源解包声音取消钉固解除通道保护注销销毁属性反细分展开展开 (基于角度)展开 (共形)展开 (最小拉伸)更新更新所有运动路径更新全部物体路径更新全部路径全部更新到帧更新动画变换约束更新动画更新动画缓存更新骨架运动路径更新 Blender 存储库更新骨骼路径更新自定义VR地标更新高亮更新 I18n 插件更新 I18n Blender 存储库更新 I18n 统计信息更新 I18n 工作存储库从平面标记更新图像更新物体路径更新路径从场景更新区间更新报告显示更新场景帧范围更新工作存储库从物体更新从翻转的物体更新升级面部绑定升级元骨骼使用Alpha上叠节点使用深度合成节点使用节点用户社区验证.blend 字符串验证集合引用骨骼隐藏属性版本迁移顶点来自权重的顶点色顶点连接顶点连接路径顶点折痕顶点组等级顶点绘制顶点绘制亮度/对比度顶点绘制色相/饱和度/明度顶点绘制反相顶点绘制层级顶点绘制模式顶点绘制设置颜色顶点选择隐藏顶点滑移垂直分割在曲线编辑器中显示全部查看动画查看轴向摄像机视图查看中心显示详情查看文档视图拖放视图边平移视图过滤在曲线编辑器内查看视角锁定中心清除视图锁定锁定视图至活动项查看指南视图导航 (步行/飞行)查看在线手册转动视图透视/正交视图查看渲染结果滚动视图视图滚动查看所选在曲线编辑器中显示单个缩放视图视图缩放比率在曲线编辑器内查看预览器区域视图渲染可见性过滤器访问扩展平台访问网站可视几何 -> 物体体素重构行走漫游漫游选择漫游选择/弃选文件立面弯绕Wavefront (.obj)弱权重权重渐变权重绘制权重绘制模式权重绘制采样组权重绘制采样值权重喷绘切换方向权重设置根据骨骼定义权重焊接焊接边线到面新增内容擦除线框单词工作区向后重排序工作区向前重排序X 轴XR 漫游飞行XR 漫游抓取XR 漫游重置XR 漫游换手XR 漫游传送Y 轴元 ¥缩放1:1缩放 2D 视图1:1 缩放摄像机视图视图放大视图缩小框选放大...缩放视图区域缩放缩放以适应glTF 2.0 (.glb/.gltf)glTF材质输出操作项 '%s' 未启用注册, 调用函数有误操作项 '%s' 未启用撤销, 调用函数有误未找到操作 '%s'!操作项文件列表元素操作图标背景操作图标前景操作模式操作项鼠标路径操作项名称操作选项操作项预设操作属性操作项笔画元素操作无法重做操作执行模式已使用单击-拖动事件激活操作项操作已经注册操作符被冻结, 在您解冻之前, 对其设置的更改不会生效srna中丢失操作符操作名称 (在 Python 中作为字符串)未找到操作: bpy.ops.{:s}操作项重做 '%s' 未启用注册, 调用函数有误操作项重做 '%s': 上下文错误操作项注册让文件句柄可以接收文件拖放消息的操作符可处理 bl_file_extensions 中给定扩展名的文件导出操作可处理 bl_file_extensions 中给定扩展名的文件导入操作当激活具有资产引用属性的项目时引用操作在拖拽具有资产引用属性的项目时调用的操作操作项与输入值相反OptiXOptiX模块调试光心镜头光心镜头光心,单位为像素优化显示优化动画大小优化动画优化形态键优化所有内核。渲染速度最快,可能会导致额外的后台 CPU 占用仅优化相交内核。渲染速度更快,额外的后台 CPU 占用可以忽略不计形态键点数据的优化访问方式,当使用了 foreach_get/foreach_set 访问器时(警告:不支持旧版曲线形态键)。正在优化着色器 (剩余 {})选项选项部件的颜色曲线形变选项: 使用网格边界钳制形变曲线形变选项: 使发生形变的子物体沿整条路径拉伸路径及曲线形变的选项: 将曲线半径应用到跟随它并进行形变的路径上可选参数可选标签非标准渲染引擎的可选向后兼容性。适用于灯光可选的自定义节点标签用于调节透射到毛发中的光线的可选系数,从毛发的背面反射并透射出毛发,并拾取毛发内部颜料的颜色,光线大致围绕入射方向定向,为了物理正确性,请保持1.0用于调制毛发表面的第一个灯光反弹的可选系数,此组成部分的颜色始终为白色。为了物理正确性,请保持1.0调节透射部分的可选系数,拾取毛发内部色素的颜色,为了物理正确性,请保持1.0要操作的节点的可选标识符定义放置新目录位置的可选路径可选的与键位映射相关的区块类型可选的按键功能映射表连接类型可选的分块标签可选朝上矢量,通常是表面法向可选的,如果指定,此名称将用于新生成的绑定、小部件集合与脚本,否则将基于元骨骼物体的名称生成,用 'rig' 替代 'metarig','RIG' 替代 'META',或以 'RIG-' 为前缀。更新已生成的绑定时,其名称永远不会更改随意使用一个模块重写上下文选项保存工程后才禁用选项资产架类型选项此 blend文件 导入操作的选项此操作类型的选项选项:Opus或滚动旋转 & 平移围绕选择物体旋转轨道轴轨道中心视轨下滚视轨左滚旋转方法视轨右滚视轨灵敏度视轨上滚使用3D鼠标来查看/缩放视图视图旋转方法滚动视图将视轨向左滚动将视轨向右滚动将视轨向下滚动将视轨向上滚动使用3D鼠标轨迹球查看视图排序阶数 U阶数 V孤岛排序沿给定的方向确定旋转沿给定的方向确定欧拉旋转的方向朝向当前变换设置朝向视图朝向法向将y轴定向到方向坐标系轴向定向骨骼坐标系槽定向权重限制滤镜置换的轴向方位限制滤镜力场的轴向方位将矢量 A 定向到远离由其法向 C 定义的表面 B 的方向。返回 (dot(B, C) < 0) ? A : -A原始FPS原始高度原始宽度原点原点偏移用于变换的图像原点每个元素的缩放原点。如果多个元素相连,则对其中心取平均值原点偏移距离原点 -> 3D 游标原点 -> 质心(表面)原点 -> 质心(体积)原点 -> 几何中心原始原始基准原始坐标原始ID原始的 IK 解算器初始长度原始模式原始法线原始型 Perlin原始平面原始边界框原始帧范围: {:d}-{:d} ({:d})原始每秒帧数图像的原始高度图像的原始宽度骨骼的原始长度原有场景依赖图的构建目标原始表面网格为空原始表面缺少UV映射: "{}"在编辑模式下定义的骨架空间中骨骼的原始变换用于计算变形效果强度的原始未变形位置 (改为编辑/设置变形位置的动画)原始顶点数不匹配: %u 到 %u原有视图层依赖图的构建目标原点原点 (全部)孤立的 将孤立库对象添加到当前场景以避免丢失正交正交摄像机缩放 (类似放大缩小)正交比例正交摄像机缩放 (类似放大缩小)其他其他插值其他片段其他几何类型,如曲线、融球等 (转换为网格)其他物体无形态键被活动片段影响的其他片段 (共用部分时长, 并在其下方指定了效果)除了将粘合约束添加到控件之外,绑定还充当一段基本变形链其他用户路径,用于双手动作。比如 "/user/hand/right"其他盎司出错误: 内存不足X轴向尾端Z轴向尾端内存不足分配布料物体时内存不足分配三角面时内存不足分配顶点时内存不足外侧外侧锥角锥体外侧音量外角外侧折痕外侧遮罩外斜接外部点外半径外部厚度外面厚度用于工具的外层形状流出流出水平集轮廓轮廓颜色轮廓材质轮廓修改器所选物体的轮廓线轮廓宽度活动的姿态骨骼轮廓颜色选定的姿态骨骼的轮廓颜色摄像机视图中的笔画轮廓修改器轮廓需要活动相机大纲视图大纲视图同步大纲空间数据输出输出A输出属性输出B输出文件路径输出项目输出项目输出名称输出节点输出路径输出路径输出属性输出质量输出切换输出顶点组输出顶点组输出白点输出为一个块状表面, 不应用光滑输出通过拾色器部件所选的颜色值即便基础网格是非流形网格 (一条边有三个以上相邻面),也还是输出流形网格。该方法较慢。输出与原始网格的体积对应的网格输出一个随机值输出一个蜡笔图层的选集通过沿网格边上的路径输出所选边输出单个集合输出单一材质输出单个物体输出为一个光滑表面, 不检测锐利特征通过简单的挤出输出网格的实体化版本输出一个能再现输入网格锐利棱角的表面输出色彩空间设置沿着网格边线的路径输出曲线从节点组内部输出数据模拟区的输出数据将每个集合的子集输出为一个单独的实例,按字母顺序排序输出为平滑着色面, 而非平直着色输出文件容器图像的输出格式. PNG是无损的, 通常是首选, 但由于文件较小, JPEG可能更适合Web应用. 另外, 如无需要可忽略该项输出格式,二进制是最有效的,但JSON以后可能更容易编辑带有评估场值的输出栅格输出图像为 AVIF 格式输出图像为 Cineon 格式输出图像为 DPX 格式输出图像为 JPEG 2000 格式输出图像为 JPEG 格式输出图像为 OpenEXR 格式输出图像为 PNG 格式输出图像为 Radiance HDR 格式输出图像为 SGI IRIS 格式输出图像为 TIFF 格式输出图像为 Targa 格式输出图像为 WebP 格式输出图像为 bitmap 格式输出图像为多层 OpenEXR 格式输出图像为未压缩的 Targa 格式图像输出分辨率将灯光颜色信息输出到场景的世界将灯光信息输出到灯光物体带有评估场值的输出列表输出节点不得位于区域内为凹凸映射输出法线 - 如果不需要, 禁用此项可提升性能输出接口不能为多重输入输出无法直接通过键盘输入的字符输出表面材质信息以用于渲染输出相对于骨架物体变换的骨骼姿态将整个物体输出为单个实例。这允许实例化非几何物体类型输出与集合偏移相对的几何形状输出相对于输入物体变换的几何体,以及相对于世界原点的位置、旋转和缩放输出相对于对应控制点的控制柄位置,而非相对于几何体局部空间的位置输出样条的解算点,基于NURBS和贝塞尔样条的分辨率属性。多段式样条保持不变输出节点开始考虑平滑法向之前输出的法向和旋转值输出指定字符串中的字符数量输出输出:外插使用外插方式代替内插向外标注区域外部外边距表面外围到要开始平移的区域边缘的外部距离,单位为UI单位外斜接类型为圆弧外斜接类型为锐边外斜接类型为方形补块朝外速度覆盖图像上面在树结构的哪个部分应用操作过度模糊当使用OpenImageDenoise时的总体降噪品质变形的总距离系数塑形的总体系数迷雾效果的最小强度效果编织的总半径卷曲的总半径3D 鼠标在旋转操作上的整体灵敏度3D 鼠标在平移操作上的整体灵敏度整体纹理缩放整体纹理缩放. 此缩放为面边界框除以 “缩放” 值的系数过度模糊溢出悬垂最大悬垂最小悬垂重叠重叠模式重叠阈值重叠边缘类型重叠边作为轮廓同一缠绕方向的重叠曲线以并集形式填充重叠的孤岛粘在一起重叠时间叠加叠加锁定叠加模式叠加偏移叠加设置叠加平滑线框叠加类型将前景图像叠加到背景图像之上栅格化遮罩的叠加混合系数每行的叠加颜色叠加显示方法使用新关键帧覆盖现有帧栅格化遮罩的叠加模式叠加可重写已重写选中的已重写项重写数据块名称不可编辑覆盖重写背景图像重写集合重写约束重写折痕重写帧覆盖插入关键帧默认 - 可视化覆盖插入关键帧默认- 仅必要时重写迭代重写层重写位置重写修改器覆盖节点格式重写法线重写操作覆盖重叠随机播放行为重写叠加层重写属性重写场景设置覆写解算器迭代次数重写轨道重写变换覆盖所有非活动体素存储的值覆盖默认设置, 插入关键帧基于 '可视变换'覆盖默认设置, 仅在函数曲线中所需的相关位置插入关键帧重写此视图层的渲染采样值,0 将使用场景设置重写物体和集合交叉优先级灵敏值无法删除重写操作无法删除重写属性通过从提供的 "mouse_event" 位置重新计算物体空间位置,来覆盖给定的 "location" 数组为此约束器覆写解算器的迭代次数用锥化半径覆盖样条线点的半径覆盖场景中活动的摄像机覆盖场景中的模拟帧范围覆盖此视图层的世界环境某些活动笔刷的某些设置过扫描过扫描尺寸过冲已禁用过冲已禁用过冲场景图形及所有可用数据块总概览覆盖覆盖 %s覆写全部覆盖当前动作覆写整个范围覆盖现有:覆盖材质覆盖模式覆盖之前覆写范围覆写启动文件覆写临时启动文件覆盖纹理覆盖小部件网格覆盖全部元素数据输入时覆盖字符而不是插入字符覆盖现有烘焙数据?覆盖现有文件允许在导出纹理时覆盖现有文件渲染时覆盖现有文件覆写已存在的同名材质创建代理时覆盖现有的代理文件使用较旧的 Blender 版本覆盖文件?是否用当前的 OpenColorIO 配置覆盖文件?未为 %s 检查覆写,跳过在粘贴区间内覆写帧覆盖已粘贴区间的关键帧, 使用所有已复制关键帧的区间覆盖先前创建的同名坐标系拥有者主体空间臭氧P1P2PBR扩展PC2PCMPIC/FLIP 比率。值为 1.0 将产生完全基于 FLIP 的模拟。如需产生较小飞溅,需对模拟使用较低的值。PIZPLY 导出: 无法打开文件 '%s'PLY 导出: 无法找到集合 '%s'PLY 导入: %s: %sPLY 导入: 导入失败, 没有顶点PLY 导入: 导入失败, 未知错误PNGPNG (.png)PNG图像 (.png)PO Blender 文件路径PO工作文件路径POT文件路径PPM 基数PPM 系数打包紧缩位压缩打包外部文件打包图像拼排孤岛拼排品质拼排UV孤岛拼排UV孤岛场拼排网格中所有面打包全部图像到 .blend 文件将所有已使用的外部文件打包到该 .blend 文件中将所有已使用的外部文件打包到该 .blend 文件中将图像作为内嵌数据打包到 .blend 文件中将磁盘中的烘焙数据打包到 .blend 文件中将置换数据从外置文件中打包进来把每个面的UV拼排到UV边界内将孤岛拼排到2D游标位置的活动UDIM图像分块或UDIM栅格分块将孤岛拼排至最近的 UDIM将孤岛排布到自定义区域仅拼排选中的面将烘焙数据打包到 .blend 文件中将声音打包到当前的 .blend 文件拼排至打包到孤岛的起始边界框打包 {}程序包 ID包 ID 未设置打包已打包 %d 个文件打包文件已打包的文件, 点击解包打包文件打包的多图层文件无法被绘制无法绘制打包的多图层文件: %s打包的数据块无法重命名打包的库数据块,点击解包以本地化打包的库图像无法保存:"%s" 来自 "%s"打包到内存图像 "%s"正在排布 UV...小键盘*小键盘+小键盘-小键盘.小键盘/小键盘0小键盘1小键盘2小键盘3小键盘4小键盘5小键盘6小键盘7小键盘8小键盘9小键盘回车页面绘制绘画Alpha绘画颜色绘画颜色渐变绘画曲线绘制曲线绘制曲线数据块绘画调试绘制蜡笔笔画绘制遮罩绘制模式绘画源绘制表面绘画表面列表颜料湿度在笔画点上绘制颜色在活动颜色属性层绘制笔画在当前顶点组的权重中绘制在图像中绘制笔画对所有选定骨骼的权重进行涂抹, 保持其相对影响绘画Alpha以二维模式绘制图像尽量在朝向视角的面上进行绘画根据此角度, 尽量在朝向视角的面上进行绘画绘制槽图标绘画表面列表使用颜色属性绘制材质使用活动材质基础颜色绘制活动顶点组绘制权重颜料的湿度, 在湿度映射中可见 (某些效果仅对湿颜料有影响)使用渐变色绘制使用单一颜色绘制绘画曲线新建涂料贴图层涂料贴图配对输出调色板新建调色板 '%s' 不包含给定颜色调色板颜色调色板样条线已创建调色板调色板数据块调色板,使用左键单击来添加更多颜色采样调色板手掌旋转轴平移移动 / 缩放摄像机视角声相角度下平移左平移右平移平移敏感度上平移移动视图使用3D鼠标来平移/旋转视图平移当前视图下平移视图在指定方向平移视图左平移视图右平移视图上平移视图当鼠标位于边缘时平移视图使用3D鼠标来平移视图在环绕时平移/缩放摄像机视图,而非离开摄像机视图面板未找到面板 "%s"面板背景面板标题栏面板标识符面板轮廓面板圆度面板文本面板标题面板标题字体面板开关面板上已有一个开关面板包含用户界面元素面板描述将接口添加到组输入/输出节点的面板默认情况下,面板在新节点上处于关闭状态面板在界面中选中面板名称包含该条目的面板面板/菜单阴影强度面板/菜单阴影宽度面板平移全景类型全景纸列队段落视差视差半径Parallax-Aware VMM平行平行法向无汇聚角的平行摄像机平行线平行四边形参数编辑器张开沿线的参数从0到1参数文件浏览器的参数和设置定义影片剪辑数据块被另一数据块所调用方式的参数定义一个图像数据块被另一数据块所调用的方式的参数定义图像持续时间、偏移和相关设置的参数用于定义渲染槽的参数定义每帧上影片剪辑显示范围的参数用于定义显示图像的哪个层, 通道和帧的参数IK 解算器的参数自定义 (基于 OSL) 摄像机的参数用于 iTaSC 型 IK 解算器的参数参数物体沿曲线长度 '跟随' 所在的参数化位置 (通过与 '路径长度' 值相除估算得出位置)父级父级归档库父级骨骼父级编号父级反校正反向父级矩阵父级逆变换父级层组钩挂的父级物体, 同时重新计算并清除偏移父级粒子父路径父级标记父级类型父级顶点父级顶点父级窗口父骨骼 (在同一骨架上)返回父级骨骼集合。注意这里需要对所有骨骼集合扫描一遍才能找出全部父级。父系的编辑骨骼 (在骨架中)上下文路径中的父级编号父级不是接口的一部分将新创建的物体绑定为原始实例的子级父级物体此姿态骨骼的父系父级相对变换矩阵。 警告:只考虑 ‘物体’ 的父级,因此例如在骨骼为父级的情况下,您会得到一个相对于骨架物体的矩阵,而非真实的父级骨骼将所选顶点设置为所选物体的父级此节点的父级设置父级为2D轨迹未变形位置父级:遮罩元素的父级设置父级:父级语法错误位于 %s网格孤岛分离要显示数据的部分几何元素当笔画处于活动状态时要参与模拟的那部分网格部分在序列上使用带帧偏移的部分叠加粒子粒子 (窄) 带宽 (值越高,带越厚,粒子越多)粒子数量粒子笔刷粒子编辑粒子毛发关键体粒子信息粒子实例粒子实例物体权重粒子关键体粒子寿命最大值粒子位置粒子偏移粒子属性粒子半径粒子渲染粒子设置粒子设置纹理槽粒子专用项粒子系统粒子系统数量此修改器所控制的粒子系统粒子系统粒子目标粒子工具粒子UV粒子更新半径粒子速率粒子数量粒子数据块粒子编辑笔刷粒子的效果器影响自身粒子系统中的粒子粒子实例物体的名称毛发粒子的粒子关键体粒子数因子 (值越高,粒子越多)粒子坐标轴 (不影响爆破修改器的结果)粒子物理学类型粒子半径因子(值越高,(网格化)粒子越大)。修改网格缩放后需要调整。粒子半径因子。如果模拟出现体积泄漏,则调高该值;如果模拟似乎有体积增加,则调小该值。粒子旋转受到碰撞与效果器的影响粒子缩放粒子的选择及显示模式粒子设置, 可供多粒子系统重复调用模拟单元中的粒子尺寸粒子系统可在粒子模式下编辑已经在粒子模式下编辑的粒子系统粒子系统拥有多点缓存物体中的粒子系统粒子系统实例化修改器粒子系统名称粒子系统设置粒子系统模拟修改器粒子系统直接由物体发射粒子目标名称粒子类型粒子实例粒子实例修改器粒子设置轴向编织子级圆圈十字叉卷曲发射扭结新建无无父级粒子显示点乘方径向渲染扭转旋转糙度螺旋波浪粒子系统粒子系统修改器粒子系统粒子最大值粒子设置粒子与实例化粒子与导向物体碰撞时的消逝时间由粒子系统产生的粒子边界中的粒子物体粒子部分应该在渲染中可见由流体模拟穿件的粒子粒子 / 面分界分界系数最大分界值最小分界值分界不适用于虚拟父级通道通道筛选通道编号穿透允许穿透片段控制柄包含阴影和光线的通道,将乘入背景多层图像的通道让波形越过网格的边缘遮光框外框 Alpha通道不支持通道包含在活动烘焙通道的通道供降噪器区分着色器和几何细节产生的噪点的通道被动透传穿透不可用粘贴从内部剪贴板粘贴蜡笔点或笔画到活动层粘贴方法粘贴法向按层粘贴从文件中粘贴内容粘贴存储在剪贴板上的笔画副本从内部剪贴板粘贴数据块粘贴驱动器: 无可粘贴的驱动器粘贴需要的 3 个数字,格式为: '[n, n, n]'粘贴需要的 4 个数字,格式为: '[n, n, n, n]'如果存在镜像骨骼中的关键帧,则粘贴它们当前帧开始,从内部剪贴板为选定通道粘贴关键帧在当前帧之前粘贴帧从原时间点处粘贴帧粘贴关键帧,相对于游标的Y坐标值复制时将帧粘贴至当前帧的相对位置粘贴关键帧,相对于当前光标下曲线值从当前帧处粘贴帧粘贴带有偏移值的关键帧粘贴关键帧,第一帧和游标左边关键帧匹配粘贴关键帧,最后一帧和游标右边关键帧匹配粘贴关键帧,使用它们拷贝的相同值从剪贴板粘贴新图像从内部剪贴板粘贴节点到活动的节点树从内部剪贴板粘贴法线从内部剪贴板粘贴物体粘贴至最后粘贴到第一个和最后一个选定关键帧之间的所有帧上,如有必要,可创建新的关键帧粘贴到具有选定帧的帧上,可能会在这些帧上创建新关键帧仅粘贴到当前值上,仅当启用了自动插帧时才操作动画数据粘贴选定的 UV 顶点从内部剪贴板粘贴样条曲线从内部剪贴板中粘贴片段从剪贴板粘贴文本将选定的文本粘贴到其他位置而不是复制 (仅用于X11/Wayland)粘贴之前使用复制为资产操作复制的资产将内置剪贴板中的驱动器粘贴到高亮显示的按钮上粘贴内部剪贴板内容到活动的线条集粘贴材质设置与节点将存储的翻转姿态粘贴到当前姿态将已存储的姿态粘贴到当前姿态上粘贴纹理设置与节点粘贴带时间偏量的帧粘贴到活动项从内置剪贴板中粘贴轨迹已粘贴 %d 资产已粘贴 %d 根骨骼,并跳过了 %d 根未选中的骨骼已粘贴全部 %d 根骨骼只粘贴了 %d 根已复制的骨骼(共 %d 根)只粘贴了 %d 根已复制的骨骼(共 %d 根),并跳过了 %d 根未选中的骨骼将剪贴板中的矩阵粘贴到当前活动的姿态骨骼或物体。使用世界空间矩阵补块路径路径 '%s' 不能设为绝对路径路径 '%s' 不能成为 %s '%s' 的绝对路径路径 '%s' 不能成为 %s '%s' 的相对路径路径 '%s' 未找到 (无已知所有者数据块)路径 '%s' 未找到, 从链接的数据块 '%s' (从库 '%s')路径 '%s' 未找到, 从本地数据块 '%s'之后的路径路径动画之前的路径路径比对路径约束路径持续时间路径末端路径引导之后的路径关键帧之前的路径关键帧路径长度路径遮罩路径模式路径输出路径相对路径分隔符路径起始路径步数路径冲突:%d 缓存设置于路径 %s路径编辑模式从数据块到当前被编辑的节点树的路径该点的路径插值路径已有动画设置被编辑的路径路径为空,无法保存用于控制图像的识别符生成路径Alembic 存档中物体的路径要设置深度属性的路径在主级与次级数据路径之间选择的属性路径用于旋转纹理显示的属性路径用于设置颜色的属性路径用于设置填充色的属性路径用于控制缩放等级的属性设置路径选择用于编辑的路径控制点相对于当前显示在文件浏览器中的目录的路径 (包括文件名称)路径选择功能需要先选中两个匹配元素在绝对帧中进行定时指向CSV文件的路径指向OBJ文件的路径指向OpenVDB文件的路径指向PLY文件的路径指向STL文件的路径配置外置动画/帧序列播放器的路径包含 .blend 文件的目录的路径,用作资产库用于存储外部烘焙图像的文件夹路径用于一个插帧集的设置项路径指向文本文件的路径替代启动文件的路径配置图像编辑器的路径资产库路径不存在:被查看的数据的路径外部置换文件的路径文件路径gltfpack 的路径gltfpack 可执行文件的路径图像文件的路径安装旧式插件包到此路径下界面字体路径界面等宽字体路径属性设置的路径.blend文件路径存档路径所显示数据的路径电子表格中显示的数据的路径将复制被导入纹理的目录路径指向库文件的路径.blend 库文件路径Alembic存档中的物体路径,用来查找几何数据Alembic存档中的物体路径用来查找变换矩阵pot模板文件路径Blender源存储库中相关po文件的路径工作存储库中相关的po文件路径设置文件的保存路径自定义摄像机的着色器的路径路径太长,无法保存路径: {!r}路径: {:s}路径路径比较路径范围路径类型Alembic 存档中对象的路径路径:图案图案区域:图案的边界框图块拐角区块匹配匹配模式区块尺寸规格化坐标中的图案区域边界框内斜接使用的模式外斜接使用的模式用于连接物体的模式图案暂停暂停烘焙暂停预览暂停所有视图的预览渲染器爪子用于 'JONSWAP' 和 'TMA' 模型的峰值锐化花生 (去壳)花生 (带壳)笔翻转笔压使纹理影响变小由后 (-1.0) 到前 (+1.0) 的笔倾斜度由左 (-1.0) 至右 (+1.0) 的笔倾斜度五边形逐条曲线每个维度逐个顶点置换逐分量系数使用单渲染层采样次数代替场景采样次数每个像素的采样数量用于蒙皮修改器的逐顶点蒙皮数据百分比百分比百分比系数沿每条曲线从根部混合变形的百分比视口使用量的百分比片段之间的颜色影响百分比输入片段长度的百分比最大速率百分比在 3D 视图中所显示的粒子百分比作为过扫描而加入到内部渲染缓存的渲染尺寸的百分比输入片段长度的百分比渲染分辨率的缩放比例确定目标位置在曲线长度上的百分比值感知感知无损感知上均匀的值,与拾色器相匹配根据入射光分布和BSDF的乘积进行RIS采样引导对两个给定输入执行比较操作对给定的布尔输入执行逻辑运算对两个输入矩阵执行矩阵乘法执行域对象的单个切片对 32 位整数执行位运算同时执行色度抠像(删除背景)和溢出去除(校正背景的颜色投射)从不同的白点执行色度自适应在偏好设置中的 “系统” 选项卡中配置的GPU设备执行降噪,这明显快于CPU,但需要额外的GPU显存。当大型场景需要更多显存时,可以禁用此选项对文件或文件夹执行外部操作执行模糊/多字匹配 警告: 可能较慢对图像的每个颜色通道执行级别调整执行数学运算对每个几何元素(例如顶点、边等)分别执行操作为光标下的文件执行当前执行操作 (比如打开文件)对给定整数输入执行各种数学运算执行矢量数学运算性能性能预设周期波的周期噪波周期柏林噪波 1D柏林噪波 2D永久形变永久允许执行脚本永久删除笔刷资产blend文件. 此动作不可撤销.永久删除笔刷. 此操作不可撤销.是否永久删除姿态资产 blend 文件?这是无法撤销的。永久隐藏的集合:渗透率权限波斯语 - ﯽﺳﺭﺎﻓ持续维持数据持久数据路径持久性 ID永久标识符持久性UID与电子表格列相关的持久数据与表列相关的持久数据此电子表格编辑器所显示表的持久数据用于带运动模糊的物体内部帧匹配的持久标识某些存储库可能需要个人访问令牌透视透视摄像机焦距长度值,单位为毫米透视矩阵透视摄像机焦距下翻上翻相位相位倍值相位偏移波的相移用于散射光的相位函数正弦置换的相位φ布料的物理模拟物理导体物理属性物理光源弯曲计算的物理模型基于物理的 glTF 照明单位 (cd、lx、nt)基于物理、易于使用的着色器,用于渲染头发和皮毛基于物理的、易于使用的着色器,用于渲染表面材质,基于OpenPBR模型物理物理属性物理类型流体物理模拟,比如水、油和烟等选取选择实例拾取实例已开启,但没有可供拾取的实例。退回到使用输入作为实例。随机拾取选择要用作驱动器目标的属性从集合中随机拾取物体拾取的骨骼不属于已选择的骨架拾取骨骼失败皮米图片饼菜单饼菜单的颜色拖动激活饼菜单饼菜单饼菜单按钮保持的时间,超过此时间将在释放时关闭菜单(以1/100秒为单位)饼菜单的像素尺寸在这个时间段内,饼菜单会使用最初的鼠标位置作为中心 (以1/100秒为单位)钉钉固 (顶点目标位置) 弹簧刚度钉固边界钉固操控器钉固目标强度钉固顶点组钉固ID钉固材质钉固方法钉固模式钉固场景钉固模拟边界钉硬度钉固顶点组固定在参数将每条曲线固定在某一点以进行操作在曲线编辑器钉固将模式固定到笔刷钉固至末位夹捏夹捏 UV乒乓乒乓模式钉住固定的骨架在 3D 视图中为非活动物体钉固的孤岛被锁定在位置上钉固的孤岛将只能平移钉固的孤岛将不可缩放钉固的孤岛将不可旋转只能在顶点模式下选择已钉固顶点管线活塞俯仰音高系数, 用于计算多普勒效应轴心旋转轴轴心约束轴心控制轴心偏移轴心点X 向轴心Y 向轴心以活动物体为轴心以所选物体边界盒中心处为轴心以各物体的原点处为轴心绕每个选中孤岛的自身质心点转动以 2D 游标处为轴心以 3D 游标处为轴心以所选物体的质心点为轴心用于旋转 / 缩放的轴心中心基于笔画点参数 u (0 <= u <= 1) 的轴心点轴心位于活动物体处轴心位于选中的物体处轴心位于受约束的刚体间缩放及旋转操作的轴心像素像素艺术像素宽高比像素宽高比像素宽高比 X像素宽高比 Y像素坐标像素密度像素密度预设像素过滤像素大小像素宽高比像素过滤类型像素过滤宽度像素大小为视图渲染使用的像素尺寸按场景比例缩放的像素大小像素化像素化效果像素化效果像素化图像像素点如果某个像素的判别值与中心像素的判别值之间的平均差异小于该阈值,那么该像素就会被认为属于模糊区域如果超过 10% 的邻近像素的蒙版值与该像素的蒙版值相差这个容差,则该像素被认为属于边缘部分只有当像素邻域中不同像素的数量相对于邻域总数超过该比率阈值时,像素才会被去斑。如果相邻像素的颜色超过了输入的颜色阈值,就会被认为是不同的只有当像素与邻近像素平均颜色的色差超过该阈值时,才会对像素进行去斑处理使用鼠标绘制时笔画在各轴向上的移动像素像素每Blender单位像素每英寸亮度值高于此最大值的像素不会被抠像亮度值低于此最小值的像素被抠像像素/厘米像素/英寸像素/米像素/{:s}放置标记放置下一个笔画点放置游标在整帧范围内投放标记仅在标注工具所圈区域的内侧放置标记仅在标注工具所圈区域的外侧放置标记在指定位置投放新的标记将新标记放置在所需的 (单击) 位置在最低节点的同等高度处放置混合节点在两个节点之间放置混合节点将光标置于所选多个关键帧的中点处将光标置于所选关键帧的平均帧值放置游标不 '跳转' 到新位置 (当启用锁定到游标时)将顶点置于具有无限细分级别的面上 (最平滑的形状)占位占位文件放置已侦测到的特征点的布局位置朴素纯轴简单链形平面平面探头平面平面 Alpha平面角度平面轴平面法线平面偏移平面位移压感切面基点平面追踪平面追踪形变平面追踪图像专用项平面追踪轨迹平面修剪投射笔画的平面用于定位的基面平面轨迹 '%s' 未在跟踪物体 %s 中找到平面追踪轨迹已选中使用明确的边角值进行平面扭曲变换石膏塑料塑性播放播放音频播放每帧播放于播放模式播放动画以正常速度播放,无视场景FPS当拖拽播放头时,播放序列编辑器中的声音从序列编辑器回放音频,否则音频静音使用一个外部播放器回放已渲染的帧 / 影片逆向播放播放此文件回放回放控制播放帧率 (FPS)仅回放时回放比例声音移位回放 (仅用于单声道音源)回放音高声音的回放音量播放器播放头播放头偏移请先创建一个变体请通过禁用/启用 “动作过滤器” 来刷新列表请编辑用户界面翻译插件的偏好设置请在系统设置中启用联机访问。请提交问题报告。请至少选择一个图像请只选中一个框以重置请选择两个片段锐边点点 1点 2点 3点 4点缓存点缓存列表点缓存点云从网格物体转换为点云点云: {} 点点云点数量点曲线编号点密度点群组 ID点编号曲线中的点编号点信息点光单点追踪点朝上用于物理模拟的活动点缓存点缓存需经烘焙点云组件仅包含点数据点云数据块点云数据块点云物体不支持此设置原点操作要合并点的点云或网格点云只支持单个材质;选中项输入不能是场控制点的坐标点云中的点形态键中的点用于贝塞尔曲线的形态键中的点用于曲线的形态键中的点晶格体栅格上的点未能在给定样条线找到控制点曲线的点用于曲线映射的曲线点用于定义轮廓的路径上的点将吸附至目标的来源点控制点选择模式选中的点选择点自定义法线来指定目标旋转围绕的点经由最短的旋转路径指向目标体指向追踪轴向, 同时锁定其他轴向经由最小幅度的必要旋转指向目标物体点采样一个色带点:点云新建指针图像id路径中的指针不是一个ID尖锐度点点 (不支持)点 U点 V点控制羽化点栅格,当前不受体积对象支持U方向的点 (当存在形态键时无法更改)V方向的点 (当存在形态键时无法更改)W方向的点 (当存在形态键时无法更改)曲线的点晶格的点单线点数要转换为网格顶点的点点 转换为 曲线点 转换为 SDF栅格点 转换为 顶点点 转换为 体积要计算凸壳的点生成曲线的点要在其上实例化的点要修改位置的点要设置半径的点要转换为体积的点其体积要转换为有符号距离场栅格的点点:%s点:%s/%s泊松盘弹性变形的泊松比。值越高,保留体积越多,但也会导致更多的膨胀。尖分中心尖分偏移尖分面中心点计算方式极点为0时是 X 轴极点为0时是 Y 轴ZX 极轴ZY 极轴极点极向角度极点边数极点合并角度起点极点合并结束角度极点合并起始角度极向子目标极向目标旋转极向轴极向旋转偏移波兰语 - Polski多段线在光标处的多边形构建面多边形构建在光标处拆分在光标处的多边形构建变换多边形数据类型多边形多边形面积多边形中心多边形法向多边形法向网格数据块中的多边形多边形化多边形化渲染过程中的多边形化精度3D 视图中的多边形化精度多边形网格的多边形折线Polynomial多项式阶数聚苯乙烯弹出搜索框,查找当前上下文菜单弹出搜索框,查找当前上下文所有可用操作弹出搜索框,查找当前上下文全部菜单进口光传送深度用于随机选择的部分葡萄牙语 (巴西) - Português brasileiro葡萄牙语 (葡萄牙) - Português europeu位置姿态已复制姿态资产,在任意资产浏览器中使用粘贴为新资产操作粘贴姿态骨骼姿态骨骼配色姿态骨骼姿态头位置姿态IK段数姿态库基于资产系统的姿态库。姿势位置偏移姿态标记姿态矩阵姿态模式姿态名称姿态选项姿态原点偏移姿态位置姿势旋转偏移姿态空间姿态尾位置只能从姿态模式修改姿态资产姿态库仅在姿态模式中对骨架适用姿态骨骼约束位置位置 1位置 2位置系数位置场位置模式位置量化位置量化位位置 X位置顺沿路径位置和轮廓根据此轨迹重建的绑定点位置遮罩镂版在视图中的位置重定时关键帧在时间轴中的位置镂版在视图中的位置曲线结束控制点的位置用于定义曲线形状的结束控制柄的位置。在偏移模式下,相对于结束点第一个控制点的位置第一个顶点的位置该项目在其父级面板中的位置最后一个控制点的位置中间控制点的位置中间控件的位置,零为关闭用于 "表面" 与 "活动顶点" 模式的鼠标的位置曲线的根点位置第二个控制点的位置切片位置曲线起始控制点的位置用于定义曲线形状的起始控制柄的位置。在偏移模式下,相对于起始点曲线梢部点的位置躯干控件和轴心点的位置波的位置沿着频带方向. 这可以用于畸变上输入更多的控制将场景摄像机放置到所选地标跳转的目标位置位置, 轮廓和亮度位置:位置上的位置追踪正向正轴向正面正X轴正Y轴正Z轴正向网格平滑保存此文件时可能丢失数据! %s 修改器已弃用 (物体: %s)后期处理后期子步骤处理后期处理色调分离推迟运行, 直到工具操作运行 (与工具一起使用时)后处理电热半径磅指数乘方模式精度精确模式用作2D编辑器中旋转增量的精细角度值用作3D编辑器中旋转增量的精细角度值精确模式用于重复迭代的聚敛精度笔画采样精度。低数值意味着更精确的结果,0禁用采样快速GI射线行进的精度屏幕空间光线追踪精度预定义的惯性过渡,对运动图形很有用 (从最不 “戏剧性” 到最 “戏剧性”)预定义的节点色预定义的轨迹色预定义的轨迹摄像机内部参数预定义的追踪设置预测预测目标的移动PreethamPreetham 1999 (旧版)首选 DEF 父级关系沿边线滑动,以获得均匀的宽度沿边线滑动, 以获得均匀的宽度偏好设置3D 视图无障碍添加曲线添加网格全部动画烘焙摄像机多彩合成处理核心暗色开发扩展反馈游戏引擎几何节点蜡笔高对比导入 - 导出灵感来自旧式 (其他)旧式 (用户)亮色光照材质网格建模节点物体绘制物理管线打印渲染绑定场景雕刻序列容器系统文本编辑器追踪翻译UV用户界面偏好设置显示类型偏好设置导航偏好设置已变更与视图数据相关的设置已保存偏好设置仅适用于应用的偏好设置检测期间要选择的首选设备(需要重新启动 Blender 才能使更改生效)首选连接背景元素首选连接前景元素首选连接当前位置附近出现频率最低的颜色首选连接当前位置附近最频繁出现的颜色预取帧从磁盘预读取帧, 以加快播放/追踪速度预读取中...预过滤预过滤嘈杂的引导通道 (反照和法向),以提高使用 OpenImageDenoise 时的降噪质量在颜色降噪之前,预过滤嘈杂的引导通道。当引导通道有噪点时,使用额外的处理时间,提高质量在对图像进行降噪处理之前先对噪点引导通道进行预过滤。使用额外的处理时间,在引导过程有噪点时提高质量。前缀预乘型预乘 Alpha准备额外的动画准备未使用的纹理准备场景, 用于将三维物体合成到镜头中预通道预处理使用此笔刷时的预选模式保留保留属性保留颜色保留细节维持长度保留网格边界维持音调保留上一个保留上一个遮罩保留缝合边保留锐边在编写USD基元和属性名称时保留UTF-8编码字符 (当打开生成的文件时需要软件支持 USD 24.03 或更高版本)保留人声共振峰维持体积在过滤时保留轮廓保留角度比该阈值更尖锐的拐角在变形过程中保持每条曲线的长度保留已导入USD文件中纹理的文件路径. 其余纹理则导出到USD文件旁的 'textures' 文件夹保持孤岛对齐维持孤岛排序沿倒角边保持缝合边沿倒角边保持锐边以片段为基础保留曲线的长度保留上一个遮罩,并与颜色生成的新遮罩相加或相减保留目标数据的上一状态在整个父子关系中保留世界变换使用旋转时保持体积沿一割平面贯穿几何体预设预设名称配置外置的动画播放器要使用的视角预设预设按下按 '回车' 在 Blender 窗口外取样按 + 和 -,或滚轮来设置混合度压感释放按下一个键按下后立即激活,以防止将点击事件传递到该工具按下活动按钮压力压力抖动映射压力遮罩压力随机性压力缩放压力大小映射压力强度映射压力顶点组流体域的压力场避免在调整设置时重新运行操作,便于在处理庞杂几何结构时一次修改多个设置阻止查看器海拔的变化阻止查看器位置的变化阻止查看器旋转的变化阻止查看器缩放的变化阻止查看器朝上方向的变化防止自相交处羽化防止UV翻转,翻转可能会降低失真度,这取决于钉固位置阻止编辑标记避免顶点在变换时穿过镜像防止 UV 翻转防止用户修改该重写操作 (未使用)预览预览背景变换过程中预览预览叠加设置预览叠加层预览品质预览范围预览范围结束帧预览范围起始帧预览分辨率预览形状预览尺寸预览吸附预览世界预览缩放预览所有小于或等于此值的通道。0表示显示所有通道,负值表示在适用的情况下向上爬升相应数量的复合片段层级,从而显示那里的所有通道。预览图像与图标预览此数据块的图像和图标 (如果不支持此类型的数据,则无)使用预定义的环境照明来预览材质预览形状,用于节点预览使用活动渲染引擎来预览最终场景使用笔画期间预览游标中的刮削平面预览此文件预览对文件 '{:s}' 的预览清除进程失败!对文件 '{:s}' 的预览生成过程失败!上一个前角速度上一字符上一条边编号上一失败点上一关键帧上一行上个节点上一页前一个粒子位置前一个粒子速度上一个旋转上一单词上一个混合类型/运算符上一帧上一项或当前选项维特主要主轴向主骨骼轴向主色主控制层主级数据路径主旋转轴指示透明区域的棋盘格图案的主要颜色由径向控制的属性的主级路径主旋转轴:基本体基元布尔基元浮点基元整数基本体Primvar '%s' (插值 %s, 类型 %s) 无法被转换到 Blender主点原理化原理化 BSDF原理化毛发 BSDF原理化体积原理化着色器打印将性能打印到控制台当终端初始化时打印信息将内存统计打印到控制台打印此文件活动颜色优先优先考虑动态音高变化的一致性优先高质量处理音高优先考虑速度而非音质优先级ProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 ProxyProRes 4444ProRes 4444 XQProRes 配置当光贡献低于此阈值 (噪点较多但渲染速度更快) 时,可终止采样。零表示禁用测试,从不忽略灯光概率单位距离内发生外散射事件的每个颜色通道的概率密度光在介质中传播的单位距离内,每个颜色通道被吸收的概率密度光照探头探头裁剪终点,超过这个位置的物体将不会出现在反射中探头裁剪起点,小于这个位置的物体将不会出现在反射中烘焙物体 "%s" 时出现问题在 "%s" 中保存烘焙贴图时出现问题内部保存物体 "%s" 的烘焙贴图出现问题程序纹理 - 基于三角函数的色彩纹理程序纹理 - 创建一种絮状的分形噪波纹理程序纹理 - 创建一种分形噪波纹理程序纹理 - 创建一种过渡纹理程序纹理 - 创建一种基于沃利噪波的细胞样式的图案程序纹理 - 非常灵活的分形噪波纹理程序纹理 - 类似大理石的纹理, 可生成波形条纹程序纹理 - 使用两种噪波畸变算法的噪波纹理程序纹理 - 随机噪点, 每次、每帧及每像素都会产生不同的结果程序纹理 - 波形生成的条纹或环纹, 可使用噪波程序型颜色混合纹理程序型畸变噪波纹理程序型马氏分形纹理程序型噪波纹理程序型沃罗诺伊纹理处理骨骼属性处理数据属性处理滴移效果 (湿颜料沿重力方向滴移)处理收缩效果 (收缩颜料区域)处理扩散效果 (表层湿颜料的扩散)将渲染 (合成) 结果导入至视频序列编辑器, 需事先开启序列编辑如果场景中分配了合成节点组,则通过合成处理渲染结果使用菲涅尔方程根据表面法向与视图方向之间的角度生成混合系数。 通常用于在掠角混合反射根据表面法向与视图方向之间的角度生成混合系数。 通常用于使用混合着色器节点对着色器进行分层使用圆形、椭圆形和方形轮廓笔画绘制蓝图通过将前景内容与参考背景图像进行比较,生成隔离前景内容的蒙版产生更少的极点,更好的拓扑轮廓轮廓曲线轮廓系数轮廓几何体轮廓输入轮廓模式轮廓物体用于生成轮廓路径的轮廓路径编辑器轮廓点轮廓精度轮廓形状轮廓类型轮廓控制点程序程序错误:缺失清除变换的功能或插帧集名称进程进度条进度条部件的颜色级进样式投影A投影至B投影轴投影距离投射独立元素投射限定投射模式投射到选择体反向投影投影点使用矩阵来投影点,通过位置、旋转、缩放和透视分割从活动摄像机向物体表面投射一个经过编辑的渲染图使用光源物体投影轮廓线将编辑过的图像投射回物体上投影方式为指定和相反的方向投射到表面上投射笔画到平面锁定为 X投射笔画到平面锁定为 Y投射笔画到平面锁定为 Z从另一个物体的负Z轴投影 UV 贴图坐标将网格的 UV 顶点投射到当前的 3D 视角将网格的 UV 顶点投射到球体表面上将网格的 UV 顶点投射到圆柱围壁上将网格的 UV 顶点投射到立方体六面将提取的网格投影到原始雕刻中将几何体投影到由线条定义的平面上将形状投影到另一个物体上将笔画仅投射到选定物体上投影至雕刻投射投射式 (2D)投影边插值投影面插值X 投射Y 投射从视角投影投影投射混合投影矩阵投射模式投影类型投影 X源自一个球面反射镜的正交型照片投影输入图像的投影从中心投射到虚拟圆柱体上,类似于旋转全景相机投影展开网格物体的选中面投射源投射网格以保留原始网格的体积和细节提示确认提示属性:传导传导缩放传导到控件传导扭曲将所有信息、错误及警告消息向上游传播将实例属性传播至点域而非曲线域。此属性为兼容5.0及更早版本而存在。仅向上游传播错误和警告消息仅向上游传播错误消息将姿态传导至当前帧与 '帧' 属性值之间的所有关键帧将姿态从当前帧起向后传导至所有有效关键帧将姿态传导至当前帧后的场景标记所在的所有关键帧传导姿态至全部选中的关键帧将姿态传导至当前帧的后一关键帧只将姿态传导至末尾关键帧 (即, 创建循环动作)从整个链的主控件传导缩放在整个链中传导主控件的扭曲传导:传递步数属性属性空间驱动的输入动作属性属性与侧栏与配置的导出器关联的属性无法编辑来自于重写数据的属性图像及纹理绘制模式的属性绘制模式的属性粒子在编辑模式下的属性UDIM 分块的属性顶点绘制模式与权重绘制模式的属性属性空间数据设置被调用操作符的属性属性未找到属性 '%s.%s'属性定义编辑属性属性编辑器属性图标背景属性图标前景属性名属性权重添加到插帧集中的属性: '%s'无法同时具有布尔型与浮点型双重属性编辑属性数据路径路径 '%s' 的属性长度为 %d 而非 %d路径 '%s' 中的属性不是浮点型属性已在运行时动态创建属性是文件名、文件路径或目录输出属性是一个支持 "//" 前缀的路径,表示相对于 ".blend" 文件目录的位置属性是支持 "{variable_name}" 变量表达式语法的路径, 它会用引用变量的值代替表达式属性可通过RNA进行动画化属性可以从链接的实例进行编辑(未保存更改)属性可通过RNA编辑属性不可编辑属性不可编辑: %s属性可以选择注册为类型注册的一部分属性可通过RNA覆写属性作为类型注册的一部分进行注册属性须为空, 距离, 系数, 百分比, 角度或像素属性须为整型或浮点型属性名称 (字符串)编辑属性名未找到名为 '%s' 的属性属性已从插帧集移除用于存储由用户定义的任意属性属性类型与输入接口 "(%s)" 不匹配属性值为非枚举值原始图像源像素线与样本的比例衰减编辑衰减编辑动作衰减编辑函数曲线衰减编辑的衰减方式衰减编辑物体仅使用连续的几何形体进行衰减编辑使用屏幕空间位置的衰减编辑衰减编辑区大小衰减编辑模式函数曲线编辑器内的衰减编辑动作编辑器里的衰减编辑衰减编辑遮罩模式衰减编辑物体模式保护保护颜色不受后续编辑与/或帧变动的影响保护图层不受后续编辑与/或帧变动的影响保护形态键免受意外雕刻和编辑保护树状节点不被编辑重写保护原型提供一个可连接到树中其他节点的真/假值为每个图层提供自定义组ID,具有相同ID的所有图层将合并为一个提供一个可连接到树中其他节点的旋转值基于贝塞尔控制点的控制柄类型选择在每个样条线上选中任意数量的端点选中使用指定材质的面提供一个可连接到树中其他节点的字符串值提供一个可连接到树中其他节点的矢量值提供一个可连接到树中其他节点的整数值提供有关运动跟踪点的信息,例如x和y值提供单独的位置、旋转和缩放代理已从 Blender 中删除 (%d 个代理自动转换为库重写,%d 个代理无法转换并被清除)。请考虑使用最新的 Blender 版本重新保存任何库.blend 文件邻近度邻近距离邻近几何体邻近模式在体积内部应用邻近衰减邻近衰减类型代理代理自定目录自定义代理文件代理目录代理渲染尺寸代理设置代理设置代理尺寸未替 %s 启用代理,跳过从物体 %s 库 %s 丢失代理从物体 %s 库 中丢失代理影片剪辑的代理参数序列片段的代理参数代理/时间码精简栅格蓬松模式蓬松量拉将点拉向笔刷的中点下拉菜单下拉部件的颜色将松散边线拉到一起将布料拉到光标的起始位置脉冲编码调制 (RAW)通透精确灯光纯随机从该文件中清理未使用的数据推推出Push Pose 扩大姿态将动作作为新的片段下推到 NLA 堆栈的顶部将动作块作为新的片段下推到 NLA 堆栈顶部每次使用操控器后推送一次撤销步骤将离开域的次级粒子推回域将阴影分界线推向灯光一侧,以隐藏低多边形几何体上的阴影瑕疵推 / 拉推 / 拉所选项目推/拉: %.4f%s %s推/拉: %s%s %s置入背景将新物体放置到活动集合中将被粘贴物体放置到活动集合中将复合片段的内容分解放回至序列编辑器Pxr24 (有损)PythonPython API 参考Python 控制台Python 脚本编写Python 脚本路径Python 脚本路径Python工具提示自动加载的 Python 插件语言Python 在此版本中被禁用Python解算失败: Python解算失败: {:s}作为初始节点设置的待求值的 Python 表达式Python 受安全性限制定义样式模块的 Python 脚本用于不受支持的自定义属性类型的Python值Python: {}Python: {}.{}四边形四边面角类型四边形拆分方法四边分割四格视图四分视图区域系统不支持四缓冲器窗口成功创建四缓冲窗口二次型二次型贝塞尔二次型拖拽二次型球面二次型缓动QuadriFlow重构所选网格QuadriFlow: 重构网格取消QuadriFlow: 重构网格完成QuadriFlow: 重构网格失败QuadriFlow: 网格必须是流形,并且具有指向一致方向的面法线四边形品质质量步数支持有损压缩的图像格式品质JPEG 导出的品质各向异性过滤的质量图像导出的品质要创建的代理的品质拼排质量。值越高越慢,但浪费的空间越少音高偏移的品质以每帧步数作为模拟质量 (数值越高质量越好但越慢)光线追踪管线的质量选项定量不可见性流体里的烟尘量颜色值的量化位 (0 = 无量化)权重或关节等通用值的量化位数(0 = 无量化)法向值的量化位 (0 = 无量化)位置值的量化位 (0 = 无量化)纹理坐标值的量化位 (0 = 无量化)量化位置四分之一四次型缓动四元数四元数 (WXYZ)四元数属性四元数属性值四元数旋转四元数数据类型,影响旋转四元数旋转四元数旋转 (影响NLA混合)四元数 转换为 旋转到搜索框中的查询队列规模快速效果快速收藏夹快速设置QuickTimeQuickTime 动画快速为活动集合设置线条画快速为活动物体设置线条画快速为整个场景设置线条画五次型缓动退出BlenderRR/D 感光器RED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBRGB (红, 绿, 蓝) 色彩空间RGB 曲线RGB 限定通道RGB 列队透明像素中的 RGB 通道与 alpha 通道相乘透明像素中的 RGB 通道不受 alpha 通道影响RGB 色彩空间序列片段的色彩曲线修改器去色RGB 转换为 XYZRGB 值RGBARGBA 颜色 32 位浮点值sRGB 色彩空间中的 RGBA 颜色场景线性色彩空间中的 RGBA 颜色节点的 RGBA 颜色接口以32位浮点数值表示的RGBA颜色8位正整数表示的RGBA颜色RK4RLE鼠标右键RNA 阵列目录RNA 路径属性使用的 RNA 路径 (来自ID块)被函数曲线影响的 RNA 路径属性仅用于ID的RNA集合,对项目的引用也使用 ID 指针本身,而不仅仅是其名称通往该属性的 RNA 路径,来自自身 IDRNA属性定义指针指向任意可能数据的RNA类型RNA包裹的布尔RNA包裹的浮点RNA包裹的整数RNA包裹的字符串RV径向径向畸变半径上的衰减能量径向粗糙度径向对称数径向平铺适用于普通摄像机的径向畸变模型半径上的衰减能量 (真实重力的衰减 = 2)通过物体中心的场半径X, Y 或 Z 轴方向上的径向切线径向扭曲图像来创建桶形扭曲或枕形扭曲Radiance HDR (.hdr)弧度弧度: {}单选按钮单选部件的颜色半径半径范围 (父级)(Radius) 半径 - 矢量的长度半径 1半径 2底部半径半径衰减半径 首端插值半径半径最大值半径最小值半径偏移半径缩放半径缩放顶部半径半径 X:半径 Y:更改半径应用于当前笔画倒角的半径从原点到横截面中心点的半径栅格采样的半径,用于搜索要复制到无效栅格采样的有效栅格采样从引导复制曲线偏移的半径空中的独立范围 (粒子尺寸的百分比)群簇在着陆时的独占空间范围 (粒子大小的百分比值)子粒子与父粒子间的半径曲线控制点半径笔刷橡皮擦的半径辉光效果半径骨骼头部半径 (仅限封套形变)用于柔化和锐化的内核半径 (单位为像素)球体的限定半径未从其他曲线插值时,新添加的曲线半径骨骼的尾部半径 (仅针对封套形变)倒角几何体的半径,不包括挤出圆锥底圆的半径笔刷的半径像素值内圆半径;可以大于外半径外圆半径;可以小于内半径卷曲的半径表皮的半径球形或柱形的半径圆锥体顶部圆的半径圆环体的横截面半径虚拟圆柱的半径固实绘画的半径应用半径用于计算每个粒子的位置更新的半径 (值越高越慢,但粒子移动的混乱程度越小)为每个单元格计算电势的半径 (值越高越慢,但会创建更平滑的电势栅格)用于选择要混合的邻近毛发的半径应用最大压力时 (或者不使用绘图板时) 的半径用于计算初始单击时区域法向的半径, 以笔刷半径的百分比表示半径:将目标的比例提高到指定的乘方变向渐变随机随机角随机主干随机抗弯刚性随机中心随机子尺寸随机色随机曲线随机阻尼随机终点系数随机摩擦随机长度随机遮罩随机噪波偏移随机偏移随机顺序随机朝向各孤岛随机随机相位随机位置随机半径随机旋转随机糙度随机种操作的随机种子随机设置随机尺寸随机起点系数随机值随机游走随机游走 (皮肤)随机笔刷设置用于自动创建的UV旋转的随机系数修改原始色相的随机系数修改原始饱和度的随机系数修改原始值的随机系数随机化衰减此实例的随机标识符,通常用于随机着色每条曲线的噪波纹理的随机偏移每条曲线旋转角度的随机偏移量逐面组随机逐松散块随机逐顶点随机随机旋转可生成均匀分布的方向。绕 Z 轴的旋转是完全随机的。积分器使用的随机采样模式随机种操作的随机种子要与解算器一起使用的随机种子。不同的种子将导致重构在网格上产生不同的四边形布局随机毛发刚性随机阻尼变量随机摩擦变化随机振幅变量随机朝向变量随机变化子粒子的大小每条曲线的随机矢量随机随机振幅随机轴向随机化颜色随机翻转坐标随机化随机偏移随机化相位旋转随机化缩放随机化随机缩放轴随机种随机尺寸随机变换使用随机变换增量值代替规则变换随机化每个帧数随机化现有选中项或创建新的随机选中项在各自局部空间中随机化实例变换随机化物体的位置/旋转/缩放仅在关键帧上随机化随机选择元素的顺序对粒子朝向进行随机化设置沿路径的随机位置沿路径的随机旋转对所选坐标系轴向上的转角进行随机化设置随机化笔画偏移随机化UV孤岛的位置/旋转/缩放对边线或面进行随机化建形坐标值随机化在无法保证顺序的某些操作之后,随机化几何元素(例如顶点或边)的顺序。这样可以避免意外地依赖于将来可能更改的内容旋转值随机化旋转值随机化缩放值随机化随机化实例的变换所有副本间的随机变换在所有散布实例之间随机化变换随机化顶点位置顶点随机化随机化现有选中项或创建新的随机选中项随机选择 UVW 控制点随机选择融球元素随机选择若干控制点随机选择顶点随机性粒子采样的随机性因子新笔画中采用随机压感新笔画中采用随机强度主干拉伸随机性中心随机性半径随机性范围范围上限范围下限范围选择标志的范围突出显示不可用!比率比率控制: 缓冲区尺寸 (kb)比率控制: 最大比率 (kb/s)比率控制: 最小比率 (kb/s)比率笔刷半径与即将用于采样的区域中心的半径之间的比值笔刷半径与即将用于采样混入湿漆的颜色的半径之间的比值笔刷半径与即将用于采样法向的半径之间的比值最小与最大飞行速度之比最小与最大转向速度之比砖块的行高相对于纹理缩放值的比率砖块的宽度相对于纹理缩放值的比率不考虑栅格采样进行照明的前向表面命中率前向面的命中比率在此比率下,栅格采样将重新使用相邻栅格采样的光照启用该笔刷时单次循环中的采样比率球化法线与原始法线的比率三角面的目标减少比率 (仅塌陷)RawRaw (已弃用)Raw 缓存Raw 缓存大小Raw图像原始数据 (字节, 嵌入文件的确切内容)Raw 文件格式 (.raw)被Blender解读为 100% 的原始输入压力值射线数射线深度光线方向射线长度射线宽度光线传送 BSDF光线半径射线可见性用于投射的光线方向 (如果笔刷物体位于绘画的一侧)光线投射RayleighRayleigh 相位函数,主要用于比光波小的粒子,如太阳光在地球大气中的散射光线数量光线追踪最大粗糙度光线追踪透射对深度缓冲进行光线追踪。无效光线回退到光照探头。光线追踪透射光线追踪光线追踪预设重新使用本地数据使用现有附着信息将曲线重新附着到形变的表面上。这仅在表面网格的拓扑未更改时才有效使用指定长度的线段重新采样笔画重采样重要的采样作用目标多次进行作用反应速度反应器反应目标物体反应目标粒子系统读取读取数据只读读取USD Primvars作为网格属性阅读此版本的Blender中的新功能读取被全部场景使用过的渲染层从缓存中读取所有当前场景的视图层,根据需要从外部读取缓存数据读取库: '%s', '%s', 父级 '%s'读取网格UV坐标读取网格颜色属性只读取此面的面积读取已打包的库: '%s', 父级 '%s'从体积栅格中读取体积数据属性只读矢量只读的整数对关联数据块及其库文件的只读的外部引用只读标识,表明至少有一个骨骼集合被标记为 '单独'支持的系统内只读标识只读型标识, 标示的是哪个笔刷操作被当前雕刻工具所支持系统提供的只读存储库读取渲染结果:尺寸不匹配,预期为 %dx%d读取渲染结果:预期的通道 "%s.%s" 未找到读取渲染结果:预期的通道 "%s.%s" 或 "%s" 未找到读取有关表面网格的附着信息读取有关每条曲线的信息读取有关每条曲线的根点的信息读取有关每条曲线梢部点的信息读取每个点的上一个曲线段的信息导体折射率的实部,通常称为n实现全部实现实例实现顶层实例的所有嵌套实例层级. 覆盖 “深度” 输入值实现至点域实现的曲线数据包含过多元素。忽略输入几何体中的已实现数据当选择实例为真时,不使用已实现的几何体实现的蜡笔有过多的层。实现的网格包含过多元素。实现的点云包含过多点。实时实时更新重新应用并更新预设,删除更改重新排布几何元素,变更其编号重排选中的动画通道重新排列一些面,以尽量减少几何体的退化,达到美观的拓扑布线为特效片段重新指定输入项重建细分重建当前基础网格的较低细分级数重建所有选定的代理和时间码索引在后台重建所有选中的代理与时间码编号重建来自其关联引用的本地重写及其依赖层级从其关联引用以及依赖关系的层次结构中重建选中的本地重写,强制该层次结构匹配关联数据 (即忽略数据块指针属性上的已有重写)重建所有可能的细分级数以生成较低分辨率的基础网格录制运行Rec.1886Rec.2020Rec.2100-HLGRec.2100-HLG 1000尼特峰值显示,参考白为100尼特Rec.2100-PQRec.2100-PQ 10000尼特峰值显示,参考白为100尼特重新计算物体和姿态的所有可见运动路径重算并清除变换偏移为在动画摄影表中选中的帧重新计算选中点上的动画数据重新计算控制柄长度重新计算选定物体的运动路径重计算所选骨骼的路径重新计算所选控制柄的方向重新计算雕刻 BVH 以改善性能重整接收阴影焦散从该物体上阴影中的折射材质接收近似焦散。灯光、投射器和接收器物体必须设置阴影焦散选项才能启用此功能接收器集合最近打开的最近打开的文件最近打开的文件夹近期项目专用项最近搜索重回中心重置中心超时推荐用于快速编码如果您有很多时间并且希望获得最佳的压缩效率,建议您这样做保存时重新计算ID用户计数在保存至 blend 文件前重新计算所有 ID 用户数。可解决代码中无效用户计数处理问题,避免因误判未使用数据块而导致的数据丢失先于在其他形变而对绑定进行动态重算 (速度较慢, 且耗费较多内存)已重建已重建摄像机重建录制运行无空隙录制运行恢复重建文件矩形递归递归视频序列编辑器递归检测,片段 %s 位于帧 %d 将不会被渲染检测到递归,不能使用此片段递归递归删除不允许递归闭包不支持递归闭包递归检查间接未使用的数据块,确保执行后不再保留任何孤立的数据块用连接物体数据的方式递归复制集合、其所有的子集和物体递归复制集合、其所有的子集、物体和物体数据红红色通道红绿蓝红色通道颜色场的红色分量红-青红:重置均衡器图重新分布曲线点重新分配三个轴向上的体积变化沿每条曲线均匀地重新分布现有控制点重做重做上一步动作重做上一步被撤销的资产目录编辑操作混合系数减少 0.01混合系数减少 0.1减少动态根据松弛限角减少 UV 的拉伸量当使用方向控制时,通过此参数影响笔刷的粗细度通过使单个像素更加突出来减少图像中的细节,以获得块状或马赛克状的效果通过删除重复的关键帧来减小导出的文件大小减小可加强物体碰撞时机的额外速率 (略微降低模拟稳定性, 因此仅在必要时使用)减少图像中的颜色数量,将平滑渐变转换为清晰过渡降低像素之间的随机化以提高GPU渲染性能,但代价是如果设置得太低,可能会出现渲染瑕疵减少孤岛内的切变降低几何密度减少网格表面上的噪波,同时尽可能小地改变网格形状在重叠对称涂画处减小笔刷力度通过简化并不太需要细节的位置的几何结构来降低面数通过简化不需要细节的几何体,生成三角形,减少最终面数。值大于 0 将禁用修复极点。降低各个层级的次要嘴巴循环的系数参照参照维度参照距离引用现有参考色域压缩引用 ID参照帧参考点参考位置引用集参考球大小参考球参照值阵列的参照曲线物体体积为100%处的参照距离从 RigifyParameters 场引用到一个骨骼集合.对齐到的参考位置帧在得到保留之前的参照数量 (为 '1-3' 对 '5-7' 的保留样式进行保留)定义累积变换的参照物锚定稳像的参考点 (其他帧将相对于该帧的位置进行调整)塑形前的参考位置改善改善焦距改进方法改善主点改善径向改善切向在执行摄像机解算时改进焦距在执行摄像机解算时改进主点在执行摄像机解算时优化畸变模型的径向系数通过对轨迹参考到当前帧运行追踪器来优化选定标记的位置在执行摄像机解算时优化畸变模型的切向系数改善:重新匹配沿法向 B 反射 A,B 无需规格化。反射反射追踪选项针对毛发渲染进行了优化的反射和透射着色器布料等材质的反射。 通常与其他着色器(如漫反射着色器)混合使用,单独使用并不是特别有用带有微面分布的反射,用于金属或镜子等材质反射反射焦散折射 BSDF折射深度折射折射焦散刷新刷新驱动器刷新爆破修改器的数据刷新扩展和旧式插件,重新加载模块和元数据(类似于重启)刷新动作列表刷新实例物体及其权重列表刷新文件列表刷新所有远程存储库的扩展列表刷新活动存储库的扩展列表刷新序列编辑器区块数据区块高度渲染框X最大值渲染框Y最大值渲染框X最小值渲染框Y最小值区块重叠区块位置 X区块位置 Y区块切换区块切换饼菜单区块类型区块宽度采样的区块坐标区块无法绘制!浮动在屏幕上的区块,不使用任何固定对齐区块高度细分屏幕区域内的区块沿水平和垂直方向分别分割区块空间类型里找不到区块区块特定数据 (类型取决于区块类型)区块宽度区块区块可见性切换用于快速访问资产的区块区块由区域细分而来注册注册父级为所有用户注册将控件注册为可切换的父候选者注册的注册可选已注册的按键配置注册资产架类: '%s' 已被注册过, 注销先前的注册资产架类: '%s' 过长, 最大长度为 %d注册文件句柄中: '%s' 过长, 最大长度为 %d注册 ID 属性类: '%s' 过长, 最大长度是 %d注册节点类: '%s' 过长, 最大长度为 %d注册节点类:'%s',bl_idname '%s' 无法注销注册节点类: '%s', bl_idname '%s' 已被注册过, 注销先前的注册节点类:'%s',bl_idname 为 '%s' 是内置节点注册节点接口类: '%s' 过长, 最大长度为 %d注册节点树类: '%s' 过长, 最大长度为 %d注册节点树类: '%s', bl_idname '%s' 无法注销注册节点树类: '%s', bl_idname '%s' 已被注册过, 注销先前的注册面板类:无法从Microsoft应用商店安装进行注册再生毛发在每一帧中重新生长常规正则表达式查找正则表达式替换常规部件的颜色作为修饰键按下的常规键重复关系线位置关系关系关系线相对相对资产标识符相对细节参照边参照面相对帧相对关键帧相对镜像相对物体相对偏移相对偏移置换相对父子关系相对路径相对路径相对空间相对开始相对于相对于像素虚拟父级的相对量挂钩的相对作用力相邻元素的相对混合权重与当前网格相比的相对面数用于实例化的粒子的相对偏移,以避免多个实例重叠将相对形变位置应用到新形变待暗化区域的相对大小毛发长度上的键的相对时长待暗化区域的相对平移每个角分段的相对宽度。可用于缩放纹理以适应每个分段松弛面组松弛方法松弛姿态松弛拓扑松解 UV松弛网格松开释放为确认发布说明释音时间重新链接约束重载重新载入图像重新加载启动文件以还原设置重新加载文件的活动文本数据块重新加载活动文本文件?重载此库中的全部数据重新加载剪辑从磁盘中重新加载当前图像可运行Python脚本开启后重新加载文件从磁盘重新加载从磁盘重新加载 (忽略本地变更)重新载入上次保存状态的偏好设置重载脚本重新加载序列编辑器中的片段重载给定库重新加载已保存的文件已重新载入 {:d} 幅图像重新加载历史和书签重定位重新定位关联 ID,即选择另一个 ID 进行关联,并将其本地使用重新映射到新关联的数据块。目前只设计为内部操作符,不直接面向用户将给定的库重新定位到一个或多个其他库重定位光标下的库其余如果这些分隔边的顶点的边角超过这个阈值,则保留这些顶点。重新映射重新映射数据 ID更新相对路径重新映射用户将值重新映射到目标范围当保存到不同目录时重新映射相对路径记住导出设置记住当前工作区上次使用的场景,并在再次激活此工作区时切换到该场景记住工作区上次使用的场景,并在再次激活此工作区时切换到该场景重构网格网格重构模式重构网格修改器正在执行 QuadriFlow 重构...扩展存储库的远程URL,可以使用文件URI方案引用文件系统: "file://"移除移除活动AOV删除活动灯光组删除插件: {!r}?移除骨架物体如果可以,将移除骨架物体,如果骨架拥有多个根骨骼,物体将不会被移除移除Crypto层移除自定义若不需要循环函数修改器, 则将其移除移除分离元素移除重复移除扩展存储库从函数曲线中移除函数修改器以添加关键帧移除文件移除间隙在活动对象中移除蜡笔层组移除输入移除遮罩层删除松散点删除已命名属性移除输出删除范围外的关键帧移除包删除绘制曲线控制点移除存储库移除存储库和文件移除物体的刚体约束从物体上移除刚体设置从当前场景中移除刚体模拟环境移除选中的骨骼从当前选择中移除选择集骨骼删除目标粒子系统删除目标切变移除阈值移除 UV 贴图移除权重从骨架中移除一个选择集从活动摄像机移除背景图从预设列表中移除一个自定义键位映射配置从预设列表移除一个自定义主题从活动蜡笔物体上移除效果从活动物体上移除挂钩从活动物体上移除修改器从片段上移除修改器删除指向一个 .blend 文件的路径,以便资产浏览器不再尝试显示它移除位于笔画主干起点或末端的一段笔画移除划线一侧的部分网格从规则中移除行筛选器删除数据块的使用,清除指定删除活动标注图层从活动插帧集中移除活动路径从调色板移除活动颜色移除活动项目移除所选骨骼的所有 IK 约束移除骨架中全部选择集移除所有匹配模式包含单个通配符 (*) 的属性移除所有背面以加快计算速度,这将创建与禁用时不同的遮挡级别的边缘移除所有未包含骨骼也不含子级的骨骼集合。这是递归操作,因此仅包含未使用子级的骨骼集合也会被移除从已插帧的 物体/骨骼 移除所有约束。要使用此设置获得正确的烘焙效果,应启用可视插帧 (偏好设置-动画)移除此处所有文件:移除所选物体的所有关键帧动画移除所选片段的所有关键帧动画移除所选节点的所有连接线, 并尝试将相邻节点连到一起移除所有材质移除活动物体中的所有粒子系统删除全部选择关键帧移除所有形态键移除所有由填充工具创建的引导笔画删除全部未锁定顶点组删除所有未使用的灯光组移除全部顶点组从资产库中删除资产目录 (已包含的资产不会受到影响,并显示为未指定)从活动资产中删除现有关键字标签移除一个扩展存储库从编号切换移除一个条目从存档移除重写层删除重写操作从所选物体中移除动画?从所选片段中移除动画?删除与上一个关键帧复制的任何关键帧从几何体中删除属性删除在两个蜡笔帧之间由插值生成的间断帧从姿态资产中删除选择的通道从几何体中删除颜色属性通过与其他通道相比减少一个RGB通道,从蓝色或绿色屏幕上删除颜色从约束队列中删除约束控制器从当前的插帧集中移除当前用户界面中的活动属性删除根点过近的曲线移除历史记录中的重复条目取消后删除元素移除具有相同 ID 的已有插件移除具有相同 ID 的已有模板如果主题文件存在则移除从导出器列表中移除导出器移除导出器?当移除存储库时也移除扩展文件移除外部功能集 (绑定、元骨骼、ui 模板)移除视频影片的场从全部组中移除从选定中移除从当前模式删除从选区中移除移除当前帧与右侧首个片段间的间隙,不依赖片段的选择或锁定状态移除平面背后的几何体移除平面前方的几何体移除键配置移除键位映射条目为选中的物体和骨骼移除当前帧上的关键帧为选中的片段移除当前帧上的关键帧从Cryptomatte节点中移除层消除镜头失真,使用运动跟踪相机镜头设置移除松散边移除松散面删除松散点移除松散顶点移除遮罩层清除当前帧处的活动遮罩层的形态键删除节点, 并重连两侧的节点, 相当于禁用当前节点时的效果移除与输入端相连的节点移除追踪物体从所有场景中移除物体从拾取输出内拾取一个颜色来移除物体或者材质的蒙版取消后删除移除原始面移除原始几何体删除预设中可能导致问题的过时的操作符属性删除目标物体上的粒子系统删除自动执行中被排除的路径将选中的函数曲线从其当前所在组中移除从选择集中移除所选的骨骼从活动骨骼集合中移除选中的骨骼从骨架中移除所选骨骼删除所选控制点或曲线删除几何体的被选中元素从活动插帧集设置中移除已选项目 (蓝-灰行)从界面上移除选定的条目删除选定的节点将选择的物体从刚体模拟中移除从集合中移除所选物体从所有集合中移除所选物体移除选中粒子中互相过于靠近的粒子移除所选点从旋转稳像轨中移除选中轨从平移稳像轨中移除选中轨从物体上移除形态键合并前从目标变换中移除切变通过将活跃块转换为体素,使体积栅格不再稀疏移除活动的蜡笔层移除活动骨骼集合移除活动插帧集移除列表中激活的线条集从该集合中移除活动物体从虚线修改器中删除活动线段从时间修改器中删除活动线段通过使用该颜色作为蒙版,将其从该笔画下方删除删除当前渲染槽如已存在,则删除该自定义法向层为高亮按钮所表示的关联属性移除驱动器在解除连接时自动删除项目从修改器列表移除该修改器将该物体从活动物体所在的集合中移除依照给定名称移除属性移除所选骨骼及其父级间的父子关系移除此数据块的预览移除存储库文件系统锁从所有选择集中移除所选骨骼从列表中删除所选条目移除选择的实例物体移除选中的材质槽移除选择的粒子系统移除选择的粒子目标删除选中的渲染视图移除选中的表面槽从活动的或所有的顶点组中移除所选点删除选择的视图层从队列中删除样式模块从约束中移除目标移除此文本框删除该动画数据容器删除.blend文件的安装关联从灯光链接集合中删除该对象或集合从骨骼集合引用列表中删除此行删除闲置的材质槽移除不可见编辑器的未使用设置移除不需要的顶点组分配在反转后将权重为0的点从组中移除移除权重低于或等于此限值的顶点从顶点组中移除权重值低于阈值的顶点移除, 保留本地文件.移除, 未找到本地文件.移除了 %d 个重叠粒子已移除 %d 个材质已移除 %d 个槽已删除 %d 个顶点已删除 %d 个顶点移除的编辑器数量: %d已删除约束: %s已移除效果: %s已移除修改器: %s删除 {:d} 个空物体和/或仅伪用户动作移除 {:d} 个骨骼集合 (从 {:d} 个中)移除:%d 顶点, %d 边, %d 面从图像中删除分块从所选片段中删除淡入淡出动画删除范围外的,除最新烘焙之外的关键帧从几何体内移除捆包有助于避免不必要的数据复制重命名重命名活动项重命名标记重命名所选时间标记重命名 UV 贴图重命名活动渲染UV贴图为 "st" 以匹配USD协定在光标下重命名动画通道重命名文件或文件目录重命名首个选定的时间标记一次重命名多项重命名活动元素在数据集视图中重命名活动条目重命名活动项,而非鼠标悬停的项目重命名 {:d} {:s}重命名的属性 '%s' 转换为 '%s' 于物体 '%s' 的层 '%s' 中的帧 %d!已重命名 {:d} / {:d} {:s}渲染在当前层中渲染AO渲染数量渲染抗锯齿渲染为渲染反弹渲染缓存渲染缓存路径渲染数据渲染显示类型渲染引擎渲染该层中的蜡笔渲染在渲染实例仅渲染关键帧渲染层AOV环境光遮蔽合并结果Crypto资产Crypto材质Crypto物体数据漫射颜色漫射光线自发光环境常规光线雾场法向位置渲染通道着色器 AOV阴影高光颜色高光光线透明体积光线渲染层渲染级数渲染液体物体渲染方法渲染不透明度渲染输出渲染输出路经渲染通道在视图中显示的渲染通道渲染通道渲染预览渲染属性区域渲染渲染分辨率U 渲染分辨率V 渲染分辨率渲染结果渲染结果和预览器节点无法打包渲染采样渲染单个层渲染尺寸在当前层中渲染天空渲染槽渲染槽渲染烟雾体在当前层中渲染实体面渲染步数在当前层中渲染发股渲染纹理限制渲染时间渲染分辨率 U渲染未畸变代理渲染视图渲染视图将体素值映射到渐变的颜色时或使用预定义的颜色码渲染模拟区域使用指定的最大采样数的子集。通常用于在跨多设备间的分布式渲染裁切渲染框至用户定义的渲染框尺寸渲染激活的场景渲染活动序列场景渲染替代视图 (也称为页面翻转, 需要显卡支持四重缓存)渲染并显示平滑面,使用顶点法向插值使用面法线将渲染和显示的面统一渲染为12.5%分辨率渲染为25%分辨率渲染为50%分辨率全分辨率渲染渲染cryptomatte资产通道,用于合成中隔离同阶级的物体组渲染cryptomatte材质通道,用于合成中隔离材质渲染cryptomatte物体通道,用于合成中隔离物体渲染当前场景, 前提是输入节点层没有被改变时将曲线渲染为环形三维几何体,以便在近距查看时获得准确的结果将曲线渲染为圆形3D几何体,在控制点之间采用线性插值,以实现快速渲染将曲线渲染为带圆化法向的平直丝带,用于快速渲染渲染错误 (%s) 无法保存: '%s'渲染每个像素围绕双眼距离的中间旋转摄像机渲染该场景的动画区间在后台提前渲染帧,以加速播放对于 DV-NTSC 的渲染高度需要设置为 480 像素!对于 DV-PAL 的渲染高度需要设置为 576 像素!使用此分块大小来渲染高分辨率的图像,以降低内存占用。渲染时分块将缓存至磁盘以节约内存渲染场景的灯光和光照探头以纯品红色渲染丢失的图像和影片如果在场景中启用,则在此图层中渲染运动模糊渲染多个透明图层 (可能会引入透明度排序问题)渲染多个透明图层(可能会引入透明度排序问题)(已弃用:请用 “use_tranparency_overlap 使用透明重叠”)渲染物体作为阻隔或遮罩,在图像中创建alpha值为零的部分,在合成中用真实镜头或其他渲染来填充仅渲染选定物体的动画数据中包含关键帧的帧。只在渲染动画时使用渲染父级粒子渲染通道编号在3D视图中显示的渲染通道仅EEVEE支持视口合成器中的渲染通道渲染多边形透明度, 视纹理的 Alpha 通道而定使用未失真的代理进行渲染预览渲染设置渲染尺寸对GPU而言过大,将以CPU合成器代替渲染槽名称图像渲染槽渲染高光高亮在当前层中渲染样式笔画渲染不带透明的表面以实现最佳水平放置渲染文本渲染该集合渲染序列场景而非活动场景在渲染结果上显示戳记信息文本渲染该场景的动画区间内视图渲染此场景的动画范围窗口,但只渲染选定对象的关键帧以渲染分辨率的12.5%渲染此效果以渲染分辨率的25%渲染此效果以渲染分辨率的50%渲染此效果以渲染分辨率的6.25%渲染此效果使透射表面呈透明,用于将透明玻璃合成到另一个背景上使用序列编辑器的 OpenGL 显示进行渲染无法将渲染视图 '%s' 从场景 '%s' 中移除渲染视图名称3D立体渲染和多视图渲染的渲染视点将左眼和右眼的视图渲染为单张图像中的两种不同滤色的颜色 (需要立体眼镜)在单个图像中交错的左眼和右眼的渲染视图 (需要3D显示器)渲染左眼和右眼的视图,上下编排渲染左眼和右眼的视图,左右编排渲染该层中的体积对于 DV 的渲染宽度需要设置为 720 像素!渲染视图可渲染物体渲染已渲染的子粒子正在渲染序列...用于场景数据块的渲染设置正在渲染视图...正在渲染...渲染将 Freestyle 输出渲染到单独的通道,而非将其叠加在组合通道上重新排序重新排序输入项重新排序输出项重新排序索引必须有效重新排序索引不得有重复项根据网格面和顶点的空间位置对其进行重新排序,以提高 BVH 构建和雕刻性能。在列表中上/下重新排序活动蜡笔遮罩层工作区重排序至列表首位工作区重排序至列表末位重复重复调用重复图像重复输入重复项重复项目重复镜像部分重复运动重复输出重复输出节点 ID重复 X重复 Y重复区原样重复关键帧范围重复关键帧区间, 但带有偏移量, 基于起始值与结束值之间的梯度值重复上一步操作重复帧,每隔一个周期反转播放方向若当前帧在起始帧之前则重复起始帧,在结束帧之后则重复结束帧已修改的函数曲线的循环值带偏移重复在水平和垂直方向反复翻转图像沿 X 轴的重复倍值沿 Y 轴的重复倍值所生成表面的 X 向重复量所生成表面的 Y 向重复量替换替换动作全部替换替换 Alpha替换颜色替换已有项将自由控制柄替换为对齐控制柄,将所有对齐控制柄替换为自由控制柄替换蜡笔效果替换长度替换材质替换修改器替换原物体替换半径替换选择替换字符串替换文本替换文本物体字体用顶点组B的权重替换顶点组A的权重将指定的字符串段落替换为另一个用空白组替换活动节点替换全部帧替换所有匹配项替换指定的动画数据替换指定的集合实例替换指定的集合替换指定的材质替换指定的物体数据使用速度颜色渐变替换笔刷颜色替换分量值选用磁盘中的其他图像替换当前图像用另一个有相同数量输入的效果片段替换此片段替换现有函数修改器,而不是仅追加到现有列表的末尾替换现有驱动器变量, 而不是仅追加到现有列表的末尾将镜头中的平面替换为另一个图像,该平面由运动跟踪的平面跟踪检测在指定的反弹次数后,用环境光遮挡替换全局照明用非活动节点替换非活动分块。此方法比容差修剪更快,适用于仅包含内部或外部背景值的窄带SDF栅格等情景。在目的地替换修改器使用新链接替换接口连接用原始骨干几何的贝塞尔曲线近似替换笔画骨干几何替换名称中的文本将文本替换为指定文本并设为选中状态使用特殊文本来替代将活动链接的 ID(及其依赖项,如果有的话)替换为来自相同或不同库的另一个 ID替换已应用颜色的描边点的颜色将接入的几何体替换为选定的输入几何体用 Alpha 输入值替换输入图像的 Alpha 通道替换原始半径使用复制替换原始旋转使用复制替换原始变换使用动作通道替换原始变换用属性的变换替换原始变换创建所有骨骼后用其他骨骼替换父骨骼,只需使用 CTRL、DEF 或 MCH 即可替换前缀以指定的类型替换所选节点替换笔画不透明度而非逐点调节替换笔画粗细替换此区域通过重写引用值来替换引用值将顶点坐标替换为缓存值用活动物体的顶点组替换选中物体的顶点组替换为替换选择部分置换动作重播回放选择的报告报告目录报告索引报告使用预填写的版本信息报告问题报告所有缺失的外部文件报告报告每像素的毫秒时间。仅支持 CPU 渲染设备重新定位轴心将雕刻变换原点重新定位到扩展活动区域的边界存储库存储库存储库 "{:s}": {:s}{:s}存储库警报:存储库 URL存储库由用户管理,存储在用户目录中存储库未设置存储库需要访问令牌存储库: {:s}图像文件中的 alpha 表示,在保存和加载图像时进行转换在 RGBA 像素中显示 Alpha 信息此值表示正交摄像机的 “正交缩放”。如果将此缩放值的摄像机放在灯光位置,它将表示阴影 “摄像机” 的覆盖范围。将属性重新投射到新网格上从当前视点重新投影所选笔画,就像它们是新绘制的一样 (比如,修复3D游标意外移动或意外视口更改时的问题,或用于匹配变形几何体)将笔画重投影到场景几何体上,就像使用 "表面" 位置绘制一样将笔画重新投影到同一平面上, 就像从当前视点使用 "游标" 笔画放置绘制一样使用X-Y平面重新投影画笔使用X-Z平面重新投影画笔使用Y-Z平面重新投影画笔使用3D游标的方向重新投影画笔二次投射误差斥力系数斥力是与刚度有关的一个系数需要匹配所有交叉遮罩,而非仅仅一个需要匹配所有材质遮罩,而非仅仅一个要求内部弹簧连接的点具有相反的法线方向必需的所需渲染尺寸 ({}px) 大于报告的纹理尺寸限制 ({}px)。需要 RDNA 架构的 AMD GPU需要访问令牌需要 Apple Silicon 和 macOS %s 或更新版本需要 Xe-HPG 架构的英特尔 GPU需要 Xe-HPG 架构的英特尔 GPU 以及要求具有计算能力 %s 的 NVIDIA GPU需要至少三个顶点需要有选中的顶点或活动顶点组从磁盘上的资产库重读资产和资产目录转接点转接点自动标签重采样重采样数量重采样曲线重采样长度重采样模式重采样缩放在网格化前对输入曲线重采样为图像序列中缺失的帧保留占位帧重置重置背景图像缩放重置子级重设颜色渐变重置曲线重置节点重设法向重置动作之间的姿态骨骼重置动作之间的形态键重置变换重置 UV 投射重置UV变换为默认值相对于会话基本姿势重置VR漫游变化量重置数值恢复视图重设颜色标签重置曲线和黑/白点对所有选中的点动画重置羽化权重重置图像变换为默认值重置限定距离约束的限定距离值重置位置变化量将所选骨骼的位置、旋转与缩放重置为默认值恢复所选骨骼的位置为默认值重置法向为初始法向恢复操作符默认值为拉伸约束重置骨骼的原始长度重置姿态骨骼变换至关键帧状态重置被导出动作之间的姿态骨骼。当某些骨骼在某些动画上未插帧时,这是必需的重置最近打开的文件重置旋转变化量重置所选骨骼的旋转为默认值重置缩放变化量重置所选骨骼的缩放为默认值重置选定片段的缩放在每个动作被导出之间重置形态键,当一些SK通道没有关键帧动画是比较有用的重置片段的重定时重置片段位置变换重置片段位置、缩放和旋转变换重置片段旋转变换重置片段缩放变换重置选中物体网格的雕刻副本将羽化权重重置为0将水平视图重置为当前场景帧范围,如果预览范围处于活动状态,则将其考虑在内重置内部剪贴板 和/或 所选元素的法线重置选中的本地重写为其关联数值重置选中的本地重写为其关联数值将镂版变换重置为默认重置应用于父子级关系的变换修正,但不删除亲子关系重置每个独立子实例的变换重置输出中每个子实例的变换。仅在启用分离子级时使用重置视图重置所有形态键权重为0,或最接近限制的值重置背景图像的缩放和位置将当前属性值恢复到默认值将阵列中的所有元素恢复到默认值恢复到默认主题色调如果当前主题处于活动状态,则重置为默认主题重置所有或所选笔画的顶点色自适应显示全部的帧范围自适应显示全部的片段范围重置可视区域并显示选定关键帧的范围自适应显示选择的帧范围自适应显示选择的片段范围重置可视区域以显示在光标下方的通道重置可视区域以显示所选通道重置所有绝对形态键的时序重构外形改变函数曲线数值 (例如, 改变运动幅度)重构只能在更高级别细分下工作物体的运动阻力缩放调整四格视图区域调整四格调整区块缩放节点调整电子表格的列宽根据数据宽度调整电子表格列的尺寸通过拖动分隔线调整编辑器调整晶格大小以适应选定的可变形物体调整图像大小调整物体大小以使边界框保持在该值以下。数值为0禁用钳制调整为最大1024像素调整为最大2048像素调整为最大256像素调整为最大4096像素调整为最大512像素缩放视图, 以浏览全部节点缩放视图, 以浏览所选节点分辨率细分精度精度限制分辨率模式预览分辨率 U分辨率缩放分辨率 U分辨率 V视图分辨率分辨率 X分辨率 Y分辨率 Z分辨率不匹配未为 %s 选择分辨率,跳过分辨率必须大于 1分辨率必须是正数生成的笔画的分辨率用于渲染和烘焙的表面分辨率八叉树式重建; 值越高, 细节越好阴影贴图的分辨率百分比视图中体积物体的分辨率百分比用于着色器节点预览的分辨率(可以根据性能进行更改)用于流体域的分辨率。值对应于最长的域边(自动计算其他域端的分辨率)。烘焙到纹理时的分辨率分辨率静置和范围静止密度静置长度静置姿态静置位置静置形态键静置源谐和力的静止长度当达到循环长度时从起始帧重新开始分辨率复原区域恢复曲线段长度重建帧恢复控制柄选择将所有已打包的关联数据恢复到其原始位置重置全部键位映射项至默认将所有已打包的关联数据块恢复到其原始位置调整后恢复控制柄选择还原键位映射条目还原键位映射当初始化动画帧时重建帧使用塑形后恢复每条曲线段的先前状态长度限定限定帧范围限制渲染限制选择限制可见限制可见点限制编辑该层中的笔画与关键帧限制函数曲线的最大值与最小值限制修改器仅作用于其 '起始' 帧限制修改器仅作用于其 '结束' 帧将运动限制在指定的轴向上通过将位置坐标沿曲线的最长轴向重新映射,将运动路径限定在曲线上将运动限制在目标网格表面将一个物体的运动限制在特定距离内 (仅在估算约束结果时使用)对此探头限制物体可见性(已弃用)限制绘制操作仅作用于组中的顶点限制可渲染性将刚体旋转限定到单一轴将刚体位移和旋转限定到单一轴将刚体位移限定到单一轴将旋转限制在指定的轴向上将缩放限制在指定的轴向上在3D视图中限制选择 • Shift 设置到子级在视图中限制可选性将选择限制为使用与活动物体相同模式的物体,以防止在选择时意外切换模式将一些优化进行限制,保留已命名的节点和网格并连接到已命名的节点,以便于使已命名的节点可以被在外部转化将绑定列表限制为特定的自定义功能集将位移和旋转限定到指定轴用弹簧将位移和旋转限定到指定轴在3D视图中限制可见性限制 3D 视图中的可见性 • Shift 设置到子级在视图中限制可见性限制开关限制结果布料解算器迭代结果合并每次迭代生成的几何结果渲染结果, 包含全部层和通道可恢复恢复正常速度重新同步强制重新同步保留整体形状重定时重定时重定时关键帧重定时关键帧选择状态重定时关键帧重新设置结束帧的时序并移动到动画的开头以保持循环重定时关键帧必须被选中重拓扑重新拓扑偏移从几何图形中检索 UV 贴图,如果未指定任何图形,则检索默认回退通过路径检索捆包项目。检索颜色属性,如果未指定任何属性,则检索默认回退检索点在曲线内的编号检索来自点域上 "id" 属性的稳定随机标识数值,如该属性不存在则取其编号检索单位长度矢量,指示指向远离几何体的每个元素的方向从列表中检索值检索指示每个元素位置的矢量检索表示每个元素在列表中的位置的整型数值,从零开始检索附加到物体或几何体的属性检索与另一面拐位于同一面内的其他面拐检索构成面的拐角从曲线上距起点一定距离的点检索数据在上下文几何体中检索其他元素的数据检索连接到边的面拐角检索连接到顶点的面拐检索有关当前着色点的几何信息从集合中检索几何实例检索毛发曲线信息检索沿每个样条线的控制点距离检索体积栅格的相关信息检索有关图像的信息检索有关点云中点的信息检索有关网格中单独连接区域的信息检索有关相机的信息及其与当前着色点位置的关系检索有关物体实例的信息从摄像机物体中检索信息从物体中检索信息获取骨架骨骼的信息检索多种类型的纹理坐标。 通常用作纹理节点的输入检索各个控制点上用于绕其切向扭转曲线法向的角度以秒或帧为单位检索场景动画中的当前时间检索控制点所属的曲线检索指定属性的数据检索生成物体实例的粒子的数据,例如,为物体的多个实例赋予变化检索每个控制点处的曲线方向检索连接到每个顶点的边检索物体在 Cycles 中显示的边缘。 注意:由于网格在由 Cycles 处理之前会进行三角化,因此拓扑将始终显示为三角化检索面拐两侧的边检索每个面拐所属的面检索几何体中每个实例的完整变换检索几何体材质列表中每个元素使用的材质的编号获取用于评估场的体素整数坐标检索全部样条线加总在一起的长度为每个属性域检索几何体中的元素数量检索将为曲线上每个控制点生成的评估点数检索各边分别参与构成的面数量检索包含当前正在执行的几何节点修改器的物体检索各个贝塞尔控制点的控制柄位置检索鼠标光标的位置获取表示该旋转的四元数分量检索曲线或点云几何体上每个点的半径检索几何体中每个实例的旋转检索几何体中每个实例的缩放检索场景活动摄像机检索每个样条的总长度,以距离或点数表示检索着色器正在被执行的入射光线的类型。 通常用于非基于物理的技巧检索每个面拐附着的顶点检索3D视图中的视图方向和位置检索与网格的每条边相关的拓扑信息检索与网格的每个面相关的拓扑信息检索与网格的每个顶点相关的拓扑信息从目标几何属性数据中检索变换信息从来自上下文的域以外的不同域的某个场检索数值从特定几何元素中检索值检索指定体积栅格中的值在特定体素检索体积栅格的值检索面中的所有三角形是否在同一平面上,即是否具有相同的法向检索每条边是否标记为平滑法线或分割法线检索每个面是否标记为平滑或锐利法线检索每个样条端点是否与起点相连检索是否正在为视图而非最终渲染估算节点返回返回 A 的符号,sign(A)返回前一模式返回前一模式返回此动作是否为分层动作. 此时所有动作均通过版本控制进行分层, 该函数将始终返回真值返回此动作是否为旧版, 旧版动作没有层或槽. 自 Blender 4.4 版起, 动作会自动更新为分层动作. 只在动作为空时才会返回真值返回边界边的选择返回构成给定 UV 数据中接缝的一组边。缝合边被定义为相邻面拐角之间数据的不连续性返回松散边的选择返回流形边的选择返回一个均匀分布的随机旋转返回 A 和 B 中只有一位被设置的值返回 A 位和 B 位均被设置的值返回 A 位或 B 位被设置的值返回有关图像的信息返回修改器当前活动片段的相关信息返回面内拐角两侧边缘之间的夹角返回图像中像素的坐标返回边的长度返回 A 的相反位值,十进制表示为 A = -A - 1返回当前场景帧中标记相对于轨迹中第一个未禁用标记的位置和速度返回当前场景帧中标记的位置和速度,相对于当前场景帧中标记的位置加上用户指定的相对帧数返回当前场景帧中标记相对于跟踪空间零原点的位置和速度返回给定绝对帧处标记的位置和速度返回 A 的符号可复用的本地 ID重用临近像素的光线显示所有编辑模式下隐藏的骨骼显示所有姿态模式下隐藏的骨骼显示全部隐藏的 UV 顶点恢复显示所有隐藏的融球元素恢复显示所有顶点、边或面通过设置隐藏渲染标记恢复显示所有渲染物体恢复显示隐藏的控制点显示隐藏的面和顶点显示暂时隐藏的遮罩图层恢复显示临时隐藏物体反向反转曲线反转帧序反转鼠标反向路径反向排序反转传递反转所选元素的当前次序反转历史循环反转帧的顺序逆序反转所选曲线的方向倒转显示条目的顺序颠倒选中面的顶点和边的次序,翻转其法向撤销排序效果反转此物体及其目标之间的变换反转鼠标的垂直移动反向反转旋转输入的方向恢复在全屏区域叠加前, 恢复到原屏幕布局将节点还原为默认状态但保留连接将活动笔刷设置恢复到资产库的默认值当要施加钳制时,切换回一阶积分。比钳制策略更保守恢复至自动保存的设置恢复到已保存的文件旋转边线Rh 单相脊线脊线 & 谷线脊状多重分形脊线和谷线绑定名称绑定 UI 脚本拥有此物体的绑定,可以在重新生成时删除或者覆盖绑定类型此骨骼的绑定类型绑定右右眼右控制柄右控制柄场右控制柄偏移选择右控制柄右控制柄类型右侧关键帧鼠标右键选择操作右邻正交右视图透视右视图按钮上右键点击将其添加到此菜单中右眼能看到左图,反之亦然右控制柄选择状态鼠标右键总是调整鼠标右键使用选择工具右奇异矢量相对于标记的规格化坐标中的搜索区块右下角左控制柄相对于片段内容起始点的向右帧偏移量刚体刚体约束刚体约束类型刚体物体刚体设置刚体形状刚体类型刚体世界环境刚体世界环境没有可供导出的关联物理数据刚体积极参与到模拟过程中模拟过程中的刚体形变刚体刚体世界环境没有正确初始化,需要先模拟RigifyRigify 活动集合Rigify 活动类型Rigify 动画工具Rigify 配色集专用项Rigify 开发工具Rigify 元骨骼Rigify 主绑定Rigify 绑定名称Rigify 目标绑定Rigify 目标绑定 UIRigify 类型边缘边缘颜色边缘折痕边缘效果边缘材质偏移边缘顶点组边缘效果环环纹方向沿 X 轴的环纹沿 Y 轴的环纹沿 Z 轴的环纹沿球面距离的环环形必须至少为3个断离断离失败断离与顶点黏性选择不兼容断离仅与顶点/边选择的同步选择兼容撕裂多边形并移动断开的元素断离选中顶点或区域待暗化区域的旋转物体在刚体模拟中的作用扭转(滚动)滚动角度滚动角度源卷曲深度卷曲方向卷曲毛发曲线滚入左倾卷曲长度滚出卷曲半径右倾卷曲锥化柔性骨骼结束位置的扭转偏移,矫正扭曲柔性骨骼起始位置的扭转偏移,矫正扭曲滚动视图将视轨向左滚动将视轨向右滚动使用角度值滚动视图扭转: %.2f扭转: %s卷帘快门卷帘快门持续时间从发梢开始卷起毛发曲线罗马尼亚语 - Român根根直径根部方向根部编号根节点根部位置根位置根基图元根部选择纹理根坐标系仅变换根部根形衰减此视图层的集合层次结构的根级,其 "集合" 指针属性与场景的主集合相同``文件`` 集合中列出的所有文件的根路径根形预设旋转顺时针旋转180度顺时针旋转270度顺时针旋转90度旋转增量旋转欧拉旋转毛发曲线旋转实例累加旋转旋转源旋转面内侧的 UV 坐标旋转矢量使用 X 轴旋转单点使用 XYZ 顺序旋转单点使用 Y 轴旋转单点使用 Z 轴旋转单点使用轴向与角度旋转单点围绕轴心点 (中心) 旋转矢量绕另一点旋转绕轴旋转一个角度围绕图像中心旋转先绕局部X轴旋转,然后绕Z轴先绕局部Z轴旋转,然后绕X轴围绕 X、Y 和 Z 轴旋转沿修改器坐标空间的 Z 轴进行旋转绕局部X轴旋转绕局部Y轴旋转绕局部Z轴旋转沿指定 ('锁定') 的轴, 向目标物体旋转根据阵列形状旋转副本旋转所选项的自定义法向旋转面内侧的面拐颜色属性在局部或全局空间中旋转几何实例按特定角度旋转图像旋转初始选中项以优化形状按顶点法线旋转副本根据输入几何体的形状旋转实例根据表面几何形状旋转实例旋转受吸附设置影响旋转孤岛以获得最佳匹配旋转孤岛以水平对齐旋转孤岛以垂直对齐旋转孤岛以便改良布局旋转不均匀的父级缩放以对齐子级,将父级 X 缩放应用于子级 X 轴,依此类推围绕笔刷的中点旋转点相对当前坐标系的旋转旋转选定的边或邻接面旋转选中的对象随机旋转副本旋转图像在全局空间中旋转输入的旋转值在其局部空间中旋转输入的旋转值在物体的局部空间中执行输入旋转随机旋转实例旋转表面切向旋转视图旋转/扭曲旋转后的摄像机,在汇聚距离上看同一点旋转到最小矩形,垂直或水平沿特定轴旋转每条毛发曲线按指定的偏移量旋转 A 的位值。正值向左旋转,负值向右。旋转各向异性的方向,取值 1.0 表示旋转一整圈旋转旋转 + 缩放旋转角度旋转轴旋转场旋转增量旋转影响度旋转矩阵旋转方法旋转混合模式旋转模式节点接口旋转旋转节点接口界面旋转原点旋转路径旋转精细增量旋转范围旋转轨迹专用项旋转轨迹旋转单位旋转 W旋转 X旋转 Y旋转 Z每个副本的旋转累计值每像素的旋转量,以控制视图转动的速度旋转 + 缩放旋转角度VR头戴设备旋转的变化量将被应用到Z轴上的旋转角度围绕中心或物体的旋转沿路径的旋转所选坐标系轴向上的转角旋转轴(默认为发根的切线方向)旋转模式转换旋转误差每一步的旋转背景图的旋转 (仅适用于正交)新建物体的旋转值欧拉旋转四元数的旋转四元数旋转 (保持规格化)在摄影表编辑器中不支持旋转旋转模式. 仅影响旋转的显示方式, 旋转本身不受影响.光圈叶片的旋转值太阳围绕天体的旋转动作对应控制器目标在世界空间中的旋转效果的旋转实例的旋转棚灯在 Z 轴上的旋转在确定查看器旋转时,应用于基本姿势的旋转偏移仅旋转旋转或缩放的轴心点存在于原来拍摄的图像旋转,将得到补偿,例如用于故意倾斜绕轴旋转的幅度使用小键盘 (2 4 6 8) 做旋转操作的步进值旋转 转换为 轴角度旋转 -> 增量旋转 转换为 欧拉旋转 转换为 四元数几何属性中的旋转值节点的旋转值接口旋转值仅可在3D视图中显示为文本叠加层旋转/缩放中心旋转: %.2f%s %s旋转: %s %s %s旋转差值旋转表面糙度粗糙系数糙度表面糙度 1表面糙度 2糙度曲线表面糙度末端粗糙端点糙度阈值材质粗糙度边缘光泽层的粗糙度,低粗糙度和高粗糙度分别会产生模糊和多尘的效果基于粗糙度U糙度V糙度圆形将 A 舍为小于或等于 A 的 B 的最大整数倍数将 A 四舍五入到最近的整数。如果分数部分为 0.5,则向上取整四舍五入模式编辑时将 UV 吸附至像素点坐标上圆头端点样式 (半圆式)通过在各个控制点上生成圆形曲线来倒圆角在带符号距离场中圆化凹陷的内角。仅影响负主曲率区域,实现表面间更平滑的过渡对开放边缘形状倒圆角圆滑预设将浮点数舍入到邻近的最小整数将浮点数四舍五入到离零方向最近的整数 (如果为正,则向下取整;如果为负,则向上取整)将浮点向上或向下舍入到最接近的整数将浮点数舍入到邻近的最大整数吸附像素吸附像素点中心吸附像素点拐角圆形圆滑丝带圆度父粒子周边子粒子的分布圆度笔刷头部的圆度面板和子面板拐角的圆度分段坐标系统的圆度圈数行行过滤行高度行交错行:橡胶规则解算规则模糊度用于确定哪些区域位于内部或外部的规则量尺规则从上到下 (仅计算效果高于模糊阈值的第一个规则)以用户身份运行执行 Python 文件编辑时运行Python运行脚本运行节点链接拖动操作进行测试运行激活的脚本作为后台任务运行以特定用户身份运行在几何节点编辑器中运行生成后运行此脚本以应用特定于用户的更改在加载时将此文本作为Python脚本运行龙格-库塔 3龙格-库塔 4在离线模式下运行运行时运行时数据运行时选项有关VR会话的运行时状态信息俄语 - РусскийSSDFSDF栅格SDF栅格布尔SDF栅格圆角SDF栅格拉普拉斯SDF栅格平均值SDF栅格平均曲率SDF栅格中值SDF栅格偏移SDLSSMAA 阈值SMAA 渲染阈值SMAA 视图阈值SMPTE (紧凑)SMPTE (完整)SMPTE时间码仅显示为分, 秒和帧 - 必要时也会显示小时, 但不是默认项SPH 流体设置SPH 解算器SSAA 采样SSAO设置SSE42STL (.stl)STL 导出: 无法打开文件 '%s'STL 导出: 无法找到集合 '%s'STL 导入: 无法打开文件 '%s'STL 导入: 从文件 '%s' 导入网格失败STL 导入: 读取文件 '%s' 失败SVG为曲线SVG有渐变效果,蜡笔的颜色将会近似取值安全区常规元素安全区其他宽高比情形下的常规元素安全区文本和图表安全区其他宽高比情形下的文本与图表安全区用于3D视图和VSE的安全区相同通道相同的物体与 frame_end 相同,除了可以设置任何值,包括创建无效状态的值与 frame_start 相同,除了可以设置任何值,包括创建无效状态的值选中了相同的骨骼...与活动骨骼相同的集合与活动骨骼颜色相同相同的输入 / 输出接口方向采样附着UV采样采样偏移量采样数量采样曲线采样均一长度采样格式采样栅格采样栅格编号采样群组 ID采样编号采样长度采样线合并后采样采样模式采样最近采样最近的表面采样位置采样半径采样率采样尺寸采样直边采样子集采样子集长度采样子集偏移采样 UV采样UV表面从3D视图或大纲视图中采样骨骼以存储在属性中采样色带从Blender窗口中采样颜色,并创建蜡笔材质从 Blender 窗口中采样并保存颜色属性从3D视图中采样数据块并保存在属性中沿线条采样并在范围面板中显示采样精确度, 对于动画数据具有重要作用 (值越低, 则越精确)将图像文件作为纹理进行采样对图像文件进行采样作为环境纹理。通常用于使用背景节点照亮场景为 %s 采样颜色从 3D 视图中的采样深度采样动态拓扑细节通过均匀分布指定数量的点对每根样条线进行采样通过将每根样条线拆分为具有指定长度的线段进行采样使用均一长度采样边采样有矢量控制柄的边对图像的每一个像素点采样采样格式基于所有曲线总长度的采样长度,而非使用每个选定曲线内的长度采样网格体素大小根据在每个阴影点的预估贡献更有效地对多个光源进行采样光标下的像素采样值函数曲线的采样点采样率, 单位为样本/秒音频采样率 (单位Hz)通过点击采样网格细节对输出显示颜色进行采样沿每条样条线对指定数量的点进行采样在附着点对表面UV贴图进行采样用于开始对预览降噪的采样点从图像纹理采样数值采样点采样的动画数据沿线条采样色彩采样变换采样每帧采样采样采样动画采样插值回退采样方法采样模式采样预设采样率采样子步长为调色板采样颜色使用体积的采样方法自发光表面的采样策略增加图像的饱和度饱和度饱和度抖动饱和度模式饱和度水平界面中的图标饱和度饱和度、明度、色相饱和度:保存保存 %u 张已修改的图像保存&加载另存为渲染图另存为...保存备份保存副本保存外部文件...保存模式保存PNG为PNG,JPEG为JPEG,WebP为WebP.如其它格式,则保存为PNG保存偏好设置保存提示保存版本从骨架中保存一个 BVH 运动捕捉文件保存一个活动笔刷资产的副本到默认资产库中, 并使其成为活动笔刷保存为当前工程的副本但不激活已保存到的工程保存一个自定义主题到预设列表保存序列中的图像保存活动文本数据块根据选项保存当前激活的文本保存全部修改过的图像将打包在 .blend 文件中的图像保存到磁盘另存为渲染图将缓存文件保存到磁盘 (需要先行保存 .blend 文件)是否在关闭之前保存更改?从棚灯编辑器设置中保存自定义棚灯将置换数据保存为一个外部文件使用渲染颜色管理保存图像。 对于 PNG 等显示图像格式,应用视图和显示转换。 对于 OpenEXR 等中间图像格式,使用默认的渲染输出色彩空间将图像另存为 JPEG.(需要 alpha 的图像保存为 PNG.) 注意可能带来的品质损失将图像另存为WebP作为主图像(不可回退)使用亮度-色度-色度通道来代替RGB通道退出时保存在退出时保存偏好设置修改 (除非已加载初始设置)将渲染缓存保存到EXR文件中 (对重度合成非常有用, 注意: 影响间接渲染的场景)将烘焙贴图保存为外部文件将烘焙贴图保存为内部图像数据块保存当前工程文件使用带有递增数字的文件名来保存当前Blender文件,不会覆写任何现有文件保存当前文件到指定位置将当前文件保存在所需位置,但不要使保存的文件处于活动状态保存当前预览器节点为图像文件使用另外一个名称或设置来保存图像使用当前名称和设置保存图像将渲染的图像保存到导出路径 (仅在未启用动画时可用)保存该场景至PLY文件保存该场景至Wavefront OBJ文件保存该场景至STL文件保存当前的数据块, 即使未被使用保存此输出层保存到磁盘 (忽略外部更改)将翻译设置保存为持久存储的 JSON 文件已保存 "%s"已保存 %s已另存为 "%s"已保存副本为 "%s"已保存图像 "%s"已保存增量为 "%s"保存打包文件至: %s已保存文本 "%s"保存保存失败使用此版 Blender (%s) 保存可能会导致数据丢失。使用此 OpenColorIO 配置保存,可能会导致数据丢失。保存偏好设置失败锯状波可缩放矢量图形 (.svg)可缩放矢量图形 (SVG) 1.1 格式标量缩放缩放或调整所选对象的尺寸缩放轴缩放基础缩放缓动缩放元素等比例缩放缩放帧速率缩放系数纹理缩放因子缩放图像到新的尺寸首端缩放缩放影响度缩放实例缩放矩阵缩放混合模式缩放模式缩放偏移尾端缩放缩放随机性缩放刚度缩放笔画宽度缩放宽度独立缩放 U 和 V展开后将 UV 缩放至边界框的尺寸均匀缩放缩放 XX 向缩放: %s Y 向缩放: %s Z 向缩放: %s%s %sX 向缩放: %s Y 向缩放: %s%s %s缩放 Y缩放 Z缩放上下文的浮点值每个副本的缩放累计值缩放所有数据 (某些导入器不支持经缩放的骨架!)缩放所有图像 UDIM 分块沿曲线缩放沿 X 轴缩放沿 Y 轴缩放缩放上下文的整型值基于每Blender单位像素来缩放基于每英寸像素来缩放按面积缩放按面积乘数缩放按面尺寸缩放按比例缩小文本以适应文本框均匀缩放每条曲线到特定长度在每个方向上按相同的系数缩放元素在单个方向上缩放元素对自动推导的重采样长度应用的缩放比例决定函数 '速率' 的缩放系数决定最大 / 最小值的缩放系数用于调整关键帧高度的缩放系数骨骼形状的缩放系数次表面散射半径的缩放系数柔性骨骼末端缩放系数,矫正粗细 (用于锥化效果)柔性骨骼首端缩放系数,矫正粗细 (用于锥化效果)缩放匹配方法导入的灯光强度比例新建物体的缩放值在局部或全局空间中缩放几何实例缩放连接边和面的组缩放单条边或相邻边孤岛缩放单个面或相邻面孤岛根据面的尺寸缩放副本缩放是 0缩放受吸附设置影响缩放 UV 贴图的孤岛并移动,以便它们尽可能填满 UV 空间缩放孤岛以填充单位正方形缩放网格畸变噪波的缩放噪波缩放 (值越高会导致涡流越大)沿每条曲线的噪波纹理缩放摄像机空间中的物体解算缩放小型大写字符的缩放缩放X和Z轴来矫正维持骨骼的体积对 X 与 Z 轴向的缩放是对 Y 轴向的反转缩放基础噪波倍波程的缩放笔刷头部的X向缩放置换效果的缩放最终笔画的缩放发圈实例的缩放实例的缩放每个局部轴上的实例缩放层的缩放按根部位置缩放噪波纹理各点的轮廓比例阴影的比例空间噪波比例纹理的缩放比例仅缩放缩放所选区域缩放选中的柔性骨骼显示大小按它们组合的平均值缩放选定的关键帧缩放选中点的蒙皮半径缩放刚度而非半径用该值调整 BVH当不使用z-缓冲时, 则对Z输入源进行缩放, 用于控制由白色或输入值1所指定的最大模糊量缩放背景图缩放骨骼来匹配曲线长度缩放直接光的贡献缩放间接光的贡献随机缩放副本按轴随机缩放副本按骨骼长度缩放自定义物体缩放体积着色器采样点之间的距离(较低的值可产生更精确、更细腻的结果,但也会增加渲染时间)缩放面副本实例将帧率从 BVH 缩放至当前场景,否则每个 BVH 帧直接映射到 Blender 帧将图像缩放至完全适应画框,不留角落空白根据接入几何的面积缩放实例随机缩小实例沿每个轴随机缩小实例沿每个局部轴缩放实例随机缩放实例按轴随机缩放实例在应用增量前通过此数值对鼠标的移动进行缩放缩放噪波频率使用邻近的几何体缩放偏移量缩放偏移矩阵 (用来应用屏幕空间偏移)缩放偏移量, 以获得更均匀的厚度按 USD 舞台的每单位米数值缩放场景物体。除了在 缩放 选项中指定的值之外,还会应用此缩放变换笔画时缩放笔画宽度缩放纹理以适合各个笔画的长度缩放修改的函数曲线的值缩放到骨骼长度缩放至边界框缩放到摄像机边框缩放 -> 增量缩放到面尺寸缩放至填充缩放至适配缩放以适配或填充摄像机边框遵守比例缩放 (否则缩放到独立显示尺寸)在 Blender 单位和尺寸之间转换时使用的比例. 在微观和宏观比例工作时, 可分别使用小或大的单位比例以避免数值精度问题缩放轨迹球轨道灵敏度根据模长来缩放矢量缩放、平移和旋转图像缩放/平移缩放: %s : %s : %s%s %s缩放: %s : %s%s %s缩放: %s%s %s缩放B X: %s Y: %s Z: %s%s %s缩放B: %s : %s : %s%s %s缩放B: %s%s %sX 向缩放: %s已缩放将图像缩放至完全适应画框,不留角落空白噪波强度比使用物体原点作为比例将网格缩放为软体将光强乘以 2^曝光度,以指数形式对灯光功率进行缩放缩放噪波的缩放 (按时间)在场景比例之上额外施加的视图缩放系数,用于调节VR视野。如有可能,应优先调整场景比例本身动作的缩放系数沿 X 轴应用的缩放系数沿 Y 轴应用的缩放系数噪波输入比例物体的缩放扫描插件目录,查找新插件滚动快门效果的扫描线 "曝光" 时间散射散射系数散射光穿过体积,通常用于向场景添加雾在实例上散布在表面上散布在表面网格上散布引用的几何体散射模型每个颜色通道(RGB)的散射半径,乘以缩放场景复制设置完整复制关联复制新建物体编号空间类型场景 '%s' 包含无效的根集合,该集合未被读取场景 '%s' 已被关联,物体实例化已禁用场景 '%s' 是最后一个本地场景, 无法删除场景摄像机场景集合场景集合场景显示场景持续时间场景帧范围场景结构场景重力场景 Hydra场景 Hydra 渲染引擎设置场景实例化场景灯光场景节点接口场景节点接口界面场景物体场景操作场景选项场景原点场景属性场景渲染视图场景设置场景尺寸场景统计数据场景片段场景片段显示场景片段范围场景片段...场景时间场景单位场景世界场景资产未分配到目录. 可以在资产浏览器中分配目录场景处于其估算状态场景数据块, 包含在物体中, 并定义与时间及渲染有关的设置场景数据块在 3D 视图中场景的显示设置场景帧速率设为 %.4g (转换自 %.4g)从中选择活动摄像机的场景 (如果未定义, 则渲染场景)场景没有动画数据或活动动作场景中没有摄像机场景中没有摄像机,无法在没有摄像机的情况下渲染 %s 的预览。场景插帧集在工作色彩空间中的线性值每单位场景米数为 0.001每单位场景米数为 0.01每单位场景米数为 0.0254每单位场景米数为 0.3048每单位场景米数为 0.9144每单位场景米数为 1.0每单位场景米数为 1000.0场景模式采用全烘焙模式:找不到场景拥有场景中物体和其他集合的场景根集合场景尺寸节点的场景接口此片段所使用的场景要渲染的场景, 如果未指定, 则为当前场景将使用11次抗锯齿采样渲染场景将使用16次抗锯齿采样渲染场景将使用32次抗锯齿采样渲染场景将使用5次抗锯齿采样渲染场景将使用8次抗锯齿采样渲染场景场景将使用单通道抗锯齿方法 (FXAA) 渲染场景渲染将没有任何抗锯齿场景场景未配备摄像机的场景不支持预览方案 = Catmull-Clark,若可能。如果为简单细分类型则恢复为导出细分后的网格方案 = 无,导出基础网格而不进行细分方案 = 无,导出细分网格示波图区块背景示波器影片剪辑的统计视图的范围图像统计视图范围显示图像的可视化区间影片剪辑统计值的可视化范围置乱距离置乱距离视图滤色新建精确屏幕屏幕抓起尺寸滤色模式屏幕空间屏幕追踪采样的屏幕坐标屏幕数据块, 用于定义窗口内的区域布局屏幕数据块工作区屏幕布局在3D视图中法线显示的屏幕尺寸屏幕空间角度吸附屏幕追踪屏幕追踪精度屏幕追踪厚度屏幕屏幕截图屏幕截图的边长不能小于 %i 像素螺旋螺旋修改器螺旋轴脚本脚本目录脚本文件脚本节点脚本源未找到脚本目录脚本表达式脚本滚动条滚动方向滚动部件的颜色滚动以缩放为 2D 区块滚动方向 (仅 Wayland)下翻一页向上或向下滚动将所选文件滚动到视图中向下滚动当前视图向左滚动当前视图向右滚动当前视图向上滚动当前视图上翻一页使用鼠标点击或拖拽来滚动视图滚动视图, 使当前帧居中回滚拖拽播放拖拽/标记区块设置拖拽 / 标记雕刻雕刻所有孤岛雕刻基础网格雕刻能力雕刻曲线雕刻曲线罩体雕刻面组不透明度雕刻蜡笔雕刻蜡笔笔画雕刻级数雕刻遮罩不透明度雕刻模式雕刻模式叠加层雕刻叠加颜色雕刻面雕刻集轴心点雕刻显示面组雕刻显示遮罩雕刻纹理绘制将笔画雕刻至几何体上使用笔刷雕刻曲线在网格持续恒定的层中进行雕刻在活动的蜡笔物体中雕刻笔画雕刻/绘制的叠加颜色雕刻缝合边缝合边距为 UV 展开缝合边线缝合边搜索搜索插件搜索区域:搜索距离搜索扩展搜索匹配最大搜索范围最小搜索范围搜索范围大小到达文件尾后从头再找按照键位绑定搜索按照名称搜索按名称搜索节点然后汇聚并选中搜索此类型的文件搜索此文件夹中的项目在帧间搜索产生仿射变换的标记 (t, r, k, 以及斜切)在帧间搜索产生透视形变 (单应性) 的标记在帧间搜索经移动和旋转的标记在帧间搜索经移动和缩放的标记在帧间搜索经移动的标记搜索在帧之间有移动, 旋转和缩放的标记在全部数据块中查找, 而不限于活动文本搜索对大小写敏感为所有关联图像查找子目录 (警告: 可能会很慢)在界面中使用搜索过滤第二第二基准第二个控制柄类型第二个刚体物体约束目标秒步长四阶布朗-康拉迪径向畸变的第二项系数二阶布朗-康拉迪切向畸变的第二项系数二阶Nuke畸变的第二项系数二阶细分畸变的第二项系数切向Nuke畸变的第二项系数三阶多项式径向畸变的第二项系数用于效果的第二颜色最小/最大速度之间的第二个三次样条控制点为效果片段的第二个输入用于初始化重建的第二关键帧屏幕空间中截图的第二个点第二个选择的网格物体需要一个拷贝的形变源第二顶点组名称次要次轴向次骨骼轴向二次色次控制层次级数据路径次要影响的衰减二次反射次要纹理指示透明区域的棋盘格图案的次要颜色由径向控制的属性的次级路径秒以光标为中心缩放秒数运行测试的秒数 (重写迭代)私密在偏好设置中激活的部分参见外部编辑器中的 '%s'参见文本编辑器中的 '%s'见下方修改器面板见 OperatorList.txt 文本块随机种若使用, 则为随机种用于生成随机数的种子 (如为负值,则使用时间作为种子)用于随机生成器的随机种生成噪波的随机种值随机数生成器的种值噪波的随机种随机生成器的种数随机数生成器用于生成随机点的种子积分器的随机种值, 用于获得不同效果的噪点随机化的种子值随机生成器的种数量根据从影片流中读取的时间戳进行搜索,以获得场景和影片时间之间的最佳匹配线段分段坐标片段方向分段 ID线段影响片段长度分段旋转分段宽度两个关键帧之间的分段每个角度段内纹理映射的分段坐标分段倒角边段数线段必须至少为3个采样自控制点的段数图像距离小于该值的线段将被链接在一起选择选取 & 调整请选择两个声音片段选择2D或3D曲线类型选择单边对齐控制柄全选全选切换按特征全选设置锚点选择区域选择背景选择偏移选择较大区域选择通道选择子级选择子级只选择子项选择集合选择颜色选择控制点选择曲线选择末尾行编号选择连接到现有选择的面按组选择选择控制柄选择控制柄选择层级选择导入的物体选择层选择左控制柄选择相连元素选择列表项目选择列表项目 (双击为重命名)选择位置选择循环选择模式扩展/缩减选择选择鼠标选择外侧选择父级选择通道按名称选择选择点选择右控制柄选择并排边选择搜索区选择选择集选择相似选择槽选择分割位选择文本选择 UV 顶点使用框选来选择 UV 顶点使用刷选方式选择 UV 顶点选择指定分块中的 UV选择在同一位置上共享网格点的UV选择共用网格顶点的UV, 不考虑其是否在同一位置使用套索对 UV 进行选择选择连接到现有选择的顶点选择视图在生成的绑定上选择一个骨骼来驱动此动作选择一个书签文件夹在此帧上选择一个摄像机绑定到标记点选择最接近鼠标指针的相连片段链如果临近面都被标记则选择特征边如果任何一个相邻面被标记,那么选择特征边选择一个循环链接的UV顶点选择一个由相连边线构成的环选择一个镜像轴 (X, Y)选择一个镜像轴 (X, Y, Z)为该库选择一个新的路径,并重新加载其所有数据选择一个节点以指定快捷键选择绘制曲线控制点选择点或其控制柄选择一组随机分布的毛发或点从活动元素中选择一个范围选择一行控制点,包含活跃控制点。紧接着在同一点使用会在U/V方向间切换选择一个片段 (最后一个选择将成为 "活动片段")选中网格上的受影响点选择所有互相重叠的UV面选择所有关联至当前UV贴图的UV顶点选择鼠标下链接的全部UV顶点选择指定区域内的所有动画通道选择所有在已点击项和活动项之间的内容从当前选中项选择以 父/子 关系关联到的所有骨骼选择以父/子关系关联到当前选中项的所有骨骼选择与当前所选骨骼具有相同父级的所有骨骼选择所有字符选择当前所选骨骼的所有子级选择所有连接到已选中项的控制点选择所有连接到当前选中项的控制点选择所有与连接到已选中项的曲线控制点选择一个填充中所有曲线选择网格单一轴向上的所有数据全选已禁用的轨迹全选元素全选已估算的轨迹若为真, 则全选; 否则全部取消选择全选已插帧的轨迹选择通道中鼠标下的所有关键帧选择所有位于特定帧上的关键帧选择所有在鼠标光标下的全部关键帧选择制定区间内的所有关键帧选择所有与已选中项关联的键全选锁定的轨迹选择所有的非流形顶点或边线选择相同集合中的所有物体选择所有从此发光体阻断灯光的物体选择从该发光体接收光的所有对象选择首末元素之间的所有路径选择钉住的 UV 顶点使用任意点选择曲线中的所有点选择鼠标光标下方曲线的所有点选择全部足够锐利的边选中已选相邻当前选择的片段选择所有按各类属性分组的片段选择相对当前帧,鼠标光标所在侧的所有片段选择全部笔画控制点选择其他笔画之间的所有笔画点选择所有特征相似的笔画选择全部文本选择通道中鼠标下的所有关键帧选择曲线上的所有关键帧选择全部文本选择所有指定到活动顶点组中的顶点框选所有时间标记选择全部已追踪的轨迹选择指定组中的所有轨迹选择所有未能成功重建的轨迹全选所有同色轨迹并作为激活轨选择与选中项相连的全部顶点选择所有属性相似的可见骨骼选择所有按各类属性分组的可见物体选择所有相连的可见物体选择所有同类型的可见物体在描边中选择已选定点的交替点选择一组并排边选中相连UV顶点组成的并排边选择偶数循环边来桥接先选中一个已有的 NLA 轨道或一个空动作行选择一个物体或姿态骨骼选择并激活项目选择并滑移绘制曲线控制点选取并使用网格项目选择防剪影线至少选择一个网格物体至少选择两个循环边选择较大区域, 而非较小区域选择活动骨骼集合中的骨骼选择鼠标光标下的以 父/子 关系关联的骨骼选择当前所选骨骼的父级选择要作为当前所选骨骼目标的骨骼选择边界边 (开放的网格边)选择所选面区的边界线选择依据按面强度选择选中活动材质槽选择连接的父级/子级物体选择轮廓或剪影选择轮廓 (每个对象的外部轮廓)选择位于各选区边界上的控制点在曲线上的已选点之后选择控制点在曲线上的已选点之前选择控制点选择折痕边 (两个面之间的边,使角度小于折痕角度)导入结束后选择创建的物体使用框选方式选择曲线调节点使用刷选方式选择曲线控制点使用套索选择曲线控制点选取与已选取的曲线较近的曲线选择属性的数据类型选择当前所选骨骼的直接子级选择烟雾模拟的域物体选择边标记 (由 Freestyle 边标记注释的边)选择材质分界边为边循环选择边或面来执行旋转操作选择1或3个顶点作为父级顶点选择毛发或点选择元素基于活动布尔属性选择元素选取曲线的端点选取笔画的端点选择全部紧接上一次的选择选择除来自指定集合中行之外的所有内容选择外部轮廓 (遮挡和被遮挡物体的外部轮廓)基于游标下的循环面选择选择满足指定条件的面, 在这类面中, 所有边线都被两个以上的面所共用基于物体集合选择特征边按边线类型选择特征边按可见性选择特征边选择属于组中某些对象的特征边按面标记选择特征边基于图像边界选择特征边 (消耗较少内存)选择不属于组中任何对象的特征边选择不满足指定边线类型的特征边选择不满足指定面标记条件的特征边选择特征边满足全部边缘类型条件选择特征边满足至少一个边缘类型条件选择满足指定边线类型的特征边选择满足指定面标记条件的特征边选择定量不可见性(QI)值范围内的特征边选择来自照明或阴影区域的特征线。不会影响投射阴影和光线轮廓,因为它们位于边界。选择包含了所选节点的框选择 Chiang 或者 Huang 模型从多个输入项中按名称选取选择所选片段两侧的操控器控制柄选择图形曲线选择活动片段旁边的控制柄选择隐藏的特征边选择如何约束物体至目标表面选择如何约束顶点至目标表面选择用户管理或系统提供的目录中的存储库选中已选骨骼的直接父 / 子级选择与当前帧重叠的片段使用框选方式选择项目使用刷选方式选择项目使用套索方式选择项目使用刷选方式选择关键帧控制点使用套索选择关键帧控制点在选定的附近选择关键帧单击选择关键帧选择与选定关键帧具有相同函数曲线的关键帧选择当前帧左侧或右侧的关键帧选择每个粒子内选中的关键点外围相连的关键点选择用于笔画的线型选择相连面按夹角范围选择相连面选择光标下的相连面选择相连的顶点选择光标下的相连顶点从每条选中的边出发,选择其连接边的循环基于选择模式选择松散几何元素选择当前帧左/右的标记使用框选方式选择标记使用刷选方式选择标记使用套索选择标记选择所选框的成员选择镜像方向的对应网格元素选择镜像晶格点扩展选择与初始选中项相连的UV顶点扩展选择与初始选中项相连的样条线控制点选择更多与当前选中项相邻的片段扩展选择与初始选中项相连的顶点、边或面选择影片或图像片段选择影片追踪通道选择最接近鼠标的粒子选择新的活动网格元素并使用其位置选择新物体选中节点并将其连接到预览器节点选择从当前选择节点链接的节点选择所有链接至当前选择节点的节点使用套索选择节点选择相似属性的节点选择同一集合中的物体在层级中选择与活动物体的位置相关的物体选择集合中的物体选择匹配命名规则的物体递归地从活动元素中选择物体在当前鼠标位置上选中一个有效的顶点组选择一个或多个片段仅选择完全选中的面仅选择点选择或取消选择全部 NLA 片段选择或弃选全部文件选择或取消选择全部片段选择或取消选择随机可见对象在坐标系创建之后选用同时选择其它片段或手柄,或者在重定时模式后所有重定时的关键帧选择被粘贴物体选择所选循环边线所包围的面区根据目录选择报告选择恢复的物体选择脊线和谷线 (表面凸面和凹面区域之间的边界线)从每条选中的边出发,选择其连接的并排边选择所有可见粒子的根部选择两骨骼间的最短路径选择两选中对象间的最短路径选中两 点/边/面 之间的最短路径选择轮廓 (可见面和隐藏面边界处的边)按属性类型选择相似的 UV根据属性类型选择相似的骨骼根据属性类型选择相似的曲线控制点选择与当前选中项相似的面区域根据属性类型选择相似的融球按属性类型选择相似的顶点、边或面选择样条调节点选择片段控制柄单独选择片段,无论它们是否连接在已选片段的指定一侧进行片段选择选择与当前帧相连的片段选择当前帧前后紧邻的片段用框选方式选择片段使用刷选方式选择片段使用套索方式选择片段选择用于绘制笔画的样式选择用于填充笔画的样式选择隐含轮廓 (差不多就是轮廓/轮廓边)按行选择文本当移动光标时选择文本选择 Freestyle 的控制模式选择活动摄像机选择要显示在资产架中的资产库及分类选择各点用来比较的轴向从此选择集中选择骨骼选择摄像机放置物体时选择最近的轴 (表面重写)选择当前高亮操控器选择要用于缓存噪波数据的文件格式选择要用于缓存粒子数据的文件格式选择要用于缓存曲面数据的文件格式选择要用于缓存体积数据的文件格式选择与工程相关联的文件选择发圈几何体的输入类型。选择表面几何体的输入类型。选择要转换的图层选择映射类型选取所选物体的镜像物体, 例如 "L.sword" 和 "R.sword"选择新的插嵌面选择下一个元素 (根据选择次序)选择光标下的节点选择当前所选骨骼的父级选择上一个元素 (根据选择次序)选择想要显示的属性面板选择着色器的颜色参数化选择蓝图的轮廓笔画形状选择笔画的两个末端的形状选择排序键以确定链的堆叠顺序选择排序次序选择静置位置的来源选择片段及其控制柄选择用于压感的数位板API (可能需要重启以生效)选择用于查找场景光线交叉的追踪方法选用特征边的链形衔接方式选择每个链的排序键的计算方式选中那些与初始选中骨骼相连的骨骼选择此姿态中使用的骨骼选择时间标记选择所有可见粒子的末端选择当前帧左侧选择当前帧右侧选择追踪标记按组选择轨迹选择用于旋转稳像的轨迹选择平移稳像轨选择变换坐标系选择两个循环边或可以从中计算出两个循环边的单个闭合循环边 (解决方法: 可能是点数量为奇数,试着改为偶数点)选择两个网格物体选择用于填充笔画的渐变类型选择目标位置的缩裹算法类型选择细分算法类型选择不良轨迹基于游标的循环顶点选择根据连接边数量选择极点处的顶点,在边和面模式下,连接到顶点的几何体会被选择选择与当前已选中顶点直接相连的顶点按面的边数选择顶点或面选择未归组的顶点选择可见的特征边选择作为曲线起始的点鼠标按键选择选择光标处的单词选择光标处的单词使用当前材质选择所有蜡笔笔画全选 / 弃选所有笔画或填充在该方向上选择或取消选择元素通过遍历来选择 / 弃选文件可选择性 & 可见性可选仅可选择选中项选中 & 内容选定的动作映射选中的动作剪辑片段选定的绑定选中的粗体选中的通道光标位置选中的通道所选边总数所选面总数选中的面选中的文件选中项高亮所选 ID '%s' 是 %s,不能用于重新定位现有关联 ID '%s',后者是 %s所选 ID '%s' 似乎与重新定位的 ID '%s' 相同,请使用 '重载' 操作来代替选中的斜体所选项使用所选项会强制环绕中心仅考虑当前选中的物体。所选项选中的关键帧已选中地标选中行背景选中行文本颜色选中的标记已选中的复合片段 (用于相关片段归组)选中的节点组选定的物体选定的物体仅选中物体选定的物体及数据选定的物体, 数据和材质仅选中选中的点选中的姿态骨骼选中的小型大写已选中的声音片段 (用于为声音调时)选中的片段选中棚灯选中的文本选中的过渡片段选中的 UV 元素在彼此半径范围内的选中的 UV 顶点将被焊接在一起选中的下划线所选顶点总数选定的资产 %s 无法在资产库内定位选定的资产 %s 不是动作所选资产包含在资产系统管理的文件中,应避免手动编辑所选资产包含在当前文件中已选中来自 %s 的骨骼选定的数据块已经是资产 (或不支持用作资产)编辑模式下所选边线的计数需选中边线/面编辑模式下所选面的计数值需选中面选中的循环元素须含等量的边数所选网格的顶点数量必须相等所选节点与 {} 不是相同类型选中的节点无法合并所选物体的名称必须使用 .L 或 .R 后缀所选路径位于所选资产库之外所选物体 -> 活动物体编辑模式下所选顶点的计数值选中/未选中仅从被照亮区域选择线条,并将轮廓、光线轮廓和阴影线组合到封闭形状内仅在物体模式下支持选择摄像机选中项选中项域选区末尾字符选区末尾行选中项遮罩选择模式选择模式必须是点仅选中项选中项不透明度选择集选择集索引选择集选择集专用项选择工具选择类型选择要执行的动作按集合选择按边线类型选择按面标记选择按图像边界选择按可见性选择选中项不是骨骼选中项不是骨骼,骨架需要处于姿态模式或编辑模式才能在3D视口中拾取选择会在鼠标轨迹之后并且跟随一个平滑路径不支持物体模式下选择用于 IK 链的 IK 解算器选中项从活动通道选择点击的通道对未连接到表面的边的选择对网格表面边界的选择选择连接了网格表面两个面的边选择表示输入矢量不连续的边选择法向与目标方向匹配的元素。(法向会在与该选中项输出相同的域上进行评估)对球内元素的选择选取要随机化的实例选择需要置换的点迭代域的选中项未找到成对选中项曲线点的选择状态路径点的选择状态槽的选择状态选择状态单边对齐控制柄的选择状态控制点的选择状态控制点的选择状态. (已弃用: 以 "选择控制点" 代替)左控制柄的选择状态右控制柄的选择状态选中项 -> 当前帧选中项 -> 游标值选中项 -> 最近帧选中项 -> 最近的标记选中项 -> 最近的秒可选的阻尼最小二乘法选择柔性骨骼的结束点控制柄类型选择柔性骨骼起始位置控制柄的类型选择如何根据顶点的位置将顶点映射到柔性骨骼段从当前笔画选择中选择随机点选择边界调整算法选择所使用的算法选择使用的厚度算法自碰撞自碰撞自体作用自摩擦自身命中自身交集自身交集自相交检查自身最小距离自身物体自重叠选中面自身交叉独立的刚体模拟环境及设置自碰撞的顶点组属性的语义解释半拉格朗日半音后移移到最后敏感度传感器传感器适配传感器高度传感器噪点传感器宽度正在从上到下扫描传感器可分离分离分离捆包分离捆包项目分离子级分离颜色分离组件分离柱坐标分离几何体独立的 IK 脚趾分离矩阵分离模式分离序列图像分离球坐标分离变换分离单位分离 XYZ将所有几何体与交叉部分分离按层分离按材质分离从选择的复合片段中分离片段通过由接缝隔离的孤岛分离投影分离选中的几何将选中的几何分离为新的网格将所选几何体分离为新的物体将所选几何体分离为新的点云从节点组分离所选节点将选中的点从未选中的相连点上拆分至新物体分离选中的几何到一个新的蜡笔物体从当前填充分离选中的笔画已将 %s 分离为 %i 个新动作分离的骨骼棕色调序列相加调整调整层Alpha 在上Alpha 在下音频方框亮度/对比度剪辑时钟颜色色彩平衡色彩混合合成器交替渐隐曲线方向双边回声均衡器伽玛交替渐隐高斯模糊辉光冻结分割色相校正图像入虹膜遮罩复合影片多镜头多镜头选择器正片叠底无出单个片段音高项目代理存储场景单边声音声音均衡器速率分割相减文本色调映射色调映射过渡类型类型白平衡擦除序列编辑器滑动序列序列滑移: %s%s序列片段名称场景数据块的序列编辑数据序列编辑器空间数据序列播放模式序列片段, 用于将效果应用到由其他片段所创建的图像上创建高斯模糊的序列片段用于创建辉光效果的序列片段用于创建擦除过渡效果的序列片段用于创建单色图像的序列片段用于创建文本的序列片段针对单个帧的序列片段数据定义一个在一段时间内进行播放之音频的序列片段用于控制其他片段速度的序列片段用于将多个片段组合为单一序列片段加载视频的序列片段从遮罩中加载视频序列片段用于从剪辑编辑器中加载视频的序列片段加载一个或多个图像的序列片段用于对下方层执行滤镜调节的序列片段多镜头编辑时的序列片段使用场景渲染图像的序列片段序列编辑器序列编辑器 & 预览序列容器的色彩空间设置序列合成器节点序列编辑器序列编辑器叠加层序列编辑器预览序列预览的着色序列场景序列吸附序列片段信息序列片段序列编辑器工具设置序列编辑器特效类型序列场景不可编辑序列中的活动片段塞尔维亚语 (西里尔文) - Српски塞尔维亚语 (拉丁文) - Srpski latinica会话状态会话UID要关联的集合的会话 UID要移入的集合的会话 UID操作要使用的数据块的会话 UID包含选定物体的直接关联集合的会话 UID,将被重写的目标要拖放的几何节点组的会话 UID会话UUID要放置的物体的会话 UUID (如果未设置此物体和 “名称” 时,使用活动物体)开始为追加项目设置伪用户 (物体和集合除外)设置2D游标位置设置2D游标至视图中心位置设置动作设置活动动作槽索引设置所有glTF动画起始位置在0设置 Alpha设置颜色标签设置当前主题设置曲线法向设置曲线半径设置曲线倾斜设置调试数值设置为默认图标设置面组设置面强度设置伪用户设置回退设置帧范围设置几何体捆包设置几何体名称设置蜡笔颜色设置蜡笔深度设置蜡笔柔和度设置栅格背景设置栅格变换设置毛发曲线轮廓设置控制柄位置设置控制柄类型设置ID设置实例变换设置反向挂起设置材质设置材质混合设置材质编号设置网格法向将闵可夫斯基变量设置为 0.5将闵可夫斯基变量设置为 4混合系数设为 0.0混合系数设为 1.0设置名称%s 物体不支持设置原点空物体不支持设置原点设置父级目标设置轴心点设置点半径设置位置根据选择的关键帧设置预览区间根据选择片段的长度范围来设置预览区间根据选择的关键帧范围设置预览区间设置场景帧率设置已选中片段代理设置选择设置着色平滑设置尺寸设置吸附基准设置样条线闭合设置样条线精度设置样条线类型设置立体3D统一所有 UVW 控制点间距将 VR 查看器位置设置为控制器光线投射击中位置设置数值设置视图变换为所选集合设置颜色标签为所选片段设置颜色标签设置一个上下文数组值 (适用于活动网格的编辑模式的循环)设置上下文值设置一个上下文值 (适用于循环切换活动的材质, 形态键及群组等)将上下文设置一个值到 ID 数据块设置自定义恒定速率系数 (CRF).为所有构建动画设置固定数量的帧设置手动百分比进行构建设置最大数B帧设置新的活动插帧集设置一个新名称,或为现有名称加前/后缀开始新的选择将活动动作配置的索引号设为 {}.将活动颜色设置给所有选定的顶点使用活动标记, 作为运动摄像机 (或其父级, 如果存在) 在3D空间中的原点设置活动材质将所有glTF动画从0.0s开始设置,这对循环动画很有用设置所有笔画点为相同的不透明度设置所有笔画点为相同粗细按拐角角度设置所有顶点法向按表面积设置所有顶点法向设置所选颜色断点的 Alpha设置导出 UV 布局的不透明度设置并使用 3D 游标设置标注可见性根据媒体色彩空间设置适当的视图变换设置为活动顶点组设置为默认圆形将音频通道设置为四通道设置为5.1声道环绕设置为7.1声道环绕设置为单声道设置为立体声设置混音的缓冲区采样为1024设置混音的缓冲区采样为16384设置混音的缓冲区采样为2048设置混音的缓冲区采样为256设置混音的缓冲区采样为32768设置混音的缓冲区采样为4096设置混音的缓冲区采样为512设置混音的缓冲区采样为8192设置音频采样为 16 位带符号整型格式设置音频采样为 24 位带符号整型格式设置音频采样为 32 位浮点格式设置音频采样为 32 位带符号整型格式设置音频采样为 64 位浮点格式设置音频采样为 8 位无符号整型格式设置音频采样率为每秒 192000设置音频采样率为每秒 44100设置音频采样率为每秒 48000设置音频采样率为每秒 96000为曲线设置黑点或白点为一部分类别设置布尔值将摄像机视图设置为激活视图设置集合仅 (通过阴影与反射) 在视图层起间接作用设置颜色可见性为蜡笔几何体设置颜色和不透明度属性将颜色设置为完全不透明,替代重复使用现有的alpha设置色彩插值选择用于插值的颜色模式为选中的断点设置颜色使用当前影片剪辑, 作为3D窗口中的摄像机背景图 (仅当3D视口可见时有效)设置光标的位置设置光标在文本中的位置将游标位置设置为用于集合实例的偏移量设置光标选择设置用于渲染的默认颜色属性设置每个平面之间的距离从选择的关键帧上设置函数曲线段的缓动类型基于相邻面之间的角度设置锐利边在用户界面中设置扩展效果设置选择函数曲线的外插模式为所有面设置面强度仅在新的和受影响的面上设置面的强度仅在新建面和修改过的面上设置面强度只在新的面上设置面的强度为追加的ID设置伪用户设置水平面设置字体的大小写设置字体样式将当前场景的帧率设置为影片的帧率设置钩挂中心至游标位置设置如何执行合成使库重写数据块是否可编辑设置用于直接纹理绘制的图像设置两个颜色断点的插值算法从选择的关键帧上设置函数曲线段的插值模式为父子关系约束设置逆向修正设置物体解算器约束的逆向修正设置解算器使用的关键帧设置遮罩的可见性将遮罩设置到由 '值' 属性所指定的等级将遮罩设置到由反转的 '值' 属性所指定的等级根据 UV 编辑器中孤岛的设置, 对网格缝合边进行设置将融球设置为负向模式在用户界面中扩展修改器将纹理中负的RGB值和强度值设置为0,对于其他使用 (比如置换贴图) 可以禁用此选项来获得完整数值范围设置新的3D游标位置并使用使用两个所选轨迹的间距, 对物体解算进行缩放设置受影响的属性集根据游标位置设置用于集合实例的偏移量根据活动物体位置设置用于集合实例的偏移量将原点设置到所选绑定项的质心点处在模拟单元格中设置粒子大小或使用最近的单元格设置用作锥状倒角的每点半径根据所选的3个点束, 设置运动摄像机 (或其父级, 如果存在) 在3D空间中的参照平面设置所选颜色断点的位置按照活动片段设置渲染的尺寸及宽高比设置所选曲线的分辨率通过缩放摄像机 (或其父级, 如果存在), 设置场景的缩放设置纹理 X, Y 和 Z 方向上的缩放尺寸设置场景的开始和结束帧, 使其与剪辑的开始帧和长度相匹配设置面的雕刻面组的值设置选中顶点为非松散设置已编辑几何体的选择,用于工具执行将着色方式设为平直将着色方式设为平滑设置快门曲线为所选的点设置柔性目标权重为蜡笔几何体设置柔和度属性使用鼠标滚轮设置某些尺寸属性 (例如笔刷的尺寸)设置重定时的片段速度从场景获取并设置开始和结束帧设置文本选择设置要使用的蜡笔深度设置每单位 USD 米数为所选测量值,或自定义值将UV贴图设置为活动状态以用于渲染为导出的舞台默认基元设置可访问性描述为导出的舞台默认基元设置可访问性标签设置活动的蜡笔图层将激活骨骼设置为所选骨骼的父级设置活动物体为当前视图或场景的激活摄像机将活动操作符恢复到默认值根据当前场景片段设置活动场景和时间设置活动顶点组设置未激活体素和块使用的背景值为预览器操作设置边界(未实现)开启框选渲染并设置边界框设置用于偏移视图的边框的边界开启框选渲染并设置边界框设置用户区域的边界设置几何体的捆包设置剪辑的交互模式设置笔画点的颜色和不透明度设置笔画填充的颜色和不透明度设置控制台选择设置所选点的拐角类型设定当前帧作为预览或场景结束帧设定当前帧作为预览或场景起始帧将当前帧设为所选关键帧的平均帧值为控制台设置当前语言设置当前变换操控器设置游标的位置,拖拽进行变换设置为来自选中面的自定义法线通过旋转摄像机(或其父摄像机(如果存在))来设置场景轴的方向,假设选定轨迹位于将其连接到原点的真实轴上设置点云点的显示大小设置两眼间距 - 摄像机焦距/30应是较理想的值设置曲线法向的评估模式设置回退工具替代初始工具设置回退工具替代初始工具设置相对于blend文件的路径, 如果可行设置帧范围为已选片段的开始和结束设置贝塞尔曲线的控制柄类型设置贝塞尔曲线的控制柄类型对贝塞尔曲线的控制点设置控制柄类型在输入几何上设置 id 属性,主要用于内部随机化将图像的帧范围设置匹配到视频的持续时间当尝试维持对象的变换时,将此约束的影响设置为零。其他活动的约束仍然会影响最终的变换设置每个点的位置设置 3D 游标的坐标将贴图设置为活动项, 用于克隆将贴图设置为活动项, 用于显示和编辑通过 UV 贴图按钮设置遮罩层设置遮罩的父级设置每个选定几何元素的材质索引根据材质槽列表的顺序在新生面上设置材质。如果修改器物体上不存在材质,则面将使用相同的材质槽,如果物体没有足够的槽,则使用第一个槽。设置几何体的名称以便于调试通过移动数据、设置数据的中心点,或使用 3D 游标来设置物体的原点设置物体的父级关联不经过父级反向纠正而设置物体的父子关系将输出网格法线设置为平滑设置贝塞尔曲线控制柄的位置设置预览区间替代设置每个控制点处的曲线半径设置选择骨骼的旋转表现模式将场景帧率设为 BVH 文件的帧率 (请注意,由于比例将为 1:1,这将使 '缩放 FPS' 选项失效)设置所选笔画材质为活动材质基于相邻面之间的角度设置网格边的锐度设置空间类型或者循环子类型设置所选笔画的笔画类型(笔画,填充,或两者)附着前设置表面网格到其静置位置设置每个曲线控制点的倾斜角度按索引设置工具 (用于键位映射)按名称设置工具 (用于键位映射)设置栅格从索引编号空间到物体空间的变换。设置每个实例的变换矩阵设置所有标签值基于与另一个目标物体的距离设置顶点组权重设置视图轴向,其中每个鼠标方向始终映射到相同轴向设置视图轴向,其中每个鼠标方向映射到相对于当前方位的轴向设置视图的裁剪框设置选择关键帧的权重设置绘制工具的权重为鼠标光标下顶点的权重使用顶点与骨骼间的间距对各组的权重进行设置, 以匹配至附在骨架上的所选骨骼按照与目标物体的间距, 设置一个组中的顶点权重根据当前上下文中的父组节点设置宽度设置缩放比率 (基于裁剪尺寸)将此姿态动作设置为活动物体上的活动动作设置此属性的当前值作为新的默认值将末端半径设为 0设为0, 以使用来自输入图像的预估信息如果缓存拆分为单独的文件, 则设置为 true设置为真以请求重新计算反向矩阵设置树状节点可见性设置活动样条的类型设置所选关键帧的控制柄类型设置所选控制点的控制柄类型为选择的关键帧设置帧类型设置所选曲线的类型手动设置代理设置面数值将选中的关键帧值设置为光标值 (Y/水平分量)为所选元素设置活动属性的值设置竖直面将权重值设为固定级数设置视图缩放比设置 {} 为活动的设置/获取面权重的强度 (用于加权法线修改器)设置/清除选定的 UV 顶点在多种展开操作中的锚定状态设置表面细分等级 (1-5)每个像素可包含多少独有物体的特征将裁剪区域之外设置为透明,而不是实际裁剪图像的大小设置用于显示和编辑的激活图层设置用于渲染的激活图层设置物体的交互模式设置轴心为活动顶点位置设置轴心点位置为未遮蔽顶点的平均位置将轴心点位置设置为遮罩边框设置轴心点为游标下方表面设置轴心点为雕刻原点根据轮廓形状设置毛发曲线的半径属性使用网格的拓扑和形状作为参考自动设置旋转原点设置雕刻变换轴心位置将偏好设置 > 系统 > 着色器编译方法设置为 “子进程” 可加快编译。设置设置位于粒子选项卡设置位于物理选项卡内蜡笔笔刷的设置蜡笔插值工具的设置群簇的物理属性设置叠加层的显示设置3D 视图叠加层的显示设置在影片剪辑编辑器中的显示叠加层设置在节点编辑器中的显示叠加层设置UV/图像编辑器叠加层的显示设置扩展的设置用于尚处于早期开发阶段的功能的设置动画数据的过滤选项过滤动画编辑器显示通道的设置图像格式设置输入设备设置Blender 的数据交互设置XR导航设置参与到刚体模拟中的物体的设置物理粒子流体的设置刚体模拟设置3D视图中着色的设置软体模拟设置空间的设置立体3D的设置立体3D的显示设置立体3D的设置立体输出的设置用于笔画雕刻工具及笔刷的设置在资产浏览器模式下的文件选择的设置运动可视化的设置在物理模拟中将物体用于碰撞体的设置在物理模拟时, 将物体用作某个场的设置步行漫游模式设置此处的设置可能具有显著当前的序列容器色彩空间设置已保存图像的显示设备的设置应当被一同插入关键帧的设置项应用到新创建节点的设置用于定义资产浏览器使用的可重用库的设置定义扩展存储库的设置流体设置关于某种语言的设置/信息设置立体模式缝合布料缝合最大缝合力着色底部平滑着色着色 顶部在涂抹过程中, 与锁定的权重组对应骨骼的着色方式着色无明暗着色器着色器 AOV着色器AOV名称着色器编译方法着色器编译工作线程着色器自定义组着色器编辑器着色器编辑器插件着色器效果着色器节点着色器节点预览着色器节点接口着色器节点接口界面着色器节点树着色球定义摄像机的着色器着色器节点着色器脚本路径节点的着色接口着色器 转 RGB着色方式着色偏移着色设置OpenGL渲染引擎的光影设定要切换到的着色类型阴影阴影 Alpha阴影角度阴影背面剔除阴影模糊阴影亮度阴影缓冲区裁剪起始点阴影摄像机远裁阴影摄像机近裁阴影摄像机尺寸阴影捕捉阴影焦散阴影色彩阴影效果阴影过滤半径阴影焦点阴影强度阴影抖动阴影抖动过度模糊阴影链接阴影链接专用项%s 的阴影链接阴影偏移阴影偏移 X阴影池阴影池大小阴影光线数量阴影设置阴影偏移阴影尺寸阴影软尺寸阴影步数阴影分界线阴影分界线几何偏移阴影分界线法线偏移阴影分界线着色偏移阴影可见性阴影宽度阴影的 X 向偏移阴影的 Y 向偏移使用灰值的阴影颜色阴影效果阴影硬度系数阴影映射区裁剪起始点, 越过此点的物体将不产生阴影阴影的偏移量像素阴影终止角度阴影类型 (0 无, 3, 5 模糊, 6 轮廓)阴影阴影精度限制阴影精度缩放浅水形状形状不对称形态键形态键动画形态键贝塞尔控制点形态键曲线控制点形态键编辑模式形态键编辑器形态键法向形态键控制点形态键专用项形态键切向形态键上下文菜单形态键数据块形态键形态键动画定形方法外形物体面朝向形状参数形状维持编织发股线粗细的形状调整形状角度限制定义管剖面的形状,使用 XY 平面形态键数据块中的形态键形态键选择状态用于混合的形态键用于静置弹簧长度的形态键形态键形态键数据块, 包含了几何体数据块的不同类型沿每条曲线的数量形状 (0=恒定, 0.5=线性)簇集的形状引导线周围从中心到边缘的分布形状端点的粗糙形状面灯光的形状沿每条曲线编织半径的形状沿曲线的影响形状 (0=恒定, 0.5=线性)轮廓的形状沿曲线半径的形状使用相对形态键笔刷中用于对布料施加外力的形状形态键形态键 %s 有一个无效的 'from' 指针 (%p),它将被删除未找到形态键形状共享纹理空间共享访问器共享位置共享的区块属性共用顶点共享的动画主题属性共享集合共享的曲线主题属性共用数据 (场景, 图像, 声音等)共享特效共有的物体类型共有的父级共用的片段效果类型 (如果激活的片段并非效果片段, 则选择所有的非效果片段)共享的片段类型锐边锐利边锐度阈值锐化阴影的边缘检测出锐边或自定义法线, 已禁用GPU细分尖锐衰减锐利预设锐化锐化拐角锐化遮罩锐化峰值通过增加边缘的对比度来锐化图像。锐化笔刷效果锐化网格的空腔锐化:锐度最大锐度最小锐度切变切变轴向切变系数切变组弹簧剪切阻尼剪切刚度最大剪切刚度剪切刚度顶点组沿给定的轴切变所选项目切变关键帧使用参考左边的关键帧切变关键帧使用参考线右边的关键帧切变: %.3f° %s切变: %s %s边缘光泽边缘光泽 BSDF边缘光泽糙度边缘光泽权重边缘光泽着色模型壳壳顶点组移位Shift - 长按控制精度音高偏移Shift + 鼠标左键在2D空间中偏移纹理移位 X移位 Y按住 Shift 键按住 Shift 键,-1 表示任意状态用直接比率调整音高用半音和音分调整音高选择的关键帧的值切换为临近关键帧的值作为一个区块使形状向预定义的基本体变化在不影响控制柄的情况下,调整底层片段内容左Shift右Shift按指定的位移量移动 A 的位值。正值向左移动,负值向右。及时切换选定关键点的值短列表快捷键循环: {}键盘和其他输入设备的快捷方式设置快捷键 {:d} 尚未分配给预览器节点快捷键: {}通过删除开头或结尾的部分来缩短曲线最短对角线最短边路径最短边的成本场最短边路径下一个顶点场最小旋转最短容许波长显示显示 .blend 文件显示 .blend 文件项目 (物体、材质等等)显示 .blend1, .blend2 等备份文件显示二维游标显示3D游标显示 3D 标记名称显示3D体积文件显示动作数据块显示活动项显示活动面组显示活动像素显示全部显示全部视图层显示 Alpha在渲染预览中显示 Alpha 信息显示标注显示标注数据块在 OpenGL 预览中显示标注显示骨架数据块在姿态绑定状态中显示骨架 (无法调节姿态)显示骨架显示自动插帧警告显示可用的扩展显示BVH节点显示背面显示背景图显示混合的姿态在文件浏览器中显示Blender文件显示Blender内存用量显示Blender版本字符串显示蓝色通道显示骨骼透视显示骨骼显示笔刷在表面上显示笔刷显示笔刷数据块显示点束显示缓存显示缓存文件数据块显示摄像机对焦距离显示摄像机辅助线显示摄像机镜头显示摄像机路径显示摄像机数据块显示摄像机靠前显示画布栅格显示Cavity显示中间裁切安全区显示集合数据块显示集合显示颜色标签显示锥形区域显示函数曲线的控制显示控制器显示游标显示游标预览显示曲线极点显示曲线数据块显示自定义叠加层显示数据块过滤器显示调试显示失效轨迹显示持续时间显示编辑线仅在多重帧显示编辑线在编辑笔画时显示编辑线显示发射体显示空物体显示空物体力场显示空物体图像显示错误扩展显示显示扩展更新计数显示外插显示函数曲线显示填充绘制时显示填充色显示过滤器显示过滤器显示字体数据块显示底栏显示帧序号显示为帧显示Freestyle的线样式数据块显示GPU显存用量显示操控器显示操控器显示蜡笔显示蜡笔数据块显示蜡笔物体显示绿色通道显示栅格显示控制柄显示控制柄与插值显示标题栏显示隐藏项显示隐藏的文件/数据块显示隐藏的区块显示快捷键列表显示悬停显示图像数据块显示于显示在前面显示信息显示已安装的扩展显示实例显示内部属性显示抖动曲线显示关键帧序号显示地标显示套索显示晶格数据块显示灯光朝向显示光照探头数据块显示灯光尺寸显示灯光数据块显示灯光显示极限显示线型在最前端显示线条画蜡笔显示线型显示自身标记显示位置显示管理面板显示边距显示标记图块显示标记搜索区显示标记显示遮罩编辑器显示遮罩叠加显示遮罩样条显示遮罩数据块显示遮罩编辑的相关属性显示材质数据块显示内存显示菜单显示网格数据块显示网格显示融球数据块显示元数据显示丢失的媒体显示迷雾显示全部模态显示模式栏显示影片剪辑数据块显示名称显示已命名属性显示名称显示节点组显示节点预览显示节点树数据块显示数值输入箭头显示此项的操作系统属性显示物体子级显示物体内容显示物体杂项显示物体位置显示物体轮廓显示物体旋转显示物体缩放显示物体数据块显示偏移前景显示仅显示已选中显示操作符显示选项显示轨道轴引导显示轨道中心引导显示原始姿态显示其它物体显示曝光过度显示叠加显示叠加层显示绘制显示绘制曲线数据块显示调色板数据块显示粒子设置数据块显示粒子显示遮光框显示透传显示性能显示姿态标记显示预览显示原理化命名标签在工具提示中显示 Python 参考提示显示最近的位置在文件浏览器中显示近期的位置列表显示重建显示红色通道显示渲染显示转接点自动标签显示重定时关键帧显示安全区显示相同材质显示场景持续时间显示场景片段范围显示场景数据块显示选择使用自身显示传感器尺寸显示序列场景显示设置显示阴影显示尺寸曲线显示滑块显示声音数据块显示源显示扬声器数据块显示欢迎画面显示稳像显示起始帧显示统计显示状态栏显示立体显示强度曲线显示笔画显示子帧显示系统位置显示系统重写在文件浏览器中显示系统位置列表在摄像机视图中显示电视字幕安全区和动作安全区在摄像机视图中显示电视字幕和动作安全区显示数位板调试数值显示标签显示文本显示文本数据块显示纹理显示纹理数据块显示缩略图显示时序显示小号标记显示工具设置显示轨迹路径显示轨迹显示追踪错误显示追踪运动显示树路径显示用户界面键配置显示参与稳像的轨道UI列表显示 UV 编辑器显示 UV 编辑的相关属性显示VR摄像机显示VR控制器显示VR控制器 (控制器姿势需要VR动作)显示显存显示数值显示版本显示预览器显示警告显示警告显示权重轮廓线显示权重显示线框显示线路颜色显示世界环境数据块显示透视显示 MAC 栅格的 X 分量显示 MAC 栅格的 Y 分量显示 MAC 栅格的 Z 分量显示一列,列出每个文件的修改日期和时间显示一列,列出每个文件的大小在摄像机视图图像的外部区域显示暗色叠加在视图中为数值显示一个转盘操控器在视图中为数值显示一个线性操控器在打开的文档中显示已用文本的列表在变换各自控制柄时显示片段起始帧或结束帧的预览在视图中显示一个变换操控器在片段上显示动作局部标记,在跨轨道同步时间时非常有用显示活动颜色属性显示插件设置在着色菜单中显示其他选项('Z')显示所有的蜡笔层显示全部骨骼集合在交互时显示除该组以外的所有组显示全部扩展类型在动画播放期间显示所有关键帧,并启用所有帧供编辑 (取消勾选,在动画播放和编辑期间仅使用当前关键帧)显示视图层中的全部物体显示集合中的所有对象和集合显示全部视图层交互时显示所有,正在与另一个交互时也显示该组显示遮罩的Alpha通道拖动时显示当前值的指示器在非线框模式下, 显示所选物体的轮廓线显示动画数据显示属于活动轨迹的标注数据块显示归属于影片剪辑的标注数据块在该视图下显示标注在姿态绑定状态或最终姿态中显示骨架在最终姿态中显示骨架显示骨架物体显示骨架显示资产库中的所有资产显示由偏好设置指定的资产库中的资产显示活动预览器节点的属性叠加显示属性值为视图中的文本显示帧的蓝色通道同时显示距离与角度显示摄像机构图辅助线显示摄像机物体显示摄像机外遮光框显示摄像机显示子级显示集合显示紧凑的颜色列表, 而不是缩略图显示具有相同插值权重的点形成的等高线仅显示当前帧视图中显示游标显示每帧的平均误差曲线 (须先行对摄像机运动进行解算)显示曲线显示曲线、晶格、光照探头、字体 ...显示自定义VR叠加层显示按几何体隐藏的切口使用虚线显示父子和约束关系在搜索菜单中显示带点前缀名称的数据块显示镜头中的失效轨迹在单独的窗口中显示驱动器编辑器显示编辑剪辑预览显示空物体显示空物体按类型显示扩展显示所有存储库中的扩展显示面边线线框显示通常隐藏的文件和数据块显示过滤选项为曲线编辑器的显示过滤器显示文件夹在文件浏览器中显示文件夹显示字体文件显示在运动路径上的关键帧的数量在运动路径上显示帧序号显示前/后侧显示在当前帧之前和之后的关键帧残影显示所有类型操控器为激活的元素显示曲线图显示帧的绿色通道在正交侧视图中显示栅格显示镜头畸变栅格显示栅格线显示引导毛发显示毛发曲线显示毛发模拟栅格显示贝塞尔控制点的控制柄显示填充辅助线条来观测边界显示笔画延伸辅助线显示隐藏的 (.) 文件显示隐藏的粒子显示图像文件显示图像、影片剪辑、声音、遮罩在驱动器编辑器中显示在残影中显示在信息日志中显示使用函数曲线在片段中显示影响效果在单独的窗口中显示信息日志粒子活跃时显示实例项粒子消逝时显示实例项在粒子产生之前显示实例仅显示角度测量仅显示距离测量显示按键事件以及用户界面的属性细节显示晶格显示灯光的颜色显示灯光物体显示光照探头显示灯光在文本旁边显示行号显示激活动作的标记, 而不是场景标记 (仅限于动作和形态键编辑器)以更简洁的样式显示标记显示遮罩编辑工具显示材质颜色显示指定给每个笔画的材质名称显示材质、节点树、纹理、Freestyle 线条样式显示标题栏菜单显示网格物体粒子活跃时显示网格粒子消逝时显示网格粒子显现前显示网格显示网格、曲线、晶格、骨架、融球数据显示融球显示剪辑的元数据显示第一个可见片段的元数据显示影片文件显示重建后的轨迹物体名称在没有滚动条的2D和3D视图中显示导航控件不显示测量显示物体中心点显示物体颜色在线框上显示物体颜色显示物体杂项,包括空物体、灯光和摄像机显示物体显示物体和集合用集合中物体代替粒子来显示仅显示一种类型的数据块仅显示名称中包含此文本的快捷键只显示集合中的对象 (使用Shift键来扩展)仅显示可选的物体仅显示活动物体仅显示活动物体的洋葱皮只显示当前骨骼集合,以及其他标记为 “孤立” 的骨骼集合为属性编辑器显示选项显示通道里数据包含何种类型的选项显示当前正在编辑的原始曲线显示其他数据类型使用斑马纹显示曝光过度的区域显示绘制相关属性显示粒子数显示粒子大小显示粒子速率显示消亡后的粒子在发射前显示粒子显示轨迹的运动路径显示用上标记的图案区块边界盒显示点云显示每个笔画中出现的点的顺序 (例如: 用于绘制的动画线)使用绘图操作符时显示压力值在镜头中显示 3D 标记的投影随机显示物体颜色在线框上随机显示物体颜色显示重建后的摄像机路径显示矩形区域叠加显示帧的红色通道仅显示参考帧显示具有中性着色且能对光线作出反应的参考球,以辅助视觉开发显示渲染相关属性在选中的片段中显示重定时关键帧显示重定时关键帧,就可以移动它们了显示右边距显示适应其他宽高比情形下的内容安全区显示场景持续时间以单一自定义颜色显示场景显示场景统计数据显示具有主题线颜色的场景线框显示场景显示脚本文件显示用于标记的搜索区块边界盒显示选定的物体显示选中的轮廓在摄像机视图中显示传感器尺寸 (胶片门)在函数曲线通道的旁边显示滑块在3D视口的右上角显示小的旋转3D轴显示声音文件显示扬声器在编辑器中显示稳像镜头 (如果已开启稳像)显示状态栏显示片段缩略图显示笔画绘制方向,大绿点表示起点,小红点表示终点显示此材质的笔画填充显示此材质的笔画线显示曲面显示系统设置 "网络" 面板以允许联机访问显示文本文件显示文本物体在纹理选项卡中显示纹理视图中显示纹理显示环境光遮蔽渲染通道显示背景渲染通道显示组合渲染通道显示漫射颜色渲染通道显示漫射直接光渲染通道显示漫射间接光渲染通道显示自发光渲染通道显示面朝向叠加层显示光泽颜色渲染通道显示光泽直接光渲染通道显示光泽间接光渲染通道显示雾场渲染通道显示运动路径叠加层显示法向渲染通道显示洋葱皮叠加层显示位置渲染通道显示阴影捕捉渲染通道显示透射颜色渲染通道显示直接透射光渲染通道显示间接透射光渲染通道显示UV渲染通道显示体积直接光渲染通道显示体积间接光渲染通道显示 X 轴线显示 Y 轴线显示 Z 轴线在摄像机视图中显示激活摄像机的名称显示活动面组显示活动物体的动态绘画缓存显示活动物体的刚体模拟缓存显示活动物体的布料模拟缓存显示活动物体的粒子模拟缓存显示活动对象的模拟节点缓存和烘焙数据显示活动物体的烟雾模拟缓存显示活动物体的软体模拟缓存同时显示资产名称和预览,否则只显示预览。显示此 Blender 会话中当前可用的资产显示可用扩展面板显示 Blender 附带的基本构建和实用程序叠加显示选中骨骼在3D视图中显示裁切距离在该视图层中显示集合显示修改器中数据块选择器在节点中显示数据块选择器在用户界面中显示详细信息仅显示辉光缓冲显示栅格背景和边框在图像上方显示栅格显示地平面栅格在3D视图中显示影响体积显示已安装扩展面板显示左右摄像机显示模式切换和激活的模式栏显示所有 (选定和未选定) 物体的物体原点中心点显示 Alpha 透明度选项面板显示线条颜色选项面板显示线条宽度选项面板显示笔画构型面板显示笔画几何选项面板显示笔画纹理选项面板在3D视图中显示视差修正体积显示透传视图在时间线上显示模拟缓存的帧位置显示立体 3D 收敛平面显示立体3D视锥体体积在背景中显示棚灯使用活动UV贴图坐标显示活动图像纹理节点中的纹理将底层 BVH 节点显示为不同颜色的面显示此文件将此图像作为背景图显示在视图中的物体前侧显示此图像用物体代替粒子来显示以时间码显示计时而不是以帧显示显示轨迹的名称和状态显示追踪及解算工具显示透明线条作为填充边界显示垂直栅格线显示顶点显示任意组中无权重的顶点显示活动组中无权重的顶点显示可见区域的边角控制柄显示可见物体显示体积若启用自动插帧, 则在变换物体及骨骼时显示警告提示显示物体内部元素当节点使用命名属性时显示当拖拽时显示显示整个透明场景显示工作区数据块显示世界、灯光、摄像机、扬声器显示 {} 设置显示 / 隐藏显示 / 隐藏面显示/隐藏曲线数据块显示/隐藏点云数据块显示/隐藏体积数据块收缩收缩面组收缩系数最大收缩系数收缩遮罩收缩速率收缩顶点组收缩可见性缩小相邻选定片段的当前选择将框收缩至最小边界缩小与最近目标表面间的位置缩小与指定轴向上的最近目标表面间的位置缩裹到目标表面最近的位置并对齐到目标物体的顶点法线缩小与最近目标顶点间的位置将网格收缩至最近的目标面沿指定的轴向, 将网格收缩至最近的目标面沿插值后的目标物体顶点法线,将网格缩裹到最靠近的目标表面将网格收缩至最近的目标点将选择缩小一点基于网格拓扑收缩一个面的可见性缩裹修改器, 用于将物体收缩到目标上缩裹修改器, 用于将包套及物体收缩到目标上法向缩放法向缩放: 法向缩放: %3f法向缩放: %s沿法向缩放选中的点收缩系数缩放组根据网格拓扑沿面组边界收缩一个面缩裹缩裹约束缩裹毛发曲线缩裹修改器缩裹类型缩裹毛发曲线至网格表面,从网格底部或者上面挪位快门快门关闭快门曲线快门开启快门类型平级侧侧面 (Y-Z)侧段侧段必须至少为1个并排向左并排向右并排向下并排向上沿每个轴向的边长X方向上平面的边长Y方向上平面的边长帧的一侧用于对齐的物体侧要影响的关键帧贝塞尔控制柄对应侧片段的交换方向选择的一侧左右型侧栏侧栏与工具栏区块设置边侧西格玛符号模式此多边形的顶点的副切向矢量符号 (必须使用 calc_tangents 执行预计算, bitangent = bitangent_sign * cross(normal, tangent))带符号角度带符号角度场这是一种显著更快的方法,通过匹配的UV值的面拐上插值的切线进行近似计算。如需获取真正与表面相切的值,请使用与法向量的叉乘。剪影剪影过滤轮廓和边框沿笔画几何形状居中轮廓和边框沿笔画几何形状内侧绘制轮廓和边框沿笔画几何形状外侧绘制轮廓和边框按用户定义的比例偏移丝绸银类似于混合式多重分形,可创建异质的地形,但具有河道的相似性类似于SMPTE (紧凑),除了显示秒的小数部分代替帧数与现代多数的鱼眼镜头相仿, 将传感器的规格考虑在内近似多重分形与原理化BSDF节点类似,但使用高光反射工作流而不是金属度,通过指定面向 (沿法线) 反射颜色来发挥作用。由于能量不守恒,结果可能在物理上不准确简单型简单轴简单混合简易形变简单表达式简单名称简单星形简易形变修改器, 用于应用如旋钮及弯曲等效果相邻像素之间的简单插值用于调试和数据恢复用途的资产目录的简单名称简单的物理启发的缓动效应使用基础重绘模式来测试界面刷新速度简单的解算器,可获得最佳性能,不支持重叠的几何体简洁的时间线视图,仅在标题栏处设有回放控件,不含通道列表、侧栏或底栏简易形变简易形变修改器Reinhard 更简单的摄影算法简化简化简化子粒子简化函数曲线并移除空的或冗余通道。通过移除过近的关键帧来简化函数曲线简化蜡笔笔画仅在动画播放过程中简化蜡笔简化修改器简化笔画简化笔画修改器简化细分简化体积通过塌陷边线简化几何体以目标三角面数比率简化网格简化选中曲线简化选中的笔画简化笔画减少点数通过合并小于给定间距的顶点来简化笔画简化笔画集通过将粗糙度降低来模拟有光泽的涂层,仅针对第一次灯光反弹 (漫反射),范围 [0, 1] 等效于原始粗糙度的 [0%, 100%]通过创建连接网格不同边的弹簧来模拟内部体积结构模拟海洋表面的效果模拟相机镜头的畸变和色散使用特定解算器模拟高粘度流体模拟封闭布料网格内的压力模拟柔性可变形物体在特定时间段内模拟节点的执行过程已模拟的帧使用游标下方的面组作为控件模拟FK变形模拟透镜色差引起的色散仅模拟受固定半径限制的笔刷周围的特定区域模拟整个网格模拟相机传感器产生的随机像素噪点。正在模拟洋面...模拟笔刷缓存画布深度变化消融力障碍仅反射缩放影响度类型波纹类型模拟区域模拟烘焙的目录模拟衰减模拟的结束帧模拟起始帧模拟输入模拟项模拟限制模拟方法模拟节点模拟输出模拟输出节点 ID模拟范围模拟起始帧模拟状态模拟区模拟的结束帧模拟场到色彩贴图模拟场到栅格线上的色彩贴图模拟不得位于循环或闭包中模拟的起始帧将估算模拟不支持模拟区正弦波正弦正弦模式单一单向箭头单一轴向单色单张图像单通道抗锯齿单个属性单散射单侧单面单项值单个音频通道等角立方体贴图的单个面包含所有视图的单个文件具有编码立体声对的单个文件单个来自目标单张图像文件用于遮罩像素的单个层用于定义羽化放样段上的单个点用于定义遮罩的样条线中的单个点单精度浮点用于重新渲染的单一渲染层 (仅在禁用动画时使用)单散射天空模型用于定义遮罩形状的单条样条线单立体摄像机系统,调整摄像机面板中的立体设置需要一个带控制的追踪点来定义轴当前迭代的单元素几何体。请注意,将大型几何体拆分为多个小几何体可能非常低效渐进式应用阻尼的参照奇值 (值越高, 则越稳定, 反应越少)奇异值正弦置换正弦型缓动 (最微弱, 几乎是线性的但有轻微弯曲)站点尺寸尺寸1尺寸2偏转大小尺寸系数尺寸模式压感区大小尺寸源尺寸单位尺寸 X尺寸 Y尺寸 Z以半径为尺寸自定义界面元素时使用的大小乘数,这样它们在不同的DPI下才能正确缩放显示。该数值基于操作系统的DPI设置和Blender显示缩放。指示透明区域的棋盘格图案的大小簇噪波的尺寸用于计算法线的衍生偏移尺寸空物体在视图中所显示的尺寸元素大小, 根据元素类型使用分量每个立方体反射的大小最终渲染图像缓存的大小,单位为兆字节位置相关粗糙度的大小新建基本体的尺寸已打包文件的大小 (字节)粒子在视图中的大小图案区块的大小, 用于新建的轨迹投影形状的尺寸 (0 = 自动)添加到每个笔画末尾的随机长度的大小添加到每个笔画开端的随机长度的大小随机粗糙度尺寸原始源图像缓存的大小,单位为兆字节新建轨迹所使用的搜索区块大小日轮的大小纹理映射尺寸面光灯的尺寸, 若为矩形, 则为 Y 向尺寸面光灯的尺寸, 若为矩形, 则为 X 向尺寸资产预览缩略图尺寸(像素)沿 X 轴的模糊尺寸沿 Y 轴的模糊尺寸摄像机传感器的尺寸用于投射的立方体尺寸效果的大小砖块之间填充 (称为 “灰泥”) 的大小。0 表示没有灰泥戳记文字的大小辐射池的大小,池越大场景中的辐照度栅格就越多,但可能不适合GPU显存并会降低性能UV 的间隔边线尺寸每个编辑器四周的填充大小。用于识别边缘的搜索窗口大小。较高的搜索大小对应于更少噪点和更高质量的边缘,但不一定意味着边缘更大。可以使用边缘容差来扩展边缘的大小用于每个辐射采样的阴影贴图的尺寸阴影池的大小,较大的池允许场景中有更多的阴影,但可能不适合GPU内存模拟域尺寸 (单位: 米), 以及所生成几何体的尺寸 (单位: BU)文本大小紊流尺寸用于交互效果的体素栅格单元的大小用于体积计算的物体空间中的体素大小。值越低,细节保留越好。用于投影的图像截取尺寸大小:大小: {:s}大小: {}大小: {} ({} 字节)尺寸必须大于零在该图层上不同帧的草图素描风格带有一个多触点样式的草绘链形蒙皮蒙皮修改器蒙皮尺寸调整蒙皮根蒙皮顶点蒙皮顶点皮肤_光面皮肤_阴影蒙皮跳过跳过未按下跳过锁定或屏蔽的通道跳过 POT跳过生成 POT 文件跳过预设跳过保存跳过段数对于在视图中显示网格,跳过自定义法向和面拐法向的计算跳过内部细分边线的显示忽略内部细分边线的显示 / 渲染忽略外壳上由先前已存在的面所覆盖的三角面跳过该项目在列表中的显示跳过的 %d 锁定的形态键跳过 %d 之 %d 孤岛, 几何体过于复杂无法获得匹配跳过编辑库物体数据由于循环检测而忽略部分集合跳过物体 '%s' 的版本控制材质,因为 '%s' 已经被转换。可能需要人工干预!跳过 '{:s}',不是网格跳过 '{:s}',顶点数不同跳过已有帧 "%s"跳过物体 '%s', 数据 '%s' 已经被之前的物体处理过了跳过物体 '%s', 已关联或重写数据 '%s' 不能被修改跳过插帧集路径, 因为没有ID (KS = '%s', 路径 = '%s[%d]')天空天空纹理天空类型厚板切片每体素切片字符串切片沿 X 轴切割沿 Y 轴切割沿 Z 轴切割切片到新物体从网格中切片绘制遮罩滑移滑移方向滑动羽化滑动到新的点滑移绘制曲线控制点滑移点滑动样条线上的点来定义它的曲率在一定时间内滑动序列片段沿网格滑移顶点沿网格滑移已选择的循环边滑动动画到起始位置帧0移动控制点滑动标记区域滑动平面标记区域滑块滑块最大值滑块最小值滑块部件的颜色滑动工具轻微滑动关键帧滑动偏移: 帧: %d滑动偏移: 帧: %d 声音偏移: %.3f滑动偏移: 帧: %s滑动鼠标光标下的片段,而非滑动所有选中的片段滑动选中片段内容斜率槽槽 %d槽显示名称槽控制柄槽标识符槽类型槽不能为无槽具有有效的图像和 UV 贴图用于动作约束的动作槽位包含有关纹理绘制信息的槽槽 {:d}槽斯洛伐克语 - Slovenčina斯洛文尼亚语 - Slovenščina减慢拖慢 Python 表达式在静置姿态下的柔性骨骼有尖锐的弯曲,则较慢的映射可以获得更好的变形效果较慢的解算器,但共面求解结果最佳最低小小型大写小型大写缩放较小较小的整数,取值范围从 -128 到 127值越小则输出分辨率越高值越小,性能越好,但可能会切断体积最小波浪从小到大智能智能 UV 投射涂抹活动顶点组涂抹权重烟雾烟雾 + 火焰烟雾颜色烟雾域烟雾域材质烟雾的栅格精度烟雾样式烟雾碰撞设置烟雾颜色栅格烟雾密度栅格烟火栅格烟雾热度栅格烟雾温度栅格, 范围 0 到 1 表示 0 到 1000K烟雾速率栅格平滑矫正平滑平滑端点平滑端点平滑函数修改器平滑 F1平滑系数平滑几何体平滑蜡笔笔画平滑组位标记平滑组平滑毛发曲线从最小值和从最大值之间的平滑埃尔米特边缘插值平滑迭代拉普拉斯平滑平滑遮罩平滑最大值模式平滑最小值模式平滑修改器平滑法向平滑半径平滑比率平滑着色平滑阶跃平滑笔画平滑笔画系数平滑笔画半径平滑容差平滑类型平滑视图平滑线框X 轴向平滑Y 轴向平滑Z 轴向平滑沿 X 轴平滑沿 Y 轴平滑沿 Z 轴平滑平滑函数曲线,同时保持曲线的形状平滑图像中明显存在噪波的区域,同时不影响复杂区域平滑掉锯齿状边缘平滑边界,但拐角保持锐利平滑边界,包括拐角按角度平滑平滑颜色平滑顶点之间的颜色在分支附近平滑复杂几何体平滑几何体的相连部分使用高斯平滑来平滑曲线根据邻近顶点的法线平滑自定义法线平滑效果系数平滑效果修改器平滑笔画的端点平滑衰减加在实体半径之后的平滑衰减平滑毛发光源附近光的平滑强度。 这样可以避免刺眼的高光,并减少全局照明噪点。0.0为没有平滑;越高的值越平滑A与B之间平滑插值, 并对曲线形状进行一定的控制计算每个顶点的姿态因子后应用的平滑迭代应用于提取网格的平滑迭代次数平滑用户界面文本的锯齿状边缘平滑网格沿 X 轴平滑物体沿 Y 轴平滑物体沿 Z 轴平滑物体仅平滑笔画上选中的控制点用笔刷下的平均颜色来平滑颜色平滑相邻笔画点的颜色平滑预设平滑滚动使可编辑文件可见平滑选中笔画平滑笔画控制点使用高斯滤波器平滑曲线平滑细节,但保持整体形状平滑全部面组的边缘平滑来自此灯光的光线通过平展相邻面之间的角度来平滑网格平滑网格,同时保留体积平滑曲面或倒角曲线的法线平滑表面平滑网格表面,同时保留体积平滑活动顶点组的权重平滑所选顶点的权重平滑的高质量插值, 但是更慢平滑版本的 F1。相邻沃罗诺伊单元的加权总和。负向平滑正向平滑从最小值和从最大值之间的更平滑的埃尔米特边缘插值更平滑阶跃更平滑的辐射插值, 但引入光会渗出平滑毛发曲线的形状平滑平滑组正向平滑平滑步数平滑效果修改器平滑系数为切线使用平滑迭代平滑地偏移每个笔画的随机值平滑度平滑系数暗区与亮区间过渡的平滑度平滑笔画的边缘平滑表面和体积平滑网格表面,同时保留体积涂抹涂抹强度通过抓取和拖动颜色来涂抹颜色涂抹效果的强度吸附将3D游标吸附到活动项吸附3D游标到选中项的中心点吸附3D游标到最近的栅格点吸附3D游标到世界原点吸附角度吸附基准吸附当前帧至片段吸附距离吸附元素吸附增量吸附反转吸附孤岛吸附模式变换中吸附节点Snap 包安装吸附剥落物体吸附侧边吸附目标独立元素吸附目标吸附至急转急转弯阈值吸附 UV 元素变换中吸附UV吸附顶点吸附活动项到目标吸附至中点通过投影吸附至面吸附最近的点到目标上吸附当前帧至片段开头或结尾将游标吸附到所选项的中心点将游标吸附到目标类型变换中吸附将孤岛吸附到一起 (在边缝合模式中同时旋转孤岛)将质心吸附到目标将中间的顶点吸附至坐标轴中心仅吸附至可选取的物体仅吸附到最先靠近源的目标 (仅面最近)吸附至活动项吸附至编辑吸附至非编辑仅吸附至可选取仅在启用时吸附到自身 (仅限编辑模式)吸附到在编辑模式下的非活动物体 (仅限编辑模式)吸附至非编辑模式下的物体 (仅限编辑模式)拖拽播放时吸附到播放头把场景帧吸附至增量上将选定 UV 的顶点吸附至目标体的类型吸附选中项到3D游标将所选项吸附到活动项吸附选中项到鼠标位置吸附选中项到最近的栅格点吸附选定的关键帧至选定的时间 / 值将所选关键帧吸附到当前帧位置将所选关键帧吸附到最近 (完整) 的帧 (用于修正意外产生的子帧偏移)将所选关键帧吸附到最近的标记将所选关键帧吸附到最近的秒点处将选择的关键帧吸附至指定的时间点将所选项吸附到最近的栅格点将所选点/笔画吸附到游标变换过程中吸附片段使用活动片段作为锚点,吸附片段到当前帧,并相对于播放头使用鼠标光标确定要吸附到的播放头侧面将控制柄角度吸附到45度将每条曲线的根部吸附到最近的表面点吸附至吸附元素吸附至相同目标吸附到片段吸附至表面吸附到所有几何体吸附到全部点吸附至未选中的可见片段的边界和原点吸附到当前帧吸附至边吸附到第一个和最后一个点并进行插值吸附到第一点吸附到帧吸附到帧增量吸附到完整值吸附到栅格吸附到增量,snap(A,B)吸附增量吸附到栅格的增量点吸附到关键帧吸附至标记上吸附至最近的标记上吸附至面上的最近点吸附至预览边界吸附至预览中心吸附到预览或场景的起始和结束帧吸附到重定时关键帧吸附到秒增量吸附到秒吸附至边的中点吸附至面的中心吸附至一条边上的最近点片段长度超出内容起止范围的情况下,对齐至底层内容的起始与结束点,从而产生 “保持” 效果吸附至顶点吸附至体积吸附变换中心到目标将值吸附到最近的栅格上 (例如, 用于模拟单格拍制手法)将成对的顶点吸附至它们的镜像位置吸附吸附距离在 IK 上捕捉 FK 肢体在当前帧吸附FK肢体到IK肢体在 FK 上捕捉 IK 肢体在当前帧吸附IK肢体到FK肢体索贝尔Sobol-Burley接口接口标识符接口选择接口模板接口类型接口类型名称接口对各类型结构均有效接口描述接口要求为场接口要求为栅格接口要求为列表接口要求为单一值在节点编辑器中将接口绘制为交互式图标接口显示为灰色,是因为检测到它对输出没有任何影响接口在界面中选中在用户界面中扩展显示接口连线接口必须位于面板内接口名称接口形状要纳入到所添加的组输入/输出节点的接口接口工具提示接口2接口3柔和软体软体修改器软体可塑性软体点缓存软体设置软衰减柔光柔光模式软限制软限制最大值软限制最小值软体模拟类修改器对物体的软体模拟设置软体软体与布料软体的目标权重柔化沿轴向柔化细节柔和度实体实体灯光实体灯光实体半径实体化实体化修改器孤立孤立活动项单独活动形态键解算根据轨迹信息对摄像机运动进行解算解算错误: {:.2f} px解算器解算器迭代次数解算器选项解算器结果解算器需要流形网格解算正在解算摄像机...解算方法选择: 自动衰减或手动衰减一些连接由于输出接口数目不同而丢失某些曲线无法转换,因为其未附着在表面上一些数据重构失败 (请参考控制台打印信息)烘焙/保存缓存时跳过了某些帧某些字符串已修复,不要忘记保存 .blend 文件以保留这些更改排序按首字母排序排序依据排序依据:按名称排列子级数据块排序元素排序编号排序排序键排序次序调色板颜色排序排序类型排序权重按最近搜索排序按名称排序按曲线二维长度排序 (较长的线位于较短的线顶部)按与摄像机的距离排序 (较近的线位于较远的线顶部)按图像坐标系中的投影X值排序按图像坐标系中的投影Y值排序按解算后的轨迹平均二次投射误差对通道排序按首帧编号对通道排序按末帧编号对通道排序根据最长追踪部分排序通道按轨迹段总数对通道排序使用名称来排序通道按文件修改时间进行排序按文件大小进行排序从大到小排列孤岛从小到大排列孤岛按字母顺序排序项目使用名称来排序降序排序, 从最高到最低值在当前视图中将所选元素由远到近排序在当前视图中将所选元素由左到右排序将选中的元素按与 3D 游标的距离远近排序按照材质编号从小到大对选中的面排序按字母顺序排列资产列表对资产列表进行排序,以便将同一目录中的资产放在一起。在单个目录中,资产按名称排序。目录按扁平化层次的顺序排列。按字母顺序排列每根骨骼的子级按文件首字母排序按扩展名/类型对文件列表排序最近搜索的项目在排序中置顶排序类型顶点组排序排列声音静音新建声相音高声音偏移片段音量音量音频文件声音名称声音节点接口声音节点接口界面声音片段声音片段选中的声音片段要解包的声音数据块名称引用外部或打包的声音文件的声音数据块此扬声器使用的声音数据块此片段所使用的声音数据块声音数据块声音不可编辑未打包声音供声音数据块所使用的声音采样文件节点的声音接口声音片段声轨声音音频文件库源源通道图像克隆源槽克隆源UV 贴图克隆源源集合源图像选择来源层源库源库源列表源列表区块设置源物体源位置源文件根目录源接口!来源树源类型源顶点组对称操作项的源和目标源网格与目标网格边数不一致,此类情形无法使用 '拓扑' 映射源网格与目标网格面拐数量不一致,此类情形无法使用 '拓扑' 映射源网格与目标网格面数不一致,此类情形无法使用 '拓扑' 映射源网格与目标网格顶点数量不一致,在这种情况下不能使用 “拓扑” 映射源色彩来源元素与目标元素之间的距离必须小于指定距离源文件位于插件查找路径中: {!r}生成内含打包 ID 的归档的源库来源库: {} {}源位置源网格不包含任何边,此类情形无法使用任何一种 '边' 映射源网格不包含任何面,此类情形无法使用任何一种 '面' 映射驱动变量的输入值源标签命名来源随机性的来源反射光线方向的来源用于创建碰撞外形的网格源源网格与目标网格均不包含边,无法传递边数据源网格与目标网格均不包含面,无法传递拐角数据源网格与目标网格均不包含面,无法传递面数据源网格与目标网格均不包含顶点,无法传递顶点数据要从中选择画布的源变量输入的源南东南西南空间剪辑编辑器空间控制台空间摄影表编辑器空间文件浏览器空间曲线编辑器空间图像编辑器空间信息空间空间矩阵非线性动画编辑器空间节点编辑器空间大纲空间空间用户设置序列编辑器空间空间电子表格文本编辑器空间空间类型UV 编辑器空间均匀分布所有 UV孤岛间距当前显示在此区域中的空间屏幕的数据空间空间数据类型间隔颜料参照表层的坐标空间, 而非屏幕坐标空间投射轴的坐标空间变换使用的坐标空间输入高度空间输入法向空间主体的解算空间目标物体的解算空间转换前的空间转换后的空间用于复制网格数据的空间拷贝一个物体的空间变换到另外一个物体空格键空格键动作空间此区域中包含的空间, 首项为活动空间 (注: 比如用于恢复之前曾在某个特定区域使用过的 3D 视图空间, 以获得先前的视图朝向)间隔沿笔画的间隔间隔距离间隔压感笔刷渐变循环完成前的压感将笔刷涂料间距作为笔刷直径的百分比率字符间距栅格点之间的间距字词间距沿笔画长度的纹理间距间隔: {:g}跨分西班牙语 - Español稀疏绑定空间噪点空间复用空间尺寸从形状生成粒子扬声器新建音量最小值用于 3D 音频扬声器物体的扬声器数据块扬声器数据块扬声器扬声器特殊字符指定光穿过毛发时每单位长度的能量吸收。值越高,颜色越深指定多少锐角将会被圆角化指定散景的圆度,最大圆度会产生圆形散景指定骨骼如何从父级骨骼继承缩放指定如何将粘合骨骼绑定到骨骼头位置的控件上指定色调映射是对整个图像还是对每个像素进行操作,0 表示整个图像,1 表示每个像素,介于两者之间的值为混合在一起指定色调映射是在亮度上操作还是在每个通道上独立操作,0 表示它使用亮度,1 表示它是每个通道,介于两者之间的值为混合在一起指定漫反射基底的微平面粗糙度(0.0表示完美lambertian反射,1.0表示完全粗糙)指定用于高光反射和透射表面的微平面粗糙度(0.0表示完美镜面反射,1.0表示完全粗糙)指定颜色偏移量. 1 表示最大程度地向蓝色偏移, -1 表示最大程度地向红色偏移指定由创建的区域使用的输入节点指定限定通道的限制强度定义图像中间色调结束和高光开始时的亮度定义图像中间色调开始和阴影结束时的亮度指定由创建的区域使用的输出节点指定折反射虹膜的大小,零表示没有虹膜指定屏幕抠像的平滑度指定每个颜色通道的溢出强度指定去溢色的强度指定边缘的阈值或灵敏度。降低此值,您将能够以牺牲性能为代价检测到更多的边缘指定IK控件的 “局部位置” 选项的值,该值决定位置通道是否与局部控件方向或世界对齐指定平滑法线与原法线权重的比例指定是否选中新显示的几何元素每单位值指定自定义场景米数指定自定义尺寸指定一个基于面标记的特征边选择条件特征边类型选择条件上添加一个逻辑组合指定一个新的采样值,该值决定笔画折线的分辨率自定义一个保存烘焙数据的路径指定最终UV输出的精确比例根据物体集合来指定包含或排除所选的特征边类型指定包含还是排除特征边选择按面标记来指定包含或排除所选的特征边类型指定镜头焦距长度,单位为毫米指定现有变换和动作通道的组合方式指定复制的旋转和现有旋转的组合方式指定复制变换和现有变换的组合方式指定修改器值如何混合到基值中指定如何将新位置与原始位置合并指定如何将新旋转与原始旋转相结合指定如何将新缩放与原始缩放合并指定方向和比例, 而不是在FBX文件中使用嵌入式数据为栅格形状指定源指定相对于当前网格的目标面数指定对角线方向上体素的大致数量指定顶点之间的距离使用焦距定义视野角度指定直线的开始点和结束点为每条曲线分别指定副本数量指定从一个顶点到下一个顶点的偏移量指定顶点总数指定通道使用的旋转类型指定体素的边长指定线条宽度 (以像素为单位)指定体积数据精度。调低数值可降低内存消耗,但会牺牲细节。指定物体或世界空间中的体积密度和步长大小指定世界空间中体积的步长大小和密度指定要用于实例化的元素。(取值小数将随机选择)指定所使用的材质属性指定要覆盖姿态资产的哪些部分海浪谱要使用的海浪谱高光高光 BSDF高光颜色高光颜色 蓝高光颜色 绿高光颜色 红高光系数高光硬度高光高亮高光IOR高光光照材质的高光色高光反射乘数速率速度控制速度系数速度插值 0速度插值 1速率倍增速度渐变速度矢量速度控制方法旋转视图的速度系数, 数值越高意味着更快的鼠标移动声音的速度声音速度, 用于计算多普勒效应燃烧反应的速度 (使用较大值可获得较小的火焰)波形速度, 若为负值, 则朝向起始点速度控制片段拼写缓存球形球半径球形选择球面半径, 用于计算曲率球体分辨率球形球形衰减球形探头球面立体用于环境贴图的球面相机,也称为 Lat Long 全景球形衰减基于粒子电荷的球形外力, 仅影响其他电荷力场球形化球形化强度溢出强度螺旋给一个螺旋外力来扭曲场力的局部 Z 轴欢迎画面启动画面样条线贝塞尔样条线控制点样条线数量样条线 IK样条线 IK 约束样条线编号样条线长度样条线长度节点样条线参数样条线参数节点样条线点数量样条线控制点样条线精度如果未拖动,样条线在释放时闭合不带控制柄的样条线控制点样条类型样条线:样条线拆分切分角度按物体分割动画通过这个时间步幅数来拆分 BVH 基元,加快渲染时间按组拆分按物体拆分裂解划线 1裂解划线 2裂解划线 3拆分边拆分边和面拆分眼睑跟随滑块裂解划线间隙 1裂解划线间隙 2裂解划线间隙 3分离冲量拆分长度分割线分离材质拆分样式色彩分离将一个 4x4 矩阵分离为各独立值将捆包拆分成多个接口。使用多种模型将颜色拆分为单独的分量根据指定的颜色模型将颜色分割为单独的通道将面拆分为三角扇面将几何体拆分为几何体中每种数据类型的单独输出根据所选内容将几何图形拆分为两个几何输出将变换矩阵拆分为平移矢量、旋转、缩放矢量将矢量拆分为其 X、Y 和 Z 分量按组 ID 将所有点拆分为曲线,并按权重重新排序将图像拆分为其自身的合成颜色通道拆分并复制拖拽窗口的角来拆分与合并编辑器从光标位置而非当前帧位置切割拆分边缘处的联接面使用输出文件中的材质名称,拆分每个材质中烘焙的贴图 (仅限外部)当曲线段间夹角值大于平面夹角最大值时执行裂解当曲线段间夹角值小于平面夹角最小值时执行裂解分离音轨通过连接顶点的方式将凹面分割成多个凸面拆分所选顶点的自定义法线按照已标记的锐边来切分边线在面与面之间使用较大角度切分边线每种材质生成各自的外部图像 (仅对外部文件)沿选定边拆分面拆分与选定顶点相连的面和边剪切多镜头片段并选中摄像机对超出角度阈值的非平面进行拆分撕裂面拐角,而非将其合并拆分面的角点, 保持周围的几何结构将选中的骨骼从相连的未选中的骨骼上分离将选中的几何元素从未选中的连贯几何元素上拆分出来将选中的点与未选中的相连点分离将当前视图区域拆分为摄像机视图、前视图、右视图及顶视图将选定区域分割为新窗口分离选中的边, 以便让各相邻面获得各自的副本拆分所选点将所选点拆分为新笔画从中心分离已选择的片段拆分曲线直至满足容差值 (快速)将面分割成更小的部分,使其外观更平滑使用耳切法拆分多边形沿其最长对角线拆分四边面沿其最短对角线拆分四边面将四边面拆分成较为理想的三角面, 此方法较慢沿第二、四个顶点拆分四边面沿第一、三个顶点拆分四边面将所选点拆分为新笔画将所选片段一分为二拆分为实例分割/停靠将引导线拆分为单独的组。新曲线插值单个组中的现有曲线将输入几何体的元素拆分为可以单独采样的组将输入网格的面分离到可单独采样的组里拆分融合区比例融合区比例: %.2f聚光灯喷雾喷雾 + 气泡喷雾 + 泡沫喷雾 + 泡沫 + 气泡浪花贴图喷雾和气泡粒子保存在相同的粒子系统中喷雾和泡沫粒子保存在相同的粒子系统中扩散伸展长度扩散速率内斜接圆弧的扩散距离电子表格电子表格列电子表格列ID电子表格编辑器电子表格行过滤电子表格表电子表格表 ID电子表格表电子表格空间数据弹性弹力弹力帧弹簧长度弹簧类型弹性顶点组弹力推动水平面回归海拔零值的弹力在 Blender 2.7 使用的弹簧. 阻尼限制在 1.0弹簧静止长度 (粒子半径系数)弹簧的静止长度是与 2 倍粒子尺寸有关的一个系数弹性Sprite阈值正方形方形 (HS + V)方形 (HV + S)方形 (SV + H)平方厘米平方链平方分米平方十米平方英尺平方浪公顷平方英寸平方千米平方米平方微米平方英里平方毫米平方根平方根模式平方毫英寸平方阈值平方码方块端点样式 (扁平延伸式)仅平方: 绝对幅度低于该幅度的所有值结果为0A的平方根中间带点的方形方形挤压挤压&拉伸挤压量挤压频率每隔 N 行的挤压量挤压值 (旧版)压缩帧稳像权重稳定二维稳像平面剪辑稳像稳定中心稳定法向稳定旋转稳定缩放笔画防抖稳定检测到的围绕画幅中心的旋转使用2D稳像运动跟踪设置稳定素材防抖笔画系数防抖笔画半径向上堆叠向下堆叠戳记摄像机戳记日期戳记文件名戳记帧数戳记主机名戳记标签戳记镜头戳记标记戳记注释戳记注释文本戳记输出戳记内存峰值戳记渲染用时戳记场景戳记序列片段戳记时间标准标准差关键帧之间的标准过渡斯坦福 PLY (.ply)星形起始开始 & 结束映射起点 (系数)起点 (长度)起始角度开始箭头样式从当前帧开始前端物体开始去活化降噪起点起点系数起始帧起始帧 (从 UI 操作)起始帧 (原始值)起始帧 (当启用了限制帧范围时)起始控制柄起始控制柄缓动起始控制柄缩放起始位置起点映射类型起始偏移量起始位置起始位置物体起始位置 X起始位置 Y起始半径起始采样先端数量开始VR会话起始顶点起始帧和结束帧不能相同!体积效果的起始距离开始编辑目录文本框开始输入筛选文本开始向焦点数据集列表输入筛选文本开始向焦点列表输入筛选文本输入文本,过滤显示的通道集,使其仅包括具有匹配名称的通道起始帧钳制到有效的渲染范围在应用偏移之后, 序列编辑器中所显示的起始帧 (设置此项等同于移动控制柄, 而不是真正的起始帧)烘焙的起始帧起始帧大于结束帧NLA片段的起始帧。注意:更改此值也会更新片段结束帧的值。如果只应更改起始帧,请参阅 "frame_start" 属性。效果的起始帧导出起始帧, 使用默认值从当前场景获取起始帧海洋面烘焙的起始帧片段的起始帧此帧开始使用投影到3D游标位置的坐标轴上的点开始放置使用投影到3D游标位置的视图平面上的点开始放置从表面开始放置,以3D游标作为备用位置开始放置中心位置开始放置边位置初始点开始搜索文本节点插入后的起始变换操作开始 / 结束开始启动鼠标弧的起始角度雾的起始距离, 从摄像机位置测量动画起始帧路径范围的起始帧显示/计算(不适用于 “附近帧上” 洋葱皮方式)存储区域的开始帧导出起始帧路径的起始时间起始于已保存启动文件状态状态的颜色状态其他由节点组定义的所有面板的状态灯光链接状态另一个用户路径的状态,用于双手操作阴影链接的状态存在状态的解算器, 运行实时的内容, 并忽略动作及非 IK 型约束无状态的解算器, 计算始于当前动作的姿态, 以及非 IK 型约束静态 BVH静态孤岛静态类型图像中色彩层次的统计视图统计信息状态状态栏状态标志解算器迭代状态状态:钢镂版镂版颜色镂版尺寸镂版图镂版层镂版遮罩镂版遮罩不透明度镂版位置视图中镂版的颜色步长步幅数步进率步进率渲染步长尺寸步长照明步阶尺寸 最小值生成后的帧之间的步长体积光线行进的步长光线行进体积用于照明计算时的步长依据定位的步进动画步进插值函数修改器阶梯线性从最小值和从最大值之间的步进线性插值步数步数最小值步数 视图立体声立体3D立体3D显示立体3D格式立体 3D 模式,要求窗口为全屏立体眼立体声FXLFE立体声立体模式立体输出立体声音频通道带有LFE (低频声道) 的立体声立体视法用于摄像机数据块的立体视法设置棍形将笔画贴附到其他笔画上将线条贴附到物体表面将笔画粘在图像上将笔画粘在视图上粘度黏性选择模式关闭点的黏性选择模式四边形硬度刚性粘度刚性粘度是正常粘度的一个系数硬度硬度 X刚度定义了元素的充实程度X轴方向的硬度X转动轴方向的硬度Y轴方向的硬度Y转动轴方向的硬度Z轴方向的硬度Z转动轴方向的硬度定格缝合预览-活动孤岛缝合预览-边线缝合预览-面缝合预览-可缝合缝合预览-不可缝合缝合预览-顶点在有效距离内拉伸UV缝合选中的相邻UV顶点缝合仅在选定物体少于 %i 个时有效 (已选中 %i 个)石材石材 (压碎的)英石停止结束VR会话停止动画播放在多边形处停止轮廓选择在连接边数超过三条的顶点处停止轮廓选择当共享的面不是多边形时,在连接两条边的顶点处停止边界选择停止推进跳跃达到此级别时停止细分,即使切分率会产生更精细的镶嵌细分停止当前工作当面向/背向时, 阻断投射到目标面上的顶点存储自定义法向数据的存储模式正在执行或在执行后注册的操作符的存储在调整模式下,用于临时存放主动作槽的存储空间在调整模式下,用于临时存放主动作的存储空间存储捆包项目存储降噪通道在偏好设置中保存启用的目录存储已命名属性存储已命名栅格分开存储 RGB 和 alpha 通道,使用 alpha 作为遮罩,也称为未关联的 alpha.常用于图像编辑应用程序和 PNG 等文件格式。存储与 alpha 相乘后的 RGB 通道,也称为关联 alpha.渲染和 OpenEXR 等文件格式使用的自然格式。按路径和数据类型存储捆包项目。为每个网格元素存储法向量为整个域存储一个单一值为每个元素存储一个值将从当前.blend 文件中关联的所有数据块存储在当前.blend 文件中。库引用已保留,因此可以再次解包关联的数据块将自定义法线作为简单矢量存储在网格的局部空间中。以后网格变形时,数值不一定会自动更新。将自定义属性枚举值存储为字符串将枚举值存储为字符串存储浮点选择值。对于网格几何体,反向存储为雕刻模式遮罩将 glTF 导出设置存储在 Blender 中保存体积几何体中特定名称的栅格数据在.blend 文件之外存储多级精度的置换信息, 以便节约空间将法线存储在与形变相关的自定义变换空间中。这种方法较慢,但在后续操作改变网格而不特别处理法线时可能会更好。使用每个片段设置存储代理使用项目目录存储代理将烘焙数据存储在磁盘的一个目录中将资产目录的当前状态存储在撤销缓存中存储降噪功能通道和噪点图像。通道适应为渲染选择的降噪器将计算后的变换存储在软体设置中保存几何上某个场的结果,并将数据输出为一个节点接口。允许在几何体修改后 (比如变形前的位置) 记忆或插值数据将几何体上场的结果存储为具有指定名称的属性存储每个面或边的锐度。类似于 “平滑着色” 和 “平直着色” 操作。将资产架的启用目录存储在偏好设置中,而不是本地资产架设置中将此动作作为非贡献片段存储在 NLA 堆栈中,供以后使用将此动作作为非贡献片段存储在 NLA 堆栈中,供以后使用,并创建新动作在编辑模式下存储正确或错误的选择值已存储的操作模式存储为单一值存储和应用引用值与本地值之间的差异 (未使用)存储并应用引用和局部值之间的乘法因子 (未使用)存储各字符的样式故事板直通型直通型 Alpha直接切分在A与B之间进行直线内插 (即, 无渐入/渐出)末端线段的直线斜率被延展, 超出末端关键帧拉直拉直毛发曲线X 向拉直Y 向拉直拉直发根和发梢之间的毛发曲线发股线发股线编号发股长度发股渲染发股形状发股步数根部的发股直径发梢的发股直径发股形状参数条斑淡出系数条斑条斑角度流编号流线强度/力度强度系数力度压感强度随机性阳光的强度当应用到网格时的置换强度自发光的强度力场强度修改器变形的强度修改器的效果强度噪波强度应用于锯齿状链条的平滑强度凹凸贴图效果的强度,在无凹凸贴图和完全凹凸贴图之间进行插值置换的强度发射光的强度发射光的强度,值为1.0可确保图像中的对象具有与 “发射颜色” 完全相同的颜色淡入淡出效果的强度光源的强度法线映射效果的强度棚灯强度体积拉伸限制的强度用于赋予或选择加权法线修改器的面影响的强度强度拉伸拉伸不透明度拉伸到拉伸约束拉伸至匹配拉伸 U拉伸UV拉伸 V沿 Y 轴延伸, 以指向目标物体拉伸或收缩笔画当显示 UV 时, 在坐标域 0-1 内拉伸 U 向坐标当显示 UV 时, 在坐标域 0-1 内拉伸 V 向坐标拉伸笔画主干的开始和结束沿修改器坐标空间的 Z 轴进行拉伸拉伸至填充拉伸以面向目标物体将图像边界拉伸到画布上,不会保持宽高比严格复制的拼贴画笔的步长字符串字符串属性字符串属性值字符串场字符串长度字符串节点接口字符串节点接口界面字符串值节点的字符串接口字符串 转换为 曲线字符串 转换为 数值要插入到光标处的字符串几何属性中的字符串值字符串片段片段 '%s' 不在场景 '%s' 中修剪字符片段颜色片段色彩平衡片段色彩平衡数据片段颜色标签片段裁切片段持续时间片段元素修剪位置片段修改器片段修改器属性片段修改器片段名称无片段去除数字编号修剪部分片段预览片段属性片段代理片段代理/时间码片段时间片段变换片段无法向自身移动片段效果类型片段对其范围之外无影响从名称中去除首/尾文本大纲中片段名称不可编辑片段需要两个输入来交换片段的时长由一个函数曲线控制, 而不是自动决定要重置的片段变换属性片段类型不支持修改器片段类型未设置。片段类型必须为 '复合'用作修改器遮罩输入项的片段为每个动作槽设置带一组函数曲线的片段片段StripElements.pop: 无法弹出最后一个元素StripElements.pop: 编号超出范围片段选中的片段片段的长度必须相同片段必须具有相同数量的输入嵌套在复合片段中的片段片段不兼容Strips.new_effect: 效果需要至少 2 个输入 (%d, 不应该发生!)Strips.new_effect: 效果拥有 1 个输入片段Strips.new_effect: 效果拥有 2 个输入片段Strips.new_effect: 长度无效Strips.new_sound: 无法打开声音文件闪烁笔画笔画与填充笔画和填充完全透明笔画中心笔画颜色笔画深度偏移笔画深度排序笔画方向笔画结束笔画拟合方法笔画长度笔画材质名称笔画偏移仅笔画笔画的不透明度笔画放置笔画放置 (2D视图)笔画放置 (3D视图)笔画放置:笔画点参数笔画控制点笔画随机笔画吸附笔画起始笔画步进笔画宽度笔画与填充笔画数据点笔画末端样式笔画完全透明线条画修改器的笔画偏移笔画开端样式笔画笔画碰撞笔画一个接一个地出现 / 消失,但一次只有一个变化笔画末端延伸以闭合间隙,0为禁用强用于分配给此项的属性的结构定义结构收集覆写的关联的 ID 所需的全部数据结构结构结构组结构刚度的顶点组结构结构类型斯氏分形斯氏分形纹理棚灯棚灯棚灯棚灯棚灯图像文件有独立的 "漫射" 和 "高光" 通道棚灯设置已安装棚灯 {!r} 到 {!r}棚灯棚灯旋转样式样式模块样式模块起始样式无法移除样式模块 '%s'样式模块配置, 用于指定样式模块无法移除样式模块颜色的混合样式设置选择的样式绘制VR控制器时使用的样式样式削减次级子菜单开启延迟子父级子面板子面板背景子步长子目标子通道细分细分塌陷细分曲线细分边线细分网格细分笔画细分笔画修改器在笔画的连续选定点之间细分,在它们之间添加一个中间点在不更改形状的情况下细分面必要时细分长边以增加网格细节将垂直的边细分到所选的环边细分多边形以达到屏幕上的指定像素大小细分所选曲线段细分所选边线细分所选的粒子片段 (添加关键帧)细分所选段细分并平滑笔画以允许编辑较高细分级数的方式细分网格细分以达到物体空间中的指定边长。这是使用实例化网格的自适应细分所必需的细分细分折痕细分数据细分级数细分模式细分修改器细分步数表面细分表面细分修改器细分表面修改器使用前需要首先展开细分类型形变前应用的细分等级表面细分修改器细分声源起始点的子帧偏移量(以秒为单位)子帧模拟所使用的副帧, 用于获得更好的稳定性, 以及更好的颗粒度模拟 (dt = 时步 / (副帧数 + 1))子条目自身 ID子条目自身编号子条目自身名称子条目引用 ID子条目引用编号子条目引用名称子像素抗锯齿子进程子进程子集要更新的探头子集为此属性设置的标签子集(在父结构中定义)子步骤子步骤 <1 表示进程未执行每帧子步数次表面次表面各向异性次表面颜色直接次表面次表面折射率IOR间接次表面次表面方法次表面半径次表面缩放次表面散射 (SSS)次表面半透明次表面权重次表面多重散射着色器,用于模拟光线进入表面并在内部反弹。 通常用于皮肤、蜡、大理石或牛奶等材质相减除去颜色相减模式相减片段顶点组A与B的权重值相减笔刷的消减效果从当前选中项中减除从一个片段颜色减去另一个用给定的阈值作为系数,令源值减去目标物体的值从当前帧中减去,用于查找缓存文件中的数据,或确定在文件序列中使用哪个文件从纹理颜色中减去以获得置换矢量减法覆盖子类型子类型标签默认值的子类型成功已成功将 %d 个关键帧添加到插帧集 '%s' 中成功从 {} 复制属性到 {}成功生成: "{:s}"已成功将 %d 个关键帧从插帧集 '%s' 中移除成功重置 {}后缀当前视图中, 添加到渲染图像上的后缀用于识别要使用的摄像机的后缀, 并添加到此视图的渲染图像中基于操作系统设置和Blender界面缩放,以像素为单位,对插件自定义界面元素,建议的线宽和点大小影射轮廓影射轮廓线求和和值汇总日光太阳角度太阳光束太阳方向日轮太阳高度太阳强度日光太阳位置太阳旋转太阳尺寸太阳阈值相对地平面的太阳角度日轮在EEVEE中不可用阳光强度,瓦特/平方米 (W/m²)超椭圆支持支持仿真支持 HDR 色彩支持统一缩放支持面边界支持在几何节点的几何体中存储自定义捆包通过底座的齿轮控制,支持统一缩放肢体支持预览支持任何组合的同时移动, 旋转和缩放支持视图中其他对象的筛选深度支持选择抑制控制曲面表(曲)面曲面曲线表面形变表面发射层面格式表面几何表面引导表面引导概率表面输入类型表面修改器表面法线表面法线距离要附着的表面物体 (需要进行匹配的转换)表面偏移表面拾取表面投射表面渲染方式表面响应表面静置位置表面平滑表面张力表面厚度表面类型表面UV表面UV坐标表面UV映射附着点表面的UV坐标表面UV映射未定义用于附着的表面UV映射用于采样置换的法线的表面UV映射存储在每条曲线上的表面附着UV坐标生成的毛发曲线的表面密度用于生成的表面几何曲线附着的表面几何毛发曲线附着到的表面几何体用于缩裹的表面几何体用于采样置换法线的表面几何形状表面没有网格表面修改器, 定义用于表面场的修改器堆栈位置表面名称附着点表面法线用于生成的表面物体(需要匹配变换)用于缩裹的表面对象用于采样置换法线的表面物体渲染时所用的 U 向表面精度 (若为 0, 则使用预览分辨率)渲染时所用的 V 向表面精度 (若为 0, 则使用预览分辨率)洋面缩放系数 (不影响波浪高度)曲面的单段细分次数液体的表面张力 (调高数值会导致更强的疏水表现)使用屏幕追踪时,用于检测交叉点的表面厚度表面没有活动点表面形变表面形变修改器表面点面元精度斯瓦希里语 - Kiswahili交换交换两个帧序列片段互换区域交换轴向交换高度和深度左右交换交换连接VR 漫游时左/右控制器交换与左侧或右侧的活动片段实现交换将所有使用某个动作的用户切换到新的动作。此操作忽略 NLA 和动作约束将所有使用某个动作的用户切换到使用另一个动作。应用常规的动作槽分配规则。此操作忽略 NLA 和动作约束交换左侧与右侧的立体通道用另一种材质代替一种材质交换选择片段的通道顺序在笔刷主色和次色之间切换调换所选区域的屏幕位置用指定的节点组资产替换所选节点反转鼠标滚轮的缩放方向交换两个所选节点的输出端连接, 或交换单个节点的两个相似输入端交换高度和深度的作用。交换效果片段的两个输入瑞典语 - Svenska扫描角度扫描线在画面上扫过一条过渡线摇摆摆动和 X 扭曲摆动和 Y 扭曲摆动和 Z 扭曲漩涡漩涡效果漩涡效果切换切换孤岛切换立体视图切换视图创建姿态资产后,切换回前一步操作在属性和单个值之间切换以定义每个元素的数据连续使用时,在当前笔刷和指定笔刷之间切换。使用复选框在两幅图像之间切换在两个输入之间切换切换所选样条的方向切换当前视图为正交视图 / 透视图将方向从顺时针切换到逆时针切换到姿态或物体模式在笔画绘制期间切换至擦除笔刷在笔画绘制期间切换至遮罩笔刷在笔画绘制期间切换至平滑笔刷切换到目标物体或骨骼激活工作区时切换到此物体模式可切换父级切换活动物体并将相同的模式分配给鼠标光标下的新物体,使活动模式处于当前模式重排 R对称对称 ({:s})对称拓扑对称修改对称对称羽化对称 X对称 Y对称 Z同步同步动作块长度同步长度同步标记将标记与关键帧的编辑模式同步同步模式同步大纲选择同步场景时间选区同步同步可见范围同步缩放/平移与其他编辑器同步大纲视图中的选择同步到音频与音频回放同步, 按需执行弃帧同步侧视图的平移及缩放操作与大纲视图同步同步将参照动作的长度与片段所使用的长度进行同步通过远程URL同步存储库将虚拟现实会话的查看器透视与该3D视口同步与其他基于时间的编辑器同步可见时间轴范围内建语法语法注释语法高亮语法行号语法预处理器语法保留符语法专用符语法字符串语法符号高亮显示脚本中使用的语法系统系统 & OpenGL系统书签系统文件夹系统安装系统最大值系统内存系统重写系统扩展是只读的,无法卸载系统书签系统的文件夹 (通常是根目录、可用的硬盘等)TARGA主题01主题02主题03主题04主题05主题06主题07主题08主题09主题10主题11主题12主题13主题14主题15主题16主题17主题18主题19主题20TIFFTIFF (.tif)提示:使用函数曲线代替程序动画提示:使用变量而不是 bpy.data 路径 (见下方)提示:bpy.context 对于渲染农场用途是不安全的TV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3选项卡选项卡颜色选项卡查找结果制表符宽Tab键调用饼菜单表中包含几何数据表数位板数位板API数位板拖动阈值数位板压力制表符自动转换为空格Tabulated Sobol标签给定资产已存在 '%s' 标签未在已有资产中找到标签 '%s'标记倒角标记折痕标记 Freestyle 标记边标记缝合边标记锐边标记所选骨骼为编辑模式下不可见标记选定的骨骼为姿态模式下不可见标签尾端尾部位置选择尾部尾将蜡笔层或者层组作为一个选择集创建激活视图的快照对前一帧的平均速度以及当前帧新速度取平均值取顶点法向平均值在计算视图映射时考虑面光滑度在转换时考虑控制柄信息考虑图像纵横比考虑当前的 Blender 单位设置 (如未设置, 则按原样使用原始 Blender 单位)从节点组输出链接以连接到根节点树输出节点将引用的几何体作为输入泰米尔语 - தமிழ்切向(正切)切向场正切模式切向法向正切相位切向空间来自 UV 映射的切线切向节点切向空间只能算三角/四边形,中止切向空间计算需要一个UV贴图, "%s" 未找到, 中止切向空间法线映射切向空间矢量置换映射表面切向切向畸变切向击键超时锥化物体锥化半径锥化起始曲线上每一点的半径锥化系数卷曲锥化度点击 Alt(不按任何其他键)会在状态栏中显示提示,提示第二次击键以激活该工具Targa (.tga)Targa Raw (.tga)目标目标骨骼目标曲线物体目标密度目标密度强度目标帧目标几何体目标蜡笔目标蜡笔图层目标 ID 块目标父级局部目标网格物体以新的空物体为目标目标法线投影目标物体目标物体 (仅曲线)目标物体, 指定轴心的位置目标粒子系统目标路径目标绑定以选定的骨骼为目标以选定的物体为目标目标选中项目标空间目标变换目标速度目标体积目标 Z沿骨骼长度瞄准: 头=0, 尾=1目标角度机动速率目标骨架目标骨架骨骼多目标约束的骨骼目标包含凹面多边形目标包含无效多边形目标包含重叠的顶点用于比较法向的目标方向新网格中的目标边长目标几何体目标具有两个以上多边形的边目标没有面目标不在约束目标列表中目标长度目标线性机动速率目标位置法线指向的目标位置目标物体多目标约束的物体度量距离的目标物体目标对象库数据,忽略!目标物体不是蜡笔,忽略!未指定目标物体目标物体形状自适应细分的目标物体空间边长用于定义笔画开始的目标对象用于影响法向的目标物体目标粒子系统目标粒子系统自适应细分的目标多边形像素大小目标多边形从 %u 改变为 %u目标场景已经锁定标记将使用采样大小的目标雕刻工作流选定 UV 的吸附目标目标顶点从 %u 改变为 %u目标物体的 Z 轴, 非世界的 Z 轴, 将约束上方向目标: 排除不可选中目标: 包括活动目标: 包括编辑目标: 包括未编辑目标将所有控件 y轴 定位到定义的轴(全局空间)将自定义 WGT 定位到定义的轴(全局空间)撕裂边界传送传送持续时间Temp-Meta克制 (平均)色温温度属性温度颜色温差温度栅格温度最大值温度单位环境温差流体的温度模板 "{}" 将于下一次按现在的状态启动。已安装模板 ({:s}),从 {!r} 到 {!r}模板时序累积时序重投影暂时禁用NLA栈解析 (也就是只解析激活的动作)暂时在视图中隐藏在视图中暂时隐藏 • Ctrl 隔离集合 • Shift 设置到内部子集合与物体在视图中暂时隐藏 • Shift 设置到子级临时隐藏遮罩层暂时在视图中隐藏物体临时临时文件夹临时编辑器临时文件物体间碰撞后的反弹趋势 (0 = 原地不动, 1 = 完美弹性)张力绷紧弹性阻尼紧绷硬度紧绷硬度最大值帐篷终止模式已细分网格数据块中的细分三角形将网格多边形面细分为三角面测试键配置冲突纹理坐标纹理坐标量化位文本大小写数字缩进行行小写修改的新建模式标点空格修剪字符Tab制表符大写权重单词文本 '%s'文本 (.txt)文本抗锯齿文本起始文本框文本框高度文本框宽度文本框文本字符格式文本颜色文本光标文本曲线文本编辑器文本编辑器参数文本编辑器预设文本末尾文本文件文本高亮文字微调文本信息文本信息叠加文本输入文本行文本节点接口文本节点接口界面文本渲染选择的文本文本片段文本片段光标文本样式文本子像素抗锯齿文本值文字部件的颜色文本框的边界布局文本字符的格式设置文本颜色选中行的文本颜色引用外部或打包的文本文件的文本数据块文本数据块在当前空间中显示和编辑的文本文本编辑器空间数据上次保存之后, 文本文件已被编辑过文本文件在内存中, 磁盘上无对应文件磁盘上的文本文件与内存中的不同文本以物体或文本框中心水平对齐行中的文本未找到文本: %s文本未被任何节点或摄像机使用,无更新文本物体只能对自身应用缩放: "%s"曲线路径文本节点的文本接口文本字符串文本片段编辑光标文本片段编辑选中项将被显示的文字文本转为三维物体要替换的文本缩放时显示在标题栏上的文字要插入到光标处的文本使用替换工具来替换已选择的文本使用搜索工具查找文本要在UI面板按钮上使用的文本(并非编辑集合名称)要在UI面板按钮上使用的文本,代替集合名称文段太长文本以物体中心垂直对齐文本: 外部文本: 内部文本框高度文本框溢出文本框宽度文本框 X 向偏移文本框 Y 向偏移文本框文本纹理沿笔画条纹噪波条纹维度生成全局映射新建物体图案塑性环纹噪波环纹锐利更锐利柔和发股 / 粒子纹理坐标UV内凹外凸窗口纹理回收率纹理坐标纹理坐标骨骼纹理坐标系物体纹理坐标量化纹理坐标纹理畸变纹理编码质量纹理区域纹理限制纹理映射纹理映射模式纹理遮罩纹理网格纹理中间级纹理模式纹理节点纹理节点编辑器纹理节点接口纹理节点接口界面纹理节点树纹理不透明度纹理方向角度纹理叠加Alpha纹理绘制纹理绘制叠加层纹理绘制槽纹理绘制/修改器UV沿笔画的纹理像素大小系数纹理属性纹理有偏采样纹理采样半径纹理槽纹理槽图像纹理槽纹理空间纹理空间位置纹理空间网格纹理空间尺寸纹理间距纹理专用项纹理超时纹理坐标映射设置纹理坐标从 0 到 1从粒子的根部位置上获取纹理坐标用于将图像映射到表面上的纹理坐标用于向背景中映射纹理的纹理坐标系供材质、灯光、世界及笔刷所使用纹理数据块当前纹理槽使用的纹理数据块纹理数据块纹理效果器权重纹理的编码质量纹理导出方式纹理过滤类型用于纹理绘制的纹理图像纹理插值纹理映射未设置为3D,结果可能不可预知纹理映射类型纹理节点用于定义贴图映射和影响效果的纹理槽笔刷数据块中纹理的纹理槽线条样式数据块中纹理的纹理槽用于粒子设置数据块中纹理的纹理槽纹理槽名称定义纹理的映射与影响量的纹理槽节点的纹理接口纹理空间位置纹理空间尺寸用于控制发射强度的纹理用于力场的纹理纹理映射纹理纹理纹理目录泰语 - ภาษาไทย该项表示一个 ID,也用作库重写的依赖项 (直接作为库重写的引用,或间接作为库重写引用使用的数据),它永远不应该直接本地化,与 `LIBOVERRIDE_DEPENDENCY_ONLY` 互斥该项表示一个 ID,也用作库重写的依赖项(直接或间接,查看 `LIBOVERRIDE_DEPENDENCY` 更详细),在 “本地化”(追加)过程中不应考虑它,它仍然是纯链接数据,与 `LIBOVERRIDE_DEPENDENCY` 互斥该项是为间接导入的ID添加的,作为另一个数据块的依赖项"id" 属性(如果可用),否则为编号每个面拐角的 “狭缝” 法线方向,受顶点法线、锐面、锐边和自定义法线的影响,可能是空的。"笔画" 不能为空'%s' %s 数据块已关联且不可编辑。使用“转为本地项”功能可使其可编辑。'%s' %s 数据块已打包且不可编辑。使用“转为本地项”功能可使其可编辑。'{:s}' 集合将在生成时添加新节点中心的 2D 视图位置,如果未设置,则保持不变此版本 Blender 的 API 参考手册BVH文件动画部分未包含帧时长,BVH和Blender场景采用相同帧率Blender 源文件的根路径预计在 Blender 版本中此内容将被移除这个版本在 Blender 中已被弃用包含该骨架的骨骼集合包含该骨骼的骨骼集合渲染模式下的 Cryptomatte 节点仅支持场景合成该数据块的驱动器/表达式文件输出节点仅支持场景合成FriBidi C 语言编译库 (Linux 系统下为 .so, Windows 系统下为 .dll ...), 若在 Windows 系统下则可能需要编辑此库, 例如当使用包含在 Blender 存储库中的库文件时具有随机强度和相位的Gabor噪波值,这等于正弦相位乘以强度此操作重写的ID指针应与引用层次结构匹配涂层的折射率 (IOR)(影响其反射率以及涂层染色的衰减)要使用的插帧集漫游操控器尺寸毛发线的RGB颜色, 仅用于直接着色渲染层节点仅支持场景合成龙格-库塔 ODE 解算器的误差限值, 值越低, 则精度越高; 值越高, 则速度越快场景需要一个摄像机用于通道包的动画数据的槽片段信息节点仅支持序列合成浏览器中显示的目录的UUID用于采样纹理的UV坐标。假定 Z 分量包含一个 alpha 通道节点将计算的沃罗诺伊特征形状的 X 轴向大小裁切区域左下角的 X 位置形状的 Y 轴向大小裁切区域左下角的 Y 位置动作 %s 不可编辑该动作取决于两个用户路径的状态/姿势该动作在其手动设置的播放帧范围内循环 (启用此项不会自动使其循环)动作姿势将用于VR控制器目标动作姿势将用于VR控制器握持键在视口中用鼠标中键拖动时的操作。Shift+鼠标中键用于其他操作。这也适用于触控板活动的顶点组活动属性拥有一个不支持的类型活动属性必需基于顶点、边、面域活动属性必须是布尔类型活动数据块 '%s' 不是有效的关联块活动数据块 '%s' 被其他关联数据使用此网格的活动面活动线条集没有线条样式 (指示数据损坏)列表中的活动修改器活动物体与骨架不匹配活动物体必须是骨架活动存储库存在无效设置%s 的活动形态键已锁定活动模拟区域随笔刷移动列表中的活动片段修改器活动顶点组被锁定窗口中显示的活动工作区的视图层新创建物体的对齐可以在追加和重新使用情况下重新使用现有本地 ID. 在找到之前为无要添加到畸变中的色散像差量颜色噪点的数量副本量过多,无法生成所需的几何量极致锐化的量畸变量。0 表示无畸变,-1 表示完全枕形畸变,1 表示完全桶形畸变在计算光线时引入的抖动量,抖动越大速度越快,但会产生颗粒感或噪点从每根样条线的末端选择的点数量从每根样条线的起点选择的点数量沿每个轴向的旋转量, XYZ 顺序每个轴上的旋转量,依次围绕X、Y和Z轴模糊范围的旋转量沿每个轴向的缩放量模糊范围的缩放量锐化量应用切变的量节点之间的间距沿每个轴向的移动量相对于图像大小,模糊在指定方向上跨越的平移量。负值表示反向平移基于亮度的噪点数量偏移的幅度汇总包络的振幅(或者,当启用 “累积” 时,正差和负差都会累加)沿圆弧方向的副本间角度相连流形面法线之间的夹角笔画期间的平面夹角改变以匹配游标下方的表面散景的角度在约束角度模式时使用的角度吸附增量定义变换方向的角度第一条条斑与水平轴的夹角骨架需处于姿态模式或编辑模式下资产是本地文件,删除它只会清除资产状态。在当前上下文中,资产架不可用(请尝试更改活动模式或工具)资产目录路径提供足够信息来表示网格法线的属性域该属性与正在渲染的视图层、场景或世界相关联属性与实例粒子系统或物体关联,如果未找到该属性或未实例化物体,则返回物体模式属性与物体几何元素关联,其值因顶点到顶点而异,或在物体体积内变化属性与物体或网格数据块本身关联,其值是均匀的该属性供 Blender 内部使用属性名称不能为空几何节点修改器使用节点组时默认使用的属性名称没有几何输出就无法使用属性输出音频以每通道 240kbit/s 的比特率进行渲染,这是 Vorbis 支持的最高比特率。音频以每通道 256kbit/s 的比特率进行渲染,这是 Opus 支持的最高比特率。音频以 320kbit/s 的比特率进行渲染,这是 MP3 支持的最高比特率。音频以 384kbit/s 的比特率进行渲染,这是 MP2 支持的最高比特率。音频以 640kbit/s 的比特率进行渲染,这是 AC3 支持的最高比特率。音频以每通道约 250kbit/s 的比特率进行渲染,这是 AAC 支持的最高比特率。坐标轴图标的尺寸曲线的形变参照轴用于放置基本区域的轴文件的基础名称。根据节点选项,最终文件名中可能包含其他信息每米像素的基本单位。bf-translation 存储库混合系数,0为当前帧开始像素被视为产生眩光的高光部分的亮度水平笔刷影响点的UV旋转笔刷影响点的颜色强度笔刷影响点的位置笔刷影响点的宽度用于绘制描边笔刷的类型用于填充区域笔刷的类型用于笔画染色的笔刷的类型用于擦除笔画的笔刷缓存已烘焙缓存烘焙中用于渲染场景的摄像机由三点描述的圆的中心剪贴板中未包含选择集用于计算粒子内力的准则添加其他选中物体的集合移除其他选中物体的集合从当前物体上移除的集合当前帧之后的内容的颜色(用于洋葱皮、运动路径等等)当前帧之前的内容的颜色(用于洋葱皮、运动路径等等)颜色 1 和颜色 2 之间的变化。取值 -1 和 1 表示只使用两种颜色中的一种。介于两者之间的值会混合两种颜色映射到白色的颜色(自动转换为温度和色调)变白的颜色被映射到 (自动转换 到/自 温度和色调)该动作中所有函数曲线的组合帧范围无论视图如何,合成器始终处于启用状态合成器已禁用仅在摄像机视图中启用合成器激活闭合样条线的条件受约束的动作姿态空间上的约束, 物体变换被忽略应用约束于自定义物体/骨骼/顶点组的本地空间中约束将相对应用于物体的局部坐标系统约束在物体的局部坐标系中应用, 再加父物体的移动约束将被相对应用至世界坐标系统腔体遮罩的对比度要从中检索数据的控制点立体摄像机的融合点 (通常是投影者和投影屏幕的距离)计算Gabor噪波的坐标,在2D情况下忽略Z分量UV 贴图中要采样的坐标要从中检索数据的拐角。默认为上下文中的拐角内部点集的逆时针旋转如果区块不支持此功能,则当前活动面板类别可能为Null(注意:这些类别是在运行时生成的,因此在进行任何绘图之前,列表在初始化时可能为空)当前行号此节点树视图的当前位置 (偏移)当前精简后的网格面数当前模拟的时间步长大小, 作为帧的一部分当前文本框要插值的曲线组曲线每个控制点处的曲线法向值控制点所属的曲线要从中检索数据的曲线。默认为上下文中的曲线要将所选曲线更改为的曲线类型自定义骨骼颜色(如果调色板为 "自定义")创建新键的自定义范围。仅在不使用场景范围时使用从各个可迭代项指向值的数据路径 (整型或浮点型)涉及上下文的数据路径, 须指向一个可迭代项电子表格中可见的相应列的数据类型在计算结果之前,属性被转换为的数据类型用于读取属性值的数据类型数据块 %s 无法重写数据块 %s 不可重写从3D视图菜单添加的物体的默认对齐方式大多数应用程序的默认值和推荐值默认的新场景渲染输出路经用以搜索载入字体的默认目录配置默认的音频文件库路经默认纹理查找目录效果的延迟,单位为秒用于在合成器中处理降噪节点的设备每两个连续倍波程之间的差值。值越大,倍波程越大应用变换后的图像尺寸(以像素为单位)该图层组的直接子级。按堆叠顺序排列,这意味着第一个子项是图层树中最底部的子项。方向 (仅适用于拖动事件)各向异性Gabor噪波的方向平面的朝向Gabor噪波的方向,1表示噪声是完全定向,而0表示噪声是全方向用于存储临时保存文件的目录。路径必须引用现有目录,否则将被忽略将写入图像的目录该显示与视图变换支持使用 OpenColorIO v2 配置中的“显示器颜色空间”机制,自动仿真另一台显示设备显示和视图变换支持高动态范围颜色在面不再被视为平面之前,点与表面之间的距离副本之间在曲线上的距离底部点与 X 轴之间的距离顶部点和 X 轴之间的距离粒子受完全影响的间距距离遮罩边界最近像素的像素距离。该距离在遮罩内部为负值用于计算纹理的距离度量生成的点之间允许的距离支持维护和改进的捐赠项目拖放的扩展来自于禁用的存储库。拖放的扩展来自于未知的存储库。已复制的几何体,不包括原始几何体在编号上升方向,面上的拐角之后的边在编号下降方向,面上的拐角之前的边根据最短路径标记边要从中检索数据的边。默认为上下文中的边与外侧遮罩相交的图像边缘将被视为外侧遮罩边缘。否则,外侧遮罩将被视为开放式位于不同面组之间边界上的边可编辑物体动画的结束帧手动设置的预期播放范围的结束帧如果光线不受聚光角度限制,那么该光会向整个区域发出能量,单位为辐射功率 (W)整个场景/预览范围现在可以直接在节点上访问枚举定义。这样做是为了向后兼容。目标粒子的响应事件要使用的点的确切位置节点树最新解算的执行时间。对于帧和组节点,指所有子节点的时间各组平均值的期望平方差该节点的试验选项已禁用扩展与该系统不兼容: {:s}应用于 X 轴的扩展模式应用于 Y 轴的扩展模式提取出的产生眩光的高亮每个循环三角形的面索引要从中检索数据的面。默认为上下文中的面对新点应用原始点不透明度的系数对新点应用原始点半径的系数缩放关键帧的系数功能集存档基本目录名不是有效的标识符: '{:s}'功能集存档没有绑定或元骨骼,或者缺少 __init__.py功能集存档必须包含一个基本目录效果的反馈保存渲染结果的文件扩展名文件句柄标签该文件不是有效的 Blender 文件。用于导出的文件路径文件由较新版本保存,请使用 Blender %s 或更高版本打开它要导出的第一帧第一个输出必须是几何接口The five boxing wizards jump quickly! 0123456789脚绕着脚趾根部转动脚在脚踝处转动以脚踝为轴心转动脚部,并增加脚趾轴心前景会根据其 alpha 覆盖背景前景会根据其 alpha 覆盖背景,但如果前景的不透明度更高,则前景会完全覆盖背景在假设背景由前景支撑的前提下,前景会根据其 alpha 值覆盖背景沿阵列形状的前进方向分形偏移A的分数部分对A逐项取小数部分场景中的帧编号时间轴上的标记所在帧当前草图所在的帧待估算的帧 (始于0帧)物体的自由缩放轴向偏移的频率 (1/总长)增益倍值生成的眩光对于一条曲线的每个控制点,生成的随机数是相同的无法在动态拓扑激活时提取几何体几何图形的法线方向用于虚拟现实会话的操控器,需要特殊的重绘管理glTF 格式要求将不连续法向、UV以及其他顶点属性存储为单独的顶点,这是在典型图形硬件上渲染所需的。此选项将尽可能合并同一位置的顶点。当前无法合并具有不同法向的顶点粘合骨骼成为控件骨骼的子骨骼使用 “复制变换”,粘合骨骼将成为控制骨骼的同级骨骼粘合骨骼保留其父对象,但使用 “复制变换” 将控件的局部运动和父对象诱导的运动分组到局部空间中可以在 “偏好设置” 的 “系统” 部分更改图形后端.用于绑定的栅格尺寸每个体素的栅格值每个组实例的组 ID控制柄可以移动到任何位置,并且不会影响点的另一个控制柄裁切区域的高度圆柱的高度垂直于螺旋底部的高度多项式中 'x' 的最高幂次值 (系数值 -1)每组中的最大值最近分配的动作槽的标识符。该槽标识了此约束下认为哪个动作子集,其标识符用于在分配动作时找到正确的槽。最近分配的动作槽的标识符。该槽标识了该数据块认为是动作的哪个子集,其标识符用于在分配动作时找到正确的槽。最近分配的动作槽的标识符。该槽标识了该片段认为是动作的哪个子集,其标识符用于在分配动作时找到正确的槽。构成此标签的标识符添加了生成眩光的图像导入的 ID,在链接或追加之前为无,追加时可能与 ``reusable_local_id`` 相同上下文中的索引目标物体上的粒子系统目录骨架的活动骨骼集合的编号;当没有活动集合时返回 -1。需注意此编号是按骨骼集合底层数组排序的,可能会与您期待的顺序有所不同。根集合会优先列出,而平级集合总是会次第列出。除此之外,骨骼集合可能会以任意顺序列出,所以对编号进行增减操作可能让骨骼集合以意料之外的方式瞬移。如要使用一个更加可预料的编号接口,请使用 ``active`` 或 ``active_name``.在渲染时用作回退的颜色属性编号控制点的编号加上整个曲线数据块内的偏移量要评估的控制点的编号。默认为当前编号从面中的第一个拐角开始的拐角编号光标编号各顶点所属孤岛的编号。该编号是基于各孤岛所包含的最小顶点编号拐角所在面的编号边上第一个顶点的编号偏移拐角的编号边上第二个顶点的编号此曲线的第一个控制点的编号移动约束的目标编号移动效果的目标编号移动修改器的目标编号每个元素的副本编号为槽设置动画的单个函数曲线沃罗诺伊层相对于前一层的影响初始宽高比设置放置游标时使用的初始深度放置的初始位置输入栅格必须具有均匀的体素尺度才能被平流。输入无效,或者算法调用不正确遮罩边界处最近像素的整数坐标A 的整数部分,删除小数位该动作的预期播放帧范围,使用手动设置的范围 (如果可用),或者此动作中所有函数曲线的组合帧范围 (如果未指定手动帧范围设置)Gabor噪波的强度,不包含随机相位畸变效应的强度用于此曲线元素的插值类型交叉线将包含在具有较高交叉优先级值的物体中逆矩阵,如果输入不可逆则为单位矩阵内核是一种颜色,内核的每个通道都将与输入中的每个相应通道进行卷积内核是一个浮点数,将与所有输入通道进行卷积要添加的存储库的类型应用的旋转类型, 不会使用来自其他旋转模式的值要删除的笔画或填充类型应从该节点传播到父组节点的消息类型小于或等于 A 的最大整数能分别整除 A 和 B 的最大正整数,例如 GCD(8,12) = 4链的最后一块骨骼是直接控制的,就像 IK 手臂中的手一样,中间部分会拉伸到它要导出的最后一帧图层组在 UI 中展开在此之后 (即上方) 的层树状节点在此之前 (即下方) 的层树状节点上下文中的左贝塞尔控制点手柄此片段在应用手柄调节之后的内容长度此片段在应用手柄调节之前的内容长度沿轴向的距离长度沿轴持续的最大长度链接的ID的库重写,未创建前为无从毛发表面反射的光线穿过毛发并从另一侧出来的光线材质边界使用优先级更高的线条颜色链接的ID还有其他不相关的用法,因此它已被复制到本地副本中链接形式的循环不受支持链接必须是同级链接适用于此NLA片段的动作槽列表构成此动作的层列表此动作中的槽列表此动画数据块中的槽列表此动画层上的片段列表此资产所代表的本地数据块;只有当这是此文件中的数据块时,才有效包含扩展的本地目录自定义骨骼形状变换的位置与方向将作用于3D视图中的变换操控器及其他变换操作。禁用后,即使自定义骨骼形状变换已被覆盖,3D视图仍将使用骨骼的实际变换数据进行这些操作。自动计算位置为平滑位置经计算后指向下一个/上一个控制点限制位置指向与另一个控制柄相反的方向场景的3D游标的位置,在修改对象的局部空间中每组中的最小值将被映射到对数平均亮度的亮度值,通常设置为中灰值布料上每个顶点的质量用于新笔画的材质蒙版将重新映射,例如高于白色级别的蒙版值将变为白色。从重新映射中排除已识别边缘处的像素以保留细节蒙版将重新映射,例如低于黑色级别的蒙版值将变为黑色。从重新映射中排除已识别边缘处的像素以保留细节顶点可以置换的最大距离,超过此阈值的置换可能会导致可见性问题。受影响顶点在平面上方的最大距离。增加高度会影响平面上方更远的顶点。受影响顶点在平面下方的最大距离。增加深度会影响平面下方更远的顶点。A与B中的较大值容差C前提下,A与B中的较大值笔画之间的最大间隔 (单位: 秒)内部弹簧在创建过程中的最大长度。如果内部点之间的距离大于此,则在这些点之间不会创建内部弹簧。长度为零表示没有限制。用于训练路径引导的最大采样数。采样数越高,引导越准确,然而一旦引导足够精确,也可能不必要地拖累渲染速度。值为 0 将持续训练直至最后一个采样活动物体和选定物体之间匹配点的最大光线距离。如果为零,则没有限制活动物体和选定物体之间匹配点的最大光线距离。如果为零,则没有限制。A与B中的较大值,max(A,B)要采样的网格UV贴图。不应有重叠的面该网格材质缺失网格模拟按此因子缩放(与域的基本分辨率相比)。为获得最佳网格化,建议配合使用该值调整网格粒子半径。内/外压力相同时的网格体积。如果设置为零,则体积不会影响压力。确定倒角大小的方法激活工具的按键方法,例如移动、旋转和缩放 (G,R,S)用于在穿插中创建网格的方法用于在穿插中创建网格的方法用于计算羽化偏移的方法所有数值从低到高排序时每组的中间值应用于引导的材质的最小粗糙度值A与B中的较小值容差C前提下,A与B中的较小值A与B中的较小值,min(A,B)修改器会影响该点的 UV 旋转系数修改器会影响该点的颜色强度修改器会影响该点的位置修改器会影响该点的宽度使用的修改器不支持外形位置功能集不允许使用名称 '{:s}'存储这些设置的 json 文件的名称 (但 Blender 的系统对此不支持)骨架的活动骨骼集合的名称;当没有活动集合时为空定义倒角形状的曲线物体名称用于显示和编辑的活动颜色属性的名称激活按键设置的名称表面网格上用于定义每条曲线的附着的属性名称用作渲染回退的默认颜色属性的名称树状节点的名称从栅格编号空间到物体空间的新变换。新变换有效,并已成功应用于栅格。新链接的ID已本地化该节点组作为几何体修改器使用该节点组作为工具使用该节点组用于蜡笔该节点组用于曲线该节点组用于网格该节点组用于点云该节点组在编辑模式下使用该节点组在物体模式下使用节点组在绘制模式下使用该节点组在雕刻模式下使用节点组必须具有几何输出接口节点标签节点连接端口的默认值节点树标签噪波模拟按此系数缩放 (与域的基本分辨率相比)每个多边形的法向,由其顶点的缠绕顺序和位置定义每个顶点的法线方向,定义为周围面法向的平均值面拐角的法线方向,考虑锐面、锐边和自定义法线数据由三个点描述的平面的法向,指向正 Z 轴沃罗诺伊层的数量总和动画帧数。如果是单个图像,则为 1每对控制点之间 V 方向计算的点数用于填充圆环面的同心环数线段中来自原始笔画的连续点数沿曲线要遍历的控制点数沿各点在线段上创建的控制点数量要生成的副本数量面的拐角数在找到结果之前在面周围移动的拐角数,必要时围绕面起点转圈要为每个元素创建的副本数连接到每个顶点的边数曲线上的边数垂直于圆锥体侧底部圆周的边数列表中元素的数量曲线上解算的点数连接到每条边的面或拐角的数量连接到每个顶点的面或拐角的数量各边分别参与构成的面数量散景中叶片的数量遍历整条路径所需的帧数量, 定义 '估算时刻' 设置的最大值每个关键帧周围用于平均的帧数。数值越高,平滑效果越强,但会降低性能。用于计算平均帧率的帧数,设置为零将自动设置,其中样本数量与目标帧率匹配。要跳过以降低复杂性的生成段数残影眩光的残影数量,或条斑和简单星形眩光的质量和扩散范围水平圆环的数量此绘制所使用的关键帧数量噪波倍波程数量,较高的值会产生更细节的噪波,但会增加渲染时间手动保存时设置当前目录下的临时保存文件个数像素数量对应相同的输出像素曲线中的点数弧上的点数此段之后跳过的点数要创建的点数创建直线段需跳过的点数沿每侧的矩形段数此子集中要渲染的采样数用于近似运动模糊的采样数用于计算模糊的采样数量。采样数越多,结果越平滑,但计算时间也相应增加。实际的采样数为该输入值的二次方,因此会呈指数级增长用于计算模糊的采样数量。采样越多,结果越平滑,但代价是计算时间更长。实际采样数是该输入的二次方,因此呈指数级增长倒角每四分之一圈中的段数条斑的数量腔体遮罩模糊的次数此物体的关乎其他物体的重复次数与该点以边相连的顶点数量,与其相连的边数相同顶部和底部圆上的顶点数物体 %s 存在已锁定的形态键物体几何自身应该在渲染中可见该物体只有一个层该物体只有一个材质物体将被约束在一个围绕目标物体的虚拟球体内部,其半径由限定距离值决定物体将被约束在一个围绕目标物体的虚拟球体的表面上,其半径由限定距离值决定物体将被约束在一个围绕目标物体的虚拟球体外部,其半径由限定距离值决定该物体已与一个骨骼建立了父子关系此物体成为晶格体的子级该物体已与一个顶点建立了父子关系该物体已与一个物体建立了父子关系具有目标粒子系统的物体 (若为物体自身, 则留空)数据指针引用的对象不是有效的修改器偏移量过小,无法生成所需的几何量在图形编辑器背景下未选中的函数曲线的不透明度所选的点/边/面的修改次序, 基于指定的方法具有分区输出且潜在新属性的原始输入几何体图像在进行任何变换之前的原始分辨率(以像素为单位)输出项为一个方形曲线 (负值始终得出结果 -1, 正值始终会得出结果 1)输出节点 %s 已与 %s 配对此约束器的主体该层树状节点的父组粒子模拟按此因子缩放 (与域的基本分辨率相比)要进行绘画的粒子系统选中项中的几何部分不在选中项中的几何部分进入第一输出的几何部分要删除的几何部分用于曲线自定义轮廓的路径用于自定义轮廓的路径本地 svn-translation 副本的 '/branches' 路径, 以实现从界面中进行翻译加载到此主题中的预设路径(如果有)修改器的持久性 UIDGabor噪波的相位,不包含随机强度写入支持的图像格式的像素密度元数据。此值乘以 PPM 基准,该基准定义了单位(通常是英寸或米)锐化遮罩的像素半径点被约束到目标物体内部点被约束到目标物体外部点被约束到目标物体的表面,总是使用相对于外侧的偏移距离,靠近或远离原位置点被约束到目标物体的表面,沿目标物体法向使用偏移距离点被约束到目标物体表面,使用相对于原始点的位置距离偏移该点表示一个分块(多个体素)而不是一个单一体素变换轴心围绕的位置。在规格化坐标系中定义,因此0表示图像的左下角,1表示图像的右上角骨骼上轴的位置。调高该值使其更接近尖端,调低将移至更靠近根部。上下文中的位置边上第一个顶点的位置操作开始时鼠标光标的位置边上第二个顶点的位置射线的源在规格化坐标中的位置。0 表示左下角,1 表示右上角变换轴心围绕的位置,以规格化坐标表示。0 表示图像的左下角,1 表示图像的右上角新点的位置合成器结果的精度主轴和副轴必须不同在体积内引导某个方向的概率在表面上引导某个方向的概率轮廓可以是凹面曲线或凸面曲线轮廓可以是其端点之间的任意路径轮廓形状 (0.5 = 圆形)该属性已弃用提供的数据不符合先决条件如果节点的品质选项设置为跟随场景,则降噪节点在合成最终渲染时将使用此处品质设置如果节点的品质选项设置为跟随场景,则降噪节点在视口和交互式合成中将使用此处设置新点的半径生成的笔画的半径由三点描述的圆的半径圆柱体的半径将受到影响的角度范围Gabor 噪波在空间中变化的速率,这与 “缩放” 输入不同,因为它仅垂直于 Gabor 噪波方向缩放要删除关键帧的比率在栅格尺寸之上的模型的最大尺寸范围椭圆截面的短轴与长轴之比,亚洲头发的推荐值为0.8~1,高加索为0.65~0.9,非洲为0.5~0.65,长轴与曲线法线对齐,这在粒子头发中不受支持此版本Blender的参考手册图像将被暗化的区域将要使用面板的区块区块空间鼠标 X 位置,以像素为单位,从左侧的 0 开始增加区块空间鼠标 Y 位置,以像素为单位,从底部的 0 开始增加粒子在需要更多副帧之前的相对运动距离 (目标库朗数); 建议的值区间为 0.1-0.3向下取整的余数使用 fmod(A,B) 进行截断除法的余数不能从编辑模式运行网格重构网格重构不能与多级精度修改器同时使用不能在已激活动态拓扑时运行网格重构网格重构器无法作用于已关联或重写数据用于重新映射所有被选中动作的用户到该置换动作的会话唯一标识符遮罩沿 X 方向的分辨率遮罩沿 Y 方向的分辨率粒子栅格精度每个曲线段使用的分辨率上下文中的右贝塞尔控制点手柄图层树的根节点。按堆栈顺序排列,即第一个节点是图层树中最底层的节点。旋转通道已经过滤场景的3D游标的旋转,在修改对象的局部空间中要使用的旋转类型和轴向顺序涂层糙度相应组中值的累计总和,从第一个值开始相应组中值的运行总计,从零开始应用于曲线段的缩放系数沃罗诺伊层相对于前一层的缩放值Gabor 噪波的缩放场景3D游标的位置和旋转脚本化表达式可以在不使用完整 Python 解释器的情况下进行计算选中的绑定集合选中的绑定类型所选片段不重叠根据输入大小,从样条线的起点和末端的选中项所选内容包括 %d 个不支持转换为 "%s" 的物体类型每个元素选中项作为一个浮点值每个元素选中项作为一个真值或假值为文件浏览器设置加载工程、库或一个特殊的工程帧内的高斯分布形状。较小的值会增加整个过滤宽度上的锐度。高斯分布的形状,值越低,越锐利笔画首末两端的形状两个面在边上相交处的弧度中最小角度,平边和非流形边的角度为零,计算此值比有角度的速度快在当前帧关闭快门在当前帧持续期间开启快门在当前帧开启快门控制柄被选中的一侧切割后保持选中状态的一侧应用选择的一侧带符号角度的 arctan(A / B)两个面在边的相交处的标记角度 (弧度),平直边和非流形边的角度为零,凹角为正,凸角为负,计算这个值比无标记角度的计算速度慢每帧的模拟时步 (秒/帧)以像素为单位的膨胀/侵蚀大小。正值为膨胀,负值为侵蚀模糊的尺寸,像素单位边缘衰减的大小,像素单位。如果小于两个像素,将对边缘进行抗锯齿处理滤镜的尺寸,像素单位几何体的尺寸将会确定阵列项之间的距离眩光相对于图像的大小. 1 表示眩光覆盖整幅图像, 0.5 表示覆盖半幅, 以此类推瑕疵的尺寸,像素单位粒子大小分块或者体素的尺寸。对于单体素为1,对于分块这表示分块的立方体尺寸该槽标识了此数据块的动作子集,其名称用于在分配动作时找到正确的槽该槽标识了此片段认为哪个动作子集,其名称用于在分配另一个动作时找到正确的槽大于或等于 A 的最小整数能同时被 A 和 B 整除的最小正整数,例如 LCM(6,10) = 30提取的高光的平滑度聚光边缘的柔和度解算器不执行重复迭代, 即使针对首帧 (从静置姿态开始)解算器重复迭代 (聚敛) 至所有帧解算器对首帧执行重复迭代 (聚敛), 但不针对后续帧声音文件已被解码并载入内存约束物体 X 轴的源轴向约束物体 Y 轴的源轴向约束物体 Z 轴的源轴向源颜色包含Alpha分量伽玛校正的源色彩源几何体必须包含网格或点云源网格必须有面当前外力场的源基于谐波震荡算子的基准点接收到的遮罩尺寸的来源将显示资产架的空间。对于可在任何空间显示的弹出式资产架,此项可忽略。面板将要使用的空间各组方差的平方根标准分形柏林噪波开始和结束控制柄为固定位置开始和结束控制柄为样条线的控制点偏移量起始帧手动设置的预期播放范围的起始帧从父骨骼到子骨骼的关系线的起始位置生成笔画的强度值输入字符串中要查找的字符串用来替换匹配结果的字符串拖动到按钮的字符串根据通道类型,适当地使用加法、乘法或四元数运算,将片段值与累积结果合并使用片段数值替换影响力指定的量累积结果细分级别过大渲染时可见的细分级数每组所有数值的总和除以该组的数目每个网格面的表面积系统找不到解决方案目标网格必须有面目标旋转模式吸附时要使用的目标触手缩放是通过扭曲控制来手动控制的.触手伸展以匹配曲线影响笔画基础色的纹理影响 alpha 值的纹理角质层鳞片(毛发最外层)的倾斜角度,它们总是向发根倾斜,人类头发的值通常在2到4之间自动保存的间隔时间在连接出现超时错误之前,在线操作的等待秒数。零值表示使用系统默认。用于查找缓存文件中的数据或确定在文件序列中使用哪些数据的时间该区块的总 X 尺寸(以像素为单位)该区块的总 Y 尺寸(以像素为单位)网格孤岛的总数相应组中所有值的总和实例输出的变换。不影响内部几何体相对于其局部坐标系进行评估目标骨骼的变换,然后对目标和所有者静置姿态方位的差异进行校正。当对所有者应用为本地变换时,如果父级仍处于静置状态,则生成与目标相同的全局运动。只在局部坐标系中估算位置目标, 当父移动添加时解算目标相对于自定义物体/骨骼/顶点组的变换只在局部坐标系中计算目标的变换世界坐标系中目标物体的变换解算轴只在姿态空间中解算目标的变换, 目标骨架移动被忽略矢量和几何输出的变换要影响约束对象的变换类型使用目标物体的变换类型该运动事件的平移量。每个轴的范围为 -1 至 1,然后乘以灵敏度偏好值。在使用前,通常会按时间增量进行缩放。Gabor噪波的计算类型数据的类型数据块 %s 的类型尚未实现分发此资产的许可证类型。空许可证名称并不一定表示它没有许可条款。如果需要任何澄清,请联系作者。要保存的媒体类型用于贝塞尔曲线的插值半径类型用于重建倒角部分的形状类型在片段上执行的切割操作类型用于采样直接光贡献策略类型数据块的类型,如果资产代表一个(否则为 'NONE')表标识符的类型3D 曲线的倾斜计算类型3D模式下, 贝塞尔曲线的倾斜插值类型要写入的变换操作的类型曲线样条的插值权重类型持续施加到网格上的均匀压力,使用压力缩放为单位,可以为负数。用于用户界面控件的单位系统阵列形态的向上方向圆形的向上方向已向用户显示 “联机访问” 提示并进行选择要将扩展安装到的用户存储库为链计算的值是为链顶点获取的值的最大值为链计算的值是为链顶点获取的值的平均值为链计算的值是为链顶点获取的值的最小值为链计算的值是获取的第一个链顶点的值为链计算的值是最后一个链顶点获得的值该值相对于图像的每个维度独立计算该值相对于图像的 X 维度该值相对于图像的 Y 维度该值相对于图像的对角线该值相对于图像的较大尺寸该值相对于图像的较小尺寸保留位标志 'FILTER_ITEM' 的值 (在 filter_flags 值中)平均亮度的映射值当前值用于传输一个模态键位映射数据路径无法解算时使用的值用于映射到颜色渐变的值。0.0产生最左边的颜色,而1.0产生最右边的颜色来自点上 "id" 属性的数值,如该属性不存在则为其编号平均值和中位数将由此数值计算得出最大值和最小值将由此数值计算得出标准差和方差将由此数值计算得出被累积的值要被变换的矢量面拐附着的顶点要从中检索数据的顶点。默认为上下文中的顶点预览器无法正常工作,因为修改器已被禁用预览器无法运行,因为修改器所用的节点组不含输出此树状节点上绘制的可见性受其遮罩列表中的图层的影响约束对受控轴向上缩放的处理方式效果的干湿混合当颜色开始移至背景层时的湿度等级新创建的组节点的宽度水平列表视图中列的宽度裁切区域的宽度窗口具有一个 HDR 图形缓存区,可在扩展的 sRGB 色彩空间中写入宽色域和高动态范围的色彩。区域在窗口中的相对水平位置与窗口成比的区块横向位置区域在窗口中的相对垂直位置与窗口成比的区块纵向位置世界的体积被用于旧的EEVEE渲染,需要进行转换才能正确渲染。主题主题 "{:s}" 已经安装过!3D 视图主题背景颜色主题骨骼配色集主题剪辑编辑器主题集合颜色主题控制台主题动画摄影表主题文件浏览器主题曲线编辑器主题图像编辑器主题信息主题节点编辑器主题非线性动画主题大纲视图主题偏好设置主题属性主题序列编辑器主题空间主题空间设置主题电子表格主题状态栏主题片段颜色主题文本编辑器主题顶栏主题用户界面主题部件颜色设置主题部件状态颜色主题骨骼的主题色或自定义颜色公共编辑器区块的主题属性不同编辑器共享的主题属性字体的主题设置信息的主题设置资产架的主题设置背景色与渐变的主题设置骨骼配色集的主题设置集合颜色的主题设置编辑器中公共的区块主题设置片段颜色的主题设置样式集的主题设置3D 视图的主题设置Blender偏好设置的主题设置控制台的主题设置动画摄影表的主题设置文件浏览器的主题设置图像编辑器的主题设置影片剪辑编辑器的主题设置非线性动画编辑器的主题设置节点编辑器的主题设置大纲视图的主题设置属性的主题设置序列编辑器的主题设置电子表格的主题设置状态栏的主题设置文本编辑器的主题设置顶栏的主题设置曲线编辑器的主题设置用户界面元素的主题设置部件颜色的主题设置部件状态颜色的主题设置主题Theora存在多个组输出节点,而此节点未激活没有任何输入。没有活动的数据块没有要操作的动画数据没有要删除的资产库没有要删除的扩展存储库没有层 '%s'此上下文中没有父级组节点必须要有一个活动属性必须至少设置一个用户存储库以将扩展装入其中由于未知原因 {:d} 关键帧插入失败.这些需要自动插帧:θ粗比默认线宽更宽厚(宽)度厚度钳制宽度系数阴影厚度最大厚度最小厚度厚度模式线宽修改器厚度 近端外部厚度线宽位置粗细轮廓厚度配比粗细形状宽度强度线条粗细基于笔画的方向使用约束进行厚度计算,最高级厚度系数用于顶点组零影响时的厚度系数无法移除线宽修改器 '%s'线宽修改器类型线宽修改器, 用以更改线条宽度标注笔画宽度每条毛发的粗细在视图中显示的烟雾厚度薄膜的厚度, 纳米单位相对于当前笔刷宽度的轮廓笔画宽度周长笔画的粗细外壳厚度在视图中显示的体积厚度轮廓线和边框的宽度位置 (当使用相同物体选项的纯链时适用)宽度: %s, 深度: %s细薄膜薄膜折射率(IOR)薄膜厚度比默认线宽更细第三四阶布朗-康拉迪径向畸变的第三项系数三阶多项式径向畸变的第三项系数九宫分割此资产已存储在当前blend文件中无法在程序性上下文中访问此属性当前骨骼集合已在集合树中展开此通道包不属于该片段此集合已由一个本地骨架拥有,或者经由当前blend文件的库重写添加此集合经由此blend文件库重写添加该颜色定义片段中白色此数据不支持在编辑模式中接合此数据块未分配动作槽该数据块是丢失链接数据的占位符 (即不能再被找到的 [一个覆盖的] 链接数据)此数据块在用户界面中可以编辑,链接的数据块不可编辑,除非它们作为可编辑资产被加载。该数据块已关联并打包到 .blend 文件中此数据块不是独立的数据块,而实际上是另一个 ID 的子数据 (典型例子如:根节点树或主集合)此数据块是运行时数据,也就是说它不会保存在 .blend 文件中。请注意,例如,被评估的ID始终是运行时,则此值只能对主数据库中的数据块可编辑。此功能集取决于以下功能集才能正常工作:无法正确加载此功能集.此功能集需要 Blender {:s} 或者更新版本以正常工作.此文件由Blender资产系统管理,不可覆盖此文件由Blender资产系统管理,只能此文件由资产系统管理,您不能覆盖它 (可以使用 "另存为")此文件脱机此文件只读此文件由较新版本的 Blender (%s) 保存。这是一个受限的系统文件这是一个特殊的量尺图层到下风岸的距离称为吹程,或风以恒定的速度吹过的距离。用于 'JONSWAP' 和 'TMA' 模型。这是可用方式中效率最低的一种,应只在必要时使用。该层不属于该动作此库是一个“归档”存储,用于存储最初从其“父级归档”库链接的打包链接 ID。这可能会导致意外的行为此元骨骼包含了旧的绑定类型,可以自动升级以受用新的 rigify 功能。此元骨骼需要升级到骨骼集合此元骨骼使用了旧的面部绑定.此方法能很好地呈现网格的二维结构该模式就像将手伸入屏幕,将模型握在手中。向左按 3D 鼠标帽,模型向左移动,向右推则右移此模式需要自动插帧才能正常工作此修改器只能使控制点变形,而不能改变已填充曲线/曲面形状此修改器只能改变填充曲线/曲面形状,而非控制点该修改器已烘焙数据此修改器是活动的禁止从编辑模式使用该修改器操作这种整体的面部绑定已被弃用.这需要一个本地骨架或重写此节点限定了一个捆包签名,由其他节点引用此节点限定了一个闭包签名,由其他节点引用此节点没有输入连接可以交换此节点没有输入端可以交换该节点应链接至组输出节点此物体是复合形状的一部分编辑模式下不支持此操作此操作符仅在姿态模式和骨架编辑模式下工作该操作项需要一个活动顶点 (最后选中的顶点)此重写数据块不再需要,但被检测为用户编辑此重写数据块未被使用此重写属性不存在于当前数据中,它将在下一次.blend 文件保存时删除该姿态资产是空的,因此没有姿态此属性不能插入动画因为它无法正确更新此属性仅供内部使用, 无法编辑此属性仅用于缓存物体面积以用于以后的计算此区块不支持面板分类此绑定类型不添加ORG前缀.此脚本是为 Blender 版本 {:d}.{:d}.{:d} 编写的,可能无法 (正确) 工作,即便已启用此槽 (%s) 不属于分配的动作此槽 (%s) 不适合此数据块类型 (%c%c)此槽不属于该动作此槽不适用于此数据块类型 (%c%c)该接口将用作其面板标题中的开关该片段不属于本层此片段类型无法重定时此文本尚未保存此区域限定了一个闭包签名,由其他节点引用毫英寸线程线程多线程模式三个层级需要三个追踪点来定义地面阈值高于该阈值,不传递填充阈值以下,不进行锐化自动合并的距离阈值被移除粒子的内部间距阈值用于检查重叠几何体的阈值边缘检测算法的阈值 (调高数值可能会模糊图像的某些部分)边缘检测算法的阈值 (调高数值可能会模糊图像的某些部分). 仅适用于最终渲染笔画交叉点的阈值用于简化算法的屏幕空间阈值。此阈值内的点将被视为位于一条直线上。阈值级别,以考虑特征是否足以用于追踪分支阈值近表面的间距阈值, 那里的表面仍会考虑碰撞 (使用非零值时效果最佳)从设备静止位置所需的初始移动阈值考虑颜色透明度进行填充的阈值差别在阈值范围内的权重将被视为相等缩略图波浪号动作分块分块栅格形状分块号分块偏移平铺尺寸X 向拼贴Y 向拼贴Z 向拼贴沿 X 轴平铺沿 Y 轴平铺沿 Z 轴平铺拼贴图像中的分块分块标签选择 UV 的分块位置拼贴分块后的UDIM图像纹理分块图像的分块平铺X 轴的平铺偏移倾斜倾斜插值倾斜强度X 向倾斜Y 向倾斜在 3D 视图中倾斜曲线控制点倾斜倾斜所选 3D 曲线的控制点倾斜:木材时间新的原始时间对齐时间曲线时间增量扩展时间时间跳转时间跳转增量时间限制时间模式时间修改器线段时间偏移超时剩余时间:{} 已用时间:{}时间重映射时间比例时间顺序时间滑动时间步长时间拉伸时间平移时间单位快门关闭的时刻快门开启的时刻弹跳缓冲之间的时间间隔快门开启和关闭之间的时间,以帧为单位在自动展开子菜单前 1/10 秒延迟在自动展开主菜单前 1/10 秒延迟修改器解算所花费的时间 (单位: 秒)。这仅在被解算物体上设置。如果多个修改器并行运行,则执行时间不是一个可靠的指标。饼菜单完全展开的动画所需的时间 (以1/100秒为单位)基于模拟的关键体时间鼠标位时噪波效果的时间偏移设置 GL 纹理在调用后被释放的时间 (设置为 0 将始终保留纹理)释放后自上一次访问GL顶点缓冲物体的间隔秒数 (设置为 0 将始终保留分配的VBO)以秒显示最后一步的时间上一次运动事件发生后的时间(秒)自计时器启动以来的时间(秒)以帧为单位指定的时间,根据场景帧速率转换为秒以秒为单位的时间时间以秒为单位指定,与场景无关平流的时间步长,单位秒控制瞬移抛物线弧度的时间步长范围快门的开关间隔时间切换视图时的动画时间 (毫秒), 0为关闭向前看的时间, 单位为秒用于遮罩动画的时间双击的间隔时间 (毫秒)时间:时间: %.3f %s时间: %s %s时间: +%.3f %s时间: +%s %s时间偏移时间滑移: %s时间码时间码编号时间码样式时间线时间区间时间轴标记时间线叠加设置时间轴上左控制柄的帧位置和片段的起始帧时间轴上右控制柄的帧位置,即片段停止对输出画面产生贡献的第一帧底层片段源素材在时间轴上起始的帧位置底层片段源素材在时间轴上结束的帧位置时间线标记 '%s' 未在动作 '%s' 中找到时间线标记 '%s' 未在场景 '%s' 中找到计时器间隔 (分钟)时间比例时间戳时间戳读取失败时步时间步长最大值时间扭曲视频片段,修改播放速度时序计时色调染色颜色染色系数染色模式使用正入射时的染色介电反射,以实现艺术控制,而在接近斜入射时使用金属反射,以模拟复杂的折射率在掠入射附近位置进行反射染色,模拟复合折射率为笔画染色用不同的颜色为高光和阴影着色。为眩光着色。考虑降低眩光的饱和度,以获得更准确的着色细微小基元剔除梢末梢控制梢直径梢部方向梢部编号尖端长度梢部位置尖端移除梢部圆度梢部缩放梢部选择发梢扩散尖端选择模式标题首字母大写字幕安全边距文件浏览器的标题TmrTmr0Tmr1Tmr2TmrJobTmrRegTmrReportTmrSave到至3D游标到全部到全部选中项到底部到控件至当前帧到角度模式至最末关键帧到已连接的到无连接的到最大值至 X 的最大值至 Y 的最大值至 Z 的最大值到最小值至 X 的最小值至 Y 的最小值至 Z 的最小值至下一关键帧至排序转为预乘型到弧度模式至接口至空格球形化球形化: %.4f %s球形化: %s %s转为直通型至制表符到顶部要永久更改偏好设置, 请使用 "保存偏好设置"要永久更改设置, 请使用 "保存偏好设置".要永久更改偏好设置, 请使用 "保存偏好设置". 警告: 您的文件未保存! 继续操作将放弃更改.为了使渲染与之前的工作空间尽可能地匹配, 必须转换所有材质、灯光和几何体中的颜色。 某些节点图无法准确转换,可能需要手动修复。至节点至接口今天脚趾脚趾尖滚动前束角切换切换当前窗口的3D立体支持 (或更改显示模式)切换权重绘制工具的 加/减切换全选切换骨骼设置切换注释切换末尾切换自由 / 对齐切换当前剪辑编辑器的锁定选择选项切换叠加层切换轮廓钳制切换渲染使用切换选择切换选区切换吸附切换起始切换系统控制台切换矢量切换视图使用切换可见性开关部件的颜色切换上下文值切换复合片段 (用于编辑封装的片段)使用 1,2,..,9 键来切换特定的预览器节点切换动画播放 ('Shift-空格键' 唤出工具或笔刷资产弹窗)在矢量和自动控制柄之间切换开启框选模式在资产架中切换分类可见性切换钳制重叠标志切换已收起的节点, 并隐藏闲置接口切换选定节点的折叠状态切换颜色渐变操作切换已选样条线的闭合为所选标记切换已禁用标志分别切换并在视图中心显示选中的物体切换选定区域为全屏/最大化显示切换所选通道的可编辑性切换枚举切换非活动蜡笔层的淡化切换字体的大小写切换字体样式切换几何体随机化以进行调试切换重力效果切换硬化法向标志切换隐藏的点文件切换反转受影响法向切换关键帧选择,而非仅保留新选择的关键帧切换显示所选轨迹的锁定标记切换锁定活动物体的所有顶点组并反转未选定组切换锁定活动物体的全部顶点组切换锁定活动物体的已选中顶点组切换锁定活动物体的未选中顶点组切换标记缝合线标志切换标记锐边标志切换材质预览着色切换禁用的已选节点切换到物体的编辑模式切换物体的力场切换打开/关闭层级切换显示所选节点的选项按钮输入时切换覆盖切换粒子编辑模式切换选择节点的预览切换渲染着色在 3D 视图中切换雕刻模式切换合成器与几何节点中选定的预览器节点切换所有元素的选择状态所有动画通道的选择切换切换选择全部关键帧切换所有骨骼的选择状态切换3D视图中着色类型渲染窗口显示切换切换实体着色切换所有选定的动画通道的指定设置切换片段连接切换文本编辑在 3D 视图中切换纹理绘制模式切换大纲中选择的项目切换摄像机视角切换当前窗口全屏切换区块对齐 (左右或上下)切换选中的对象切换选择模式在3D视图中切换顶点绘制模式切换该形态键切换显示节点上未用的接口切换可见性切换在曲线编辑器中通道可见性,以进行编辑在 3D 视图中切换权重绘制模式切换指定的类型是否为激活状态切换光标下的项目展开或折叠控制是否处理或忽略表层切换活动材质是否是唯一可编辑和/或可见的材质切换材质与物体数据和物体块的链接方式切换线框着色在旋转和极向目标之间切换IK链不允许在顶栏切换区块容差搜寻复制顶点的容差值异常值容差; 较低的值可过滤噪点, 较高的值可将边线重制为更接近输入网格的效果色调范围色调色调映射算法色调映射修改器色调曲线色调映射色调映射类型公吨英吨在 NLA 轨道 (%s) 中没有足够多选中的片段: 这里只需要选择 2 个选择用于合并的物体太少在 NLA 轨道 (%s) 中有太多选中的片段: 这里只需要选择 2 个选中的点太多: %d可能太多的根集合 (%d) 用于覆盖层级,请改用大纲视图工具工具操控器工具标题栏工具初始化工具键位映射:工具键工具模式工具属性工具属性初始化工具设置工具部件的颜色工具不能设置为空白区域工具节点组资产未被分配至一个分类. 可在资产浏览器中指定分类未找到工具 {!r} 于空间 {!r}工具栏工具栏 / 侧栏工具栏条目工具栏条目部件的颜色工具箱列向布局工具可用标记数据的工具 (不定义初始的状态)工具提示工具提示的颜色工具提示样式工具提示卡通 BSDF要使用的卡通BSDF分量顶顶部 (X-Y)顶栏顶部基线顶部高度顶级主菜单开启延迟首行正交顶视图透视顶视图右上顶部宽度加载时对齐顶部首行可见列表顶部X 轴向目标物体运动范围上限X 轴向源物体运动范围上限Y 轴向目标物体运动范围上限Y 轴向源物体运动范围上限Z 轴向目标物体运动范围上限Z 轴向源物体运动范围上限上下型左上角的 3D 编辑器仅顶级片段拼排边界的右上角顶 / 底拓扑拓扑对角线拓扑距离拓扑影响拓扑映射拓扑镜像拓扑耙(Topology Rake)拓扑步数拓扑结构发生了变化,可能是网格进行三角化了,将只读取顶点!环体总数总成本圆环体的总外径圆环体的总内径总级数用于沿圆弧展开实例的总角度文件总数 %d | 更改 %d 项 | 失败 %d 项总反弹最大值总粒子数曲线或曲面的 U 向总点数曲面的 V 向总点数建形效果所需的总时长触控板触控板滚动方向朝向自定义摄像机跟踪跟踪帧从当前图像帧开始追踪图像追踪精度识别完整序列向物体内部追踪光线识别图像的当前帧跟踪追踪追踪方法正在描摹图像...追踪轨迹 '%s' 未在跟踪物体 %s 中找到追踪轴追踪摄像机轨道编号追踪运动追踪位置追踪序列追踪阈值标准追踪标准追踪约束以尽可能快的速度执行追踪轨迹为隐藏状态轨迹已锁定轨迹已锁定, 将禁用所有改动已选中轨迹在图像序列间进行标记追踪, 而不是单幅图像轨道模式使用全烘焙模式:从当前帧到下一帧的轨迹模式当追踪标记时, 从指定帧到下一帧的轨迹模式从关键帧向下一帧追踪图案区块追踪选中的标记向后追踪一帧选定的标记向后追踪整个剪辑的选定标记向前追踪一帧选定的标记为整个剪辑向前追踪选定的标记标准追踪约束以双倍速度追踪以 1/2 的实时速度追踪以 1/4 的实时速度追踪以实时速度追踪已选中轨迹锚点轨迹图案区块已选中轨迹搜索区块已选中追踪:轨迹球轨迹球可以让您在任何角度翻滚视野所选物体的轨迹球式的旋转方式轨迹球: %.2f %.2f %s轨迹球: %s %s %s被追踪帧已追踪轨迹追踪追踪轴追踪物体追踪预设追踪设置附加追踪设置附加追踪设置正在追踪标记...轨迹追踪点的显示类型轨迹尺寸位置轨迹用于旋转/缩放的轨迹稳像轨迹颜色相同的轨迹在编码速度与压缩比之间取舍传统传统的滚动方向拖尾计数尾训练采样传递转换 FK 动画为 IK 骨骼传递 Freestyle 边标记传递 Freestyle 面标记转换 IK 动画为 FK 骨骼仅转换选中的从活动的物体向选中的物体传递 UV 布局 (需匹配几何结构)传递 UV 层传递UV缝合标记传递活动或全部顶点组将所有属性传输到新网格传递全部数据层传递用于形变骨骼的所有的顶点组传递被所选的姿态骨骼使用的全部顶点组传递倒角权重传输颜色属性传递折痕值传递自定义法向将数据从活动物体传递到选定的物体将活动网格的数据层 (权重、锐边等) 传递给所选网格将选中网格的数据层 (权重、锐边等) 传递给活动网格传递平直/平滑标记从所选物体向活动物体传递将活动网格的数据层布局传递给选中网格仅传递位置变换传递位置, 旋转及缩放变换将材质从非空槽传递到结果网格,并根据需要添加新材质。对于空槽,回退到使用与操作数网格相同的材质编号。传递来自另一个网格的运动仅传递旋转变换仅传递缩放变换仅转换选中的骨骼将多种类型的数据 (顶点组、UV 贴图、顶点颜色、自定义法向) 从一个网格传递到另一个网格传递锐边标记传递细分折痕值转换 FK 动画为 IK变换变换缓存变换缓存约束变换通道径向平铺的坐标系变换变换光标变换增量变换方向变换几何体变换操控器变换矩阵变换模式用Alt导航变换变换物体变换坐标系槽变换坐标系变换原点变换父级变换轴心点变换点变换姿态变换预览变换参照变换采样变换空间变换一个方向矢量变换一个方向矢量 (忽略位置)按单位长度变换一个法向矢量变换一个点通过反向映射纹理坐标对纹理进行变换变换一个单位法向矢量 (忽略位置)变换所有的孤岛, 以便让其尽可能填满UV/UDIM空间限制效果的变换轴向变换通道变换重复的关键帧从栅格编号空间转换到物体空间变换设置为仅影响位置变换标记和片段变换物体原点,同时保持形状位置不变序列片段的变换参数根据模式类型变换所选项目变换笔画纹理坐标的修改器使用两个物体之间的差异变换UV贴图将骨骼转换为自定义形状变换骨骼的子级。在组合形态键和骨架变形时,此功能非常有用。相对于主几何体变换输入项通过应用平移、旋转和缩放来变换输入矢量变换父级,保持子级位置不变各项变换工具也会受到此约束的影响变换操作:变换变换约束变换模式使用目标物体的变换通道插入动作关键帧包含对象的位置、旋转和比例的变换矩阵从体素索引到物体空间的矩阵变换之前应用的变换矩阵几何上下文中每个实例的变换变换坐标系变换各项变换也会受到此约束的影响变换不包含父级关联/静置姿态或约束变换包含约束效果但不影响父级关联/静置姿态变换包含父级关联/静置姿态和约束效果使用视口的位置和旋转,从物体空间转换到视图空间的变换点将视图空间中的点转换为区块空间(“裁剪空间” 或 “规格化设备坐标”)过渡过渡片段过渡选中的过渡移动平移实例翻译界面翻译新建的名称平移原点翻译报告移动根骨翻译工具提示移动 X移动 Y翻译附加信息,比如错误消息翻译菜单、按钮和面板中的所有标签(请注意,这可能会使学习教程或手册变得困难)基于物体原始与被解算表面网格之间的变化,平移和旋转曲线平移原点而非所选对象将根骨骼(比如没有父级)平移到骨架原点当悬停用户界面元素时翻译描述 (推荐)新建数据块的名称也进行翻译 (物体、材质……不推荐开启)在笔刷环内平移点集移动、定向、缩放移动、旋转、缩放平移、旋转或缩放几何图形移动翻译分支目录翻译语境翻译根目录平移轨迹专用项移动轨迹每个副本的平移累计值属性名称的翻译语境层的移动半透 BSDF透射透射反弹透射颜色透射深度透射直接光透射系数透射间接光透射可见性透射权重透射光乘数透射透明透明度重叠界面中的图标透明度, 用于降低对比度无折射的透明度,直接穿过表面,就好像不存在几何体一样透明透明 BSDF透明背景透明棋盘格透明深度透明玻璃透明反弹次数上限透明糙度阈值透明阴影透明场景显示。允许通条目选择转置矩阵梯形滞留空气粒子采样滞留空气可能最大值被困空气采样横穿相连的面 (点模式可对角, 边模式可并排边)将所有线条视为相同的线条类型,以便它们可以链接在一起将曲线视作闭环曲线 (不钳制在曲线的边界盒)将图像视为无色彩管理的非颜色数据,如同法线或置换贴图将交集和轮廓线视作相同的类型,以使两者可以链接在一起将带 alpha 的材质视为贴花 (无阴影投射)仅将表面的背面视为采样光仅将表面的正面视为光源,通常用于内部不可见的闭合网格将表面视为从正面和背面都发光的采样灯将此物体视为平面且非闭合的网格。流体将仅从网格表面发射,并基于表面发射值。将此物体视为平面、未闭合网格树状节点树类型树状节点被选中三角波三角形三角形A三角形面积三角形B三角面三角扇片三角面法向三角形在物体碰撞期间,不使用包含此组中所有顶点的三角面在自碰撞期间不使用具有此组中所有顶点的三角面三角形三角化三角面将网格三角化三角化网格三角化修改器导出时三角化网格仅对顶点数大于或等于该数字的面进行三角化对选中的面执行三角化处理三角化网格用于填充二维曲线的三角剖分解算器触发 A触发 B三线性修剪曲线修剪毛发曲线修剪模式修剪笔画末端修剪图像边界上的所有边线 (包括过扫描区域)将毛发曲线随机修剪到特定长度修剪笔画末端修剪或拆分片段以解决重叠修剪 / 添加将毛发曲线修剪或缩放至一定长度三连三脚架三角架运动三脚架解算三次方真真正法向如果网格中存在活动元素,则为 true(真),否则为 false(假)如果曲线由于缺少关键帧或有用的修改器而没有动画,则为 True,否则会被删除为真时场评估为一个分块,比如一次性处理多个体素,如果为假时,那么范围永远是1如果图像数据已加载到内存中, 则为真如果输入的矩阵可逆则取值为真修改器选项卡张开的话为True真如果接口可以接受多个有序输入,则为真如果为输出接口, 则为真, 否则为输入接口当接口已连接时为真当接口被选中时为真如果接口不可用,则为真若网格中存在自定义法线数据则为真如果此图像存在任何已命名的层则为真如果此图像存在多视图则为真如果图像以浮点缓存存储则为真若此项被菜单输入选中,则为真如果此库包含在当前 blend 文件中链接的库重写,并且必须在加载时递归地重新同步(建议打开并重新保存该库 blend 文件),则为 True(真)当此材质拥有蜡笔数据时为真(True)若将此节点用作活动的节点组输出项, 则表示可用若将此节点用作当前活动的输出节点, 则可用如果此预览图标已被 py 脚本修改,则为真,并且不再由 Blender 自动生成如果此预览图像已被 py 脚本修改,则为真,并且不再由 Blender 自动生成轨迹存在有效绑定点时可用真或假除非第一个输入为真,第二个输入为假,否则输出真值当此骨骼集合的所有祖辈级被标记为可见时取值为真(Ture),对于根级骨骼集合始终取真值当两个输入值中至少一个为假时输出真值当两个输入值中至少一个为真时输出真值当两个输入近似相等时为真当两个输入值有差别时为真 (异或)当两个输入相等时为真 (同或)当两个输入值均为假时输出真值当两个输入不近似相等时为真当两个输入值均为真时输出真值调用时为真 (即使只有执行回调可用)当有多个枚举时为True(真)当填充的不透明度设置得高到可见时为真如果笔画的不透明度设置得高到可见时为真从 '调整上一步操作' 面板运行时为真从操作符 '重复上一步' 运行时为真拖拽游标时为真当第一个输入包含作为子串的第二个输入时取值为真当第一个输入以第二个输入结束时取值为真当第一个输入更亮时为真当第一个输入更暗时为真当第一个输入大于第二个输入时为真当第一个输入大于或等于第二个输入时为真当第一个输入小于第二个输入时为真当第一个输入小于或等于第二个输入时为真当第一个输入为真,第二个输入为假时输出真值 (非蕴含)当第一个输入以第二个输入开始时取值为真当属性被隐藏时为True(真)属性未被保存至预设时为True(真)当该属性在实现RNA函数的Python函数中是可选的时为True(真)当属性使用 ghost 值时取值为真当用户在时间轴上拖拽时为真当此属性为RNA函数的输出的值时为True(真)该值不能设置为 “无” 时为 True(真)在编辑模式下使用时为真截断截断模式截断将超出文本框的文本信任的Blend文件可信任源可信来源 [不受信任的路径]尝试将主要骨骼轴向与骨骼子级对齐尝试找到缺失的外部文件如果可能的话, 尝试翻转骨骼的名字而不追加数字后缀尝试从逆绑定矩阵中猜测蒙皮网格的原始绑定姿势。当关闭时,使用默认/静置姿态作为绑定姿势尝试保持全局形状尽量保留自定义法向。 警告:根据所选的三角化方法,可能无法完全保持着色,“固定” 方法通常能提供最佳效果尝试在网格上保留网格边界尝试在网格上保留锐边特征再次追加时尝试重新使用先前追加匹配的 ID,而不是创建本地副本尝试重新使用之前匹配的追加数据块,而非追加新副本尝试从翻转的名称中删除最右侧的点数。 警告:在某些情况下可能会导致不连贯的命名如果它保存空间那么尝试使用稀疏访问器尝试重新加载库 '%s' 自无效路径 '%s'尝试重新加载或重新定位库 '%s' 至无效路径 '%s'管形管形网格调整图像浑浊度紊流紊流效果器权重条纹噪波类型与环纹噪波类型的紊乱度噪波紊乱度湍流海洋土耳其语 - Türkçe转向数量左转转向策略右转转向速度转弯速度系数顺时针绕漫游上轴向转动逆时针绕漫游上轴向转动将非活动体素和分块转换为非活动的背景分块将物体转换成喷绘画布和笔刷,创建颜色属性、图像序列或置换关闭此插件关闭此扩展开启软体诊断控制台信息打印打开或关闭钉固打开此选项以在创建修改器时显示管理面板开启此插件打开此主题将所有体素具有相同数值和活动状态(在容差阈值内)的区域转换为非活动的背景分块转向的速度(度/秒)将输出转换为单一几何体而非实例(此为其他众多修改器的必要条件)圈数转盘转盘在轨道运行时保持 Z 轴直立调整调节复制标记调整模式动作槽存储调整模式动作存储调整笔刷次要/蒙版纹理从空隙中调整手势,用于选框调整活动的操控器调节物理效果的时序, 用于控制频率和速度扭曲扭曲曲线扭曲系数扭曲方法扭曲平滑调节闭合循环的偏移量两个层级此片段下需要两个或更多的通道需要两个带控制的追踪点来定义缩放TxtIn类型找不到类型 "{:s}"类型 "{}" 无法格式化类型 1类型 2类型信息类型标签节点接口的类型与默认值此数据块的类型标识符可使用的 ID 块类型要使用的合并类型NLA 片段的类型刚体约束类型要从中访问属性的上下文相关数据块的类型角度输入类型3D 视图中的背景类型内建函数类型比较类型用于新画笔的曲线类型属性中存储的数据类型累积数据的类型计算输出结果的数据类型重命名的数据类型调用着色器的数据类型调用纹理的数据类型可视化/检查的数据类型此槽要设置动画的数据块类型;可以在 “未指定” 时设置,但在其他情况下为只读独立变换元素吸附的元素类型"吸附基准" 要吸附到的元素的类型存储属性的元素类型吸附元素的类型事件类型事件映射类型场类型用于图像转换的滤镜类型所生成的约束类型生成器类型栅格数据类型影响体积的类型显示信息的类型用于遮罩的输入数据类型界面条目的类型关键帧的类型关键帧类型 (用于过滤)关键帧类型 (仅用于视图)插入关键帧时要创建的关键帧类型灯光类型光照探头类型用物体的材质类型 (确定材质密度)新绘制槽的类型物体类型要转换的目标物体类型视差体积类型父子关系类型父级关联的类型烘焙通道的类型需要烘焙的通道,有些通道可能不支持当前的渲染引擎曲线的周期偏移类型路径中的周期性偏移类型渲染预览类型要为运动路径计算的范围类型运动路径显示的范围类型应用的重排序操作类型引导分布的表示类型匹配于CMOS的摄像机的滚动快门效果机类型形状类型接口类型速度引导线的类型拉伸度的显示类型文件编辑器视图的类型 (常规文件浏览或资产浏览)噪波纹理类型序列的视图类型 (序列, 预览或两者同时)剪辑编辑器的视图类型用于引导的定向采样类型挤出控制柄的类型创建条目的类型修改器的类型工作中的修改器类型路径元素的类型要切换的区块类型通过界面条目创建的接口类型此区块的类型淡入迷雾的过渡类型此属性的单位类型映射变换的矢量类型要转换的空白字符类型线框显示的类型类型重叠已缓存用于顶点位置属性的类型"%s" 属性不支持的类型类型: 捆包类型: 闭包类型: 几何集类型: 列表类型用于闭合间隙的笔画延伸类型UU (X) 轴U向偏移沿样条段的点的 U 坐标U-轴UDIM 分块UDIM分块分块的 UDIM 编号UI 布局用户界面线宽UI 名称UI 行UI缩放UI 标签UI 标签UI 标题包含一系列元素的用户界面列表",;=A动作区 区域动作区 全屏动作区 四格动作区 区块Alt应用B后退格键下按钮 1按钮 10按钮 11按钮 12按钮 2按钮 3按钮 4按钮 5按钮 6按钮 7按钮 8按钮 9按钮4鼠标第4按键按钮5鼠标第5按键按钮6鼠标第6按键按钮7鼠标第7按键CCtrlD删除键主导下箭头EEnd回车橡皮擦EscFF1F10F11F12F13F14F15F16F17F18F19F2F20F21F22F23F24F3F4F5F6F7F8F9适合前G大/小于HHomeHyperI中间移动插入键等轴测 1等轴测 2JK按键修饰L左左 Alt左箭头左 Ctrl鼠标左键左 Shift换行M媒体开头媒体结尾媒体播放/暂停媒体停止菜单中鼠标中键减运动鼠标移动鼠标/触控板平移鼠标/触控板旋转鼠标/触控板智能缩放鼠标/触控板缩放移动NNDOF 后NDOF 下NDOF 按钮1NDOF 按钮10NDOF 按钮11NDOF 按钮12NDOF 按钮2NDOF 按钮3NDOF 按钮4NDOF 按钮5NDOF 按钮6NDOF 按钮7NDOF 按钮8NDOF 按钮9NDOF 主导NDOF 适合NDOF 前NDOF 等轴测 1NDOF 等轴测 2NDOF 左NDOF 菜单NDOF 减NDOF 运动NDOF 平移/缩放NDOF 加NDOF 右NDOF 逆时针滚动NDOF 顺时针滚动NDOF 旋转NDOF 保存视图 1NDOF 保存视图 2NDOF 保存视图 3NDOF 逆时针旋绕NDOF 顺时针旋绕NDOF 逆时针倾斜NDOF 顺时针倾斜NDOF 上NDOF 视图 1NDOF 视图 2NDOF 视图 3数字键盘 *数字键盘 +数字键盘 -数字键盘 .数字键盘 /数字键盘 0数字键盘 1数字键盘 2数字键盘 3数字键盘 4数字键盘 5数字键盘 6数字键盘 7数字键盘 8数字键盘 9数字键盘回车键O系统键P下翻页上翻页平移/缩放暂停键钢笔加QR回车键右右 Alt右箭头右 Ctrl鼠标右键右 Shift逆时针滚动顺时针滚动旋转SShift空格空格键逆时针旋绕顺时针旋绕TTab文本输入逆时针倾斜顺时针倾斜计时器计时器0计时器1计时器2计时器自动保存计时器任务计时器区域计时器报告上类型U上箭头V视图 1视图 2视图 3W滚轮向下滚轮向内滚轮向左滚轮向外滚轮向右滚轮向上非激活窗口XXR 活动YZ[]`UNIX 壳类文件名模式匹配,支持通配符 ('*') 和由 ';' 分隔的模式列表向上URL要打开的URLURL: {:s}USDUSD 导出: 无法移动新的usdz文件从临时位置 %s 到 %sUSD 导出: 不能删除已存在的usdz文件 %sUSD 导出: 无法找到集合 '%s'USD 导出: 无法为 .vdb 文件创建相对文件路径,将改用绝对路径USD 导出: 无法解析对象 %s 的 .vdb 文件USD 导出: 无效的路径字符串 '%s': %sUSD 导出: 路径 '%s' 不是绝对路径USD 导出: 路径字符串 '%s' 不是基元路径USD 导出: 无法找到合适的USD插件用于写入 %sUSD钩子USD 导入: UV属性值 '%s' 数与插值类型不一致USD 导入: 无法添加UV属性 '%s'USD 导入: 无法打开舞台进行读取 %sUSD预览表面网络USD形状USD 骨架导入:在基元 %s 中检测到具有负行列式的骨骼矩阵。此类矩阵可能表示负缩放,可能是镜像操作导致的,并且目前无法转换为 Blender 的骨骼表示,骨骼动画将无法导入USD 不支持动画曲线类型。曲线类型从 %s 变为 %s 于帧 %fUSD 导出: 不支持简单型细分,导出细分后的网格USD 导出: 纹理无法从 %s 复制到 %sUSD 导出: 无法将纹理图块从 %s 复制到 %sUSD 导出: 无法将内存中纹理导出到 %sUSD 的高性能光栅化渲染器USDZ自定义缩小尺寸USDZ纹理下采样UUIDUV沿笔画的UVUV 中心UV 坐标UV 自定义区域UV 边不透明度UV编辑器UV 面不透明度UV系数UV 栅格图UV 孤岛选择UV 层UV布局局部 UV 视图UV 循环层UV 贴图UV 贴图层UV贴图名称需要UV映射UV贴图参数UUV贴图参数V由 UV 生成的用于切线的 UV 映射用于切向空间映射的 UV 映射UV 映射UV 贴图UV偏移UV 不透明度UV 钉固UV 钉固UV 投射UV 投射修改器UV随机UV断离UV缩放UV 雕刻UV 雕刻UV缝合边UV 选择模式UV 选择模式UV平滑经纬球UV 拉伸UV 选区同步UV切向UV 测试栅格UV 纹理UV展开UV展开面UV展开场UV 顶点UV 偏移所选面中每个面拐的UV坐标介于 0 和 1 之间父级物体空间的 UV 坐标面拐角上的 UV 坐标沿笔画长度映射纹理的UV坐标用于映射的UV坐标图像编辑器空间的UV编辑器数据UV 编辑器选项重写活动层的UV 层作为克隆源的 UV 环线层用于对所绘区域进行遮罩的 UV 循环层未能找到UV贴图 '%s'UV 贴图名称UV 贴图或表面附着无效随粒子寿命而变化的 UV 贴图用于映射 UV 纹理坐标的 UV 贴图UV 编辑器中的 UV 钉固状态UV 投射修改器, 使用投射源进行 UV 设置用于 UV 投射修改器的 UV 投射UV 的选择和显示模式UV/图像编辑器UV贴图UV投射UV平铺UV偏移UV 偏移修改器UV平滑UV和边界在极点处扇面化UV不平滑UV,边界保持锐利在极点处夹捏UV平滑UV,边界保持锐利平滑UV,但不连续边界的拐角与3个及以上区域的交汇点保持锐利平滑UV,但拐角和不连续边界保持锐利平滑UV,但不连续边界的拐角、3个及以上区域的交汇点与凹面拐角保持锐利UV被缝合到中点, 而非静态孤岛乌克兰语 - Українська取消注释从该NLA片段中取消分配动作槽,有效地使其非动画化从该约束中取消分配动作槽未被指定的动作槽,有效地使此数据块为非动画从动作约束中取消分配已分配的动作槽。 必须通过设置 "constraint" 上下文指针,来指定 哪个约束应解除该动作槽的关联,使用: >>> layout.context_pointer_set("constraint", constraint)将已分配的动作槽从一个 ID 上取消分配。 请注意,想要取消该动作槽绑定的 ID, 必须通过设置 "animated_id" 上下文指针来指定,使用: >>> layout.context_pointer_set("animated_id", animated_id)从一个 NLA 片段分配的动作槽解除分配。 请注意,想要取消该动作槽绑定的 NLA 片段, 必须通过设置 "nla_strip" 上下文指针来指定,使用: >>> layout.context_pointer_set("nla_strip", nla_strip)反细分所选边线和面无法加载文件无法访问 3D 视图无法进入深度缓冲, 使用视图平面无法访问大小, 源路径 '%s'无法激活笔刷, 物体模式错误无法激活刚保存的笔刷资产无法为色带添加元素 (限定为 %d)无法添加片段 (轨道上没有足够的空间来添加新的片段)无法应用 "生成" 类修改器无法在变换时更改物体模式无法关闭区域由于 %zu 外部依赖项,无法复制捆绑包;详情见控制台由于外部依赖项 "%s", 无法复制捆绑包无法拷贝项目无法创建应用程序-模板用户参数路径无法在编辑模式下创建属性无法创建配置目录来写入书签无法创建具有此连接接口类型的项无法新建物体无法新建片段无法创建坐标系无法创建面板无法创建接口无法创建用户配置路径无法创建用户设置路径无法确定ABC序列长度无法复制 %d 个所选集合。无法为新复制的集合找到有效的父集合,它们不会关联到任何视图层无法执行 '%s', 改变模式时出错无法导出PDF无法延长场景时长,BVH文件动画部分不包含任何帧数无法填充未闭合的区域无法找到可用的递增文件名找不到任何运行中的进程无法找到要添加的层无法找到工具栏群组无法找到有效的3D视图区域无法导入 '%s'无法安装目录无法从磁盘安装, 未定义路径无法从相对路径安装无法加载 %s 来自 %s无法在节点上找到项目 '%s'无法在节点上找到项目无法在节点树中放置连接无法在节点树中找到节点 '%s'无法在节点上找到接口 '%s'无法产生版本备份无法产生版本备份: 文件名过短无法镜像,未配置镜像物体或骨骼无法移动内置节点中的接口无法打开无法打开 '%s': %s无法打开文件 无法打开或写入书签文件 "%s"无法重写预设: {:s}无法打包文件, 找不到源路径 '%s'无法打包超过2GB的文件, 源路径 '%s'无法解析 XML, %s:%s 针对文件 %r无法读取无法移除曲线点无法删除默认预设无法移除目录: %s无法删除 “系统” 存储库的文件无法在编辑模式下移除材质槽无法删除路径点无法删除预设: {!r}无法从内置节点中删除接口无法从内置节点中删除接口无法旋转 %d 条边无法保存 '%s': %s无法使用空的或未设置的 "filepath" 属性保存未保存的文件无法设置快捷键,所选节点不是预览器节点或不支持查看无法统计 '%s': %s无法转换模式,源物体 和/或 目标物体不可编辑无法更新场景帧率,BVH文件动画部分未包含动画帧无法写入磁盘的复制缓冲区。从此骨骼集合解除分配已命名骨骼未分配未分配的节点工具不可用解绑未诞生未定义尚未定义的节点树类型未定义的接口类型未定义的类型未定义的节点类型 (比如,当相连的节点树丢失时可能出现)未形变位置下划线下划线位置下划线厚度移除畸变移除剪辑畸变移除畸变剪辑撤销重做历史旧版撤销撤销内存限制撤销使用的内存大小还原信息撤销次数撤销所有对粒子系统作出的动作撤销并重做撤销并重做上一个动作在后台模式下启动时撤销禁用。(调用 `ed.undo_push()`,显式初始化该撤销系统)在历史中撤销或重做特定动作撤销上一个动作撤销资产目录的最后一次编辑撤销 / 重做意外错误,未找到集合意外的库类型,创建姿态资产失败非预期的修改器类型: {:s}意外的资产非零用户计数,请将此作为bug报错解散已选择节点的群组未处理的 Gprim 类型: %s (%s)取消隐藏所有隐藏蜡笔材质取消所有物体和集合的隐藏状态资产架第一次可用时取消隐藏,否则将被隐藏Uni 缓存Uni 文件格式Uni 文件格式 (.uni)Unicode 代码点十六进制值统一绘画设置统一的选择/活动颜色均匀均匀衰减统一不透明度均匀缩放统一粗细统一宽度应用于VR视图的统一缩放一致性取消缩进选定的文本未初始化的文件列表未初始化的图像 "%s" 出现在物体 "%s" 上未初始化的图像 %s并集并集模式唯一唯一 ID从 0 开始逆时针递增 1 的每个角分段的唯一 ID唯一的数据块 ID 名称(在相同的类型和库中)唯一的数据块 ID 名称,如果有库 ID 那么也包括公共色彩空间的唯一标识符,由 Color Interop Forum (色彩互操作论坛) 定义。如果工作空间没有互操作 ID 可能会为空。常见值为 lin_rec709_scene、lin_rec2020_scene 和 lin_ap1_scene(用于 ACEScg)用于映射接口的唯一标识符节点树中此面板的唯一标识符设备的唯一标识符将该文件的预览标识为某个图标的唯一整数 (零表示无效)将此预览标识为图标的唯一整数 (0表示无效)模块的唯一标识符图层的唯一名称物体的唯一名称轨迹的唯一名称在代码和脚本中使用的唯一名字代码及脚本中使用的唯一名称,必要时可在 Python 子类中重新定义节点的唯一标识符节点工具的唯一操作符标识符唯一的存储库名称要重新定位的关联 ID 的唯一运行时标识符骨架内唯一修改器在其所属堆栈中的唯一标识符单位加速度角度面积坐标轴-角度字节字符串摄像机摄像机距离色温坐标默认方向目录路径距离欧拉角系数文件名文件路径帧帧频率伽玛校正的颜色关键帧层层成员长度线性颜色标记质量矩阵最近标记无密码百分比像素像素尺寸纯数据功率四元数四元数旋转旋转秒秒吸附动画元素吸附播放头元素片段子类型温度时间时间(绝对)时间(相对于场景)时间跳转单位移动单位未指定速度速度单位体积波长XYZXYZ 长度sRGB 颜色缩放单位单位设置单位系统单位编辑设置单位线条宽度按图像的垂直分辨率进行成比缩放, 最大为 480 像素将用于显示长度值的单位将用于显示质量值的单位用于显示温度值的单位用于显示时间值的单位用户界面的镜头编辑单位用于显示或编辑旋转数值的单位无单位单位摄像机的焦距单位未知未知布尔错误未知属性未知插件未知Alpha透明修改器类型未知布尔错误未知的加载错误 "%s"未知的文件打开错误未知文件类型: {!r}未知线条颜色修改器类型未知线宽修改器类型未知操作符未知接口类型未知笔画几何形状修改器类型取消关联取消动作断开活动标注数据块的关联断开活动字体数据块的关联断开活动文本数据块的关联断开数据块关联 (Shift + 单击设置用户为零, 数据将不会被保存)解除选中片段的连接,以便可以单独选择为所有的物体解散该集合取消此动作与活动动作槽的关联 (和/或退出调整模式)解锁解除锁定宽高比解锁所有蜡笔材质,以使它们可被编辑解锁所有形态键解锁活动物体的全部形态键取消锁定所有顶点组若至少存在一个已锁定组, 则将这些顶点组全部解锁, 并锁定其余项解锁活动物体的全部顶点组解锁存储库 - 测试解锁解锁活动物体的选定顶点组并锁定未选定组解锁选中的轨迹解锁活动物体的已选中顶点组解锁片段使其可以变换解锁活动物体的未选中顶点组未锁定已解锁 {:d} 个存储库已解锁: {:s}未遮罩取消屏蔽所选 (未选) 片段取消屏蔽未选片段, 而不是已选片段解包解包文件: {}, 烘焙: {}解包文件将所有打包到此 .blend 文件中的文件解包为外部文件将.blend 文件中的烘焙数据解包到磁盘中将声音按样本的文件名解包将此文件解包到外部文件不支持解包影片或图像序列未投影尺寸不可读的 Blender 库文件:无法识别的文件格式 '%s'无法从Microsoft应用商店安装中注销未保存取消选中笔画链中不可选择的骨骼未选中项未选中的动作剪辑片段未选中的函数曲线的不透明度未选中的复合片段 (用于相关片段归组)未选项的不透明度未选中的声音片段 (用于为声音调时)未选中的过渡片段重置活动按钮的文本反遮罩锐化无符号角度无符号角度场解缝UV并移动结果反细分不支持的输入不支持的音频格式不支持的列类型不受支持的上下文不受支持的上下文模式不支持的数据类型未支持的置换方式不支持的键: 大写锁定不支持的键: 未知不支持的模式: {!r}不支持的节点树类型纹理空间变换不支持的物体类型未命名未使用的数据未使用的图像未使用的输出未使用的纹理和图像未使用但保留来兼容旧版。为预览器节点和合成背景图使用边界展开展开无法解算任何孤岛,可能需要添加缝合边展开解算 %d / %d 孤岛失败。可能需要添加缝合边展开正在编辑的物体网格展开方法 (基于角度的算法通常比共形模式效果更好, 但是运算速度会更慢)向上向上轴上/下更新全部更新自动更新更新依赖更新现有项更新非活动项更新半径更新场景持续时间更新场景FPS更新所有图像节点以匹配其位于磁盘上的文件更新动画标志基于链接捆包签名的更新基于链接闭包签名的更新从平面标记的内容更新平面标记使用的当前图像使用着色器中的新参数更新自定义摄像机更新姿态资产中的现有通道,但不要删除或添加任何通道如果 PO 文件已存在,则对其进行更新,而非覆盖用名称匹配的选定物体的顶点位置更新现有形态键更新影响变换约束的函数曲线/驱动器 (用于 2.70 及更早版本的文件)从场景的当前帧范围更新运动路径的帧范围更新场景片段的帧范围更新指定的插件数据 (作为插件源代码的一个 py 元组来查找)在 Blender 源代码库中更新 i18n 数据(po 文件)更新 i18n 存储库 (po 文件)使用存档中的新数据更新对象路径列表编辑时更新在各视图窗口空间中自动同步任意交互操作, 例如变换在调整片段及其关键帧后, 更新动作引用的帧范围用新的接口和脚本提供的选项更新着色器脚本节点更新接口以匹配实际使用的接口以当前设置更新资产库中的活动笔刷资产更新音频动画缓存更新当前变换、所选关键帧,甚至创建新关键帧在Blender界面中更新报告显示 (内部使用)在进入视图时更新几何体,提供更快的视图导航根据当前鼠标位置更新条目高亮更新场景的开始和结束帧以匹配USD文档的内容从VR会话中的当前查看器姿势更新所选地标从当前选定的骨骼更新资产库中的选定姿态资产. 模式定义了资产的更新方式使用新接口和选项更新此着色器的使用者,如自定义摄像机和脚本节点已更新 %d 组形态键已更新数据块更新更新至数据块更新GPU驱动程序可能会解决此问题.升级活动存储库的所有扩展到其最新版本从远程存储库将已安装的扩展升级至最新版本本地存储库不支持升级活动的元骨骼骨架升级 Rigify 类型将旧版的 super_face 绑定类型升级为新的模块化 face (脸)升级元骨骼层为骨骼集合升级旧的面部绑定类型到新的模块化面部,这将保留与现有权重绘制的兼容性,但不保留与动画的兼容性将元骨骼的骨骼层升级到骨骼集合上限从顶点组移除的顶点的权重值上限上界大写上界凹度左上右上较高的 X 角度限制较高的 X 向限制X角度上限较高的 Y 角度限制较高的 Y 向限制Y角度上限较高的 Z 角度限制较高的 Z 向限制Z角度上限控制点封套的上边界突出显示范围的上界映射所应用的输入范围的上界值用于将流体单元格标记为波峰的钳制阈值上界 (值越高,标记的单元格越少)用于标记空气滞留的流体单元格的钳制阈值上界 (值越高,标记的单元格越少)钳制阈值上界,指示单元格不再发射更多粒子时的流体速度 (值越高,通常粒子越少)参照值与上界之间的距离, 默认影响量为1:1较高的 X 转向角度限制较高的 X 轴向移动限制较高的 Y 转向角度限制较高的 Y 轴向移动限制较高的 Z 转向角度限制较高的 Z 轴向移动限制偏离 +Z 方向的倾斜度上限网格凹度上界 (调高数值会平滑和填充凹面区域)Upres系数乌尔都语 - وُدرُا用法使用使用 %s (不同)使用 %s (相同)在摄影表编辑器中,使用 “时间平移” 变换模式来代替 “移动” 模式来变换关键帧使用 (导入) 面元法向 (请注意,这仍然会给出平直着色)每个通道使用16位,以降低渲染期间的内存使用量对所有数据使用 16 位浮点数使用平面稳像为镜头使用平面稳像对所有数据使用 32 位浮点数使用3D视图使用轨迹 3D 位置绑定父级使用 5 级多重采样以平滑绘制边缘尽可能使用 8 位浮点数,否则使用 16 位使用 APIC 作为模拟方法 (更多活力和稳定的行为)使用活动项使用自适应采样使用自适应细分在绘制时使用 '相加' 混合模式使用累加绘制创建后使用使用 Alpha使用动画随机种使用各向异性插值使用标注使用抗锯齿平滑笔画边线用作轴心使用资产层使用自动打包使用 BVH 空间分裂: 创建时间较长, 但渲染速度较快使用双线性插值使用蓝色通道使用骨骼封套使用骨骼头使用暴风力使用CPU进行显示变换并使用二维纹理显示图像使用 CPU 进行渲染使用 CUDA 进行 GPU 加速使用缓存使用摄像机剔除使用链形计数使用钳制平面使用簇曲线使用簇噪波使用碰撞在绘制时使用颜色加深混合模式在绘制时使用颜色减淡混合模式使用颜色抖动使用颜色渐变在绘制时使用颜色混合模式使用紧凑 BVH使用轮廓使用控制器动作使用坐标系使用计数使用折痕使用折痕使用来自渲染的Cryptomatte通道使用来自图像的Cryptomatte通道使用立方B样条插值使用当前帧作为物体静置状态的变换使用当前位置使用游标叠加使用光标位置使用游标作为深度使用曲率使用曲线使用曲线半径使用曲线使用曲线 BVH使用自定义摄像机使用自定义颜色使用自定义曲线使用自定义残影颜色使用自定义法向使用自定义视差使用自定义体积在绘制时使用 '变暗' 混合模式使用默认淡化仅使用形变使用形变运动使用降噪使用景深在绘制时使用差值混合模式使用扩散使用定向四叉树作为定向分布使用距离剔除使用滴移使用副本使用边线角度使用边标记使用边将边线用作弹簧使用效果器使用结束帧使用骨骼封套使用估算时刻在绘制时使用排除混合模式使用现有项使用已有的面使用FLIP作为模拟方法 (更多飞溅行为)使用面组使用淡化使用回退使用衰减使用过滤使用最终编号使用流在增长的毛发中使用使用 Freestyle使用前面使用前面衰减使用GLSL着色器显示变换并使用二维纹理显示图像使用 GPU如果支持则使用 GPU 加速降噪, 以获得最佳性能. 首选 OpenImageDenoise 而不是 OptiX使用 GPU 计算设备进行渲染, 在用户偏好设置的系统面板中进行配置使用几何 (余切) 松弛,使 UV 遵循 3D 几何体使用几何节点使用几何空间使用全局坐标系使用 Gltfpack使用目标使用绿色通道使用栅格使用组界面使用辅助使用引导使用 HC 松弛法使用 HIP 进行 GPU 加速使用 HSL (色相, 饱和度, 亮度) 颜色处理使用 HSV (色相, 饱和度, 明度) 颜色处理使用控制柄缩放在绘制时使用强光混合模式使用头部在绘制时使用色调混合模式使用影响使用实例化使用英特尔 OpenImageDenoise AI 降噪器使用交集使用交叉遮罩使用交叉优先级为松弛操作使用拉普拉斯算法使用层通道使用库路径使用灯光使用灯光轮廓在绘制时使用 '变亮' 混合模式 (Max[A, B])使用灯光使用限制使用极限表面在绘制时使用线性加深混合模式 (A+B-1)在绘制时使用线性光混合模式使用线性修改器使用局部摄像机使用本地文件相机固定时使用位置数据使用松散使用MIS权重使用遮罩使用遮罩在渲染中使用遮罩使用材质使用材质遮罩使用材质通道使用材质层使用数学运算节点使用最大值使用平面最大夹角使用最大平面长度使用最大角度使用最大双向预测帧 (B-Frames)使用最大值使用质心使用网格使用网格对称使用元数据使用Metal后端使用 Metal 进行 GPU 加速使用最小值使用平面最小夹角使用最小平面长度使用最小角度使用最小值使用雾场使用混合节点在绘制时使用 '混合' 混合模式使用修改器堆栈用修改器渲染设置使用运动模糊使用鼠标位置使用多视图使用多视图 (当可用时)在绘制时使用 '相乘' 混合模式对颜色使用 N-bit 量化对法向和切向使用 N-bit 量化对位置使用 N-bit 量化对纹理坐标使用 N-bit 量化使用NLA调节模式使用邻近插值使用节点名称/标签使用节点使用噪波使用法向数据使用规格化使用物体使用物体偏移使用物体层使用遮挡范围使用开放式着色语言使用 OpenGL 后端使用 OpenJPEG Cinema 预设使用 OpenJPEG Cinema 预设 (48fps)使用 OptiX 进行 GPU 加速使用初始文件使用初始缩放使用原始尺寸使用输出使用输出端名称在绘制时使用 '叠加' 混合模式使用绘制使用画布使用 Parallax-aware von Mises-Fisher 模型作为定向分布使用粒子半径使用粒子的半径使用 Perlin 噪波作为基型使用 Perlin 噪波作为基型, 可进行附加控制使用弯曲基型的 Perlin 噪波在绘制时使用点光混合模式使用轴心点使用占位符使用平面裁切使用泊松圆盘分布方法保持最小距离使用极点合并使用后期处理设置使用预/后旋转使用压感使用压感抖动使用压感强度对密度使用压感对流量使用压感对硬度使用压感对湿润混合使用压感对湿润持久使用压感使用预览范围使用代理使用代理 / 时间码使用 RGB (红, 绿, 蓝) 颜色处理使用RGB曲线预显示变换使用半径使用光线追踪使用红色通道使用相对偏移使用相对粘贴使用远程对物体可见性、修改器设置等使用渲染设置使用重复值使用静置姿态骨架使用旋转使用X向旋转使用Y向旋转使用Z向旋转相机固定时使用旋转数据使用糙度曲线使用采样子集在绘制时使用饱和度混合模式使用缩放值使用X向缩放使用Y向缩放使用Z向缩放相机固定时使用缩放数据使用缩放:使用场景范围使用架构反转此画笔时使用刮削或填充笔刷,而非反转其置换方向在绘制时使用滤色混合模式使用雕刻使用雕刻碰撞使用次级使用选中项使用自身使用序列场景设置用于使用着色器使用阴影使用锐边使用收缩使用简化使用模拟缓存对旋转使用吸附对缩放使用吸附对移动使用吸附使用吸附使用吸附选项在绘制时使用柔光混合模式使用空间变换如果更好,则使用稀疏访问器使用空间分离使用球面立体使用溢出强度使用裂解长度使用裂解样式使用扩散使用稳定器使用起始帧使用片段中心使用细分模式使用表面细分在绘制时使用相减混合模式使用尾部使用尾部目标使用纹理使用纹理叠加使用纹理使用粗细轮廓使用时间码使用时序使用末端使用工具提示使用变换使用X向位移使用Y向位移使用Z向位移使用透明重叠使用扭曲曲线使用UDIM检测使用 UI 标签使用UV雕刻将 UV 坐标系用作纹理的坐标系将 UV 坐标用于纹理坐标为纹理坐标使用 UV 层使用撤销使用统一颜色使用统一输入采样使用统一尺寸使用统一力度使用统一权重在绘制时使用明度混合模式使用顶点使用顶点色使用顶点组使用视角使用视图降噪对物体可见性、修改器设置等使用视图设置使用粘度为约束物体使用自动可视插帧在绘制时使用亮光混合模式使用体积变化最大值使用体积变化最小值使用 Vulkan 后端对四元数/轴角度旋转使用 WXYZ 轴颜色,对其他变换和颜色属性使用 XYZ 轴颜色,对其余部分使用自动彩虹色使用权重使用权重绘制色彩区间使用权重作为系数使用白平衡使用通配符使用 Windows “默认应用” 与 blend 文件关联对较老的数位板和 Windows 使用 Wintab 驱动程序使用父级的 X 轴位置使用父级的 X 轴转动使用父级的 X 轴缩放使用父级的 Y 轴位置使用父级的 Y 轴转动使用父级的 Y 轴缩放使用 YCbCr (Y - 亮度, Cb - 蓝色色度分量, Cr - 红色色度分量) 颜色处理使用 YUV (Y - 亮度, U V - 色度) 颜色处理使用父级的 Z 轴位置使用父级的 Z 轴转动使用父级的 Z 轴缩放使用 Z 缓冲区使用上向 Z 轴计算曲线各点的扭转使用3D鼠标设备来平移/缩放视图将蜡笔数据块用作遮罩以便在追踪时仅使用特定的图块使用拉默-道格拉斯-普克算法简化笔画,保留主体形状在随机采样中,第一次采样使用蓝噪声模式,其余样本使用 Tabulated Sobol 模式使用蓝噪声模式进行随机采样,以优化噪声的频率分布在随机采样中使用蓝噪声采样模式,该模式可优化噪声的频率分布。对于视口渲染,优化首采样质量以获得更好的交互预览效果随机采样时,采用长度取整至下一个 2 的幂的蓝噪声序列在优化前使用仅强力转化式的预追踪追踪时使用 brute-force(暴力匹配算法)位移初始化使用圆形来定义轮廓使用一个网格物体集合作为布尔运算的运算对象为工具箱使用列式布局使用曲线来定义簇的锥化使用曲线定义糙度使用曲线定义扭曲使用一个自定义颜色来限制当前视图颜色使用自定义曲线沿笔画定义系数使用自定义路径存储数据使用用于读取代理数据的自定义文件源使用自定义物体来定义轮廓使用自定义轮廓作为曲线的倒角几何体部分使用求差布尔操作使用不同的格式而非此文件的节点格式使用固定的1:1宽高使用流体域进行引导(域需要烘焙,以便可以提取速度)。引导域可以是任意类型的(即气体或液体)。使用半圆形作为每个端盖在此视图中使用局部摄像机,而非场景活动摄像机为场设置最大距离值场工作的最大半径距离使用网格物体作为布尔运算的运算对象场衰减的最小距离为场的衰减使用最小半径距离使用百分比系数确定可见点使用百分比指定要删除的关键帧数使用一个预设观察点为此片段使用一个预览代理和/或时间码编号为此剪辑使用预览代理和/或时间码编号使用径向渐变作为视图背景在框选尺寸内使用一个区域作为渲染视窗 (当不通过摄像机观看时)使用锯状波形产生条纹使用锯齿波形轮廓使用屏幕空间垂直线性渐变作为视图背景对于不覆盖帧范围本身的模拟节点,请使用与场景范围不同的模拟范围使用正弦波形产生条纹使用单个多边形作为端盖对所有分量使用单一系数使用纯色作为视图背景使用标准正弦波形轮廓使用纹理控制发射强度使用一个变换矩阵使用三角波形轮廓使用三角波形产生条纹使用求和布尔操作使用绝对尺寸使用精确变换在背景上显示激活的预览器节点输出在定义的场景中使用活动剪辑使用顶点组影响精减结果使用加法而非乘法来合并缩放 (兼容2.7)将反照与法向通道用于降噪将反照通道用于降噪使用 alpha 混合而非 alpha 测试 (可能导致排序失真)将Alpha通道用于透明始终使用顶点色模式始终使用材质模式使用环境光遮蔽而非完整全局照明为动画回放和视图渲染使用替代的开始/结束帧范围基于雕刻的顶点数使用自动迭代次数使用边际误差指定允许曲线偏离原始路径的幅度使用现有物体定义 VR 视图基本位置和旋转使用单个物体作为曲线的倒角几何体部分使用不受约束的宽高比使用动画通道组颜色; 通常这用于显示骨骼组颜色使用另一个插帧集, 因为当前的活动插帧集依赖于当前选中的物体, 或者因为不合适的上下文, 它不能被任何目标找到使用另一个插帧集, 因为活动的插帧集取决于当前选择的对象, 或者由于上下文不合适而无法找到任何目标将另一个 UV 贴图用作克隆源, 否则将 3D 游标用作源将另一个网格用于纹理编号 (需与顶点编号保持一致)使用另一个形状切除、合并或执行差值操作使用任何轴区域执行操作用作景深将轴向颜色用于变换及颜色属性, 对其余的属性自动应用彩虹色使用轴对齐的边界框进行拼排(最快,但空间利用率最低)使用背面剔除, 将背侧的面隐藏投射阴影时使用背面剔除使用背面剔除, 将背侧的面隐藏使用当前目录中的烘焙 (在必要时创建)使用原始位置的烘焙 (在必要时创建)使用基础网格顶点坐标作为静置位置使用最佳的三角形划分使用倒角权重来确定倒角在边模式下的应用量使用绑定顶点坐标作为静置位置使用黑体温度来定义自然光颜色使用镜头的蓝色通道进行追踪同时使用两种效果使用可见笔画和编辑线条两者作为填充边界限制使用框选并拖动非线性动画片段使用框选来选择节点框选树形图元素使用堆栈中第一个线条画修改器中缓存的场景数据。某些设置将不可用。使用圆作为曲线的倒角几何体部分使用刷选来选择节点使用闭合箭头样式使用颜色渐变将黑白色的平均值映射为RGB颜色使用紧凑BVH结构 (占用内存更少,但渲染更慢)使用连接的父级和子级来计算控制柄使用控件缩放来缩放柔性骨骼使用凸壳近似法处理孤岛(速度与空间利用率的良好平衡)使用 UV 层的坐标使用来自该物体的坐标 (用于物体纹理坐标输出)使用当前被编辑物体的位置使用当前模式使用当前旋转/缩放轴心点坐标使用游标作为参照点将游标位置和半径用于修剪形状的尺寸和位置使用曲线映射使用曲线定义基础描边粗细使用曲线的权重沿曲线去影响粒子的影响效果使用自定义衰减距离代替全局光阈值使用自定义摄像机而非活动摄像机使用自设的碰撞边距 (某些形状周围将包含可见间隙)为节点使用自定义颜色用于该运动路径的自定义配色使用自定义颜色代替主题定义色对残影帧使用自定义颜色为洋葱皮使用自定义颜色而不是主题颜色使用自定义曲线为函数曲线使用手动拾取的颜色在此集合中使用自定义交叉遮罩进行遮罩使用自定义物体来定义端盖形状使用自定义参照点使用来自已完全或部分解算的数据使用来自原始物体的数据,无需应用任何修改器对物体使用变形运动模糊使用角度来丈量角度和旋转使用活动摄像机中的值来进行视图景深显示渲染使用的设备在不同的帧使用不同的种子值 (以及噪点模式)使用漫射 BSDF使用骨架默认的显示模式使用被影响物体与目标物体间的距离使用受影响物体的顶点与目标物体间的距离, 或与目标物体几何外形间的距离使用距离采样,最适合远距离体积密集的光线使用绘制速度、帧数或手动系数来构建笔画使用边线塌陷使用编辑线条作为填充边界限制在渲染时使用效果为紊流使用效果器/全局坐标系使用等角取样,最适用于内部光线密度低的体积,或体积附近有光使用均匀的面上分布, 基于面积或边长使用精确几何以实现最高效的排布(最慢)使用现成的文件 (而不是已打包的文件): %s使用现有同名材质以避免重复创建使用外部 .ies 文件使用外部 .osl 或 .oso 文件使用外部文件使用回退工具键位映射当在编辑多帧模式内使用衰减效果逐帧计算笔刷效果通过沿水平和垂直方向分别进行模糊处理,使用更快的近似值对高粗糙度表面使用更快的全局照明技术使用遮罩中的羽化信息使用 Blender 5.0 之前所用的文件格式。这种格式虽然功能受限,但可能更好地兼容那些尚不支持新格式的工具使用当前目录中的文件 (在必要时创建)使用原始位置的文件 (在必要时创建)使用当前目录中的文件 (在必要时创建)使用原始位置的文件 (在必要时创建)对位置使用浮点属性使用动态飞行来浏览场景用于渲染用于创建较大规模的大洋 (Pierson-Moskowitz 算法)用于带有海浪锐化的稳固大洋 ('JONSWAP', Pierson-Moskowitz 算法)用于浅水 ('JONSWAP', 'TMA' - Texel-Marsen-Arsloe 算法)用于带水沫的湍流海洋在增长的毛发中使用力场为生长的毛发使用完整物理计算对链式而非图像空间使用几何距离使用全局坐标将全局坐标系用作纹理的坐标系为所有动力学应用使用全局重力使用光泽 BSDF使用 gltfpack 来精简网格并压缩其纹理使用镜头的绿色通道进行追踪使用引导 (效果器) 物体创建流体引导 (引导物体应在完全设置后进行动画处理和烘焙)在体积内采样方向时使用引导在表面上采样方向时使用引导在将贝塞尔曲线转换为多段线时使用控制柄以较低的性能为代价使用高质量的切向空间将图像的 RGB 值用于法线映射使用改进的粒子水平集 (较慢但更精确,并且具有网格平滑选项)在3D视图中使用对权重使用面影响使用来自游戏手柄 (微软 Xbox 控制器) 的输入,而非运动控制器将输入几何体中包含的实例作为散布的基底对位置使用整数属性使用来自预览器节点的中间数据使用内部文本数据块使用反向二次型级进样式使用键控的时间使用层通道过滤使用鼠标左键进行选择。适用于鼠标、触控板和平板电脑设备的标准行为使用视图、层和通道的旧版交错存储,以与不支持更高效的多部件 OpenEXR 文件的应用程序保持兼容。使用旧版撤销 (比默认的新版要慢,但某些情况下会更加稳定)使用曲线的近距离长度使用光照探头查找场景交叉为该蜡笔物体使用灯光使用线性映射使用线性级进样式将物体坐标系用作纹理的坐标系使用局部生成的坐标使用取自其他物体的局部坐标使用对数型消融 (值越高, 消褪越快)使用对数式干化 (值越高, 则干化速度越快)为视频流使用无损输出使用较低限制体积变化使用手动校正辅助器使用遮罩 ID 为遮罩的输入使用材质遮罩过滤掉被遮挡的笔画使用材质通道过滤使用网格折痕信息锐化边缘或拐角使用表面几何体的网格孤岛进行分离使用此集合中的网格物体执行布尔运算使用当前场景中的元数据使用序列片段的元数据使用毫米作为焦距的单位使用模态 (仅限模态操作)在渲染时使用修改器使用轮廓更加分明的大理石纹对物体使用运动模糊使用鼠标在当前图像中使用鼠标来取样颜色使用鼠标来采样背景图像在当前帧中使用鼠标来采样颜色使用为活动的场景摄像机所设置的影片剪辑使用 3D 多重采样运动模糊使用遮罩的多重采样运动模糊使用平面的多重采样运动模糊使用多点触控手势通过触摸板进行漫游,而非滚轮模拟为灯光使用多重重要性采样, 用于减少由面光和高光材质所产生的噪点在单一交互方式中使用多项操作以添加, 删除或移动几何 • {:s} - 通过移动光标贴近元素以添加几何 • {:s} - 通过移动光标以挤出边 • {:s} - 删除网格元素在场景中使用多视角用多边面填充使用原生 Windows Ink API,用于现代平板电脑和笔设备。需要 Windows 8 或更高版本。使用邻近采样仅使用负轴区域执行操作使用节点组来多次重复使用相同的菜单使用噪波方式丰富二元可见性 (高采样量下效果好)对位置使用规格化属性使用标准发股纹理坐标(1D)或粒子寿命(X)和拖尾位置(Y)使用物体中心作为旋转中心使用物体作为参照点在同一集合内重复使用物体使用物体选中项 (仅限编辑模式)使用物体的变换对投影形状进行操控将物体的全局坐标用于复制操作为副本使用物体的旋转 (全局的 X 轴与粒子的旋转轴对齐)将物体的缩放用于副本为纹理坐标使用物体 / 全局坐标系将 Blender 物体用作字符 (为文字物体赋予通用名称, 其后包含它们所代表的字符, 如 family-a, family-b 等, 将其归类至 'family-', 并启用顶点实例)使用实例物体中的粒子物体的偏移使用即时计算的 Owen 置乱 Sobol 序列进行随机采样使用物体的某个变换属性对主体的某一个 (或同一个) 属性进行控制使用 oneAPI 进行 GPU 加速只使用形变类修改器 (临时禁用除多级精度以外的所有有效修改器)仅使用选定的笔画进行插值使用开放箭头样式使用优化的文件以实现更快的拖动响应使用纹理的原始位置使用正交投射使用其他物体的轮廓或边界执行投影切割功能为碎片使用粒子尺寸使用粒子尺寸缩放实例项在偏转时使用粒子的尺寸对采样路径使用路径引导。路径引导以增量方式学习场景的光分布,并将路径引导到具有高直接和间接光贡献的方向使用垂直线段样式为缓冲区使用的像素尺寸使用像素作为焦距的单位在UV缝合线中使用来自相邻面的像素对片段缺少的帧使用占位符使用目标物体的位置或旋转信息定义一个主体无法穿越的 ‘墙体’ 或 ‘地面’将位置附加到基于 F2-F1 的轮廓仅使用正轴区域执行操作使用预计算的 Owen 置乱 Sobol 表格进行随机采样使用来自FBX变换的预/后旋转 (某些情况下可能必须禁用)对扩展线使用精确移动使用压力调制密度使用压力调制流量使用压力调制硬度使用压力调节随机性使用压力调制湿润混合使用压力调制湿润持久使用投影或球形衰减使用二次型级进样式使用半径作为投影形状的尺寸 (0 = 自动)使用粒子设置中的半径使用非常接近的曲线半径使用随时间变化的随机值在笔画层级上使用随机性使用光线追踪来确定透射的颜色,而不是只用光照探头,这样可以防止表面对未使用该设置的表面照明产生影响。使用光线追踪来确定透射的颜色,而不是只用光照探头,这样可以防止表面对未使用该设置的表面照明产生影响。已弃用:请用 'use_raytrace_refraction'.使用记录的速度乘以一个系数使用镜头的红色通道进行追踪使用反射焦散,图像亮度更高 (噪点多,但更真实)使用折射焦散,图像亮度更高 (噪点多,但更真实)使用正则表达式替换文本 (支持组)使用正则表达式匹配 "查找" 框中的文本使用相对文件路径使用相对路径链接此资产库中的资产时使用相对路径在USD文件中使用相对路径引用外部文件 (如纹理、体积), 否则使用绝对路径仅使用包含子目录的相对路径为输入几何数据使用相对空间,以便考虑两个输入的相对变换在对网格对象应用修改器时使用渲染设置 (在 Blender 2.8 中禁用)使用重复映射值使用体积栅格的分辨率使用鼠标右键进行选择,使用鼠标左键执行操作。这主要适用于键盘和鼠标设备当群集飞的时候使用规则群集在地上时使用规则为所有法线使用相同的方向,即从原点到目标中心的方向 (仅限定向模式)使用和先前修改器相同的输入接口, 并使用整体顶点组混合结果使用现有UV的缩放来调整边距计算矩阵时使用缩放使用场景方位而非自定义设置使用场景世界作为光照使用场景当前活动摄像机定义VR视图基本位置和旋转将屏幕坐标用作纹理坐标使用屏幕像素大小而非世界单位使用选中物体为烟雾发射源使用序列检测使用序列片段为遮罩输入使用修改器的设置使用来自笔刷的设置使用此处的设置使用来自操作项属性的设置使用来自场景的设置使用来自父集合的设置为线条样式使用着色节点使用着色器节点渲染灯光使用着色器节点渲染材质使用着色器节点渲染世界环境为 Cycles 渲染器使用着色器为EEVEE渲染器使用此着色器对所有渲染器和视口使用着色器,除非存在更具体的输出使用曲线的近距离形状使用简单的特征感知来保持特征定义使用栅格顶点的简单插值绘制时使用单一颜色或渐变色使用单点作为方向使用单点创建环使用曲线斜率引入/引出末端点关键帧在最终网格中使用平滑顶点法线代替面法线使用柔和的大理石纹使用特殊解算器追踪一个固定的摄像机位置, 如三脚架对曲线使用优化过的特殊类型 BVH (占用更多内,但渲染速度更快)使用指定的摄像机物体生成线条画笔画使用方形样式使用标准的斯氏分形使用标准的斜纹波纹理使用条状的标准木质纹理使用静态坐标 (通过各种方式定义)在关键帧点间绘制直线为纹理坐标使用笔画长度使用子进程来编译着色器使用数位板压力对颜色强度使用数位板压力对抖动使用数位板压力使用制表符或空格缩进在雕刻模式下使用纹理绘制使用纹理缩放值使用 "对齐旋转至矢量" 节点代替使用 "累加旋转" 节点代替使用剪辑的平面稳像版本使用二维矢量 (X, Y) 作为输入。忽略Z向分量。将选定的物体与3D游标对齐对新物体使用3D游标方位使用三维矢量 (X, Y, Z) 作为输入使用四维矢量 (X, Y, Z, W) 作为输入使用 CPU 处理降噪节点如果可用则使用 GPU 处理降噪节点,否则退回给 CPU 处理使用MIS权重在引导过程中对直接可见光源的贡献进行加权使用闵可夫斯基函数计算间隔 (指数值决定边界的形态)使用具备 GPU 加速功能的 OptiX AI 降噪器, 只有在用户偏好设置的系统选项卡中进行配置后, 才可在 NVIDIA GPU 上使用使用场景的3D摄像机作为输入使用场景的序列时间线作为输入使用目标体积参数作为初始体积,而非计算自网格本身使用当前视图层的活动集合实例化导入的集合和物体使用活动摄像机的位置投射光线将活动物体用作所选曲线物体的表面,并将其设置为父级物体将选定的物体与活动物体对齐从上下文中使用活动的粒子系统使用图像中的 Alpha 通道信息使用第一个输入的 alpha 作为混合系数,并返回两个输入中更不透明 alpha 的那个使用 Alpha 阈值决定可见性 (二元可见性)使用两段骨骼间的角度使用最近网格元素的属性值使用相邻边顶点的平均值使用按长度加权的相邻边顶点的平均值使用紧凑型单行布局使用当前的 3D 视图进行渲染, 否则使用场景设置给骨骼封套使用当前骨骼位置并选择柔性骨骼段而不是静置姿态使用当前吸附设置使用当前变换坐标系使用当前视图替换激活物体创建新的坐标系使用当前世界背景给预览渲染作为光照使用默认的平面预览使用默认的多行布局使用鼠标的深度值来改善视角的移动 / 旋转 / 缩放功能参照两物体的间距制作螺旋体如果可用,使用现有的引导映射属性使用内/外半径计算环体尺寸当数据路径无法解算时使用回退值,避免驱动器评估失败使用最终评估的编号而不是原始网格编号使用全局轴限制置换使用全局轴向限制力并设置重力方向为纹理坐标使用全局坐标系使用该资产库的偏好设置中设置的导入方法,不为此资产浏览器覆盖它将初始长度用作弹簧的静止长度, 而不是2倍粒子大小在整条曲线中使用最小量的扭转使用左控制柄使用旧版方法生成噪波. 存在可能产生超出 -1/1 的值的问题使用输入的长度完全替换原始长度为纹理坐标使用关联物体的局部坐标系使用局部轴限制置换使用局部轴向限制力并设置重力方向为纹理坐标使用局部坐标系使用另一物体的位置及旋转信息, 确定阵列项之间的距离及旋转变化使用主/次半径计算环体尺寸使用材质预览场景进行节点预览使用最大 X 值使用最大 Y 值使用最大 Z 值使用最小 X 值使用最小 Y 值使用最小 Z 值使用修改器自身的时间解算使用鼠标在两节点间创建一个链接使用鼠标切割 (移除) 一些连接使用鼠标屏蔽连接使用鼠标在图像中拾取颜色使用鼠标在 3D 视图中拾取权重使用曲线中近距离的点数选择时使用物体的中心,在编辑模式用于扩展物体选中项使用指定的骨骼相对于静置姿态的偏移来计算控制柄使用老式的半破坏模式,但它不能诠释循环旋转使用指定骨骼的方向来计算控制柄,忽略位置使用骨骼的初始Y向缩放使用骨骼的初始缩放使用物体的初始未变形坐标使用 overlap_mode 工具设置确定如何随机排列重叠片段使用实例物体的父级, 若可能使用钉固内容钉固当前节点树为每个旋转方向使用轴心点为 X 轴负向旋转幅度使用轴心点为 Y 轴负向旋转幅度使用轴心点为 Z 轴负向旋转幅度使用轴心点为 X 轴正向旋转幅度使用轴心点为 Y 轴正向旋转幅度使用轴心点为 Z 轴正向旋转幅度使用轴心点使用加号按钮添加列表条目使用指定的骨骼位置来计算控制柄使用四边形体重构使用此约束的结果使用右控制柄使用 BVH 文件中定义的旋转次序使用合成器所用的相同设备来处理降噪节点对每个缩放轴使用相同的随机种子进行均匀缩放各轴向等比例缩放各轴向等比例缩放使用标量值 W 作为输入使用场景坐标系将选定的物体与场景原点对齐使用场景的降噪质量设置在插件中使用搜索。在扩展中使用搜索。使用选中物体作为选中物体对齐的位置使用选中项(或绘制模式下的最后笔画中心)作为环绕旋转的轴心点使用来自阴影投射灯光的阴影贴图,以细化由材质节点树定义的厚度将与目标物体的几何外形之间的最短计算距离用于权重使用最小的单轴旋转,类似于阻尼追踪使用笔画起点确定绘制平面深度使用存储的自定义法向属性作为最终法向使用发股模版进行渲染使用表面深度放置光标使用表面法向 (变换坐标系作为回退)使用表面法向调整修剪形状使用切向计算扭曲将目标物体用于位置限定使用目标物体的旋转确定基面使用纹理的RGB值在网格的XYZ方向进行置换使用纹理的强度值沿 (平均) 自定义法线 (回退到顶点法线) 进行置换在顶点法向方向上使用纹理强度值进行置换使用纹理强度值进行 X 向的置换使用纹理强度值进行 Y 向的置换使用纹理强度值进行 Z 向的置换将主题用于背景颜色使用场景时间使用时间线烘焙场景使用已移除畸变的剪辑使用来自某个RNA属性的值在当前评估上下文中使用某些 RNA 属性的值使用视图轴限制置换使用视图轴向限制力并设置重力方向使用视图定位修剪形状使用体素重构使用世界背景颜色通过此面光源引导背景的采样提升封闭环境的采样,注意开启后面光源会消失使用此骨架骨骼定义焦点景深在蜡笔绘制模式下使用此笔刷在蜡笔顶点色模式下使用此笔刷在UV雕刻模式下使用该笔刷在雕刻曲线模式下使用该笔刷在雕刻模式下使用该笔刷在纹理绘制模式下使用该笔刷顶点绘制模式下使用该笔刷权重绘制模式下使用该笔刷当库关联到另一个文件时,将此文件的路径用作磁盘缓存 (对于每个场景文件的本地烘焙,禁用此选项)在生成的线段上使用此编号。-1 表示使用现有材质。使用此次安装关联.blend 文件并显示缩略图使用此灯光物体生成灯光轮廓使用此物体指定焦点景深使用此物体的坐标系统而不是全局坐标系统使用此物体的折痕设置覆盖全局场景使用此物体的交集优先级重写集合设置使用线程来编译着色器用于为物体或骨骼设置路径跟随动画悬停在该操控器上时使用工具提示使用基于拓扑的镜像方式 (当网格两侧具有匹配且唯一的拓扑结构时可用)默认使用变换操控器使用目标物体的变换属性, 在一个动作中查找用于主体的姿态如果此材质包含透明BSDF就使用透明阴影, 禁用会加速渲染但不会有准确的阴影用三角扇片填充仅真实表面置换, 需要良好的细分使用反细分式减面使用联合粒子水平集 (更快但质量较低)使用较高限制体积变化使用可变位量化为自动步进尺寸使用速率使用此物体的速度进行引导效果 (物体需要有流体修改器与域类型)使用顶点组权重作为系数而不是使用影响值使用顶点组权重在权重轮廓处切割面使用顶点组权重来选择是否对顶点或边执行倒角使用顶点或边线缝合使用指定区域之外的顶点使用轮廓非常分明的大理石纹使用用于渲染的视图层使用粘带弹性代替胡克弹性使用可见线条作为边界限制使用 von Mises-Fisher 模型作为定向分布使用行走导航模式选择树元素使用波浪效果使用环状波纹理使用权重调节效果一次使用整个集合使用整个笔画,而不仅是选定点在喷绘模式下使用线框显示交换使用差值选项的保留结果使用环状的木质纹理使用序列编辑器场景中的工作台 (Workbench) 渲染设置,而非片段中使用的每个单独的场景在实例物体中使用世界空间偏移量使用的长度用于定义轮廓的路径用于控制集合的更改用于给接入同一输入端的多条线路排序。最大ID位于顶部。用于仅跟踪图像序列的一帧,设置为零可跟踪所有帧连接动作到数据块时使用,以查找正确的槽控制柄。这是显示名称,前缀为两个字符,由槽的ID类型决定当数据块不是当前 .blend 文件的本地数据而是关联到某个库时使用用户用户插件用户资产库用户数用户设置用户扩展存储库用户界面用户按键配置用户库用户手册用户修改用户正交用户路径用户路径-其他用户路径用户透视用户存储库用户工具提示用户定义的渲染戳记注释用户定义的标签 (名称令牌)用户界面风格和颜色设置用户拖动中动作的用户路径. 比如 "/user/hand/left"用户选择编辑的几何图形,用于工具执行用户书签用户可编辑的关键帧用户:用户用户: {}使用笔刷使用LSCM (Least Squared Conformal Mapping)。UV映射效果通常没有基于角度准确,不过对于简单物体效果更好使用 SLIM(Scalable Locally Injective Mapping)。最大限度减少区域和角度的畸变。使用一种更准确但更慢的方法。当输出含有不良噪点时使用。使用边界框使用凸壳外形使用精确的几何形状对视图使用置乱距离。更快,但可能会闪烁使用矢量速度渲染通道来模糊2D中的图像像素使用活动场景摄像机同时使用CPU和GPU细分实用工具实用工具VV (Y) 轴V向偏移V-轴VBO回收率VBO超时VFX顶点组A顶点组A和B顶点组A或B顶点组BVMMVRVR控制器姿势指示器VR 信息VR地标VR 地标指示器VR 导航VR重绘VR场景检查VR 会话VR 查看器姿势指示器VR 漫游设置远裁距离的VR视口近裁距离的VR视口显存: %.1f GiB 可用显存: %.1f/%.1f GiB值有效验证网格验证网格验证从绑定组件设置到骨骼集合的引用。 始终在将两个元骨骼骨架对象合二为一之前和之后运行此操作,以避免出现故障确认从绑定组件设置到骨骼集合的引用有效性阈值谷线值反转的值明度抖动数值层名称最大值最小值明度模式值偏移数值滑块纹理采样增加值相对于世界原点缩放物体的倍数值 (仅适用于变换缓存约束)指定围绕世界原点放大或缩小物体的数值值更改偏移量值更改轮廓值更改段数位置的变化量旋转的变化量缩放的变化量只能作为 Python 表达式进行编辑的自定义属性类型的值关键帧上的值阵列项目的间距值阵列项目的间距值用于包络计算的值,指示包络下降的速度有多快 (数值越低,下坡幅度就越大)用于包络计算的值,指示包络上升的速度有多快 (数值越低,坡幅度就越大)立方体外部体素的值明度水平若类型不匹配,值可能被隐式转换在捆包中未找到值: "{}"值为0时删除图像中的颜色,使其成为黑白图像,大于1.0的值会增加饱和度当前帧的形态键数值第一个颜色输入值第一个浮点数输入值第一个矢量输入值项目的值第二个颜色输入值第二个浮点数输入值第二个矢量输入值明度切换,0使颜色变黑,1保持不变,值越大颜色越亮封套影响的居中基准值变换值必须达到的值,才能将动作的时间线放置到第一帧,旋转以度为单位变换值必须达到的值,才能将动作的时间线放置到最后帧,旋转以度为单位值转法线数值 转换为 字符串颜色的添加值权重的添加值颜色的相乘值叠加权重的值用于反射, 高光, 环境, 自发光, Alpha, 光追反射, 半透和硬度的值低于该数值将体素视为空白以优化缓存和渲染在1D和4D维度中用作种子的值明度、色相、饱和度值:值: 无值: 未知 (未解算)值:用于运动的话必须为 '无'值: 当设置 unicode 时, 此值必须为 '按下'值:必须是键盘/鼠标的 '按下/松开'值:仅支持 '按下/松开/无'值: {}值改变位置的值旋转中改变的值缩放中改变的值由修改器生成的值被应用到已有值的基础之上, 而不是覆盖它们大于阈值的值位于生成的网格内保持端点的关键帧对与边相连的角进行排序的值用于对与顶点相连的角进行排序的值。默认使用编号用于对曲线点进行排序的值。默认使用编号用于对与顶点相连的边进行排序的值。默认使用编号用于对面拐进行排序的值。默认使用编号值:值: 无消失可变位变量表达式支持变量回退视为错误驱动中无此变量驱动器关系中的变量源 / 目标变量变量: {:d}方差变体变化等级项目导入后的各种状态信息各种工具用以增强和加快基于节点的工作流程每条线的粗糙度值各不相同改变每根线的黑色素浓度矢量矢量模糊矢量曲线矢量置换矢量显示矢量字体矢量字体矢量型控制柄选中的矢量控制柄矢量运算矢量节点矢量节点接口矢量节点接口界面矢量旋转矢量变换矢量值变形过程中每个点偏移的矢量矢量数据类型,影响位置要由显示矢量表示的矢量场矢量字体数据块文本物体所使用的矢量字体用于置换的矢量数据矢量型控制柄网格法向数组中的矢量矢量值几何属性中的矢量值将被映射到曲线上的矢量用于空间之间转换的矢量、点或法线二维矢量用于比较边线上相邻面拐角之间差异的矢量。(支持三维矢量)矢量示波图矢量示波图模式矢量图不透明度速度速率 / 毛发速度属性速率颜色渐变速度系数速率栅格线性速率速度比速度源速度X向栅格速度Y向栅格速度Z向栅格作为最大影响量的速率 (Blender单位每帧)流体域的速度场控制瞬移抛物线弧度的速度力(米/秒)维莱版本版本 %r 不支持, 必须为 %r 或更新版本备份失败 (文件以@保存)保存库.blend 文件的 Blender 程序版本保存该 userpref.blend 文件的 Blender 程序版本版本:版本: {:s}版本控制:映射值节点已删除版本控制:“使用节点” 已删除顶点顶点 (基于三点)顶点属性顶点颜色顶点颜色系数顶点颜色名称顶点颜色量化顶点颜色仅影响填充顶点颜色同时影响笔画和填充顶点颜色仅影响笔画顶点色顶点拐角数量顶点数量顶点数场顶点折痕顶点折痕:顶点数据顶点数据类型顶点数据:顶点面数场顶点蜡笔顶点组顶点组 "%s" 不存在顶点组 "%s" 已锁定顶点组 A顶点组 B顶点组簇顶点组簇集反转顶点组密度顶点组密度反转顶点组元素顶点组系数顶点组场顶点组力场反转顶点组反转顶点组扭结顶点组扭结反转顶点组长度顶点组长度反转顶点组锁顶点组旋转顶点组旋转反转顶点组糙度 1顶点组糙度1反转顶点组糙度 2顶点组糙度2反转顶点组糙度末端顶点组糙度末端反转顶点组尺寸顶点组尺寸反转顶点组专用项顶点组切向顶点组切向反转顶点组扭曲顶点组扭曲反转未被引用的顶点组顶点组速度顶点组速度反转顶点组权重顶点组权重用于钉固顶点的顶点组用于收缩布料的顶点组用于定义何处施加压力的顶点组。零权重意味着没有压力,而权重为 1 表示满压。零权重顶点所在的面将从体积计算中排除。顶点组已锁定顶点组顶点组指派给形变骨骼的顶点组指派给非形变骨骼的顶点组顶点编号顶点编号 1顶点编号 2顶点编号顶点插值顶点映射顶点质量顶点网格方法顶点的邻项顶点法线顶点法向顶点不透明度顶点绘制顶点绘制能力顶点绘制叠加层顶点绘制混合系数顶点位置属性顶点选中项顶点选择顶点设置顶点尺寸顶点滑移: 顶点权重顶点权重角度顶点权重编辑顶点权重混合顶点权重邻近顶点权重传递顶点权重文件中的顶点颜色基于线性色彩空间文件中的顶点颜色基于 sRGB 色彩空间顶点坐标读取错误顶点数不匹配'%s' 顶点组无效或可能为空用于精细控制抗弯刚度的顶点组用于精细控制切向刚度的顶点组用于精细控制结构刚度的顶点组用于精细控制内部弹簧刚度的顶点组锁定的顶点组顶点组名称顶点组名称 (仅塌陷)用于重要性权重 (调节变形) 的顶点组的名称用于修改选中区域的顶点组名称用于调节形变的顶点组名称应用波动效果的顶点组名称用于选中笔画的顶点组名称用于选择受影响区域的顶点组名称用于选择/加权受影响区域的顶点组名称顶点组强度填充边缘产生的顶点会被指定在此顶点组填充外壳表面产生的顶点会被指定在此顶点组用于影响晶格的顶点组控制簇的顶点组控制密度的顶点组控制立场的顶点组控制扭结的顶点组控制长度的顶点组控制旋转的顶点组控制糙度 1 的顶点组控制糙度 2 的顶点组控制糙度末端的顶点组控制尺寸的顶点组控制切向的顶点组控制扭曲的顶点组控制速度的顶点组将被活动顶点组物体的顶点组网格数据块中的顶点顶点编号顶点编号顶点是用于旋转计算和骨架生成的一个根, 设定此标识在相同网格孤岛不清除其它根网格中的循环点颜色顶点未包含在顶点组中拐角的顶点顶点位置点选择模式 - Shift+单击选择多重模式,Ctrl+单击减选需要在权重绘制模式中启用顶点选择用于绘画的顶点选择遮罩点选择模式栅格拐角的顶点顶点权重组, 用于混合基形用于倒角修改器的顶点权重值应用笔刷后的顶点权重顶点:顶点组 '%s' 未在物体 '%s' 中找到VertexGroup.add(): 物体在编辑模式时无法被调用VertexGroup.remove(): 物体在编辑模式时无法被调用顶点权重编辑顶点权重混合顶点权重邻近垂直垂直对齐垂直视场垂直列表垂直分割垂直宽高比 (仅用于摄像机投射源)垂直的长宽比 - 应用于变形或非正方形像素输出烘焙贴图的纵向尺寸烘焙贴图的纵向尺寸 (仅外部)窗口的垂直位置相对于物体原点的纵向偏移片段的垂直位置文本框相对于位置的垂直位置下划线的垂直位置垂直比例 (仅用于摄像机投射源)图像传感器区域的垂直尺寸 (毫米)顶点顶点数据:顶点 X顶点 Y顶点 Z顶点从 %d 变为 %d顶点从 %u 改变为 %u多个顶点连接多个面区域顶点必须至少为1个点必须至少为3个网格的顶点顶点:%s | 面:%s顶点:%s | 面:%s | 三角面:%s顶点:%s | 三角面:%s顶点:%s/%s点:%s/%s | 边:%s/%s | 面:%s/%s | 三角面:%s极高对比极低对比更低品质振动视频视频编码显存视频序列编辑器视频比特率 (kb/s)视频编辑视频越南语 - Tiếng Việt视图视图&控制视图对齐查看属性文本查看轴向视图偏移查看中心查看内容视图距离观察方位视野高度视图编号视图层视图层 '%s' 未在场景 '%s' 中找到视图层属性EEVEE视图层设置视图层视图位置视图锁定视图锁定 3D 视口摄像机变换影响该物体的父级视图映射缓存视图矩阵视图名称视图导览视图法向视图法向衰减视图法向限值视图叠加层显示百分比透视视图视图面视图框视图旋转视图比例视图设置视图类型视图矢量视图 X 轴向视图 Z 轴向Z 向视图深度在网络浏览器中查看基于上下文的在线手册在编辑器中查看所有曲线查看场景中的全部物体查看全部选中的UV查看全部选中的元素查看序列中全部片段查看和编辑UV查看并编辑图像和 UV 贴图查看和编辑遮罩预览为渲染结果步行时查看与地面的距离从后面查看从底部查看从前面查看从左侧查看从右侧查看从顶部查看多层图像的视图视图层无法将视图层 '%s' 从场景 '%s' 中移除视图层处于其估算状态视图层名称EEVEE视图层设置用于显示序列输出的视图模式未找到视图, 无法根据视图坐标定序赤道视图查看极向轴视图操作 (对于没有数字键盘的键盘很有用)查看轴心位置查看所有区块中的已选中项摄像机视图转换查看完整图像在视口查看棚灯编辑器的结果使用虚拟现实眼镜 (VR 头戴式显示器) 查看视图视图变换设为 %s (转换自 %s)当图像转换到显示空间时的视图带标记显示完整图像2D视图激活操控器活动工具后视图背景两者底视图摄像机Cavity 类型自定义拖拽基面前视图左视图混合按下右视图屏幕选择主题顶视图视图世界视图层视图层 '%s' 不包含对象 '%s'预览器预览器属性不透明度查看器后退预览器数据查看器前进预览器编号预览器项目预览器项目查看器左移预览器节点预览器路径预览器路径元素查看器姿势位置查看器姿势旋转预览器区域查看器右移预览图像未找到。与此地标相关的查看器参考缩放视图视图视图数量视图抗锯齿视图BVH视图的 BVH 类型视图反弹视口调试视图降噪器视图降噪视图输入通道降噪视图降噪预过滤视图降噪品质视图切分率视图显示视口反馈视图操控器视图叠加层视图分辨率视图采样视图采样预设视图着色方式视图尺寸视图纹理限制视图变换视图可见性采样的数据在视口中显示的尺寸空物体的视图显示样式追踪点在视图中的显示样式视图镜头角度视图漫游操控器视图非渲染模式视图不在局部视图状态视图叠加层被禁用了所生成表面的视图分辨率视图视图视图格式视图格式:暗角暗角强度虚拟节点接口虚拟父级节点的虚拟接口展开之前虚拟填充网格中的孔, 以避免重叠并保持对称性粘带弹性粘度粘度基数粘度指数液体的粘度 (值越高,粘性流体更多,0值仍将应用一些粘度)粘度设置: 以10的 (指数*-1) 次方相乘可见性可见动作可见区域可见偏移出血偏移可见性可见模糊可见集合可见性图标可见状态可见可见线条可见物体仅可见基元可见选项卡默认可见距离与角度测量可见可见层可视视觉辅助视效属性可视几何 -> 网格可视插帧可视位置可视位置 + 旋转可视位置 + 缩放可视位置 + 旋转 + 缩放可视旋转可视旋转 + 缩放可视缩放Visual Studio Code可视变换命中目标指示器的视觉宽度传送射线的视觉宽度可视化已缓存完整帧在时间线上显示缓存图像显示缓存过的raw图像从节点图内部可视化数据,在图像编辑器内或作为背景图可视化矢量场体积布尔裁剪数据类型消散双精度浮点双精度矢量空白体积扩展浮点整数64位整数整数矢量遮罩新建乒–乓点 (不支持)重复序列模式未知矢量体积 "%s" 包含点, 仅支持体素栅格加载体积 "%s" 失败: %s体积吸收体积 Alpha体积反弹次数体积系数体积立方体体积自定义范围体积直接光体积置换体积置换修改器体积显示体积发射体积系数体积文件体积栅格体积栅格体积引导体积引导概率体积间接光体积信息体积插值体积相交体积相交方法体积光线体积上限值体积最大光线深度体积最小值体积维持体积探头体积光线行进步长体积光线行进步长照明体积渲染体积精度体积采样体积散射体积散射可见性体积阴影体积透射体积变化体积变化最大值体积变化最小值体积变化的平滑度用于3D体积栅格的体积数据块体积数据块每个体素的体积密度3D视图的体积显示设置供该体积数据块所使用的体积文件用于在当前帧加载体积的体积文件。如果未加载体积或帧仅存在于内存中,则为空。要向其添加栅格的体积几何体体积栅格名称只有在当不受控制的轴向上缩放才保持体积不变。忽略受控制轴向上的缩放。仅当物体按比例缩放时才保持体积不变。忽略受控制轴向在按比例缩放时导致的偏差。覆写受控制的轴向上的缩放来保持体积严格不变体积光乘数在 3D 视图中体积物体的显示设置体积物体渲染设置静置骨骼的体积外锥之外的音量3D视图的体积渲染设置体积缩放低于OpenVDB的允许值体积 转换为 网格体积转网格修改器要转换为网格的体积要从中获取命名栅格的体积要在其中散布点的雾栅格体积体积体积: {} 栅格体积体积只支持单个材质;选中项输入不能是场体积数据体积阴影采样体积阴影使用指定的散射半径,对基于物理的体积散射进行体积近似处理基于物理体积散射的体积近似方法,其散射半径可自动调整以匹配色彩纹理。专为皮肤着色设计。Vorbis沃罗诺伊图沃罗诺伊裂纹沃罗诺伊图 F1沃罗诺伊图 F2沃罗诺伊图 F2-F1沃罗诺伊图 F3沃罗诺伊图 F4沃罗诺伊纹理沃罗诺伊图特征权重1沃罗诺伊图特征权重2沃罗诺伊图特征权重3沃罗诺伊图特征权重4涡流涡流效果器权重涡量体素体素数量体素坐标体素范围体素栅格单元大小体素编号体素大小不能对大小为 0.0 的体素使用体素网格重构体素网格重构创建网格失败%f 的体素尺寸太小,无法解算体素化栅格体素值较大的体素位于生成的网格内VulkanWW (Z) 轴W 轴W 旋转用于四元数和轴角度旋转的W轴W1W2W3W4W:警告: 驱动器表达式可能无法工作警告:此元骨骼包含不推荐使用的 Rigify 绑定类型,无法自动升级。警告: 在副本/组实例不受支持警告: 当插件被禁用时, 首选项将丢失, 若想保持设置, 请确保使用 "保存持久设置"!WEBP等待点击等待输入等待首次点击, 而不是直接涂色在从菜单运行操作之前等待鼠标的点击输入等待取消选择其他行走行走方向行走漫游步行速度行走漫游设置带重力行走或自由浏览场景立面徘徊提醒 Msgid 未大写对未以大写字母开头的信息发出提醒 (容许个别例外!)警告警告图标前景警告传播警告类型在评估几何节点修改器期间产生的警告警告!在解锁之前,请确保 Blender 没有另一个实例在运行。警告,文件已存在。覆盖现有文件?涉及被调节片段的片段警告/错误信息色警告:警告:无法分配 {} MB 的光照探头体积池,使用 {} MB 代替。警告: 多个物体共享相同的数据. 使其单用户化随后应用变换?警告:生成后某些功能可能会更改警告:部分图像已修改,这些更改将会丢失。警告: 存在未保存的外部图像.警告:体积渲染数据无法分配。现在使用精度 1:{} 替代 1:{}.警告:此属性不支持 blend 文件相对路径前缀 "//".警告弯绕弯绕角度弯绕修改器弯绕修改器由于具有 2 个指定物体,以非常灵活的方式将网格的零件弯绕到新位置以游标为中心弯绕顶点水瓦波浪波浪齐整度波形钳制波峰粒子采样波峰可能最大值波峰采样波浪形变效果波浪形变效果波浪方向波浪效果波浪修改器波纹轮廓波浪尺度波浪纹理波纹类型波形衰减系数波动效果的修改器波形传播速率波纹次数缩放比波浪畸变波形图Waveform 音频文件格式波形图显示波形模式波形不透明度波形样式波形Wavefront (.obj)波长正弦置换的波长波浪绘制背景的方式Cavity着色显示方法鼠标运动的作用方式弱弱引用另一个库 .blend 文件中的数据块。(用于重复使用已经追加的数据,而非追加新副本)对某些资产的弱引用WebMWebM (VP9+Opus)WebM / VP9WebP (.webp)WebP回退WebP格式网站权重权重1权重2权重3权重4权重角度权重绘制色彩范围权重系数权重蜡笔权重组权重目录权重插值角度权重修改器邻近权重修改器权重输出权重绘制自动规格化权重绘制权重绘制能力权重绘制锁定相对多种绘制的权重绘制权重绘制不透明度权重绘制叠加层权重 位置权重邻近应用至每个面的权重新笔画的权重数据将根据当前顶点组和权重添加。如果未选择顶点组,则不添加权重。布料模拟权重毛发粒子权重集合中粒子实例物体的权重羽化点的权重IK 的旋转约束权重IK 的缩放约束权重字符的粗细,100-900,400为常规。每条生成的曲线的最近引导曲线的权重点权重较大面积面的权重投影矢量指定给顶点组的权重用于表面细分修改器的权重值用于软体目标的权重用于平滑的权重顶点组中顶点的权重值权重:权重: {:.3f}权重顶点组编辑修改器权重顶点组混合修改器权重顶点组邻近修改器权重加权质心加权法向加权质心面中心将片段的加权结果添加到累积结果中从累积结果中增加的片段权重结果从累积结果中移除片段的加权结果使用的加权顶点法向模式加权法向权重法向修改器权重模式关键帧更倾向的权重系数权重用于实例集合中所有物体的权重此顶点所属顶点组的权重值用于此顶点所属顶点组的权重值按照用户定义的半径分配权重保留高于此阈值的权重值焊接焊接修改器根据共用顶点来焊接UV焊接松散边线到面 (切割为新的面)焊接修改器将已选择的 UV 顶点焊接在一起西湿润混合湿漆半径湿润持久打湿贴图层打湿贴图湿度滚轮下滚轮内滚轮左滚轮外滚轮右滚轮上被使用的Cryptomatte层用于随时间改变粒子旋转状态的轴倒角宽度测量方法预计会有哪些高阶类型流经此接口所执行的覆写操作要创建的blend预览类型清除父级的方式滚轮滚轮的反向缩放当追加时当启用均匀时,翻转至匹配另一侧循环边当关联时当选择了一个 '阵列/矢量' 类型 (位置、旋转、颜色等) 时, 将使用整个阵列代理的创建时间和方式当骨骼没有父对象时,它会接收闭环偏移效果(不推荐)当骨骼存在父级时, 骨骼的头部附着在父级骨骼的尾部当计算骨骼路径时, 使用头或尾与每个体素的值组合时,确定每单位体积采样的点数当控件合并到其他链所拥有的控件中时,请将父控件引起的旋转/缩放差异包含在控制柄运动中,否则,仅使用控制骨骼的局部运动当创建新帧, 先前/活动帧的笔画被包含为新帧的基础骨骼形变, 封套会多重影响顶点组禁用时, 新创建的面限制为3-4边面当复制片段时,为它们所使用的动作分配新的副本启用后,应用沿X轴翻转后的姿态启用后,在该区域中的几何接口之间创建连接在输入变换数值时,默认启用高级模式,进行数学表达式运算导出动画时,出于性能考虑,禁用其他对象的视口解决文本无法同步时的冲突交换双手时,将移动限制为查看器的初始方向交换双手时,防止改变查看器的高度当高亮时,不要将事件传递给其他快捷键来处理当在一个 3D 视口中, 使用视口的图层和摄像机手动插帧时,跳过对动画无影响的插入帧锁定时, 将持续使用笔画起始处的表面法线锁定时, 将持续使用笔画起始处的表面原点合并控件时,优先级较高的链总是获胜通过 Ctrl+数字键盘0 (或类似的) 快捷键来合并节点时, 指定新节点的位置通过 Ctrl+数字键盘0 (或类似的) 快捷键来合并节点时, 指定是否折叠节点或是显示选项展开的完整节点启用该项后,如果多个动作被推到具有相同名称的NLA轨道上,则它们将成为同一glTF动画的一部分。禁用该项后,所有当前指定的动作将成为一个glTF动画当粘贴时,假定粘贴的矩阵是相对于另一个物体 (在用户界面中设置)当粘贴时,镜像变换相对于一个特定的物体或者骨骼反向投影时, 反转面剔除模式当投影为相反角度时反转面剔除模式当渲染动画时, 在相同的目录下存储 JPG 预览图像保存分块图像时,路径 '%s' 必须包含有效的UDIM标记在为资产生成上下文菜单时,应激活该资产并调用 `bl_activate_operator` (如果存在),而不仅仅是高亮显示该资产当物体没有材质时,导出活动的顶点色当此项禁用时, 将在绘画时锁定alpha何时在视口内预览合成器输出当更新关键帧时, 改动的动画数据将在全部视图中同步调整片段时, 动画数据的更改会同步到其他视图设置真时格式为影片在使用自适应采样时,高亮显示采样中的像素当使用图像纹理时, 调节镂版尺寸, 以适配图像的宽高比在序列编辑器中使用场景时间同步功能时,显示当前场景片段的范围从何处加载Cryptomatte通道标注来源剪辑来源图像来源尾巴开始位置用于缓存原始渲染结果的路径毛粒子的发射位置光标的目标移动位置选择光标的目标移动位置输出烘焙贴图的位置在何处执行随机化保存烘焙图像纹理的位置烘焙数据的存储位置从何处获取元数据是否使用数位板的橡皮擦模式是否正在进行双手交互几何体是否已被绑定到锚点上几何体是否已被绑定到控制罩体无论几何体是否已被绑定到目标网格上每个可见选项卡是否都有一个查找结果是否会因为添加了新的细分修改器而对最终的基础网格位置进行微调IES文件加载自磁盘还是文本数据块属性是否可以删除或重命名是否在一系列文件中分离缓存摄像机是否使用正交投影副本应展开为整圆还是圆弧当前视图是否与轴对齐(不检查视图是否为正交视图,请使用 "is_perspective")。设置此选项将使视图旋转到最近的轴图像是否具有 Alpha 通道输入的控制点加上偏移量是否是原始曲线的有效编号左控制柄是否被选中节点是否可以在UV坐标处找到要采样的单个面节点编辑器类型是否支持显示节点预览洋面是否正在使用缓存数据, 或者执行模拟面板是展开还是关闭标记的位置使用关键帧还是追踪右控制柄是否被选中采样是否成功. 当采样群组为空时可能会失败所选文本是否为粗体所选文本是否为斜体所选文本是否为小型大写所选文本是否带下划线将选中项作为一个整体吸附或吸附各自片段存储的附着UV坐标是否有效片段是否被选中追踪数据是否包含有效的重建信息视图是否使用正交投影是否存在任何被非线编辑器所引用的动作正处于编辑状态 (完全只读)是否有选中的文字这些设置是否已经进行了自动设置此 ID 是否仅运行时、经过计算的数据块,还是来自 .blend 文件的实际数据此 Blender 安装是否为微软商店的沙盒版本此骨骼集合的作用在视图中是否可见。当骨骼集合及其所有祖辈级可见、或被标记为 '孤立' 时,取值为真(Ture)。此集合是否对视图层可见。考虑集合父级是否已注册此功能集是否为活动槽,可以通过分配 action.slots.active 来设置此库重写存在仅用于重写层级,或者用户是否实际可编辑此库重写已定义为库层级结构的一部分,或者定义为单个、孤立并且自主的重写是否此路径保存于书签, 或从操作系统生成是否均一或按轴向应用随机缩放是否检查左右控制柄类型复制后是否删除所选内容是否在NLA中启用或禁用调节模式是淡入还是淡出是否隐藏或显示顶点变调时是否保留人声共振峰特性。选择还是取消选择光标下的相连顶点移动时是否选择是否设置面强度,以及设置哪些面是否设置面强度, 以及设置哪些面是否考虑每个顶点的重要性权重是否更新左右手柄是否需要使用自定义帧来查找在缓存文件中的数据,而不是使用当前的场景帧是否使用最大剪切值是否使用最小剪切值是否可浏览 Blender 文件的内容要影响的动作要使用的布尔解算器当浏览库时显示/隐藏何种 ID 类型要使用的相交解算器选择哪个选择集;-1使用活动的选择集使用哪种算法来产生边距当浏览一个资产库时,显示/隐藏何种资产类型3D 鼠标帽的哪个轴可以缩放视图与表面几何体法线对齐的轴用于偏移的轴纹理坐标的源骨骼要影响的骨骼要应用哪个布尔运算烘焙哪个通道当没有激活插帧集时,要在哪些通道插入关键帧按编号为每个元素选取哪个子实例用于文件保存的色彩管理设置要传递的数据需要烘焙变换的数据需要清除的数据块预览用于计算效果作用力的方向目标物体所使用的参照距离删除对象所在的域要复制的域在哪个域读取数据执行分离操作的域在哪个域存储数据要传递的边数据层从几何体上检索值的元素哪类元素将受影响 (顶点, 边和/或面)要删除的元素使用哪一端作为缩放基准使用哪一端作为切变基准在前后蜡笔帧之间的片段中,应用平滑插值的端点位置在此和下一关键帧间分段的哪一端, 应用缓冲插值传递的面拐数据层要传输的面数据层要散布到哪些面上用于视频的帧。请注意,视频中的不同帧可以具有不同的分辨率在导出中包括哪些帧要将属性移动到哪个几何元素使用的弹簧类型导出的物体类型选择需要传递的层,以防多层类型工作在哪个网格元素上选择用于视图导航查看的方法用于精简的模式纹理坐标的源物体在导出中包括哪些物体输出排序后的哪个拐角。支持负编号输出排序后的哪条边。支持负编号输出排序后的哪个点。支持负编号应用于节点纹理的输出节点要删除的文本部分目标上的吸附部分要使用的粒子水平集生成器要删除的网格组件对于姿态骨骼的路径, 当计算此路径时, 使用骨骼的头位置哪个相对层(上方或下方)用作遮罩使用何种着色器的渲染器与视口着色类型当没有选中的控制柄时,片段应吸附到播放头的哪一侧复制起始面及目标面从哪边复制到哪边 (当两边都被选择)应该使用哪种天空模型选择视图缩放的比例风格用于遮罩的纹理通道用于映射的纹理坐标要实现哪些顶层级实例要传递的变换时间轴中时间跳跃应采用何种单位要传递的顶点数据层将会影响到哪些顶点要隐藏或显示的顶点编辑时, 从不更新融球编辑时, 总是更新融球编辑时, 以减半的精度更新融球编辑时, 不以多边形化样式更新融球当离线使用时,可改为 “从磁盘安装”。白色白平衡白平衡预设白阶白噪波纹理白点白色值序列片段的白平衡修改器完整角色完整角色 (仅选中骨骼)完整集合整帧小部件部件装饰小部件偏移部件样式小部件类型小部件集合宽度宽度百分比宽度类型宽和高,单位像素像素的宽和高, 当无法加载图像数据时, 值为零图像缓冲的宽和高 (单位为像素), 当无法加载图像数据时, 值为零分块缓冲的宽和高 (单位为像素), 当无法加载图像数据时, 值为零CCD传感器的宽度 (毫米)屏幕坐标中的标记图块宽度屏幕坐标中的标记搜索块宽度面板与菜单的阴影宽度, 0 表示禁用活动体素表面的宽度(以体素为单位)模糊过渡的宽度,相对于图像大小的百分比表示网格内部梯度渐变的宽度节点宽度速度随边缘距离而增加的区域宽度,单位为UI单位合并采样时过滤的像素宽度极限宽度:通配符读取帧会被卡住 {:d}!将创建目录,以便所有路径都有效。Win风力风力系数风速率风效果器权重风速窗口窗口背景窗口管理器窗口管理器窗口矩阵窗口事件的时间点窗口高度窗口管理器数据块, 定义了打开的窗口以及其他的用户界面数据窗口管理器数据块窗口宽度3D 视图3D 视图通用操作3D视图工具: 游标3D视图工具: 游标 (回退)3D视图工具: 编辑骨架, 骨骼封套3D视图工具: 编辑骨架, 骨骼封套 (回退)3D视图工具: 编辑骨架, 骨骼尺寸3D视图工具: 编辑骨架, 骨骼尺寸 (回退)3D视图工具: 编辑骨架, 挤出3D视图工具: 编辑骨架, 挤出 (回退)3D视图工具: 编辑骨架, 挤出至光标3D视图工具: 编辑骨架, 挤出至光标 (回退)3D视图工具: 编辑骨架, 扭转3D视图工具: 编辑骨架, 扭转 (回退)3D视图工具: 编辑曲线, 曲线笔3D视图工具: 编辑曲线, 曲线笔 (回退)3D视图工具: 编辑曲线, 绘制3D视图工具: 编辑曲线, 绘制 (回退)3D视图工具: 编辑曲线, 挤出3D视图工具: 编辑曲线, 挤出 (回退)3D视图工具: 编辑曲线, 挤出至光标3D视图工具: 编辑曲线, 挤出至光标 (回退)3D视图工具: 编辑曲线, 半径3D视图工具: 编辑曲线, 半径 (回退)3D视图工具: 编辑曲线, 随机3D视图工具: 编辑曲线, 随机 (回退)3D视图工具: 编辑曲线, 倾斜3D视图工具: 编辑曲线, 倾斜 (回退)3D视图工具: 编辑网格, 倒角3D视图工具: 编辑网格, 倒角 (回退)3D视图工具: 编辑网格, 切分3D视图工具: 编辑网格, 切分 (回退)3D视图工具: 编辑网格, 边线滑移3D视图工具: 编辑网格, 边线滑移 (回退)3D视图工具: 编辑网格, 沿法向挤出3D视图工具: 编辑网格, 沿法向挤出 (回退)3D视图工具: 编辑网格, 挤出各个面3D视图工具: 编辑网格, 挤出各个面 (回退)3D视图工具: 编辑网格, 挤出流形3D视图工具: 编辑网格, 挤出流形 (回退)3D视图工具: 编辑网格, 挤出选区3D视图工具: 编辑网格, 挤出选区 (回退)3D视图工具: 编辑网格, 挤出至光标3D视图工具: 编辑网格, 挤出至光标 (回退)3D视图工具: 编辑网格, 内插面3D视图工具: 编辑网格, 内插面 (回退)3D视图工具: 编辑网格, 切割3D视图工具: 编辑网格, 切割 (回退)3D视图工具: 编辑网格, 环切3D视图工具: 编辑网格, 环切 (回退)3D视图工具: 编辑网格, 偏移环切边3D视图工具: 编辑网格, 偏移环切边 (回退)3D视图工具: 编辑网格, 多边形建形3D视图工具: 编辑网格, 多边形建形 (回退)3D视图工具: 编辑网格, 推/拉3D视图工具: 编辑网格, 推/拉 (回退)3D视图工具: 编辑网格, 随机3D视图工具: 编辑网格, 随机 (回退)3D视图工具: 编辑网格, 断离边线3D视图工具: 编辑网格, 断离边线 (回退)3D视图工具: 编辑网格, 断离区域3D视图工具: 编辑网格, 断离区域 (回退)3D视图工具: 编辑网格, 法向缩放3D视图工具: 编辑网格, 法向缩放 (回退)3D视图工具: 编辑网格, 平滑3D视图工具: 编辑网格, 平滑 (回退)3D视图工具: 编辑网格, 旋绕3D视图工具: 编辑网格, 旋绕 (回退)3D视图工具: 编辑网格, 球形化3D视图工具: 编辑网格, 球形化 (回退)3D视图工具: 编辑网格, 顶点滑移3D视图工具: 编辑网格, 顶点滑移 (回退)3D视图工具: 编辑文本, 选择文本3D视图工具: 编辑文本, 选择文本 (回退)3D视图工具: 测量3D视图工具: 测量 (回退)3D视图工具: 移动3D视图工具: 移动 (回退)3D视图工具: 物体, 添加基本体3D视图工具: 物体, 添加基本体 (回退)3D视图工具: 绘制权重, 梯度渐变3D视图工具: 绘制权重, 梯度渐变 (回退)3D视图工具: 绘制权重, 采样顶点组3D视图工具: 绘制权重, 采样顶点组 (回退)3D视图工具: 绘制权重, 采样权重3D视图工具: 绘制权重, 采样权重 (回退)3D视图工具: 姿态, 间断3D视图工具: 姿态, 间断 (回退)3D视图工具: 姿态, 推3D视图工具: 姿态, 推 (回退)3D视图工具: 姿态, 松弛3D视图工具: 姿态, 松弛 (回退)3D视图工具: 旋转3D视图工具: 旋转 (回退)3D视图工具: 缩放3D视图工具: 缩放 (回退)3D视图工具: 雕刻, 框选面组3D视图工具: 雕刻, 框选面组 (回退)3D视图工具: 雕刻, 框选隐藏3D视图工具: 雕刻, 框选隐藏 (回退)3D视图工具: 雕刻, 框选遮罩3D视图工具: 雕刻, 框选遮罩 (回退)3D视图工具: 雕刻, 框选修剪3D视图工具: 雕刻, 框选修剪 (回退)3D视图工具: 雕刻, 布料滤镜3D视图工具: 雕刻, 布料滤镜 (回退)3D视图工具: 雕刻, 色彩滤镜3D视图工具: 雕刻, 色彩滤镜 (回退)3D视图工具: 雕刻, 面组编辑3D视图工具: 雕刻, 面组编辑 (回退)3D视图工具: 雕刻, 套索面组3D视图工具: 雕刻, 套索面组 (回退)3D视图工具: 雕刻, 套索隐藏3D视图工具: 雕刻, 套索隐藏 (回退)3D视图工具: 雕刻, 套索遮罩3D视图工具: 雕刻, 套索遮罩 (回退)3D视图工具: 雕刻, 套索修剪3D视图工具: 雕刻, 套索修剪 (回退)3D视图工具: 雕刻, 划线面组3D视图工具: 雕刻, 划线面组 (回退)3D视图工具: 雕刻, 划线隐藏3D视图工具: 雕刻, 划线隐藏 (回退)3D视图工具: 雕刻, 划线遮罩3D视图工具: 雕刻, 划线遮罩 (回退)3D视图工具: 雕刻, 划线投影3D视图工具: 雕刻, 划线投影 (回退)3D视图工具: 雕刻, 划线修剪3D视图工具: 雕刻, 划线修剪 (回退)3D视图工具: 雕刻, 按颜色遮罩3D视图工具: 雕刻, 按颜色遮罩 (回退)3D视图工具: 雕刻, 网格滤镜3D视图工具: 雕刻, 网格滤镜 (回退)3D视图工具: 雕刻, 折线面组3D视图工具: 雕刻, 折线面组 (回退)3D视图工具: 雕刻, 折线隐藏3D视图工具: 雕刻, 折线隐藏 (回退)3D视图工具: 雕刻, 折线遮罩3D视图工具: 雕刻, 折线遮罩 (回退)3D视图工具: 雕刻, 折线修剪3D视图工具: 雕刻, 折线修剪 (回退)3D视图工具: 框选3D视图工具: 框选 (回退)3D视图工具: 刷选3D视图工具: 刷选 (回退)3D视图工具: 套索选择3D视图工具: 套索选择 (回退)3D视图工具: 切变3D视图工具: 切变 (回退)3D视图工具: 变换3D视图工具: 变换 (回退)3D视图工具: 调整3D视图工具: 调整 (回退)加速相加添加切割添加切割关闭新增添加吸附点调整衰减编辑影响对齐动画动画通道应用区域骨架加入/脱离框自动约束自动约束平面轴向吸附轴向吸附 (关)后开始倒角模态映射Blender 现在将关闭。取消居中轴心点关闭居中轴心点开启更改影响类型修改内斜接修改相交方法更改偏移量更改偏移模式更改不透明度修改外斜接修改轮廓更改半径更改段数钳制片段清除约束剪辑剪辑动画摄影表编辑器剪辑编辑器剪辑曲线编辑器冲突扩展确认确认采样控制台折痕曲线曲线笔模态映射曲线自定义法向模态映射循环角度吸附相对边缘循环浏览轮廓类型减速降低跳跃高度减少最大AutoIK链长度减少衰减编辑影响减少段数减少细分弃选对角线衰减禁用精确禁用吸附动画摄影表动画摄影表通用操作下拖动扩展启用精确启用吸附结束当前切割挤出吸管颜色渐变点采样映射吸管模态映射快速快速 (关)文件浏览器文件浏览器按钮文件浏览器主界面填充工具模态映射固定宽高比关闭固定宽高比开启翻转文本前帧自由-对齐切换通用操控器通用操控器点击拖动通用操控器拖动通用操控器可能拖动通用操控器选择通用操控器调整模态映射通用工具: 标注通用工具: 标注 (回退)通用工具: 标注擦除通用工具: 标注擦除 (回退)通用工具: 标注直线通用工具: 标注直线 (回退)通用工具: 标注多段线通用工具: 标注多段线 (回退)测地线衰减测地线递归步数手势动作 - 框选手势动作 - 划线手势动作 - 区域缩放抓起曲线编辑器曲线编辑器通用操作显卡:蜡笔蜡笔笔刷笔画蜡笔绘制模式蜡笔编辑模式蜡笔填充工具蜡笔雕刻模式蜡笔顶点绘制蜡笔权重绘制关闭忽略吸附打开忽略吸附图像图像编辑器工具: 采样图像编辑器工具: 采样 (回退)图像编辑器工具: Uv, 游标图像编辑器工具: Uv, 游标 (回退)图像编辑器工具: Uv, 抓起图像编辑器工具: Uv, 抓起 (回退)图像编辑器工具: Uv, 移动图像编辑器工具: Uv, 移动 (回退)图像编辑器工具: Uv, 夹捏图像编辑器工具: Uv, 夹捏 (回退)图像编辑器工具: Uv, 松弛图像编辑器工具: Uv, 松弛 (回退)图像编辑器工具: Uv, 断离区域图像编辑器工具: Uv, 断离区域 (回退)图像编辑器工具: Uv, 旋转图像编辑器工具: Uv, 旋转 (回退)图像编辑器工具: Uv, 缩放图像编辑器工具: Uv, 缩放 (回退)图像编辑器工具: Uv, 框选图像编辑器工具: Uv, 框选 (回退)图像编辑器工具: Uv, 刷选图像编辑器工具: Uv, 刷选 (回退)图像编辑器工具: Uv, 套索选择图像编辑器工具: Uv, 套索选择 (回退)图像编辑器工具: Uv, 调整图像编辑器工具: Uv, 调整 (回退)图像通用操作图像绘制图像视图入增加跳跃高度增加最大AutoIK链长度增加衰减编辑影响增加段数增加细分信息面板反转跳跃跳跃 (关)插帧切刀工具模态映射语言晶格左延长扩展有限平台支持关联控制柄局部向下局部向上锁定角度减少循环计数增加循环计数标记遮罩编辑网格网格滤镜模态映射融球移动移动相邻控制柄移动当前控制柄移动整个点移动原点NLA 编辑器NLA 通用操作NLA 轨道导航新建较新的图形驱动程序可能具有更好的 Blender 兼容性。无操作节点附加节点附加 (关闭)节点编辑器节点通用操作节点工具: 框选节点工具: 框选 (回退)节点工具: 刷选节点工具: 刷选 (回退)节点工具: 套索选择节点工具: 套索选择 (回退)节点工具: 调整节点工具: 调整 (回退)数字按键输入向下递减数字按键输入向上递增物体模式物体非模态操作出大纲视图绘制曲线绘制面遮罩 (权重、顶点、纹理)绘画笔画模态绘制顶点选择 (权重、顶点)平移平移 (关)平移粒子钢笔工具模态映射不受支持的平台点云姿态精确精确 (关)精确 (关)精确模式预览预览工具: 游标预览工具: 游标 (回退)预览工具: 移动预览工具: 移动 (回退)预览工具: 旋转预览工具: 旋转 (回退)预览工具: 采样预览工具: 采样 (回退)预览工具: 缩放预览工具: 缩放 (回退)预览工具: 框选预览工具: 框选 (回退)预览工具: 刷选预览工具: 刷选 (回退)预览工具: 套索选择预览工具: 套索选择 (回退)预览工具: 调整预览工具: 调整 (回退)基本工具模态映射属性编辑器属性值区块上下文菜单删除上一个吸附点重置重置采样调整大小右旋转旋转法线旋转旋转 (关)采样点缩放屏幕屏幕编辑雕刻雕刻曲线雕刻扩展模态搜索选择选取并使用网格项目序列容器序列编辑器工具: 刀片序列编辑器工具: 刀片 (回退)序列工具: 框选序列工具: 框选 (回退)序列工具: 刷选序列工具: 刷选 (回退)序列工具: 套索选择序列工具: 套索选择 (回退)序列编辑器工具: 滑动序列编辑器工具: 滑动 (回退)设置吸附基准设置吸附基准 (关)设置并使用 3D 游标Shift缩短扩展尺寸减慢减慢 (关)吸附吸附 (关)吸附角度吸附反转吸附反转 (关)吸附关闭吸附开启吸附开关吸附扩展到面组关闭吸附至中点打开吸附至中点球形衰减球形化电子表格通用标准模态映射开始采样停止向后移动停止向前移动停止全局向下移动停止全局向上移动停止向左移动停止局部向下移动停止局部向上移动停止向右移动相减切换到移动切换到旋转切换到缩放传送文本文本通用操作减少纹理畸变增加纹理畸变切换角度吸附切换笔刷渐变切换钳制重叠切换透切切换深度测试切换节点自动偏移方向切换距离与角度测量切换扩展模式切换渐变切换重力切换硬化法向切换标记缝合线切换标记锐边切换保留状态拓扑衰减拓扑递归步数轨迹球变换模态映射UV 编辑器UV 雕刻撤销上升级到最新的 macOS 版本可能会改善对 Blender 的支持使用鼠标使用物体使用轴心点用户界面顶点/边线滑移顶点绘制视频序列编辑器2D 视图2D 视图按键列表3D 视图滑动模态3D 视图飞行模态3D 视图手势动作 - 刷选3D 视图移动模态3D 视图放置模态3D 视图旋转模态3D 视图行走模态3D 视图缩放模态权重绘制窗口X 轴X 轴校正X 轴向锁定X 平面Y 轴Y 轴向锁定Y 平面不支持您的显卡您的显卡或驱动程序的支持有限。也许可以运行,但存在问题。不支持您的显卡或驱动程序版本。您的显卡或者 macOS 版本不被支持Z 轴Z 轴校正Z 轴向锁定Z 平面窗口环境: {:s}窗口操作仅支持 Windows 和 LinuxWindows InkWintab擦除片段线框线框颜色线框颜色类型线路颜色线框编辑选中的线路线框宽度线框边线框线框颜色线框细节线框修改器线框不透明度线框阈值线框效果修改器线路附带偏移附带目标对于折射材质,在此物体的阴影中产生近似焦散。此物体内部最多会考虑十次反弹。灯光、投射器和接收器对象必须设置阴影焦散选项才能启用此功能无目标木纹木质纹理单词间距文字换行单词换行宽度系数,0为禁用工作区工具工作区界面标签二维动画全屏二维画布动画合成几何节点布局遮罩建模运动追踪新建渲染脚本雕刻着色故事板纹理绘制UV编辑视频编辑工作区界面标签工作台场景的工作台渲染工作空间工作空间交互 ID当前文件的工作色彩空间工作区工作区数据块,为用户定义工作环境工作区数据块工作区世界环境新建世界世界穹顶灯光世界迷雾世界不透明度世界输出世界环境覆盖世界属性世界空间世界空间照明世界背景呈透明,用于将渲染图合成到另一个背景上描述场景的环境信息以及环境光照的世界数据块世界环境数据块世界光照设置世界雾场设置世界空间法线映射世界空间法线映射, 与 Blender 渲染烘焙兼容世界空间矢量置换映射用于渲染场景的世界环境世界对于摄像机光线的可见性世界对于漫反射光线的可见性世界对于光泽反射光线的可见性世界对于阴影光线的可见性世界对于透射光线的可见性世界对于体积散射光线的可见性世界空间方向用于延伸顶点的世界空间方向向量用于延伸顶点的世界空间射线原点世界环境世界坐标系的变换矩阵循环环绕缩裹方法循环模式换行宽度回退到第一次/最后一次的值将节点封装在闭包内,该闭包可在节点树的不同位置执行限制数值在(A,B)范围内重复如果没有足够的水平空间则自动换行封装操作符,它将在设置 module_name 后调用给定的操作符限制数值在 (A,B) 范围内循环往复写入写入图像写入旧的 Blend 文件格式写入本地文件 (覆盖已存在的)写入初始文件 (覆盖已存在的)写出FBX文件写入所有键位映射 (不只是用户修改的)将烘焙写至当前目录 (覆盖现有烘焙)将烘焙写至原目录 (覆盖现有文件)写入已压缩的工程文件写入边平滑数据写入错误: 无法保存 %s写入面平滑数据写入面平滑组将文件写至当前目录 (覆盖现有文件)将文件写至原目录 (覆盖现有文件)仅写入文件名将文件写至当前目录 (覆盖现有文件)将文件写至原目录 (覆盖现有文件)写入图像到磁盘将上下文接口的链接操作名称写入节点树的 "link_operation_names" 属性尽可能写入相对路径错误的图像输入类型错误的遮罩输入类型错误的输出类型XX 角度X 转角弹性X转角硬度X 轴X 轴硬度X 结束X向力X 向前X 位置X 下限X 映射X 最大值X 最小值X 向镜像X 向法线X 向偏移X 平面X 位置X 旋转X 缩放X 源轴X 向弹性X 起始X 硬度X 向细分X 向上X向速度X 轴X 轴校正 (切换)X 轴向运动力场的X向分量速度场的X向分量起始位置的 X 坐标体素在编号空间中的 X 坐标,或者一个分块的最小 X 坐标X 手动片段开始的 X 位置用于蒙皮修改器的X半径X 轴X 轴镜像X-全局透视模式透视不透明度此模式下透视不可用 (请切换到实体或线框着色模式)柔性骨骼曲线的终点的X轴控制柄偏移量,矫正曲度柔性骨骼曲线的起始点的X轴控制柄偏移量,矫正曲度新物体放置的X向坐标 (屏幕空间)父级关联点的 X 向偏移帧上标记的 X 向屏幕坐标位置帧上相对于标记所在位置的 X 向搜索块位置曲线点的 X/Y 坐标路径点的 X/Y 坐标每米的X/Y向像素,用于图像缓冲X:XRXR 动作映射XR 动作映射绑定XR 动作映射绑定XR 动作映射项XR 动作映射项XR 动作映射XR 组件路径XR 组件路径窗口管理器事件的 XR 数据XR 导航XR会话设置XR会话状态XR 用户路径XR 用户路径XR 动作名称XR 动作设置名称XR 动作类型对应类型的XR动作值XYZ 欧拉XYZ旋转次序 - 类似于万向节锁 (默认)XYZ 旋转未均等插帧, ID= '%s', RNA路径='%s'XYZ 转 RGBXZXZ 缩放模式XZY 欧拉XZY旋转次序 - 类似于万向节锁Xform OpsXiph.Org Ogg 容器Xiph.Org Vorbis 解码器XvidYY 角度Y 转角弹性Y转角硬度Y 轴Y 轴硬度Y 结束Y向力Y 向前Y 位置Y 下限Y 映射Y 最大值Y 最小值Y 向法线Y 向偏移Y 平面Y 位置Y 旋转Y 缩放Y 缩放模式Y 源轴Y 向弹性Y 起始Y 硬度Y 向细分Y 向上Y向速度Y 轴Y 轴向运动力场的Y向分量速度场的Y向分量起始位置的 Y 坐标体素在编号空间中的 Y 坐标,或者一个分块的最小 Y 坐标Y 手动用于蒙皮修改器的Y半径Y 轴Y-全局新物体放置的Y向坐标 (屏幕空间)父级关联点的 Y 向偏移帧上标记的 Y 向屏幕坐标位置帧上相对于标记所在位置的 Y 向搜索块位置Y:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)YCbCr (Y - 亮度, Cb - 蓝色色度分量, Cr - 红色色度分量) 色彩空间YCbCr 关键通道YCbCr 限定通道YCbCr 色彩空间YUVYUV (Y - 亮度, U V - 色度) 色彩空间YUV 关键通道YUV 限定通道YXZ 欧拉YXZ旋转次序 - 类似于万向节锁YZX 欧拉YZX旋转次序 - 类似于万向节锁码黄-蓝昨天您可以稍后在 “系统” 偏好设置中进行调整。您还需另选一串相连的顶点您必须选择一种绑定类型来创建其范例您需要在左侧选择至少有两个关键帧您需要在右侧选择至少有两个关键帧您需要为多烘焙指定活动纹理ZZ 角度Z 转角弹性Z转角硬度Z 轴Z 轴校正Z 轴硬度Z 向Z向力Z 向前Z 位置Z 下限Z 映射Z 最小值Z 向法线Z 平面Z 旋转Z 缩放Z 源轴Z 向弹性Z 硬度Z 向上Z向速度Z 轴Z 轴校正Z 轴校正 (切换)力场的Z向分量速度场的Z向分量体素在编号空间中的 Z 坐标,或者一个分块的最小 Z 坐标Z 手动Z, 索引, 法线, UV 和矢量通道仅被 alpha 透明度等于或高于此阈值的表面影响Z 轴Z-缓冲Z-全局Z 缩放Z 朝上柔性骨骼曲线的终点的Z轴控制柄偏移量,矫正曲度柔性骨骼曲线的起始点的Z轴控制柄偏移量,矫正曲度纹理映射的 Z 偏移Z:ZIPZIP打包错误;__init__.py 应位于文件夹内,而不是顶层级ZIPSZXZXY 欧拉ZXY旋转次序 - 类似于万向节锁ZYX 欧拉ZYX旋转次序 - 类似于万向节锁(Theta) 仰角 - 距地平面角度零权重以零为中心的坐标沿较大维度进行规格化均匀缩放零法线零缩放无法求解零体素尺寸无法求解Zeroes软件包版本,适用于从开发到测试的升级ZIP零输出节点 ID区域输出节点,此输入节点已配对缩放缩放轴X 向缩放系数Y 向缩放系数缩放影响缩放关键帧缩放方法缩小变焦路径缩放秒数缩放风格通过上拉或下压 3D 鼠标帽来缩放缩放方向缩放参数摄像机视图缩放系数缩放系数, 1.0的值为放大, 低于此值为缩小放大类似缩放视图的缩放效果,鼠标移动基于画面的中心基于鼠标水平移动的视图缩放基于鼠标沿缩放方向的移动放大和缩小基于鼠标垂直移动的视图缩放放大视图 (以2D游标为中心)放大视图将视图放大至框选区域内最近的匹配项缩放显示至框选下的最近一个物体在 3D 视图中以鼠标光标为缩放中心, 而不是 2D 窗口的中心缩/放视图缩放背景图像缩放图像缩放当前视图缩小缩小视图 (以2D游标为中心)缩小当前视图缩放百分比自适应缩放预览缩放比率, 1.0代表1:1, 高于此值为放大, 低于此值为缩小放大已选者的序列片段缩放以适应帧缩放类型缩放至鼠标位置[动作存放][E] - 禁用过冲[E] - 启用过冲[Shift] - 启用精度`Collection.bones` 在骨架编辑模式下不可用沿%s X 向沿%s Y 向沿%s Z 向沿 X 向沿 Y 向沿 Z 向沿局部 Z 向以及 AMD Adrenalin 驱动程序 %s 或更新版本以及 NVIDIA 驱动程序 %s 或更新版本以及 ROCm HIP 运行时 %s 或更新版本以及 Windows 驱动程序 %s 或更新版本标注arccos(A)arcsin(A)arctan(A)骨架属性bItascBlender 默认blender:hlg_rec2020_显示_203尼特blender:pq_rec2020_显示_203尼特笔刷字节缓存文件摄像头摄像机类别剪贴板集合拾色器color_index 无效构造修改器上下文 "窗口" 为空cos(A)cosh(A)游标曲线自定义双击-拖动-exp(A)分形布朗运动(fBM)文件字体帧率: %.2f帧率: %i万向操控器glTFglTF 2.0glTF 2.0 格式glTF 动画glTF 二进制 (.glb)glTF 嵌入 (.gltf)glTF 材质变体glTF 分离 (.gltf + .bin + 纹理)glTF 变体glTFpack 文件路径全局gltfpack蜡笔毛发曲线缩放iTaSC在内存中开启编辑!行业兼容数据晶格左库光照探头灯线条样式链接占位符局部锁定%s X 向锁定%s Y 向锁定%s Z 向遮罩材质矩阵网格融球麦克风毫米影片剪辑多级精度修改器名称网络无操控器无矩阵无位置节点组非三角面法向物体颜色物体oneAPI或 AMD Radeon Pro %s 驱动程序或更新版本或 AMD 驱动程序 %s 或更新版本否则应避免。p0绘制曲线调色板父级粒子性能影响!轴心位置点云轮询失败位置像素读取降低上述选项的影响移除精度右sRGBsRGB IEC 61966-2-1 分段函数编码带有 Filmic 视图变换的 sRGB 显示空间另存为新的常规文件。屏幕屏幕形态键sin(A)sin(x) / xsinh(A)声音扬声器开方(x*x+y*y+z*z)tan(A)tanh(A)template_popup_confirm 在弹出窗口之外使用文本纹理无法加载影片剪辑无法加载文本无法打开文件读取文件时发生未知错误统计文件时出现未知错误未知的文件写入错误不支持的字体格式格式不支持图像格式不受支持影片剪辑格式不支持uv_on_emitter() 需要一个来自被解算物体的修改器屏幕体积窗口管理器较旧的 Blender 版本的文件?wmOwnerID '%s' 不位于工作区 '%s'工作区世界环境写入y = (Ax + B){:.4g} fps{:d} 条函数曲线不可设置关键帧, 它们可能被锁定或已采样.{:d} MB此帧包含 {:d} 个流体粒子{:d} 个图像已转换为网格平面{:d} 个节点已选中,但此操作只能作用于 {:d} 个。{:s} • {:s} 切换拖动时吸附 • {:s} 切换从中心拖动 • {:s} 切换固定宽高比{:s} (全局){:s} (不可用){:s} ({:s} 可用){:s} 不受支持{:s} → {:s}{:s}: {:s}{} ({} 在磁盘上){} ({} 打包的){} 帧 @ {} FPS{} 不存在{} 似乎不是序列的一部分{} 秒{} 个片段已成功移除 {} 个关键帧|%i 个链接的库物体|%i 个多用户的骨架物体× (Ax + B)• ARM 上的 Windows 需要 31.0.112.0 或更高版本的驱动←↑→↓⏭⏮⏯⏹